Siralim Ultimate – Dev Blog: Inquisitor Specialization

In this week’s dev blog, I’m going to reveal the Inquisitor specialization. This specialization focuses on reacting to just about anything your enemies will throw at you. There are also a few perks that allow you to use healing effects for offense purposes. In many ways, Inquisitors are much like Sorcerers in that they are proficient at shutting down their enemies’ tactics, but they do so in a very different way.


Inquisitor Perks

Please note that the numerical values shown for each of these perks is not final yet. Any values shown in {brackets} increase as you level up the perk, but for the sake of clarity, I’ve provided you with their maximum values already.

If a buff or debuff is different in Siralim Ultimate compared to Siralim 3, I’ll make a note of it below each perk’s description. Otherwise, you can assume the buff/debuff works the same way that it always has.

Censure  – Your creatures deal additional damage equal to {20%} of the healing they’ve received in the current battle.

Chastise – Your creatures’ healing effects deal damage at 25% effectiveness when applied to enemies.

Miracle – After your creatures are resurrected, they deal damage to all enemies equal to {15%} of their Maximum Health.

Lay to Rest – After an enemy is resurrected, they take damage equal to {25%} of their Maximum Health.

Divine Strength – After your creatures are healed, they gain Attack and Intelligence equal to {25%} of the amount of healing received.

Shining Force – After your creatures take damage that sets their Health below 35%, they gain Rebirth.

  • Creatures with Rebirth are resurrected with 30% Health when they die.

Contrition – After an enemy attacks, they have a {50%} chance to be afflicted with Scorn.

Judgment – After an enemy casts a spell, they have a {50%} chance to be afflicted with Silence.

Begrudge – After an enemy casts a spell, that Spell Gem is sealed.

Heresy – When your creatures attack, they deal 50% more damage for each minion the target has.

Defy Evil – Your creatures deal {50%} more damage and take {50%} less damage from Chaos and Death creatures.

Admonish – At the start of battle, enemy Sorcery creatures are afflicted with Silence.

Berate – At the start of battle, enemy Life creatures are afflicted with Blight.

Castigate – At the start of battle, enemy Chaos creatures are afflicted with Scorn.

Rebuke – At the start of battle, enemy Nature creatures are afflicted with Fear.

  • Creatures with Fear cannot gain stats.

Condemn – At the start of battle, enemy Death creatures are afflicted with Vulnerable.

  • Creatures with Vulnerable take 50% more damage from all sources.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Siralim Ultimate – Dev Blog: Relics of the Gods

Welcome back! In this dev blog, I’m proud to reveal a new feature that serves as a long-term source of end-game progression in Siralim Ultimate: Relics of the Gods!

Note: I’m in the middle of a family emergency right now, so I apologize for this post being much shorter than the others. Even so, this particular feature is fairly complex, so I think it is best described as concisely as possible anyway.

Relics of the Gods

This isn’t a simple feature to explain by any stretch of the imagination, so I’m going to try to describe how relics work without rambling on with too many details:

  • Prophecies (infinite, repeatable, randomly generated, end-game quests) now reward a new type of currency when you complete them: Piety. The amount of Piety that you’ll earn is based on how difficult the Prophecy is.
  • Save up enough Piety and take it to Elize. If you’ve played previous Siralim games, you already know that Elize handles your Prophecies for you. Now, she also has a shop.
  • Spend your Piety at Elize’s shop to unlock a new relic of your choice. There are 21 different relics to choose from – one for each god. Eventually, you’ll be able to unlock them all, so just choose whichever is your favorite at first.
  • Your creatures can equip these relics, meaning you can have up to 6 relics in your party at a time – one equipped to each creature. You can equip and un-equip them at any time, as long as you’re in your castle. There’s no cost or penalty for doing so.
  • Relics are, essentially, skill trees that you can attach to your creatures. The creature that has a specific relic equipped gains that relic’s properties.
  • You can level up a relic by spending even more Piety at Elize’s shop. Each level gives you 1 skill point to spend on that relic’s skills. Each relic typically has around 7 or 8 skills. These skills have a maximum level, so eventually, your most powerful relics won’t gain any more skill points.
  • You can think of relic skills as miniature versions of creature traits. They’re powerful, but also niche, so you’ll need to build your party around them to take full advantage of them. For example: Ice Shards – After a Frozen enemy thaws or is killed, this creature deals damage to all enemies equal to X% of the Frozen creature’s Maximum Health.
  • After a relic is “maxed out” in terms of skill points, you can still continue to level them up to gain Synergies. Synergies grant your creatures permanent stat boosts. The stat (Health, Attack, Intelligence, Defense, or Speed) depends on what relic your creatures are using. For example, Azural’s relic grants a boost to Attack, while Zonte’s relic grants a boost to Intelligence. Synergies affect all the creatures in your party.
  • Synergies replace the generic stat-boosting perks from previous Siralim games.
  • Relics can also be Awakened, allowing the relic to take on a life of its own. Each relic can be awakened up to 5 times. Each time a relic is awakened, it unlocks an additional benefit for that relic. For example, after you’ve awakened Wintermaul, Great Hammer of Azural for the first time, the hammer will take on a life of its own and attack enemies in battle as if it were an extra creature in your party. Awaken it a second time, and it’ll cast Frozen-based spells on enemies. And yes, relics have their own attack animations.
  • How you awaken a relic is something related to a feature that I have yet to reveal.
  • If you ask politely on Discord, Nieve might be willing to share some visuals to accompany this dev blog.
  • Dry your tears, druids. I’m aware that you don’t have 6 creatures and can’t equip 6 relics. There’s a solution for that in the form of a perk.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Siralim Ultimate – Dev Blog: Sorcerer Specialization

In this week’s dev blog, I’m going to reveal yet another specialization in Siralim Ultimate: the Sorcerer! I know the name of this specialization doesn’t seem particularly interesting to players who have been playing this series for so long, but I’m pretty excited about the way it works from a mechanical perspective.

This post is also a great time to show off some of the changes made to various buffs and debuffs in the game. Let’s get right into it!

Sorcerer Playstyle

In short, the Sorcerer is a control-oriented specialization that focuses on manipulating the battlefield to your benefit. If your enemies aren’t able to attack, cast spells, or otherwise take a turn, how can they ever hope to defeat you? What I like about the Sorcerer is that many of its perks feel very “deliberate”, in that you won’t need to rely much on random chance in order to take your enemies down. Instead, you can plan your strategy around these perks in order to capitalize on them and ensure victory.

Sorcerer Perks

Please note that the numerical values shown for each of these perks is not final yet. Any values shown in {brackets} increase as you level up the perk, but for the sake of clarity, I’ve provided you with their maximum values already.

If a buff or debuff is different in Siralim Ultimate compared to Siralim 3, I’ll make a note of it below each perk’s description. Otherwise, you can assume the buff/debuff works the same way that it always has.


Blink – After the order of the Timeline is determined at the start of battle, your creatures are moved up the Timeline {3} positions higher.

  • Note: “Timeline” is what we’re calling the “Action Queue” now.

Comfortable Proximity – When your creatures take damage from an enemy, they take {10%} less damage for each creature between the two creatures on the Timeline.

Deep Freeze – After an enemy takes damage from a spell, they have a {15%} chance to be afflicted with Frozen.

  • Frozen creatures are unable to act until they thaw, and have a 25% chance to thaw at the start of their turn. This chance doubles after each of their turns.

Fade – After your creatures take damage that exceeds 15% of their Maximum Health, they gain Invisible.

Flabbergast – After your creatures deal damage with attacks or spells to an enemy directly below them on the Timeline, that enemy has a {20%} chance to be sent to the bottom of the Timeline.

Gravity’s Void – When your creatures damage an enemy, they deal {15%} more damage for each other creature between the two creatures on the Timeline.

Mental Fortitude – At the start of battle, your creatures gain Shelled.

  • “Shelled” is simply “Shell” as you remember it from the previous games. Many buffs/debuffs were renamed so that they make more grammatical sense when you’re reading about them in trait descriptions and things like that.

Perplex – After an enemy takes damage from an attack, they have a {15%} chance to be afflicted with Confused.

  • Confused creatures have a 50% chance to attack or cast harmful spells on their allies.

Psychic Scream – After an enemy casts a spell, they have a {50%} chance to be afflicted with Silenced.

Ruin – Your creatures deal 1% more damage and take 1% less damage for each debuff each enemy has.

  • For example, if each of your enemies have 3 debuffs, that’s a total of 18 debuffs, meaning your creatures would deal 18% more damage to them and take 18% less damage from them.

Singe – After an enemy attacks, they have a {50%} chance to be afflicted with Scorned.

Solidarity – When your creatures deal damage, they deal {10%} more damage for each consecutive ally that is adjacent to them on the Timeline.

Spell of Roots – At the end of an enemy’s first turn, they are afflicted with Snared.

  • Creatures with Snared are stuck at the bottom of the Timeline until they break free. They have a 10% chance to break free at the start of each creature’s turn.

Spell of Slumber – At the end of an enemy’s second turn, they are afflicted with Sleeping.

  • Creatures with Sleep cannot act until they either take damage or this debuff wears off.

Spell of Stone – At the end of an enemy’s third turn, they are afflicted with Stone.

  • Stone replaces Stun from previous games. Creatures with Stone cannot act until this debuff wears off. They also take 50% less damage from attacks and spells, and 100% less damage from all other sources.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Siralim Ultimate – Dev Blog: Will of the Gods, Realm Instability, and More!

In this week’s dev blog, I’m going to talk about the core gameplay loop in Siralim Ultimate – specifically, what you can expect to find in realms this time around. In addition, I want to talk about how I’m approaching the game’s difficulty in Siralim Ultimate and how it differs from previous games in the series.

The Teleportation Shrine

The Teleportation Shrine works pretty much the same way as it did in the previous Siralim games. The only difference is that it’s a lot easier to use.

Here’s what happens when you approach the Teleportation Shrine in Siralim Ultimate:

  • The realm depth menu will appear immediately. You no longer need to choose the “Teleport to a Realm” option, so this is a simple quality-of-life change that removes a key press. Simple enough, but it’s the little things like this that we’ll all be thankful for after we’ve played the game for hundreds of hours.
  • The realm menu is now all-encompassing. You’ll start by choosing a Realm Depth, just like you’ve always done in previous games. Afterward, you’ll be able to choose which type of realm you want to visit (Cutthroat Jungle, Azure Dream, etc) which costs resources, or you can simply choose a random realm type which doesn’t cost resources.
  • From this menu, you can also adjust something known as Realm Instability. This is a new feature in Siralim Ultimate, and I’ll explain more about that later in this post.
  • After you select a realm type, you’ll teleport to the realm of your choice. Easy enough.

Everything’s a Sigil

Sigils have changed drastically in each new Siralim game. Despite these changes, I’ve been really happy with how they’ve worked in every game so far.

In Siralim 1, Sigils immediately sent players into a boss fight. Unlike other fights in the game, Sigil battles were hand-designed to make them more challenging than normal battles. There was a Sigil for every single creature in the game, so these items added a lot of content for players to enjoy.

In Siralim 2, Sigils worked the same as they did in Siralim 1, except these battles also had randomly generated properties associated with them. These properties changed the way these battles worked – for example, certain properties gave enemies various buffs or stat boosts to make the fight more difficult, but also more rewarding. They also weren’t hand-designed, which made them feel a lot more random.

In Siralim 3, Sigils could be inserted into the Teleportation Shrine before you teleported to a new realm. These Sigils had randomly generated properties just like they did in Siralim 2, except these properties affected all the creatures in that realm. These realms were called Itherian Realms, and they were easily one of the most well-received features in the whole series.

In Siralim Ultimate, there is no longer a distinction between a “normal” realm and an Itherian Realm. All realms now have randomly generated properties associated with them. For that reason, Sigils do not exist in Siralim Ultimate.

At the start of the game, realms won’t have any properties because that would make for some frustrating early game battles that rely too much on luck. As your Realm Depth increases, however, realms will start to gain additional properties. Starting at Realm Depth 20, for example, realms will have 1 randomly generated property. At Realm Depth 30, realms will have 2 randomly generated properties. The number of properties will continue to increase as your Realm Depth increases until realms have a maximum of 6 randomly generated properties at a time.

Additionally, all realms starting at depth 50 have yet another property, and this one isn’t randomly generated: “Enemies are Fused”. As you can probably guess, this simply means that all your enemies will be fused with another creature, which will impact their stats as well as give them access to an additional trait. Enemies will all be fused from creatures that belong to a certain race in each realm. For example, one realm might contain enemies that are all fused with random Angel creatures, while another realm consists of creatures that are all fused with a random Fiend creature. That way, you’ll have some idea about what you’re going up against in battles rather than feeling compelled to inspect your enemies to read their traits in every battle.

You can view a realm’s properties ahead of time at the Teleportation Shrine before you commit to traveling to that realm. If you want to get rid of a certain property for whatever reason, you can pay additional resources to re-randomize these properties until you’re confident that you can handle that realm.

Moving Everything Into Realms

I want to add more random events to realms. The goal is to make them feel a lot more dynamic and unpredictable from a gameplay perspective.

One great example of this is that Pandemonium Tokens no longer exist in Siralim Ultimate as you know them. Instead, you will now sometimes find “Pandemonium Statues” in realms. These have the same effects as tokens, but you’ll be forced to use them in that same realm rather than at your leisure.

Remember how you’d sometimes encounter a “special room” when you used the Teleportation Shrine? One room offered players a bunch of treasure chests, for example. Those rooms (including plenty of new ones) will return in Siralim Ultimate, but now you’ll find portals in normal realms that lead to these rooms.

The Divination Candle is no longer used to create Charm items. Instead, you’ll eventually find this candle in each realm you visit. You can use it to attract creatures to that realm. Overall, the functionality of this candle is still the same as it was in previous games, but there’s no longer a need to mess around with a bunch of menus to do what you want to do.

Another interesting addition to realms is that, occasionally, a realm will be invaded by a race of creatures. For example, the Great Pandemonium might get invaded by Golems while you’re playing. While the invasion is active, the Great Pandemonium will have a lot of creatures that belong to the Golem race running around. Creatures that are part of an invasion have an increased chance to drop their Cards.


In Siralim 3, players upgraded their Talismans by completing an Itherian Realm and then talking to an NPC to increase their Talismans’ ranks. Itherian bosses don’t exist in Siralim Ultimate, so the Talisman upgrade system is a little different.

After you complete a Realm Quest, you’ll earn a certain amount of a new type of currency called “Energy”. You can collect Energy and take it to an NPC in your castle to upgrade your Talismans that way. Your chance to upgrade a Talisman is always 100%, but the cost to upgrade a Talisman increases with each additional rank.

As you might expect, this new system makes the game flow a lot better.

Realm Instability and the Will of the Gods

In Siralim 3, players were able to adjust the game’s difficulty by speaking with an NPC in your castle named Casual John. CJ allowed you to greatly increase your enemies’ damage, defenses, and give them additional traits. In exchange, players were given increased rewards for defeating these enemies.

CJ is one of my biggest regrets about Siralim 3. When players feel the need to “max out” their difficulty settings with CJ, it greatly limits the amount of creativity players can use when assembling their party of creatures because fewer party compositions are viable at that point. In addition, when your enemies are modified to deal 10,000% extra damage, it leads to an “all or nothing” mentality wherein players feel obligated to create a team that can one-shot enemies before they get a chance to take a turn.

So, CJ is dead, and has been replaced in Siralim Ultimate by two new features that are not only more interesting, but should also incentivize players to be a little more creative with their party compositions:

  1. As I mentioned earlier in this post, Realm Instability is a new game mechanic in Siralim Ultimate. At the Teleportation Shrine, you can now choose a number between 0 and 5 that determines a realm’s instability. Each number adds an additional property to the realm. The catch is, you won’t know what these properties are until you’ve already used the shrine and entered the realm. The higher a realm’s instability, the better your rewards for defeating enemies, opening treasure chests, completing Realm Quests, and more. Realm Instability is also known to cause some other strange things to happen, but you’ll have to discover what I mean by that yourself.
  2. Another feature that I’m really excited about is called the Will of the Gods. There are 21 gods in Siralim Ultimate, and each one will request that you use a certain trait in your party. For example, Surathli might request that you use the Firewound Angel’s “Pyre” trait in your party. While doing so, you’ll earn increased rewards in realms. The more of these traits you use at a time (up to a maximum of 10, because I also don’t want players to feel like the game is forcing them to play a certain way), the better your rewards. Each god’s requested trait will change each week (measured in real time), and all players will have the same trait requests. The goal of WotG is to inspire players to think outside of the box and try out some new traits that they otherwise wouldn’t ever use. And, since all players will be asked to use the same traits at the same time, I’m hoping that you’ll interact with each other and try to figure out some interesting party combinations together. Obviously, Will of the Gods is largely an end-game activity since players won’t have access to too many traits early on.

Unlocking New Realm Types

One common point of confusion (and sometimes even frustration) for Siralim 3 players was that different realm types are constricted to certain realm depths until after you finish the main story quests. For example, you can only visit the Cutthroat Jungle at realm depths 1 through 3, so you can’t access a more difficult version of this realm until after you finished the story. This meant that if you wanted to grind favor ranks with a certain god, you were probably wasting your time on extremely easy content that also wasn’t giving you a satisfying amount of experience points, resources, and items.

In Siralim Ultimate, the story will still be told in a similarly-linear way. However, after you travel to a certain realm for the first time, that realm type will be permanently unlocked for your character and you’ll be able to either randomly access that realm at any depth, or cast an Alteration Spell at the Teleportation Shrine to choose that realm manually. That way, players will still be eased into new realm types over time, but they’ll be able to grind in these realms at any realm depth if they choose to do so.

Difficulty In Siralim Ultimate

Everyone has a different opinion about how difficult various parts of the game should be. There’s no way to please everyone and to do exactly what they want, but I’m pretty sure I have a better plan in mind for Siralim Ultimate’s difficulty than I did in previous games.

Certain pieces of content are simply meant to be more challenging than others. Some players think that every single battle should be challenging. I disagree. I think that would make for a really tedious game, and you’d feel burned out before you’d finish the main story quests. I think what makes Siralim so much fun is that, later on in the game, you can blast through a realm in under 5 minutes and have some really nice rewards to show for it. Something about the way realms are set up has a “zen” appeal to it in that you can pretty much zone out, listen to music or watch Netflix, and make some decent progress in the game whether you have 10 minutes or 8 hours to play.

On the other hand, if everything is that easy, the game will feel unsatisfying. Why should you bother thinking about your party composition when you can blow through the game without thinking about it? My solution is to break off each piece of content and decide how difficult it should be, and then balance the game around these labels accordingly. Optional fights should be the most challenging – that way, they won’t interrupt players who are trying to relax. Plus, there’s something to be said about having some control over the way you play – if you intentionally pick a fight with an enemy you know is overpowered, it won’t feel as frustrating when you get your ass handed to you.

I could babble on and on all day about my philosophy on game difficulty, but I’ll spare you my prattle and break down each piece of battle-oriented content Siralim Ultimate has to offer and show you how difficult I intend each one to be. I’ll rank each type of battle on a scale of 1 to 5, with 1 being the easiest and 5 being really, really hard.

  • 1: normal battles in realms
  • 1: ??? (unannounced content)
  • 2: nemesis creatures
  • 2: optional battles in realms (such as Yseros’ quicksand portals that lead to a mini-boss)
  • 3: story boss battles
  • 3: arena battles
  • 4: nether crucible battles
  • 4: ??? (unannounced content)
  • 5: super boss battles (such as Lord Zantai and the Pandemonium King/Queen)
  • 5+: god battles
  • 5+: ??? (unannounced content)
  • 6: treasure golem (you’ll see why)
  • Varies: tavern brawls (I’m hoping to do a better job at offering players a diverse array of easy brawls and hard brawls this time around)

The nice thing about the Realm Instability and Will of the Gods features that I mentioned earlier in this post is that they’ll allow you to adjust these difficulty values across the board. While Realm Instability only affects realms, the Will of the Gods will be relevant for almost everything I listed above.


Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Siralim Ultimate – Dev Blog: Animator Specialization

Recently, I asked on Twitter and Facebook which specialization I should reveal first: the Animator, the Trickster, or the Sorcerer. The Animator and Trickster were clearly the most popular choices among the three options, but the Animator managed to win by a narrow margin in the end. And honestly, this might be one of my favorite specializations in the game, so I’m really excited to share this one with you.

Before I get started, I’d like to explain a few things about how specializations work in Siralim Ultimate.

Specializations versus Classes

In previous Siralim games, players chose from one of five classes for their character: Chaos, Death, Life, Nature, or Sorcery. Each class had several unique perks that changed the way your creatures behaved in battle. It’s a totally fine system, and everyone seemed to enjoy it. So, rather than making any massive adjustments to how this class system works in Siralim Ultimate, I simply decided to add more options for you to choose from. Now, character classes are called “specializations”.

There’s a whopping fifteen specializations for you to choose from at the start of the game. Each one comes with its own starting creature. Some specializations are a bit more difficult to understand than others, so I’ve assigned a difficulty to each one so that new players can choose beginner-friendly specializations, while veterans of the series can experiment with more challenging specializations if they want. To be clear, however, the “beginner-friendly” specializations are no less powerful than those that are tuned for expert players.

Each specialization comes with a unique wardrobe costume and title. And, if our Kickstarter performs well enough, I’d love to add a few specialization-specific side quests to flesh out each one. And if the Kickstarter does really, really well, I have a few additional specializations in mind that I’d like to add on top of the promised 15.

Even after you’ve chosen your specialization, you can switch to a different one later on. You’ll unlock additional specializations by reaching a certain favor rank with each of the 15 original gods. Changing your specialization is as simple as visiting your castle and talking to an NPC after you’ve unlocked additional specializations. When you change specializations, the game will remember your previous specializations’ perks so that you don’t need to re-allocate your points every single time you want to switch things up.

Unlike in the previous Siralim games, your character no longer has a level. The only thing your character level did in Siralim 3 was grant you perk points, which seems like a bit of a waste. Instead, you’ll now gain a perk point each time you complete a Realm Quest at your highest-ever realm depth.

That’s pretty much all I have to say about how specializations work from a game mechanics perspective. Now, let’s take a look at the Animator specialization!

The Animator



Animators have access to a unique creature called an Animatus. While the Animatus takes on the appearance of a Nightmare Golem, its stats and trait are much different from the normal version of this creature.

The Animators’ perks all focus on creating the perfect version of their Animatus. Think of it like a Frankenstein type of thing. Your Animatus will grow more powerful based on your actions, and it will even steal benefits from your other creatures to ensure that it is the biggest powerhouse in your group.

If you played a Death Mage in Siralim 3, you might be familiar with this concept already (in the form of “Saia”). However, unlike the Death Mage, the Animator is 100% dedicated to its creation and offers far more customization to make your Animatus feel like you built it yourself.


Please note that the numerical values shown for each of these perks is not final yet. Any values shown in {brackets} increase as you level up the perk, but for the sake of clarity, I’ve provided you with their maximum values already.

Animatus – A unique Nightmare Golem joins your party. This creature can be upgraded and modified via other perks. In addition, Undertaker Glokta will join your kingdom and provide services for you to enhance your Animatus.

Endowment – At the start of battle, your Animatus fuses with a copy of the second creature in your party.

  • Note: this means that you can’t fuse your Animatus as you can with other creatures. This perk is interesting because it allows you to quickly change what creature your Animatus is fused with, so you don’t need to commit to a particular fusion long-term.

Molecular Betrayal – At the start of battle, your Animatus steals {50%} of your third creature’s Attack, Intelligence, Defense, and Speed.

Cogmind – At the start of battle, your Animatus steals your fourth creature’s non-Ethereal Spell Gems.

  • Note: You’re probably wondering what an “Ethereal” gem is. Those are simply what we’re calling “Temporary” Spell Gems from the previous games.

Damnation’s Edge – At the start of battle, your Animatus steals your fifth creature’s innate trait.

  • Note: notice the word “steal”. This means that your fifth creature’s innate trait will be replaced by a “dud trait” that doesn’t do anything for the rest of the battle.

Forged By Pain – Your Animatus shares the damage it takes with your sixth creature.

Dancing Blade – Your Animatus’ Artifact takes on a life of its own, giving your Animatus a {25%} chance to attack a random enemy at the end of each creature’s turn.

Dark Anima – Your Animatus’ Spell Gems take on a life of their own, giving your Animatus a {25%} chance to cast one of its spells at the end of each creature’s turn.

Anguish Through Awareness – Your Animatus starts battles with {3} random buffs.

Desensitization – Your Animatus has a {60%} chance to ignore debuffs.

Thrive On Death – After your creatures are killed, your Animatus gains {50%} of their Attack, Intelligence, Defense, and Speed.

Death and Decay – After an enemy is killed, your Animatus casts Corpse Explosion.

  • Note: Corpse Explosion is a spell that deals damage based on the number of dead enemies.

Gray Matter – Your Animatus gains {5} Spell Gem slots.

Forbidden Magic – Undertaker Glokta now sells items that allow you to boost your Animatus’ base stats.

  • Note: these work like Tomes from previous Siralim games. However, you can only give a creature a total of 15 of these items, so you’ll need to choose the stats wisely.

Masterpiece – Undertaker Glokta now allows you to change your Animatus’ race.


Animatus Customization

Your Animatus can be customized in several different ways. Undertaker Glokta is an Animator-exclusive NPC that you’ll find in your castle. He sells all kinds of different items for your Animatus, and provides a number of interesting services as well. One such service is the ability to change your Animatus’ skin. Here are a few skins that Nieve has come up with:


Aside from that, Glokta sells items that allow you to boost your Animatus’ base stats. There’s a limited number of these items you can feed to your Animatus, but you can reset them at any time and feed them new ones if you’re unhappy with your original choice.

Lastly, for the sake of opening up more opportunities for you to build your party around the Animatus, Glokta also allows you to change its race.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Siralim Ultimate – Dev Blog: Battle Improvements, Minions, and More!

In this week’s dev blog, we’ll discuss some of the improvements made to battles in Siralim Ultimate. Please note that this isn’t a definitive list – there are dozens of additional battle improvements to be found in this game, but it’s difficult to fit everything into a single post. There are many other additions that you’ll be happy to discover yourself after you play the game. With all of that said, I hope you enjoy this post!

Important note: the animations in this post contain outdated creature sprites. As I promised before, the final game will include all-new sprites for these creatures. Also, please note that these GIFs are rendered at 30 FPS which makes them look quite a bit worse than they do in-game.

Battle Improvements

Attack Animations

Spells have always had their own unique battle animations to make them stand out from each other. But what about attacks? Up until now, attacking a creature simply caused their sprite to flash a few times. Needless to say, that’s kind of boring.

The first step toward solving this problem was to create attack animations that work just like spell animations. Nieve managed to draw an attack animation for every single creature race in the game. I’m sure it was a lot of work, but the result was definitely worth it. Here’s an example of my Berserker Fiend attacking an enemy:

The attack animations change colors based on the attacking creature’s class. For example, Berserker Fiends belong to the Chaos class, so their attack animations flash red and yellow. However, if you fuse your Berserker Fiend with a Dragon Soldier, the resulting Berserker Fiend’s class will be Sorcery. In that case, the creature’s attack animation will instead flash purple and pink to denote that it came from a Sorcery creature.

And More Animations

But that’s not all! Now, when your creatures attack, cast spells, defend, provoke, or take damage, their battle sprites will react accordingly.


For example, here’s what happens when a creature casts a spell:



Well, that was anti-climactic. It looks much better in-game – again, these GIFs are rendered at 30 FPS (half the game’s actual frame rate), so they don’t really do the animations justice.

While these animations will feel very basic, they do a great job at making it feel like your creatures are actually performing their actions in battle. As a result, battles are much more satisfying than before. Even when you’re fighting battles using Turbo Mode, it’s very satisfying to watch all the creatures on the battlefield (including your own) move around as they take action.

Better Readability

The battle UI now shows all kinds of useful information that will help you make better choices in battle. For example, when you’re choosing a target to attack, the battle selector will tell you if a target’s class is strong or weak against that of your creature. Let’s face it: none of us actually think it’s fun to memorize type strengths/weaknesses in monster catching games, and while it’s a bit easier for a game like Siralim where there are only 5 classes to memorize, a friendly reminder is always welcome.

As you can see, my Thrasher Fiend’s class is weak against that of the Skeleton Cannoneer that I’m targeting, so the “Attack” text appears in blue along with a sword icon followed by a minus sign. If I had targeted a Sorcery creature instead, the text would have been red with a sword icon followed by a plus sign.

Some creatures also come with their own, custom UI elements to help you use their traits more effectively. For example, creatures from the Reaper race have traits that kill enemies with 35% health or less. In previous games, these traits were difficult to use because it was hard to determine if an enemy was below 35% health or not. In Siralim Ultimate, an indicator will appear on the UI to tell you which creatures interact with your Reapers’ traits.

Action Queue… err, Timeline

The Action Queue is now called the “Timeline”. It just makes more sense.

In other news, you can now view all the creatures in battle on the Timeline rather than only the next 6 creatures.

The Mighty F Key

As you already know, Siralim Ultimate sports a brand new keyboard key for you to press: the F key.


While the F key is most often used to sort your inventory (and other interfaces) on the fly, it also helps out quite a bit in battle. For example, while you’re holding down the F key in battle, you can view the enemies’ “parents” that were used to fuse the resulting creature. Holding the F key also shows players the duration of all creature buffs and debuffs.

More Powerful Macros

I’ve added a ton of new conditions and actions to the Macro system in Siralim Ultimate.

Most interestingly, however, is the addition of the “AND” action.

Now, you can create a macro that looks something like this:

If this creature has < 50% Health AND…

If this creature has Berserk, attack a random enemy.

This means that you can link multiple conditional lines together to make your macros even smarter than before!

And yes, you can have multiple “AND” lines in a row and they’ll work exactly the way you’d expect.

One More Thing

Many players create some truly ridiculous combinations with their creatures’ traits, perks, and spells. In some cases, one creature’s actions might create hundreds or even thousands of instances of floating combat text, which makes some battles take a really, really long time. In Siralim Ultimate, after too many messages have been displayed, the game will automatically resolve the rest of the turn so you can move on with your life.


Buffs, Debuffs, and… Minions?

New Buff and Debuff Icons

Nieve drew all-new icons for buffs and debuffs for Siralim Ultimate. They’re much easier to read than before, and they also have uniquely styled borders so you can easily determine which of these conditions are buffs and which are debuffs.

Speaking of Buffs and Debuffs…

Most of the buffs and debuffs from previous games have been overhauled. Many of them are now much more straightforward, but more importantly, some of the less-useful buffs/debuffs are now far more powerful. Here are a few examples:

Berserk – Berserk creatures deal 50% more damage. [Previously, this buff also caused the creature to take more damage… so was it a buff, or was it really a debuff in the end?]

Blind – Blind creatures cannot choose their targets when attacking or casting single-target spells. [Previously, Blind gave attacks a chance to miss. It wasn’t very useful in general, and didn’t work with spells at all.]

Cursed – When Cursed creatures deal damage with attacks or spells, they take damage equal to 100% of their target’s Attack. [Previously, this didn’t work with spell damage.]

Taunt – Creatures with Taunt automatically Provoke at the end of their turn. [Previously, Taunt increased the chance for a creature to successfully Provoke. This buff should be much more useful now.]


Of course, there are plenty of new buffs and debuffs for you to discover as well…

Rebirth – Creatures with Rebirth are resurrected with 30% Health when they die. Then, this debuff is removed.

Bomb – At the start of a creature’s turn, its Bomb detonates, dealing damage to the creatures equal to 80% of the afflictor’s Speed. Then, this debuff is removed. [Remember “Bomb” gems from Siralim 3? It’s a debuff now!]

Disarmed – Disarmed creatures lose all benefits from their equipped Artifact. [Disarmed has always been a thing, but now it is considered a debuff instead of some arbitrary event that happens in battle.]

Debuffs, Bosses, and You

In previous games, bosses were immune to debuffs such as Stun, Scorn, and Silence. In Siralim Ultimate, bosses aren’t immune to debuffs at all – instead, certain debuffs will be much less powerful when applied to bosses. For example, Scorn doesn’t prevent bosses from attacking – but it does reduce boss attack damage by 50%. Bosses also have a much higher chance to break out of action-impairing effects, such as Frozen and Snare. This change will make debuff-oriented builds much more viable for all parts of the game.


Buff/Debuff Duration Consistency

Buffs and debuffs now have consistent durations. In previous games, one trait might afflict the Burn debuff for 6 turns, while another would afflict Burn for only 3 turns. This was unnecessarily specific, and wasn’t even relevant in most cases. In Siralim Ultimate, most buffs and debuffs last for 3 turns, while a few last for only 1 turn. You can still increase or decrease these durations using traits, perks, and things like that, of course.


If you’ve played Siralim 1, you’ll have a pretty good idea about what a “minion” is. Remember Dire Wolves? Spiderlings? Splinters? They’re back and better than ever in Siralim Ultimate!

Minions work a lot like buffs, except they’re not classified as buffs – they’re classified as minions, and they have a few subtle differences you should know about:

  1. Most Minions can stack multiple times. For example, if you have 3 stacks of Dire Wolves, they’ll deal a lot more damage than if you only have 1 stack.
  2. Minions don’t have a duration. Instead, each Minion stack has a fixed chance to go away at the end of your creatures’ turns. For example, each stack of Dire Wolves has a 25% chance to go away at the end of a creature’s turn.
  3. Typically, the function of Minions is much more complex than that of a buff.

Here are a few examples of the Minions you’ll find in Siralim Ultimate. Please note that these effects are not final and will very likely change before you get to play the game:

Dire Wolves – After this minion’s master attacks, each Dire Wolf deals damage to the target equal to 80% of its Speed. Maximum of 5 stacks.

Famine – After this minion’s master attacks, it decreases the target’s Maximum Health by 30% of the damage dealt. [Remember this guy, as well as the other three horsemen from Siralim 3?]

Doppelganger – All of this minion’s master’s actions are repeated an additional time.

While several traits and spells interact with Minions, there’s also a specialization that players can choose from called the Necromancer. Necromancers specialize in Minions, and the goal is for players to feel like they’re controlling a massive army in battle. I’ll dive a bit deeper into how specializations work, and I’ll start revealing the perks for these specializations in a future dev blog.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Siralim Ultimate – Dev Blog: Spell Gems

Welcome to the first dev blog of 2020! In this post, we’ll take a deep dive into how Spell Gems work in Siralim Ultimate. Much like Artifacts, Spell Gems will have some serious quality-of-life improvements compared to how they worked in the previous games.

New Spells

First things first: there are over 100 new spells for you to use in Siralim Ultimate! Most of these are a bit more niche than the original spells, and I hope they’ll unlock new and exciting play-styles for you to try.

Here are five new spells that you’ll see in Siralim Ultimate – one for each class:

Schism (Life) – Enemies take a moderate amount of damage. This spell casts a number of times equal to the number of times your creatures have resurrected in the current battle.

Madness (Nature) – Target and the caster take a devastating amount of damage.

Flood of Darkness (Death) – Enemies that are Cursed attack their allies at random.

Reverse Polarity (Sorcery) – Target’s debuffs are converted to random buffs.

Blastwave (Chaos) – Enemies take a small amount of damage, or a massive amount of damage if they are Burned.

Goodbye Mana, Hello Charges

The old mana system never really worked out at all. Most creatures had such small mana pools that they could only cast 1 or 2 spells per battle, while others had such low mana that they couldn’t cast certain spells at all. It also felt strange that mana didn’t increase as your creatures leveled up while all other stats did… so while your creatures might someday have 5 trillion health, they’d still have the same ~25 mana that they started with at level 1. Overall, the mana system was virtually impossible to balance in order for it to “feel good” to play with. Therefore, the mana stat has been removed from Siralim Ultimate in favor of a new resource system for casting spells: Charges.

Each spell gem has a certain number of Charges. The more powerful the spell, the fewer Charges the gem probably has. After a creature casts a spell – whether manually or automatically – a Charge is consumed. When a Spell Gem runs out of Charges, it can’t be cast anymore until you replenish those Charges.

Charges do not replenish after battle. Instead, they will fully replenish when you leave your current realm. You can also sometimes find some in-realm objects and events that will restore your creatures’ Charges. Aside from that, there are plenty of traits, spells, and other effects that interact with the new Charge system to allow you to regenerate your Charges in battle. For example, the “Arcane” buff now causes the next spell a creature casts to consume no Charges, and then the Arcane buff is removed.

The goals of the new Charge system are as follows:

  1. To alleviate the issues with mana that I mentioned above.
  2. To give players incentives to use some of the weaker spells in the game since they have more Charges and are probably more suitable for auto-casting teams.
  3. To balance automatic casting and give players incentives to manually cast spells in some cases, rather than relying on auto-casting at all times.

New Spell Gem Properties

The following properties from Siralim 3 no longer exist in Siralim Ultimate:

  • Decreased Mana Cost
  • Supercharged (too many people thought that a bug was deleting their spell gems thanks to this property)
  • Costs X% Health Instead of Mana
  • Chance to Refund Mana

And here’s a list of new properties that you’ll find in Siralim Ultimate

  • +X% more Charges – this one is self-explanatory.
  • Defense Penetration – this causes your spells to ignore a percentage of the target’s Defense, which is relevant for damaging spells and stat-reducing spells.
  • Singular – this causes the spell’s potency to increase for each empty spell slot the caster has. With this property, it might be worth leaving a few slots open in order to cast more powerful spells.
  • Cascading – this causes the spell’s potency to increase for each Charge that is missing from a spell gem. In other words, the more you use a spell, the more powerful it will become.
  • Magnetic – this causes the spell’s potency to increase for each creature you have fighting on your side that has the same spell equipped. For example, if your Berserker Fiend has the Rend spell equipped with the Magnetic property, and 3 of your other creatures have Rend spells equipped as well, your Berserker Fiend’s Rend spell will deal much more damage. The other creatures with the Rend spell do not need to have the Magnetic property attached to their gems.
  • Cast After Attacking: if you played Siralim 2, you’ll remember this one. As you can probably guess, this property gives your creatures a % chance to cast the spell after the creature attacks. This property was removed in Siralim 3 because auto-casted spells were deemed too powerful, but thanks to the new Charge system, this won’t be as much of an issue since auto-casted spells do consume Charges. Aside from that, auto-casting is just fun. It’s satisfying to attack an enemy and then immediately barrage them with a few spells to finish them off.
  • Cast After Defending. Self-explanatory. Read above.
  • Cast After Provoking. Self-explanatory. Read above.
  • Cast After Healing. Self-explanatory. Read above.

Crafting a Spell Gem

Much like Artifacts, Spell Gems will no longer be found from sources of loot such as treasure chests. Instead, players will craft and modify Spell Gems at the Enchanter. At the start of the game, you’ll only be able to choose from 15 types of Spell Gems to craft. During your travels, you’ll acquire blueprints that will allow you to craft new Spell Gems.

Crafting a Spell Gem is the only way to acquire spells in Siralim Ultimate. The goal of this change is twofold:

  1. I want to give players more control over the spells they can use earlier in the game. In previous games, players were at the mercy of finding random spells in treasure chests, which caused the start of the game to feel very hit-or-miss depending on how lucky you were. Even the luckiest of players still didn’t have access to a lot of spells until much later in the game, which made the early game feel more boring than it should have felt.
  2. I want to mitigate the amount of inventory clutter. In Siralim 3, some players amassed thousands of pages of Spell Gems. At that point, how can you ever hope to sort through them to find what you want? Aside from that, this caused some massive performance issues for players who never grinded their gems to get rid of them.

Upgrading a Spell Gem

Spell Gems now have “Tiers”, and they work similarly to how they do for Artifacts. Spell Gems start at Tier 1, and you can upgrade them to Tier 15 by spending Crystal at the Enchanter.

Tiers are a bit more straightforward for Spell Gems than they are for Artifacts:

  • At tiers 5, 10, and 15, you’ll unlock a new slot that can be used to enchant the gem with a new property. Unlike Artifacts, Spell Gems don’t have different types of slots, so you can enchant them with whichever properties you want.
  • Each tier determines the potency of the gem’s properties. This system is meant to replace the “reforging” system for Spell Gems, effectively eliminating the need for players to rely on luck to obtain the best values for their gems’ properties.
  • At tiers 5, 10, and 15, the gem’s icon will also change to make it look more prestigious and powerful.

Enchanting a Spell Gem

This works the same way as in Siralim 3: you’ll take your spell gems to the enchanter, and she’ll add whatever properties you want to your gems in exchange for crafting materials (dust).

Disenchanting a Spell Gem

Again, this works exactly the same way as it did in Siralim 3: this function simply allows you to remove a property from a Spell Gem.

Grinding a Spell Gem

You can grind your unwanted Spell Gems and receive some resources in exchange for them. I’m not sure if this feature will stay in the game for release, because you won’t have as many unwanted Spell Gems cluttering your inventory this time around as you can’t find them in the wild anymore.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Happy New Year! 2019 Retrospective

A Look Back at 2019

I hope you all had a fantastic year! This year was another busy one for us. Let’s take a look at what happened in 2019, and then talk about what we can all look forward to in 2020.


Siralim Ultimate was announced!

The latest installment of the Siralim series was announced last month, and I can’t wait to dive deeper into all of its features in upcoming blog posts. This is our most ambitious game yet, and I’m very excited for players to try it out in just a few months from now.


Siralim 3 was released on Nintendo Switch, Xbox One, and PlayStation 4!

This year marked the first time we’ve ever released a game on Nintendo Switch and Xbox One. Playing my own game on a Nintendo platform was a childhood dream come true. I was very happy to be able to get our cross-platform cloud saving functionality working on the Switch as well.

I also did an AMA on /r/NintendoSwitch. You might find some of those answers interesting if you’re into that kind of thing.


Siralim 3 was released in physical format for PlayStation 4!

Limited Run Games once again helped us out by publishing physical copies of Siralim 3 on PS4. Hope you managed to grab a copy for your collection before they sold out!



We launched a new merchandise shop!

Earlier this year, we revamped our merchandise shop and launched a whole new line of products, including mugs, phone cases, posters, and much more! Keep an eye out for Siralim Ultimate merchandise in the near future as well.


Project Bestiary started and ended

We started a podcast about monster catching games called Project Bestiary. The podcast ran for a total of 20 episodes, but I decided to put this project on an indefinite hiatus so that I could dedicate more time to making games. I still haven’t decided if/when the podcast will make its return, but I hope everyone enjoyed it while it lasted! The episodes are still available on the Project Bestiary website, so check them out if you haven’t done so already.

Project Bestiary


Creature of the Day started and ended

Every single day on Facebook and Twitter, we posted a “Creature of the Day” image that featured a randomly-selected creature’s lore, stats, trait, and a custom drawing of that creature. Now that the year is over, however, I have decided to stop releasing Creatures of the Day. I’m afraid that such constant spamming annoys a lot of people, not to mention it clutters our social media pages and makes it difficult to find important information such as game announcements. While I’m sad to see this feature go away, I hope you enjoyed it while it lasted!



What’s in store for 2020

Siralim Ultimate Kickstarter

We’re going to launch a Kickstarter for Siralim Ultimate in early 2020. All the proceeds from this Kickstarter will be fed back into the game to add even more content and polish to it. It will also give players the opportunity to add their own ideas to the game!


Siralim Ultimate will be released on Steam, iOS, and Android!

This game is shaping up to be absolutely massive. It’s going to have more content than all three of the previous Siralim games combined, and I know you’re going to love it. And with your help, we’re going to make it even better.

We also look forward to bringing Siralim Ultimate to consoles in 2021.


Trial of the Gods: A Siralim Collectible Card Game

Yes, we finally have a name for our upcoming digital card game: Trial of the Gods! Jay and I have been play-testing it for a few weeks now, and it’s an absolute blast to play. We’re almost done with the trailer, so you can look forward to that in just a few weeks from now, as well as a full feature announcement. We’ll also have a few blog posts dedicated to this game before it releases on Early Access. We’re currently targeting early February for Early Access on Steam. It will make its way to iOS and Android later in 2020 as well, but we’re still not sure if it will come to consoles yet.


And a quick note about The Negative

Right now, my full focus is on development for Siralim Ultimate and Trial of the Gods. For that reason, The Negative is once again on the back-burner so I can fully dedicate myself to my other games. I realize this is disappointing news for some people, but the truth of that matter is that I’m still not 100% satisfied with the direction The Negative was heading in. I’m going to need to re-visit it at a later time with a clear mind and try to re-think some of its core gameplay mechanics. This is an extremely personal game for me as it’s a gamified representation of my own philosophies and ideals, so it’s very important that I do it all the right way.

Just to be clear: The Negative is not canceled.


Thank you!

I can’t thank you all enough for yet another year of your support. It is absolutely humbling to watch so many players interact with each other and discuss their love for the Siralim games. Your passion is what drives me and the rest of the team to work as hard as we possibly can to continue delivering deep, engaging gameplay experiences to you.

I hope you and your family have a happy and safe New Year! 2020 is going to be our biggest year so far, and I can’t wait to show you all the amazing things we’ve been working on.

– Zack Bertok

Siralim Ultimate – Dev Blog: Artifacts

Welcome to the final dev blog post for the year! I hope everyone had an excellent 2019 – and if you didn’t, let’s look forward to next year instead. Keep an eye out for tomorrow’s New Year’s Eve roundup where I’ll discuss what’s in store for Thylacine Studios in 2020!

In this post, we’ll take a look at how Artifacts work in Siralim Ultimate. While their core functionality remains the same as in the previous Siralim games, Artifacts come with a lot of quality of life improvements in Ultimate that should make them feel drastically different from before.

Forging an Artifact

The first step to acquiring an Artifact is to forge one at the blacksmith.

This is the only way to obtain an Artifact in Siralim Ultimate. In previous games, you could sometimes find them in treasure chests and other sources of loot, but that idea didn’t really work out very well in the end. Players ended up with hundreds of pages of useless Artifacts in their inventories, which made inventory management a total nightmare. Aside from that, it caused some serious performance issues when players refused to ever salvage their Artifacts. I always wanted Artifacts to have a “Diablo” feel to them, with the hope that you’d stumble across a really powerful Artifact with just the right properties to suit your needs… but Siralim is a bit too complex for that type of system to work out in the end. For that reason, I have decided to make Artifacts a “craft-only” item in Siralim Ultimate.

You’ll start by choosing from 1 of 5 different types of Artifacts to craft: Swords, Staves (Staffs), Shields, Boots, and Helmets. The type of Artifact you choose determines its first property, much like it did in the previous games. Each Artifact corresponds to a different stat:

  • Swords boost Attack.
  • Staves boost Intelligence.
  • Shields boost Defense.
  • Boots boost Speed.
  • Helmets boost Health.

The type of Artifact you choose also determines something else, but I’ll explain more about that in the next section.

Upgrading an Artifact

Artifacts now have something called a “Tier”. Each Artifact will start at Tier 1, and you can upgrade them to a maximum of Tier 50 by spending resources at the blacksmith. Here’s what this new Tier system does:

  • Every few Tiers, your Artifact will gain a new “slot”. You can add a property to these slots which makes the Artifact more powerful. There are many different types of slots:
    • Stat Slots are the most basic, and grant boosts to creature stats such as Attack and Defense. Each Artifact starts with one of these slots.
    • Trick Slots are a little more advanced, and grant your Artifacts all kinds of interesting effects such as a chance to debuff an enemy when your creatures attack.
    • Trait Slots grant your creature a new trait.
    • Spell Slots allow you to socket a Spell Gem into the Artifact. This spell has a chance to be cast automatically under certain conditions. The type of Artifact you chose determines how the spell will be cast. For example, Swords give your creatures a chance to cast the spell when they attack, while Shields give your creatures a chance to cast the spell when they defend. In other words, Spell Slots replace the “Awakening” system from Siralim 3.
  • Each Tier determines the potency of all the Artifact’s properties. For example, a Tier 1 Artifact with the “Chance to Inflict Fear On Hit” might have a 15% chance for this effect to occur, but the chance might go up to 30% by the time an Artifact reaches Tier 20. In other words, this system replaces the blacksmith’s “Reforging” function from previously games, effectively removing the frustrating, random nature of Artifacts and giving players a steadier sense of progression.
  • Every 10 Tiers, your Artifact’s icon will change to make it look a bit more prestigious and powerful.

Socketing an Artifact

While the enchanter handled the process of adding new properties to Artifacts in previous games, the blacksmith will be your go-to NPC for all things related to Artifacts in Siralim Ultimate. For that reason, the concept of “Enchanting” has been renamed to “Socketing”, and is now performed at the blacksmith. This system works exactly the same way as in previous Siralim games: you’ll bring an Artifact to the blacksmith, select a property slot you’d like to add a property to, and as long as you have enough resources and materials, that property will be added to your Artifact. Easy enough.

One interesting thing to note is that all crafting materials have unique icons now. Believe it or not, this addition to the game makes it feel much more rewarding when you find materials in treasure chests and other sources of loot.

Unsocketing an Artifact

As you can probably guess, “Unsocketing” allows you to remove a property from an Artifact. This functionality works the same way as it did in Siralim 3, except it is now performed at the blacksmith.

Branding an Artifact

Just like in Siralim 3, you can rename your Artifacts in Siralim Ultimate.

Salvaging an Artifact

You can salvage your unwanted Artifacts and receive some resources in exchange for them. I’m not sure if this feature will stay in the game for release, though, because I have a feeling you’re not going to have too many unwanted Artifacts since you won’t be finding them in the wild anymore.

The Fate of Itherian Artifacts

Itherian Artifacts are gone. It was really difficult to tell if an Artifact contained an “Itherian Trait” or not, and obviously, they wouldn’t work well with the new system anyway. In their place, you can now find legendary crafting materials that don’t correspond to a creature. In other words, the spirit of Itherian Artifacts will remain intact, but they’ll be less frustrating and more rewarding when you find them.



Q. [Artifacts] There were 20+ types of Artifacts in Siralim 3. Why did you remove so many of them in Siralim Ultimate?

A. Such a large number of Artifact types was simply unnecessary. It led to an overwhelming number of options, and caused the loot table to feel cluttered as well. Now, your Artifacts will start out feeling pretty basic, and will grow in complexity over time as you learn more about the game. Aside from that, limiting the amount of Artifact types opens up some interesting design space for trait and spell interaction. For example, a certain trait might empower Boots, incentivizing players to consider giving all their creatures Boots.


Q. [Artifacts] If I unsocket a material from an Artifact, do I get to keep the material?

A. No.


Q. [Fusion] If I fuse two creatures together, can I fuse the offspring with another creature and continue fusing over and over again?

A. No. You can’t fuse a creature that has already been fused before.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Siralim Ultimate – Dev Blog: Fusion and Other Things

Welcome back to another development blog post for Siralim Ultimate! In this post, we’ll take a closer look at the mechanics of the Fusion system.

How Fusion Works

Fusion is a straightforward process. First, you will choose two creatures from your stables to fuse together. After that, you’ll choose from 1 of 4 appearances for the resulting creature to have. These appearances take Parent A’s “model” and apply Parent B’s color palette to that model, as you can see in the screenshots below.

Note that these fusion outcomes aren’t final yet – I’m still tweaking the code that is responsible for creating fusion appearances, and everything will probably look much better by the time the game launches. With that said, having a dud or two with some combinations is most likely inevitable.





You can change your fused creatures’ appearances at any time. I also want to note that fusion does affect each creature’s overworld sprite (the ones you can see when you walk around in the world), but it’s really hard to show those in screenshots because they’re so small.

The resulting creature will have the average base stats of its parents. For example, if Parent A’s base Attack is 20 and Parent B’s base Attack is 10, the offspring will have a base Attack of 15.

The resulting creature will inherit both traits from its parents. This means that a fused creature has 2 traits, along with an additional trait from their Artifacts for a total of 3 traits per creature.

The resulting creature will have Parent A’s race and Parent B’s class. That means you can end up with a Berserker Fiend (normally a Chaos creature) that belongs to the Life class, for example.

You can only fuse a creature once.

I also think that it’s interesting to note that fusion will be available to players toward the start of the game, so you can start experimenting with this system almost immediately!

Other New Things in Siralim Ultimate

I know this post is significantly shorter than last week’s post, but that merely highlights the beauty of fusion: it’s straightforward and easy to understand, but it also gives players an insane amount of room for customization. With that said, I figured this would be a good post to reveal a few smaller features that wouldn’t fit in with other blog posts.

Creatures can have 1 of 20 different personalities in Siralim Ultimate. A creature’s personality dictates its stat growth rates for each stat, while also affecting some other parts of the game such as flavor text. For example, a Lazy creature has additional Health, but less Attack than other creatures. You can change a creature’s personality at any time by using various consumable items on them. Personalities change your creatures’ stats retroactively – that way, you won’t feel like you did something wrong if you level up your creatures with a non-optimal personality.

The concept of “pending” items from Siralim 3 doesn’t exist in Ultimate. Now, you’ll gain an item find bonus called Fortune that stacks up to 5 times for each realm quest you complete. If you die, the bonus is reset. That’s the new death penalty.

In Siralim 3, there was a limit to the amount of stats a creature could gain in battle: after a creature reached 500% of its starting Attack, for example, it wouldn’t go up anymore. In Siralim Ultimate, there is no longer a hard cap on stats, but instead, the stats your creatures gain past the 500% mark will be reduced by diminishing returns. It’s more fun that way, and should make the stat-boosting archetype more viable.


FAQs from Last Week’s Post

Q. I’m concerned about the new Summon Meter system you mentioned in the last dev blog. If I want to stockpile a certain creature and summon a bunch of them, I’ll need to run back and forth from a realm to the summoning brazier.

A. I strongly doubt you’re going to feel the need to “stockpile” the same exact creature like you probably wanted to in Siralim 3. There’s really no reason to have multiple copies of the same creature in this game. First of all, the nature of the Fusion system ensures that you won’t need duplicate creatures to try to get different creatures like you did with the breeding system in Siralim 3. Aside from that, the ability to sacrifice a creature to obtain knowledge doesn’t exist in Ultimate (which I’ll discuss more about in a future blog post dedicated to Knowledge). At the absolute worst, you might want 1-2 extra copies of a creature to use their traits in your party, but that’s a matter of only a few extra minutes of your time and doesn’t really necessitate a change to the whole summoning system. If I turn out to be wrong, I’ll gladly re-visit this idea, but please wait until you get a chance to play the game to see if this is even an issue.


Q. Will you add an auto-summoning feature to summon creatures immediately after my summon meter is filled?

A. No. Aside from everything I mentioned above, you earn bonus Knowledge while a creature’s summon meter is filled, so to add any sort of auto-summoning feature would be pointless since that’s not necessarily an optimal way to play at all.


Q. I heard that Singular creatures don’t exist in Siralim Ultimate. Why?

A. Singular creatures were an interesting addition to Siralim 3, but it would conflict with the new summoning system and fusion system in Siralim Ultimate. I understand that some people prefer Singulars over Fusion, but that’s simply the reality of making big changes from game to game. I’m confident that Fusion will be both rewarding and satisfying enough to offset the loss of Singulars. With that said, I’m still thinking of different ways to bring back the feeling of stumbling upon a rare creature in the wild to deliver the same thrill that Singulars gave you, but I have nothing to announce about that yet.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.