Siralim Ultimate – Dev Blog: A Living, Breathing World

Welcome back! First of all, I want to thank everyone who responded to last week’s post. I don’t think a single person disliked the idea so, needless to say, I’ll be moving forward with it. A few people raised concerns that there would be too many creatures available at the start of the game, but I want to clarify that just because a certain realm spawns Angels (for example), that doesn’t mean all Angel creatures will be part of the pool at first. You might only encounter Firewound Angels toward the start of the game, and after you’ve hit a certain realm depth, you might start to see Icewound Angels in that realm as well.

Anyway, this post is all about my plans for making Siralim Ultimate feel like a more dynamic experience. I want the game to be ever-changing – each time you decide to play the game, there should be something new for you to look forward to. For that reason, Siralim Ultimate will have an insane amount of time-based events.

The Calendar

As you’ll see later in this post, Siralim Ultimate offers a massive amount of in-game events. For that reason, you’ll have access to an in-game calendar that will allow you to see when each event will occur.

Major Holidays

There will be four major holidays in Siralim Ultimate; one for each season. These holidays will each last for an entire month. Siralim 3 already offers holidays similar to these, but I plan to expand on them in Siralim Ultimate.

One of my favorite holidays in Siralim Ultimate will be All Hallows’ Eve, a holiday themed around Halloween. Players will be able to go trick-or-treating at each god’s altar. Sometimes, the god will give you a treat (in the form of in-game items), but sometimes they’ll trick you and spawn a pack of Halloween-themed enemies for you to fight. Each god will also dress up in a Halloween costume – and you can earn these costumes as skins for your Avatars. All Hallows’ Eve will offer plenty of other surprises as well, but I don’t want to spoil them just yet.

Major Holidays will be a great way to earn exclusive creatures and cosmetic items, such as costumes, titles, decorations for your castle, and much more.

Celestial Event

For one week each month, a Celestial Event will occur. The way the event works will be different depending on the month. Each month, you can earn a different Celestial creature – there are 12 in total. You’ll also be able to obtain a new type of currency during this event, and you can spend that currency on new decorations and other cosmetics.

Micro Events

There will be dozens of “micro events” that occur on certain days of the year. Siralim 3 already has a lot of these. In some cases, you’ll simply need to load up the game and you’ll be awarded a title or costume. Some other events will last for a few days – for example, on a certain weekend, you might be able to earn double Glory (the new currency used for Arenas). I’ll use these events to keep the game feeling interesting even when there’s not a major holiday or Celestial Event running.

Invasions

At random times throughout the day, you’ll be alerted that a random realm type has been invaded by a race of creatures. These creatures have a higher chance to drop their cards, so if you’re looking to complete your card collection, keep an eye out for invasions.

New Creatures

After Siralim Ultimate fully launches on Steam (that is, after it leaves Early Access), I will release a new creature every Friday for an entire year. You don’t need to play the game at a certain time to earn these creatures – they’ll simply be added to the game each week and you’ll be able to encounter them in the wild as normal.

Kickstarter Stretch Goal: World Bosses

One of the stretch goals for the upcoming Siralim Ultimate Kickstarter will be to add World Bosses to the game. At random times throughout the week, a World Boss will spawn in a certain realm type. Players will be able to travel to this realm and seek out a portal that leads to a fight against this World Boss. If you manage to defeat the boss, its influence over the realm will weaken.

You won’t be able to thwart a World Boss on your own, however. World Bosses are a global activity that players around the world will participate in at the same time. When a player defeats a World Boss, that boss’ influence will weaken for all players, so in a way, conquering these encounters is meant to be a team effort. After the World Boss leaves the realm, all players who participated in this event will be rewarded. In addition, the players who contributed the most toward this effort will have their in-game names broadcasted to all other players so everyone can see who the real heroes of the day are.

World Bosses aren’t like normal creatures. I’m not going to take a Silver Imler, give it 100000% more health and damage, and call it a day. There will be a different World Boss for each realm, and they will all have unique appearances (hint: they might be larger than normal creatures as well) and battle mechanics that make them feel truly unique. Rewards include exclusive spell recipes, legendary crafting materials, cosmetics, and more. I’d like to have a few World Bosses that are related to the four Major Holidays as well.

For those who dislike time-based activities…

I understand that some players hate the idea of feeling obligated to play the game at certain times of the year in order to obtain exclusive rewards – especially creatures. I have a few solutions to this in mind, but I haven’t decided on anything specific quite yet. I just want you to know that this is something I am fully aware of, and plan to address.


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: Creature Diversity in Realms

Welcome back!

This post is going to be a bit different than all the others. Instead of revealing a new game feature, I want to describe an idea I have and see what you all think about it. If enough people are on board with it, I’ll implement it. Otherwise, if people come up with insurmountable reasons about why this is a bad idea, I’ll gladly revise it.

This post is much shorter than usual, so I’ll make it up to you by first showing off a few of the new creature sprites… and a new creature.

 

 


 

Creature Diversity in Realms

Here’s the idea:

  • Each different type of realm (Azure Dream, The Swamplands, etc.) can spawn enemies that come from a pool of 10 different creature races.
    • For example, you might only be able to find Angels in Azure Dream, while you can only find Aspects in The Swamplands.
    • There would be some overlap, and certain races might appear in multiple realms. On average, each race would appear in two different realms.
  • Players can view a list of races that can spawn in each realm at the Teleportation Shrine. That way, if you decide that you want to fight (and later, summon) a Ravenous Ghoul, you could easily see that they’re found in Path of the Damned.
  • As you increase your Realm Instability, creatures will start to appear from other realms, even if they don’t belong in that realm by default. For example, you might see an Angel in the Refuge of the Magi thanks to Realm Instability. The higher your Realm Instability, the more creatures will appear from other realms.
    • Realm Instability also increases the chance for enemies to spawn with creatures that belong to the same race. Creatures are designed to be straightforwardly synergistic with creatures from their own race, so this would naturally increase the difficulty of battles as your instability increases – which is the whole point of instability to begin with.

Why make this change?

The number of creatures in this game is insane – we’re launching with over 1000, and I’ll be adding even more post-launch. I think that’s too many creatures to randomly throw at the player without organizing them in some way. This change would allow players to decide which creatures they want to fight, so it would be easier to summon the creatures you want, increase your knowledge with them, etc.

This change will also make realms feel more diverse when it matters. In the early part of the game, it’s nice to see that each realm offers different creatures for you to collect, and will make each battle feel fresh. Later in the game, when you increase your realm instability, battles will continue to feel fresh in a different sort of way.

So, what are your thoughts?

 


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: Hell Knight Specialization, Development Progress Update

Welcome back! At long last, it’s time to reveal one of the Chaos-oriented specializations in Siralim Ultimate: the Hell Knight.

Hell Knight Playstyle

Generally, Hell Knights favor attacking over casting spells. They enable their creatures to attack multiple times, and these attacks have a high chance to deal massive, critical damage to their opponents. Hell Knights also afflict a handful of useful debuffs on their enemies, as well as capitalizing on buffs such as Splashing to cause their attacks to devastate all your enemies at once.

When I designed each specialization in the game, I tried to make sure there was something available for players of all levels of experience. Some specializations are intended for advanced players (such as the Animator), while others are meant to be more accessible. The Hell Knight is a great choice for new players because most of their perks are fairly straightforward. Of course, straightforwardness doesn’t insinuate weakness, and I think you’re going to like what the Hell Knight’s perks have to offer.

 

Hell Knight 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.

Blazing Soul – When your creatures afflict enemies with Burning, their Attack is used to determine the potency of this debuff if it is higher than their Intelligence.

Bolster – Your creatres take 1% less damage from attacks and spells for every 1% of Health they’re missing.

Deadly Calm – Enemies cannot provoke.

Death Sentence – Your creatures’ critical attacks deal {60%} more damage.

Dreadnaught – Your creatures’ attacks cannot be dodged.

Enduring Rage – Your creatures attack an additional time.

Executioner – Your creatures deal {50%} more damage with attacks.

Indomitable – Your creatures are immune to Scorned.

Inner Focus – When your creatures cast a spell, {25%} of their Attack is added to their Intelligence to determine the amount of damage dealt.

Kindling – At the start of battle, the first creature in your party casts Firestorm.

  • Firestorm: Enemies take a moderate amount of damage and are afflicted with Burning.

Magma Diver – Your creatures’ attacks deal additional damage equal to {20%} of the target’s Current Health.

Massacre – Your creatures’ Splashing buff now deals damage to all enemies.

  • Splashing: Creatures with Splashing deal 100% of their damage to enemies adjacent to the target they attack.

Pyromania – After your creatures attack, they have a {20%} chance to cast Flamestrike.

  • Flamestrike: Enemies take a small amount of damage. This spell casts a number of times equal to the number of enemies afflicted with Burning.

Reckless Abandon – Your creatures’ Savage buff now causes them to have a 100% chance to deal critical damage.

  • Savage: Savage creatures have an additional, independent chance to deal critical damage with attacks. [This replaces the “Critical” buff from Siralim 3.]

Touch of Chaos – After your creatures attack, they have a {25%} chance to afflict the target with a random debuff.


Bonus Reveal

I have another major quality of life improvement to share with you that is related to specializations:

There’s a new object you can place in your castle called the Enchanted Wardrobe. This is where you’ll go to change your character’s name, title, wardrobe costume, and specialization.

Your character’s title, wardrobe costume, and team of creatures will be saved between specializations. Thanks to these improvements, players will be able to easily change their playstyles with just a few presses of a button. Some content will probably be a little easier to tackle for some specializations than others, so I’m expecting many players to use the Enchanted Wardrobe to change their strategies on-the-fly.


Development Progress and Timeline

We’re making great progress on Siralim Ultimate so far, and we’re finally at a point where I can more accurately predict when we’ll launch our Kickstarter, as well as release an alpha version of the game to backers for testing.

I am now planning to launch the Kickstarter on May 1 of this year.

An alpha version of the game will likely be available to backers some time in June. The alpha version will include the game’s entire set of main story quests, as well as plenty of end-game content to keep you busy.

I am hoping to transition the game to its beta phase a month or two after all the bugs and crashes are worked out in the alpha version. I’ll focus on adding some new content, as well as implementing suggestions from the community at this point.

Roughly a month after that, I hope to release the game on Steam Early Access.

Your progress won’t be lost at any point during this release cycle. Also, please keep in mind that the game will only be available through Steam for Windows up until it is fully released.

 


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.

Trial of the Gods, a CCG that takes place in the world of Siralim, is now available on Steam!

We are proud to announce that our newest game, Trial of the Gods, is now available on Steam!

In Trial of the Gods, players must collect creature cards with unique traits and use them to battle against the gods.

Features

  • 100+ cards to collect that are based on creatures from the Siralim series! Each card has a unique trait that changes the way it works in battle.
  • Full-length campaign featuring over 90 battles, along with a hard mode.
  • Post-game content that features randomly generated battles. Win these matches to empower your cards and make them stronger!
  • Matches take only a few minutes to complete, lending the game a “just one more round” style of play.
  • Gameplay is based on Triple Triad and Tetra Master from Final Fantasy.

 

Launch Trailer

Siralim Ultimate – Dev Blog: Necromancer Specialization

Welcome back! It’s been a while since I’ve revealed a new specialization in Siralim Ultimate, so let’s fix that today.

I know that I haven’t revealed any Chaos-oriented specializations yet, but I’d really like to do another Death specialization today instead: the Necromancer.

Necromancer Playstyle

The Necromancer is arguably one of the more interesting specializations in Siralim Ultimate because it utilizes a new battle mechanic: minions. In case you forgot what minions are, you can read about them in one of my previous blog posts.

In all the previous Siralim games, I always wanted to make the Death class feel like you were controlling a huge army of undead creatures. Obviously, that goal fell short since you can only have six creatures in your party at a time. I tried to add a bunch of things to the Death class to still make it feel like you were raising an army of the dead, but it never worked out quite how it should have.

For that reason, the Necromancer specialization will make use of minions to give players the feeling that they’re controlling a massive army, and your own creatures are the commanders of that army.

 

Necromancer 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.

Also, note that Death, Conquest, Famine, and War are now classified as minions in Siralim Ultimate.

 

Animated Dead – Your creatures start battles with {3} Zombies.

  • Zombies: At the start of this minion’s master’s turn, each Zombie deals damage to a random enemy equal to 80% of its Attack. Maximum of 9 stacks.

Corpse Eater – Your creatures start battles with {3} Writhelings.

  • Writhelings: When this minion’s master takes damage, each Writheling afflicts a random enemy with a random debuff. Maximum of 9 stacks.

Cruel Creation – Your creatures start battles with {3} Shambling Horrors.

  • Shambling Horror: This minion’s master has 10% more stats for each Shambling Horror it has. After this minion’s master Defends or Provokes, it deals damage to all enemies equal to 10% of its highest stat for each stack of Shambling Horror it has. Maximum of 9 stacks.

Army of the Damned – At the start of your creatures’ turns, their minions gain 1 additional stack.

Conquest’s Triumph – After your creatures cast a spell, they summon Conquest.

  • Conquest: After this minion’s master casts a spell, it grants all your creatures a random buff.

Death’s Claim – At the end of your creatures’ turns, they summon Death.

  • Death: At the start of this minion’s master’s turn, it has a chance to kill the enemy with the lowest Health. The chance is increased based on how low the enemy’s Health is.

Famine’s Thirst – After your creatures attack, they summon Famine.

  • Famine: After this minion’s master attacks, it decreases the target’s Maximum Health by an amount equal to 30% of the damage dealt.

War’s Victory – After your creatures are damaged by an attack or spell, they summon War.

  • War: After this minion’s master is damaged, it deals damage to the enemy equal to 50% of the damage taken.

Four Horsemen – If your creatures have Conquest, Famine, Death, and War, they cast Apocalypse at the start of their turns. Your creatures are healed by this spell.

  • Apocalypse Spell Description: All creatures take a massive amount of damage.

Deadly Vitality – After your creatures gain a minion or a minion stack, they recover Health equal to {20%} of their Maximum Health.

Gravewalker – After your creatures are killed, they have a {10%} chance to be resurrected with 50% Health for each different minion they had before they died.

Meat Shield – Your creatures take {10%} less damage for each different minion they have.

Midnight Bargain – Your creatures’ minions are {50%} less likely to go away.

Servitude – Your creatures deal {15%} more damage for each different minion they have.

Undying Loyalty – Your creatures’ minions persist beyond their master’s death.

 


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: Projects

In this week’s dev blog, I’m going to reveal and discuss a new (but maybe familiar) feature that is coming in Siralim Ultimate: projects! If you played Siralim 1 or 2, you might remember these as rituals. However, in Siralim Ultimate, they are a bit more interactive and rewarding.

What is a Project?

You can think of a Project as a sort of long-term side quest. Players will choose a Project they want to take on, and then gather the necessary materials to complete it. When you’re finished, you can return to the NPC in charge of projects in your castle to earn the reward associated with that project.

Players can only take on one major project at a time, as well as a certain number of minor projects. If you decide that you don’t want to move forward with your current major project, you can cancel it and choose a new one – but you’ll lose all the progress you’ve made for the cancelled project.

Starting a Project

You’ll start by choosing the type of project you’d like to take on.  It costs a certain amount of Granite to start a project. Projects are broken down into three different categories:

  1. Construction Projects – these projects most often reward players with new game features, and include things such as the Arcane Refinery or the Arena. You can upgrade many of these features using Construction Projects as well. For example, you can upgrade the blacksmith multiple times in order to increase the maximum tier that your Artifacts can attain. And yes, these enhancements come with their own visual improvements as well (see below). Typically, these projects are not repeatable, so after you complete them once, you’ll never need to complete them again. In addition, these projects are typically considered to be major projects, meaning you can only work on one of them at a time.
  2. Mission Projects – these projects give players deterministic rewards. For example, you can choose to start a “Raid Project” that targets Brimstone. After you complete the project, you’ll be rewarded with some Brimstone. Other Mission Projects are even more interesting – for example, an “Assassination Project” allows you to choose a creature’s legendary crafting material that you’d like to receive when the project is finished (these replace the Altar of Blood from Siralim 3). These projects are all typically considered to be minor projects, meaning you can work on a few of them at the same time. In addition, these projects are all repeatable, so you’ll continue to work on these projects indefinitely.
  3. Special Projects – these projects are similar to Mission Projects in that they grant players deterministic rewards. However, you’ll typically need to fulfill certain criteria to be able to take on one of these projects, such as attaining a certain favor rank with a particular god. An example of a reward from a Special Project would be to fill your summon meter for a Godspawn creature of your choice so that you can summon one. These projects are a mix of major and minor projects, and most of them are repeatable.

 

Here’s what the blacksmith station will look like at the start of the game. As you can see, it’s quite plain and basic.

 

Here’s what the blacksmith station looks like after you’ve upgraded it a couple times. There are a few tiers beyond this one as well, for a total of 5 different blacksmith stations that change in appearance as you complete their corresponding projects.

Completing a Project

Each project requires different materials that players must gather before it can be completed. Note that by “materials”, I don’t necessarily mean the standard crafting materials used for enhancing your Artifacts – most of these materials will spawn in realms only while you’re working on its corresponding project.

For example, here’s a list of things you’ll need to upgrade the blacksmith from level 2 to 3:

  • 50 Iron Ingots (found on the ground in realms)
  • 1 Iron Mallet (found on the ground in realms)
  • 2000 Creature Parts (obtained by killing enemies)
  • 5000 Arcane Dust (obtained by completing Realm Quests)

After you obtain all the required materials, you’ll be able to return to the Projects NPC in your castle to turn it in and earn your reward!

Note: all projects require some number of Creature Parts and Arcane Dust. All the other requirements vary from project to project.

 


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.

Trial of the Gods: Siralim Collectible Card Game!

Thylacine Studios and JaysGames are very excited to announce that our newest game, Trial of the Gods, will be released to Steam Early Access on March 13, 2020!

Trial of the Gods is a single player, collectible card game based in the world of Siralim. Players will collect cards and configure their decks to challenge the gods to battle. The rules are similar to Triple Triad (Final Fantasy 8 and 14) and Tetra Master (Final Fantasy 9). If you’ve never played those games, don’t worry – it’s easy to learn!

Check out the trailer below:

Features

  • 100+ cards to collect that are based on creatures from the Siralim series! Each card has a unique trait that changes the way it works in battle.
  • Full-length campaign with an unlockable hard mode that is sure to challenge even the best of players!
  • Post-game content that features randomly generated battles. Win these matches to empower your cards and make them stronger!
  • Matches take only a few minutes to complete, ensuring that you’ll keep coming back for “just one more round”.
  • Gameplay that is based on Triple Triad and Tetra Master from Final Fantasy.
  • Easy to learn, but difficult to master.

Please don’t forget to add Trial of the Gods to your Steam Wishlist – not only will it allow Steam to remind you when the game is released on March 13, it’ll also help us to gain more exposure prior to launch.

The game will cost $12.99 USD on Steam. We hope to bring Trial of the Gods to Android and iOS later on as well.

Siralim Ultimate – Dev Blog: User Interface and Graphics

This week’s dev blog is unique in that I (Zack) didn’t write it this time! This post is written by Nieve, one of the primary artists who has been working on Siralim Ultimate for almost a year now.


Hi there! This is Nieve, one of the artists working on Siralim Ultimate. You may also know me as Gay Monster Aunt on Discord, or Fluffy the Wise in Siralim 3’s tavern. I’ve been helping to bring Siralim Ultimate to life with my art for a whole year now, and being a part of the team has been a fantastic experience!

So for this blog post, I’d like to talk a little about what I’ve been up to, talk a bit about the artistic/interactive direction of Siralim Ultimate and the reasoning behind a few of our decisions, and of course I would be remiss to let a blog post go by without showing a few new things off! A lot of folks on Discord have already heard me speak of some of the things here, but Zack thought it would be cool if we let the wider audience know what’s going on, since Discord is only one part of our lovely community.

User Interface

One thing that quite a few users have brought up as criticism of the previous games in the series is the user interface – how the game can be rather text-heavy, and how there are lots of menus to navigate through. This has been something of a learning process as the series has taken steps up in quality in many ways with each installment since the first Siralim game back in early 2015, and the user interface is absolutely part of this.

There are still going to be quite a few menus and such to navigate, but we’ve taken steps to make them much easier to navigate this time around, both in function and form. Let’s have a look at an average menu this time around:

In addition to the more compact font, you’ll notice that every menu entry has a graphical icon now, which is “grayed out” out while not selected. There’s a few design principles at work here: firstly, the icons just make the menu a lot nicer to look at in general. Secondly, the currently-hovered option being in color while the rest are gray helps to draw the user’s attention so they don’t lose track of what they had highlighted in the menu. Thirdly and arguably most importantly, we know that many Siralim players do not understand English as their first language (and some might not know it at all), while others may struggle with text-heavy layouts in general regardless of which languages they know. A graphical representation of what each option does in the form of an icon will help players to be able to learn and memorize each menu function more quickly so it doesn’t get in the way of their enjoyment of the game. Inclusion and access are quite important to us since we don’t want any of our players to feel left out!

To continue on that note, let’s take a look at the redrawn status effect icons:

 

Here we have the icons for Mend, Arcane, Barrier, Rebirth, Resistant, Weak, Vulnerable, Poison, Freeze, Fear, Conquest, War, Famine, Death, and Doppelganger. Compared to the old status icons, you’ll immediately notice the addition of a colored border that denotes whether the status is good or bad for the bearer – green for buffs, red for debuffs, yellow for minions. Pretty traditional colors for the most part. However, I realized while designing them that this would cause trouble for those among us with red/green color blindness, so I added another element to the border – if it fades from the top, it’s good. If it fades from the bottom, it’s bad. I also used bolder, brighter colors for good statuses and more gloomy, unpleasant ones for bad statuses, and I subtly shifted the green slightly towards blue and the red slightly towards purple just in case it was helpful. I myself am not color blind, but I really don’t want to leave behind anyone who is!

Now let’s quickly go back over one thing we’ve seen before in prior blog posts before we move on. The Knowledge Bestiary, introduced in Siralim 3, has benefited tremendously from our icon-driven approach:

The creature’s Class, Race, and Knowledge Rank are now all displayed as icons as well as the indicator for whether or not you currently possess at least one of that creature, drastically cutting down on the amount of text on each entry. Creatures with longer names such as Diabolic Commander or Wandering Abomination will no longer find their entry running over the edge of the frame! As in Siralim 3, when you obtain the creature’s card, that will also be displayed as an icon. Since I only drew them a day prior to writing this post out, let’s have a peek at what cards look like now:

Fancy, huh?

The user interface has been a very large bulk of my workload – at present my UI work folder stands at a whopping 1,135 files, all made from scratch! So naturally, we’re really hoping the big effort in polishing it up and making it more accessible pays off!

Artistic Direction

A privilege of working on so many of Siralim Ultimate’s graphical assets is that I’ve been permitted to apply my own artistic principles to the game in general. As you may have noticed in the new card icons, I’ve applied a much more consistent color theme to the five classes. Let’s take a look at the new class icons:

In prior Siralim games, some of the classes tended to be a little indecisive about which color they wanted to be. Chaos and Nature have always been solidly red and green respectively, but the other classes sort of waffled a bit. Life didn’t know if it wanted to be white, gold or sky blue, Sorcery tended to wander between purple and blue, and Death was kind of all over the place with black, grey, green and sometimes blue and purple also being used to represent it. As several players noticed, this has also (unintentionally) made us look rather similar to Magic: The Gathering’s color coding system. So going forward, I have codified Life as a sunny gold to lean into its celestial nature, Death as a sinister and subdued dark blue, and Sorcery as a regal, mysterious purple. In addition, solid white and black looked a bit strange sitting among other, more saturated colors, so hopefully this new approach looks a bit more balanced!

Just for fun, this was the first draft of the class icons I made before deciding on the color themes:

Life and Sorcery remained the same, but Zack decided he wanted something more abstract for the Chaos class, since not everything in that class is demonic or infernal in nature; for instance Bats and Cockatrices, which are normal, unchanged wild animals in Rodia, but particularly dangerous and vicious all the same. We also decided Nature was better off as a leaf, and the old Death icon was actually re-purposed as a “this creature is dead” indicator for use in battle, and was replaced in the class icon with a more monstrous blue skull instead.

I have also varied the various specialization perk icons in this regard. While they stay true to their class colors, each one uses a slightly different palette to differentiate them from the other specializations. Since those who know me from the discord server know I’m very much a dyed-in-the-wool Life Mage, here’s an assortment of perk icons taken from the three Life-oriented specializations:

You’ll notice they retain gold as the central color, with blue and red being used as secondaries, but each specialization has a different shade of gold; one being a very vivid and shiny gold, another being a more burnished brass color, and Inquisitor (which was revealed in an earlier blog post) has a more warm orange. This is a visual shorthand to the viewer that while they’re from the same class, they’re still quite different.

Taking a step sideways from classes, let’s have a look at race icons! These are new to Siralim Ultimate, and are a shorthand used to represent each race. Here’s a big handful of them:

Oh my, did I sneak a few icons for races you haven’t met yet in there? Why yes, yes I did. Have fun figuring out which icon belongs to which race! Here’s a hint: five of these icons are races yet to be revealed. The rest are all races you know and love. Good luck!

Race icons aren’t just for the Bestiary though – besides being a useful shorthand to reduce the amount of text, they’ll show up in a few other places too. As mentioned in a prior blog post, Reaper traits like to finish off monsters that are on low health. When targeting a low health monster with a Reaper, their icon will show up in the targeting reticle so you’ll know for sure that you have an opportunity to use the Reaper’s special attack. No more flubbed guesswork getting you punched in the face by an angry and still very much alive Troll!

Castle Decorations

Besides iconography and interface work, the other main bulk of my workload is spriting up all the various decorations you can use to decorate your castle. This is a huge undertaking, and I do mean HUGE. At the time of writing, I have sprited over 450 decorations, and that’s significantly less than half of everything that needs to be done before launch!

Most furniture comes as part of a set – each class, god, and major event gets a set. That’s thirty sets, not counting other sets that aren’t tied to anything in particular, and generic decor that doesn’t belong to any particular set! Standard pieces that every set gets at least one of include: Seats, Thrones, Tables, Lamps, Columns, Altars, Large and Small Paintings, Tall Wide and Small Plants, Statues, Rugs, and Banners. That’s a minimum of fifteen pieces in every set, so multiply that by thirty sets, and that’s 450 pieces! That’s just a funny coincidence with the number earlier – a lot of the pieces I’ve sprited don’t belong in a set, or are extra pieces in each set. I’ve still got fifteen more “standard” sets to complete, and that’s all before I start adding extra pieces to each! …has the word “set” lost all meaning for you yet? Just me? Okay.

Needless to say, there will be an absolutely tremendous variety of decor for you to put in your castle, and you can mix and match different sets and pieces to your heart’s content. Let’s take a look at some of the pieces I enjoy doing the most, plants and paintings:

You might notice some of the frames on the paintings are fancier than usual. These are Rare Paintings that are a little more challenging to get your hands on!

Decor pieces can be obtained from all kinds of places – in regular loot dropped by monsters or found in treasure chests, from god shops, from various accomplishments and achievements, and more!

As a treat, let’s take a look at some of the sets I’ve finished so far. Again, to note, these aren’t reflective of the castle’s layout at all, but were mock-ups I put together to make sure the tileset and furniture pieces worked well together.


Aeolian’s tile and furniture set. Many of you may know Siralim has its inspirational roots in Dragon Warrior Monsters for the Gameboy Color, a monster catching RPG that took place in the realm of GreatTree, which was a kingdom based out of a gigantic tree. In homage to that, now you can have a GreatTree all of your very own.

 


Arr, matey! What would Friden’s tileset be if not a nautical/pirate themed set, complete with piles of plundered booty here and there? Having a kingdom based out of a ship is a concept I’ve not often seen, but I hope your timbers are sufficiently shivered all the same.

 


Erebyss’s set is sure to add some gloom to your rooms. I was going for a sort of quiet, dark old cathedral vibe with this one. Erebyss may be the Goddess of Darkness, but as we all know she is far from evil, so the set leans more towards being fancy and subdued while still having some energy to it. This is one of the first sets I completed quite a few months ago now!

Closing Words

Working as part of the team on Siralim Ultimate has been a fantastic experience for me – I’ve worked in quite a few development atmospheres during my life, and this one has by far been the smoothest, most welcoming and nicest I’ve ever been in – which is another extension of just what a nice community we’ve managed to build over the years. This has allowed me to not just give it my all and feel genuinely proud my work and excited for the joy it will bring to our players, but also be a part of the development process even though Zack is the only one handling the game’s actual code. There’s enough trust and comfort that we frequently bounce thoughts and ideas off each other, which has several times led to us all coming up with even better versions of what we were working on.

I hope what I’ve written and shown off here has brought you excitement, joy and maybe even a little inspiration – as an artist, giving folks such things is what I live for. And remember – everything we’ve shown so far is just a taste of what we’ve got for you all – there’ll be plenty to discover for yourselves when the game is eventually done!

Nieve, signing out. Good fortune to you all!

 


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: 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.