Hey everyone, welcome back to the Thylacine Studios Podcast. In this episode, I want to talk about the roadmap for Siralim Ultimate and how all the different release stages will work. I also want to give you a glimpse of what to expect with the alpha version of the game.
As you probably know by now, we’ll release the game to our alpha backers on August 10. By the way, it’s still not too late to buy alpha access to the game, so if you’re interested, check out the PayPal shop on our website at thylacinestudios.com. Alpha will take place on Steam only, and will start out only available on Windows for the first few weeks. Later on, after the game is more stable, I’ll release it for Mac and Linux as well.
I can’t give you a definite time for when you’ll receive your key – I need to send them to everyone manually, so that makes it difficult to predict when you’ll get to play. I’ll start sending the keys out around 1pm EST on August 10, and I’m hoping it won’t take longer than a couple hours to send them out to everyone. If you purchased alpha access via our PayPal shop, you’ll receive the key at the same e-mail address you used to make your purchase. If you’re a Kickstarter backer, you’ll receive your key through their messaging system.
As for what you should expect in alpha… a lot of bugs and crashes, of course, but I’ll be aggressively patching the game during the first week or so to make sure you don’t hit some horrible roadblock that prevents you from playing. The full focus, especially during the first couple weeks, will be on bug and crash fixes – I won’t be adding any new content or making balance adjustments during this time. In fact, I probably won’t add any content at all during alpha. I don’t know how long alpha will last because it all depends on how smoothly things go and how many issues come up during this time.
Content-wise, alpha includes all the main story quests, along with a healthy amount of end-game content including prophecies, god relics, projects, Nether Stones, and more. All 15 of the original specializations are fully implemented as well. You’re not going to run out of content during the alpha. In fact, there’s already more content than there was in Siralim 3. Don’t forget about fusion, too – I can guarantee that you’ll spend hours upon hours looking at all the different combinations of creatures you can make. One thing the alpha probably won’t include – at least not at the start – is a tutorial system. In Siralim 3, there were a bunch of popups that would explain game mechanics to you, and those aren’t implemented yet in Siralim Ultimate. There isn’t a libary system yet either. It’s not ideal, but I don’t think any of the game’s mechanics are that incredibly complex that you won’t be able to figure anything out, so I’m not really worried about that.
Once the game is stable, we’ll move toward the beta phase. Your alpha keys will still work during beta, and I’ll send out keys to all the beta backers during this time as well. During beta, I’ll focus on quality of life improvements, balance adjustments, and some content. The goal of beta is to make the game feel good to play. This phase will be all about polish. I might add a few new pieces of content as well, such as new specializations.
A few weeks before beta ends, I’ll send out surveys to backers who purchased the right to work with us to design custom content, like creatures, costumes, spells, and things like that. You’ll have plenty of time – at least a few weeks – to submit your answers, and by this point you’ll have been able to play the game for at least a couple months so you should have a good idea about what you want me to add to the game by then. Most content will have a deadline for your submissions, but some of the larger-scale pieces of content such as specializations and custom realms will be more flexible since that will require a lot more back-and-forth communication with me.
Next, we’ll enter Early Access – again, only on Steam. During this time, we’ll have a lot of new players trying out the game, many of whom have never played a Siralim game before, so it’ll be interesting to get a fresh perspective on the gameplay. I’ll continue adding new content during this time. My hope is that all the promised backer content and stretch goals will be implemented during Early Access aside from a few features. I know the roguelike mode won’t happen during Early Access – that’ll come after launch. I’m pretty sure everything else will be added in Early Access, though.
After the game leaves Early Access, I’ll start working on the roguelike mode, the mobile ports, and finally I’ll work on the console ports. I have absolutely no idea when any of those things will be finished – it’s impossible to even guess a quarter in 2021 right now, but I’ll keep you updated. At no point during development do I plan to wipe your save files. There might be a bug or crash or something that wipes them out, but that’s the only way you’ll lose your progress.
I’m really excited for you all to finally test out the game. I’ve been playing through the story quests to make sure there aren’t any massive bugs or crashes, and I’m so happy with how the game feels already. During these final few weeks prior to our alpha launch, I probably won’t release any more podcast episodes so that I can dedicate all my time toward the release. After the alpha is stabilized though, you’ll definitely hear from me again. In the meantime, keep an eye on our Twitter, Facebook, subreddit, Discord, website, or forums for updates. That’s it for this episode, and I’ll see you guys next time!