Details – Siralim: Invasion and Siralim 2: Renaissance

As many of you know, Siralim: Invasion was released late last week on Steam and itch.io (Windows, Mac, Linux), in addition to Google Play (Android). As I started to write this post, I received an e-mail from Apple saying that they’re reviewing the patch for iOS as we speak. Playstation users might need to wait a little while longer, as I haven’t been able to submit the patch yet since the process is a bit more involved than all the other platforms (a lot of “wait and see” – but I’m doing everything I can on my end, rest assured!). In the end, I’ll be surprised if the patch isn’t available on all remaining platforms by the end of the week!

In addition, I’m also working on releasing both Siralim and Siralim 2 on Amazon Underground. This means that the games will be completely free – including their in-app purchases – on Android if you have the Amazon Underground app. I’ll get paid by Amazon for every minute players spend playing these games, so I figured games with infinite playability would do pretty well on there. At the very least, I figured this would be an interesting experiment considering it’s an all-new payment model that no company other than Amazon has tried yet.

Last week, I promised that I’d dive into details about how the two new “mini-expansions” work for Siralim and Siralim 2. However, there’s not much to say about the patch for Siralim that hasn’t already been revealed, so instead, let’s take a closer look at the patch for Siralim 2.


Daily Realms

Daily Realms are unlocked via a mid-level castle upgrade. After that, you can visit an NPC in the main room in Siralim to open a portal to a Daily Realm. You can complete a Daily Realm once per day, which also increases your Daily Realm Streak by 1. If you die or exit the game while in a Daily Realm, your completion streak will be reset back to 1.

Enemies in Daily Realms scale in level and Gene Strength to those of your own creatures, similar to how Sigils and God Battles work. Enemies will not grow more powerful after a Daily Realm Streak of 10.

If you manage to complete the Realm Quest in a Daily Realm, not only will your Daily Realm Streak increase, but you’ll also receive an increasingly better reward based on your streak. Rewards always include some Spell Gem crafting components to be used in the Arcane Refinery, along with a chance to receive a Fleshwarper Coin. At a Daily Realm Streak of 10 or higher, you will always receive a Fleshwarper Coin.

Unlike in the first Siralim game, no stats are tracked or displayed to players in Siralim 2’s Daily Realms. These statistics would have made it impossible for me to add Daily Realms to the Playstation version of the patch, so I decided to omit that functionality entirely.

New Game Plus

New Game Plus is a new option unlocked at the title screen. You can unlock it by either defeating the final boss of the main storyline, or by holding down the right-directional button (default “D” on keyboards) for a few seconds. After that, you can choose “New Game Plus” and start a new save file.

When you start a new file under New Game Plus, you’ll start in a different room than normal. This room contains several NPCs that allow you to toggle certain in-game options that will affect the way you play the game. Below is a list of options, along with a description of each one if necessary:

Random Creature Mode – in the normal game, the order in which creatures are unlocked in the wild is always the same, no matter how many new games you start. With this mode enabled, you could encounter a Diabolic Nemesis starting at realm level 1. The first 50 creatures that are unlocked can be extracted from, so there’s no need for them to be in your bestiary first. This mode should give the game a tremendous amount of replay value.

Extract Anything Mode – this mode allows you to extract a Core from any creature without it needing to be in your bestiary first.

Classic Mode – greatly decreases the amount of resources, experience points, and items you’ll gain throughout the game. This mode is intended to make the game feel more hardcore, and from my own experience, it makes the game feel a lot more rewarding and satisfying.

Ignore Gene Strength – with this mode enabled, creatures will always have zero Gene Strength. This includes your creatures and enemy creatures.

Start With All Cores – allows you to start the game with one of every Core already in your inventory. No, that doesn’t include the Mimic or any other creature that is otherwise unobtainable. This option also adds an NPC to the summoning chamber that allows you to delete all the Cores in your inventory. That way, you can start the game with a creature team of your choice, then delete all your Cores in case you don’t want to spoil the element of extracting Cores from new creatures later on.

Start With All Spell Gems – allows you to start the game with one of every Spell Gem already in your inventory. None of these Spell Gems have any properties.

Start With Extra Resources – allows you to start the game with 10x as many resources (Brimstone, Crystal, Essence, Granite, and Power) as normal.

Start With All Breeding Recipes – allows you to start the game with all the breeding recipes already known.

Start With Double Speed – allows you to move at double your normal speed in the castle and in realms without needing to unlock anything.

You’re probably noticing that there’s no permadeath option listed here. Permadeath won’t be added to Siralim 2. Cloud saving makes this option obsolete and pointless, not to mention that a permadeath mode introduces a lot of technical bugs that are difficult to work past.

Retro Skins

40 new skins have been added to the game: one from each of the original creature races in the first Siralim game before it received a graphics overhaul. While I think all of the battle sprites still look really good, some of the overworld sprites leave something to be desired. You’ve been warned.

Here are a few screenshots of some of these skins:


I’m hoping to release the Siralim 2 patch shortly after I’ve finished deploying the patch for Siralim 1 on all platforms. Shouldn’t be much longer now!

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Free content updates for Siralim and Siralim 2 are coming!

While I’ve been hard at work on my next game (which will be announced very soon – promise!), I’ve also found time to work on Siralim and Siralim 2 just a little bit longer. The beauty of these games is that, even though they’re both already packed to the brim with content, there’s always room to add even more.

With that said, both Siralim and Siralim 2 will each receive one final content update. Today, I’ll reveal a brief overview of what you can expect in both of these updates.

Siralim: Invasion

Let’s start with Siralim’s update, called “Invasion”. First and foremost, the game will finally be brought to the same version as what is already available on Playstation. This means that all the game’s NPCs and character sprites will be overhauled. They look a lot better than the old ones, and this change should single-handedly make the game much more pleasurable to play.

Additionally, 12 new creatures will be added to Siralim. Two of these creatures are the Steampowered Pilwiz and Pumking, which are no longer tied to exclusive seasonal events and can instead be found in the wild. I’ll reveal some of the other new creatures next week, along with a first look at some of their abilities.

But that’s not at all! I’m also adding a new battle speed option called “Ultra Turbo Mode”. When this option is enabled, you’ll be able to hold down the confirmation button to quickly cycle through battle commands. No need to tap the button dozens of times per battle anymore!

One other major change is that the “Crown of Haste” item will now work in realms, in addition to your castle.

Siralim 2: Renaissance

Siralim 2’s update will be called “Renaissance”. The biggest feature included in this patch is the addition of a “New Game Plus” option. This feature allows you to start a new game with several options of your choice. Some of these options include starting the game with all breeding recipes unlocked, or an option that allows you to extract Cores from any creature in the game. There’s also a “Random Creature Mode” that unlocks new creatures in the wild in a random order, which should make starting a new game much more interesting. There are over 10 of these options available, and I’ll announce the full list very soon!

Another new feature included in Renaissance is the addition of “Daily Realms”. Once per day, players will be able to journey to a new realm that contains enemies scaled to your own creatures’ levels. Upon completing this realm, you’ll have a chance to earn a Fleshwarper Coin and several Spell Gem crafting components. Interestingly, all players will get to experience the same exact realm (including its layout, enemies, and items) as each other.

Renaissance also includes dozens of new skins for you to collect for your creatures. But these aren’t just any normal skins – these are retro-style skins from the original creature graphics in the first Siralim game – the ones that were used while the game was still in beta testing! I’ll post some screenshots of these later on.

Check back next week for a more in-depth look at these updates!

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New App Icons for Siralim and Siralim 2!

At some point in the near future, we’ll be rolling out a new update for Siralim and Siralim 2 on most platforms to give them some new app icons. These were created by the same artist that drew our Siralim 2 title screen, Janette Ramos.

While these icons don’t necessarily use an art style that is consistent with their respective games’ pixel art, I think they represent the games in a much more professional light than their older counterparts. The first thing players see before they purchase a game – especially on mobile devices – is the app icon, and it’s safe to say the old ones weren’t doing us any favors toward reaching new customers.

As you can probably see for yourself, this artwork is hand painted. Janette has done an excellent job with these new icons, and we’re excited to work with her on future projects as well! I wonder what this next one is for?

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Introducing Our New Merchandise Shop!

You’ve been asking for it, and now it’s finally here: a merchandise shop for Thylacine Studios’ games!

Choose from over a dozen shirts and hoodies (in the colors and sizes of your choice!) featuring your favorite Siralim and Siralim 2 characters. We also have coffee mugs, mousepads, and posters available that feature the official Siralim and Siralim 2 title screen art.

We plan to add many more products to the shop over time, including phone cases, laptop decals, notebooks, calendars, seasonal/holiday accessories, and much more! Want to make a request for something you’d like to see in our store? Feel free to contact us.

Click here to check it out!

 

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The Siralim Card Game That Never Was

During the development of Siralim 2, we also began working on a physical, collectible card game based on the original Siralim video game. Ultimately, the idea was scrapped for reasons that won’t be discussed here. However, a lot of people have expressed interest in a potential card game so I thought it might be interesting to show off the prototype.

Before I begin, I want to reiterate that this card game will never be released. It’s possible that a digital version of it might happen someday, but I have absolutely no plans to release anything like that for now. This post is merely to show off the prototype for this game before it was ultimately scrapped. The entire game was designed by our former graphics artist, with concepts taken from Siralim and Siralim 2 including creature traits, artifacts, and other key gameplay elements.

Let’s start with a brief explanation about how the game is played. The Siralim CCG (Collectible Card Game) is a 1 versus 1 card game that pits your creatures against those of your friends. To win, you’ll need to defeat all of your opponent’s creatures. Just like in the video games, you’ll need to create a party of creatures that work well with each other based on their traits, and equip them with suitable artifacts in order to gain an advantage over your opponent.

There’s one creature card for every creature race in Siralim 1. For example, instead of having multiple creatures that belong to the same race such as the “Diabolic Henchman” and “Diabolic Observer”, the CCG instead only has one creature to represent this race: the “Diabolic Horde”. Your deck will contain exactly six creatures of your choice, along with an accompanying artifact card for each one.

Next, you’ll need to fill out your deck with a bunch of items and spells to attain a total of 50 cards in your entire deck. While many of the spells work similarly to those found in Siralim and Siralim 2, the items were created from the ground up – specifically for the card game! Some items are used to empower your creatures with increased stats, while others are used to cure a debuff or recover some of your creatures’ Health pools.

Once both players have their decks built and are ready to play, a coin is flipped to determine who goes first. Both players take turns iterating through the four main phases of gameplay until one player runs out of living creature cards.

The first phase is called the Replenishment Phase. Most actions the player takes – including attacking or casting a spell – requires a certain amount of Energy. During this phase, the player’s Energy is restored. In addition, certain “Beginning of Turn” effects can occur at this time. For example, true to their functionality in Siralim, the Troll causes damage to a random enemy creature.

The second phase is called the Draw Phase. During this phase, the player draws enough cards to hold a total of seven cards in their hand. Simple enough.

Next comes the Main Phase. This is when the player can choose an action for each of their six creatures. Creatures can attack, use an active ability (trait), cast a spell, or simply do nothing at all. Generally, each creature will only have enough Energy for one action per turn, but certain spells and other effects allow some creatures to take multiple actions per turn.

Lastly, we have the End Phase. Nothing too exciting happens here – some “End of Turn” effects occur and that’s about it.

Attack damage, spell damage, and the effectiveness of certain traits and items are affected by the creatures’ stats. There are four stats in the Siralim CCG: Attack, Health, Speed, and Intelligence. These stats are listed in order from top to bottom on the left side of each creature card.

Attack – determines attack damage.

Health – when a creature runs out of Health, it dies.

Speed – determines the order in which the creature attacks during the Main Phase.

Intelligence – determines the potency of spells the creature casts.

 

As I said before, both players take turns attacking, casting spells, and using items on their creatures until one player’s party is completely wiped out, with the surviving player being the winner. Some effects require the use of tokens (to symbolize the game’s debuffs: Poisoned, Asleep, Blinded, Cursed, and Confused), while others make use of dice to calculate effects that deal with randomized numbers.

…and that’s about it. There are a few other minor details associated with the game, but that’s pretty much the gist of it. For that reason, this card game didn’t turn out to be anywhere near as fun as the video games, which is one of the many reasons why this project was cancelled. It’s entertaining enough for a few matches, but it’s definitely not something you’d want to play in the long term.

I’ll leave you with a few more pictures of some other cards. Notice how the creatures were all designed to work the same way they do in the video games.

See you next week!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Welcome to our new website!

As the title states, Thylacine Studios now has a brand new website! The most notable improvement is the addition of a blog – the one you’re reading right now. I’ll use this blog to not only keep you up to date with development on my own games, but to also bring you game dev book reviews, tutorials, news, game analyses, and much more. I’ll also start integrating social media and other forms of communication into my daily routine in order to keep in touch with the playerbase better than ever before.

If you run into any bugs with the new website or have any suggestions, please let me know. You don’t have to sign up or do anything special to leave a comment, so feel free to reply to any post you want! If you’ve already signed up on our forums, you can simply re-login on the forums and you’ll be able to post here using your username. Please note that first time posters need to wait for approval before their post appears.

Oh, and one more thing: make sure you sign up for our Newsletter by scrolling to the bottom of any page on the site. This is the best way for you to stay up to date on our game announcements!

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