Siralim 3: Early Access Report #2

It’s been almost a month since I last posted a report on Siralim 3’s progress in Early Access, and what a productive month it’s been! The amount of features that we’ve added to the game in just a few weeks is staggering. If you haven’t been keeping a close eye on the patch notes, here’s a quick rundown of just some of the new features we’ve added since we posted last month:

  • Nether Crucible. This relic allows you to summon the bosses you defeated during the main story quests and fight more powerful versions of them. Each boss drops one of many exclusive legendary crafting materials, along with several other rare items.
  • Mallet of Awakening. You can assemble these mallets by completing prophecies. They are used to awaken your artifacts, granting them a chance to cast a spell when your creatures attack.
  • Breeding Adjustments. There are now fewer breeding recipes to find, and you now have a chance to find rare recipes for creatures you haven’t seen before. The breeding interface has also been improved significantly, and you can even choose how your creatures are sorted in the breeding menus. In addition, Heredity was revamped – you can read about it here.
  • Talisman powers are now fully implemented and functional. Several talismans have been changed or rebalanced to make them more useful as well.
  • Artifact Adjustments. Gone are the days of worrying about whether an artifact is “Crafted” or not. And, just for good measure, we’ve added some new artifact properties as well. Read about all the changes here.
  • Knowledge Adjustments. It is now a little easier and more satisfying to gain knowledge about creatures, and it is now far less difficult to gain knowledge about Itherian Creatures.
  • Casual John, a new NPC who allows you to increase the difficulty of enemies in exchange for greater rewards.
  • Life Mage Perk adjustments. We merged a few of the less-powerful perks together and added some awesome new ones to the game.
  • New prophecies, as well as adjustments to the arena prophecy to make it easier to complete.
  • Enchanted Trashcan. Tired of seeing so many artifacts or spell gems when you find loot? Filter them out with this strange item!
  • 88 new achievements.
  • Tons of quality of life improvements.

Many of these additions wouldn’t have been possible without your feedback. Thanks to everyone who has continued to post suggestions, bug reports, and even words of encouragement!

Wait a minute. Before we continue, let’s celebrate this milestone with a new creature code. Just give the code “SUMMER” (without quotes) to the jester in Nex and you’ll receive a shiny new Singular Chaos Guard Egg! Not sure how to redeem a code? We’ve got you covered with this guide.

Moving forward, here’s a list of what I plan to work on next:

  • Macros. I’m still not sure if this idea will end up working out, but the idea is that you’ll be able to specify a set of actions that your creatures will take if they meet certain conditions. For example, one macro line might read “If this creature has less than 50% Health, cast Healing on this creature”. You can add as many of these lines to a creature as you want, and then you’ll simply choose the “Macro” command in battle and the game will take care of the rest. The idea here is that you’ll be able to create your own artificial intelligence for your creatures. I have some really cool ideas about how else these macros can be used in other content, but it’s too soon to reveal anything just yet.
  • Gate of the Gods. This relic allows you to challenge the gods to battle. If you defeat them enough, you might earn the right to summon their avatars as creatures that can fight for you.
  • Balance. I’m planning to do my first balance pass on the game very soon. Spells, traits, runes, perks, resource costs, enemy level scaling, and item drop rates will all be adjusted to make for more comfortable and rewarding gameplay.

There’s plenty more to come after that as well, but I’m not quite sure what order I’ll tackle it in.

I know that one of the most common questions you have is when the game will be available on other platforms, such as Mac, Android, or PS4. Unfortunately, I still don’t have an answer for you yet. As long as the game is in Early Access on Steam, I won’t be working on any version other than Windows, Mac, and Linux, and I’ll announce additional platform release dates as soon as I can.

Thanks to everyone for their support! I’m getting a lot of positive feedback about the game from happy players, many of whom have invested hundreds of hours into the game already. It is amazing to watch players interact with each other on our forums, social media, and Discord server to discuss the game and suggest ways we can improve it together. Let’s keep it up!

Siralim 3 – Artifact Changes

In today’s patch, the main focus is to make some big changes to the artifacts system. Rather than wasting your time explaining why the current implementation is bad, I’m just going to jump right into how the new system works. It’s very similar to the old system, except I’ve removed or changed some of the more frustrating things about it.

  • Each type of artifact (swords, axes, etc) now comes with one guaranteed stat. Each type of artifact has a different stat. Swords always grant a bonus to the Attack stat, while Bows always grant a bonus to your chance to deal critical damage with attacks.
  • When you find an artifact (such as in treasure chests), all the stats that artifact has are considered “innate”. Innate stats cannot be reforged or disenchanted, but they typically have higher values than non-innate stats. Traits are never considered “innate”, so you can always disenchant a trait from any artifact under all circumstances.
  • Innate stats are marked with * before each stat name.
  • Everything else stays the same as before. There are a few small quality-of-life improvements that I didn’t mention here, but that’s about it.
  • Bonus: six new rare artifact properties have been added to the game, along with crafting materials for these properties.
  • Note: the artifacts that you acquired before this patch will be treated as if only their first stat is innate.

Everything about this system simply makes it feel more streamlined and easier to understand.

For more information, check out the library.