Siralim Ultimate: Prophecies & Reliquary

 

Transcript

Hey everyone, welcome back to the Thylacine Studios Podcast. In this episode, I’m going to reveal a new feature in Siralim Ultimate called the Reliquary, and I’ll also reveal how Prophecies work in this game compared to the older ones.

First, let’s start with Prophecies. For those of you who are new to the Siralim series, Prophecies are infinite, repeatable quests that players can continue to partake in after you clear the game’s main storyline.

Prophecies are a little different in Siralim Ultimate, however. After you finish all the story quests, you’ll receive your first Rune of Prophecies. You can think of this rune as a large tablet that consists of a 5×5 grid of icons – so there are 25 icons in total. In fact, you can think of it as a sort of Bingo card. Each icon denotes a different quest or task for players to complete. One task might be for you to kill 500 Death creatures, while another task might be a little more complex – maybe you’ll need to win a few arena matches. Some tasks are more difficult than others.

When you complete a task, the icon on your Rune of Prophecies will be marked off to show you finished it. When you complete at least one row of tasks, you can turn in this rune for rewards. However, you can continue to complete additional tasks on the Rune of Prophecies before you turn it in. The more rows of tasks you complete before you turn it in, the greater your rewards. So, in other words, this gives players an interesting choice: you can either rush through only the tasks you want to do and then turn in the Rune of Prophecies, or you can complete additional ones to multiply your rewards. The icons on the Rune of Prophecies are placed at random, so some task sets might be more appealing to you than others. Oh, and just to clarify, when I say a “row of tasks”, that row can be horizontal, vertical, or diagonal.

The idea behind this new system is to give players total control over how they interact with other end-game content. Many players disliked the Prophecy system in Siralim 3 that required you to complete a Tavern Brawl, so my hope is that this new Prophecies system will allow players to skip tasks they don’t want to partake in. On that note, there isn’t actually a Prophecy that requires you to complete a Tavern Brawl in Siralim Ultimate.

Next, I’m going to talk about the Reliquary which is how players will enhance their Relics of the Gods. But, the way relics work has changed so much since I first revealed them several months ago that I’m just going to kind of re-reveal them all over again. So, let’s get started.

There will be a relic for each god in the game. Each relic consists of 10 perks that you can unlock as you level up that relic. In order for a creature to make use of these perks, you must attune the relic to that creature. In order to level up a relic, you must spend a new type of currency on it called Piety, which is rewarded from completing Prophecies. As your relic’s level increases, you’ll unlock new relic perks. In addition, that relic will grant 1% of a certain stat to the creature that has that relic attuned.

For example, one relic is called Arbiter, Holy Blade of Surathli. Obviously, this is Surathli’s relic. It’ll start at level 1 with a basic perk that gives the attuned creature the Shell buff at the start of battle. At level 1, it will also increase the attuned creature’s Maximum Health by 1%. After you level up this relic to 10, you’ll unlock an additional perk that grants the bearer 100% additional healing from all sources. In addition, it will increase the attuned creature’s Maximum Health by 10% – so in other words, each relic level grants a 1% increase to a certain stat. You can continue to level up a relic indefinitely to gain more stats, but you’ll stop unlocking new perks for that relic at level 100.

Now that you know how relics work, let’s talk about the Reliquary. The Reliquary is a utility decoration that can be placed in your castle. This decoration will be used to manipulate your relics. Everything you do at the Reliquary costs Piety – again, that comes from completing Prophecies. You can buy new relics at the Reliquary, level up your relics, and attune them to your creatures. On a side note, multiple creatures can have the same relic attuned at the same time.

You can also spend Piety on upgrades for the Reliquary itself. The most obvious upgrade you’ll probably be interested in is called Synergies, which allows your relic to grant some of its stat bonuses to all of your creatures – not just the one that has it equipped. Some other upgrades include additional damage dealt by your relics, increased healing, and things like that. Why would you want to upgrade your relics’ damage, you ask? Because as your relics level up, they’ll start to take on lives of their own and fight for you in battle. Going back to the example of Surathli’s “Arbiter” relic, after it reaches level 100, it’ll cast Holy Explosion at the end of the attuned creature’s turn.

Needless to say, relics will allow your team to grow quite powerful, and these are the primary way for players to enjoy infinite progression. I hope you all like what you heard here today. That’s it for this episode, and I’ll see you guys next time!

 

Siralim Ultimate: Nether Stones

Transcript

Hey guys, this is Zack from Thylacine Studios. In today’s episode, I want to reveal some more details about one of our Kickstarter goals: Nether Stones. Nether Stones are a brand new type of item coming to Siralim Ultimate.

Before I get started, for those of you are new to the series, I’ll start with a quick explanation about how Artifacts work since they’re closely related to Nether Stones. In short, an Artifact is an item that can be equipped to a creature in order to make that creature more powerful. Artifacts can increase a creature’s stats, as well as give them all kinds of other interesting bonuses. For example, Artifacts can increase the number of Spell Gems that a creature can equip, or give that creature a chance to afflict an enemy with a debuff when it deals damage. Some more interesting Artifact effects include the ability for a creature to automatically cast spells at certain times during battle, or even to gain powerful traits, which are passive effects that change the way you’ll approach battles.

In previous Siralim games, there were two ways to acquire Artifacts: you could either find them in treasure chests and other sources of loot, or you could craft and upgrade them. Unfortunately, since there are so many possible properties that an Artifact can have, finding a good Artifact in treasure chests was practically impossible. In other words, the only realistic way to find a decent Artifact was to craft one. This meant that players ended up with a bunch of useless Artifacts in their inventories that they’d never use. This created a lot of issues for players after they amassed hundreds of these useless Artifacts, and some players even hoarded thousands of Artifacts which caused some performance issues to occur with the game.

In Siralim Ultimate, you’ll only craft your Artifacts and you can no longer find them from loot sources. This is great news because it solves the problems I mentioned earlier. However, this also takes away a huge element of randomly generated loot, and honestly, treasure chests just weren’t that exciting to open anymore. Nether Stones solve this problem, and I’m going to spend the rest of this episode talking about how they work.

Nether Stones are extremely rare items. You’ll probably find one every 10 to 20 realms. They’re so rare that I’ve added a pity timer to them so that each time you open a treasure chest or find loot in some other way, your chance to find a Nether Stone will increase slightly until you finally find one. That way, you won’t go through a horrible dry period where you don’t find any for an extremely long time.

Nether Stones can have all the same properties as an Artifact: they can boost a creature’s stats, add various procs and effects to their attacks and spells, grant them new traits, and even give them the ability to cast spells automatically at certain times. Each property has a certain rarity, so you’ll most commonly find simple Nether Stones that boost your creatures’ stats, while rarer Nether Stones will grant traits and more complex effects. You can socket a maximum of one Nether Stone into each of your Artifacts. My hope is that the extremely rare Nether Stones will be so powerful that you might re-think your entire party composition and build your team around one of these items.

If you’re familiar with games like Diablo, Path of Exile, and Grim Dawn, Nether Stones are meant to act like the loot found in those games. Even though they’re extremely rare, knowing that you have a chance to find one each time you open a treasure chest is sure to make your dungeon crawling experience even more fun than before.

In order to help players understand how rare their Nether Stones are, the user interface will display a numerical value called “Rarity”. The higher the number, the rarer that Nether Stone is. So, if you find a Nether Stone with 10 Rarity, it probably only has one property and that property is probably something basic like a boost to Attack. If you find a Nether Stone with, say, 500 Rarity, that probably means the Nether Stone grants a creature a new trait (or even two, or three!) or gives them access to a new spell.

I recognize that some people might dislike the completely random nature of Nether Stones – after all, there’s no way to add, remove, or modify a Nether Stone’s properties and there never will be – but the fact is that a huge chunk of our playerbase (myself included) enjoys a never-ending loot hunt, and Nether Stones should be exactly what we’re looking for. Nether Stones are by no means required to progress in the game – think of them as a nice bonus to make your team more powerful.

Earlier, I mentioned that I didn’t like how Artifacts cluttered players’ inventories in previous Siralim games – so what makes Nether Stones different in that regard? Well, your Nether Stones will all have an “Age” component associated with them. Obviously, the Nether Stones you’ve recently found have a “younger” age than those you’ve had in your inventory for a long time. After you have too many Nether Stones in your inventory, you’ll receive a warning that your oldest Nether Stones will disappear if you acquire any more. This will give you the opportunity to hold on to any Nether Stones you don’t want to be deleted, while also automating the process of decluttering your inventory. You can also lock Nether Stones to prevent them from ever disappearing. The goal of this Age system is simply to prevent players from needing to manage their inventories too much.

I’ve been so excited about Nether Stones that I’ve managed to find some extra time in my schedule this last week to work on implementing them already. In fact, I’m pretty confident that I’ll have them ready for alpha access, so you’ll be able to start hunting for them as soon as you get your hands on Siralim Ultimate in late July!

I can’t tell you how excited I am about Nether Stones. They add an insane amount of extra excitement to the game, and I think even the most hardcore of players will continue to enjoy this system for a long time to come. I hope you enjoyed this episode and are as excited as I am about Nether Stones. That’s all I have for today – see you guys next time!

Introducing the Thylacine Studios Podcast!

I’m excited to announce the start of the Thylacine Studios Podcast! I’ll use this podcast as a platform to introduce information about our games, as well as dive into some general game development topics.

Transcript

Hey everyone, this is Zack from Thylacine Studios, and today I am pleased to announce the start of the Thylacine Studios Podcast.

I’m going to use this podcast for a variety of purposes. Primarily, I’m going to use it to reveal and discuss the games I’m working on – right now, of course, the focus will all be on Siralim Ultimate. I’m also hoping to sprinkle in a few episodes from time to time about general game development. Overall, this podcast will replace the traditional blog posts I’ve been writing on the Thylacine Studios website for the last several years.

I understand that some people might not want to rely on audio to obtain this news and information. For that reason, I will also provide a full transcript with each episode. You can find the transcript on our blog (as you’ve always been able to) at www.thylacinestudios.com.

As far as the schedule of the podcast goes, I don’t really have a specific timeline in mind. One week, I might release several episodes, but then the next week there might be some downtime where I won’t release anything at all. I’ll do my best to announce extended breaks ahead of time, though. Generally speaking, however, I’d love to release at least one new episode per week.

Outside of that, I don’t have much else to discuss in this episode as it is meant to serve as an introductory episode. However, right after this, I’m going to post a full-length episode so that we can get started on this podcast immediately.

In closing, please let me know if you have any suggestions about how I can improve this podcast – anything from the audio to the content itself. I want to use this podcast to serve as my primary form of communication with our community moving forward, so I’m keen to hear your feedback on it to improve it over time. Thanks for listening!

Our Paypal shop is now open for late backers, as well as new add-on content!

Throughout the duration of our Kickstarter campaign, I received a lot of requests from people to offer an alternative way to pay for early access and backer content for Siralim Ultimate. I realize that a lot of countries don’t use credit cards, so many of you were unable to support our Kickstarter.

In order to rectify this issue, I have opened up a shop on our website where you can pledge for any of the Kickstarter tiers, as well as purchase “add-on” content using PayPal.

While all payments are processed through PayPal, you don’t need a PayPal account to make a purchase – you can simply pay with a debit or credit card instead.

http://www.thylacinestudios.com/siralim-ultimate-shop/

Siralim Ultimate – Dev Blog: Your Very Own Castle

Welcome back! In today’s post, I’m going to show off how decorations work in Siralim Ultimate.

A quick note regarding last week’s dev blog in which I revealed the Monk specialization: several people suggested that I change the perk names so they’re in English, therefore making them less confusing and easier to understand. I agree completely, so I’m going to change those for the game’s release. Thanks for your feedback!

Decorations

There are thousands of decorations for you to unlock. Once you unlock a decoration, you can place as many of them as you want in your castle. In other words, there’s no need to find, say, 6 of the same table if you’d like to have that many in your castle.

Decorations can be acquired from a number of different sources. One of the easiest ways to obtain decorations is by increasing your Favor Rank with the gods. At certain Favor Ranks, you’ll earn the right to purchase god-themed decorations. Each god offers anywhere from 17 to 20 different decorations.

You can also find decorations in treasure chests and as rewards for completing various activities such as the Arena and Tavern Brawls. I’ll give plenty of decorations away during events and holidays as well.

Decoration Mode

In order to start decorating your castle, you’ll need to switch to “Decoration Mode”. This is easily done by opening the main menu and choosing “Decoration Mode” to toggle it on.

While you’re in Decoration Mode, your character can walk through all walls and objects to make it easier for you to travel around the castle. Now that you’re in Decoration Mode, you press Q to open the Decorations Menu.

As you can see, there are a lot of options here. Before I explain the most obvious one (Add Decoration), let me briefly reveal and describe a few of these other options first:

  • You can set the wall, floor, and background styles of your castle. There are dozens of floors, walls, and backgrounds for you to unlock. If you’re wondering what a “background” is, it’s what you normally see as black tiles in the previous Siralim games, as well as in the screenshot below.
  • You can change the music that plays while you’re in your castle. There are tons of songs for you to unlock, including those from previous Siralim games… and maybe even a few surprise songs as well.
  • You can rename your castle. Obviously, it’s called Siralim by default, but you can change it to whatever you want. It’s your own castle, after all.
  • The rest of the options are simply meant to make your life easier. You can increase your movement speed, zoom in/out as needed, and even save/load your favorite castle setups so that you can easily switch to different ones whenever you want. Lastly, you can export your castle layout and share it with other players via copy/paste.

Now, let’s add a new decoration to our castle. If I choose “Add Decoration” from the decorations menu, I’ll next be presented with a list of decoration categories:

Most of these are self-explanatory aside from two:

  1. Floor Tiles are interesting because you can place different floor tiles that you’ve unlocked on top of others. This means that one part of your castle could have Aeolian’s grass floor, while another could have Vulcanar’s magma floor.
  2. Utility/NPCs are decorations that have different functions. Examples include the teleportation shrine, blacksmith, enchanter, fusion station, refinery, and much more. Also, you can place NPCs in your castle and customize their appearance, name, and dialog that is shown when you speak to them.

You can also choose where your character will spawn when you return from a realm, die, or load your save file.

I want to add a banner to one of my walls, so I’ll choose the “Banners” category so that I can see all the banners I’ve unlocked.

While I’m scrolling through the banners, my character will turn into that decoration so I can see what it looks like.

I’m already using Mortem’s floors/walls, so I’ll use one of his banners as well. After I press E, the menu will disappear and I can move the decoration around the castle.

 

Next, I simply press E and the decoration will be placed at that location.

I can also interact with decorations while I’m in Decoration Mode so that I can further edit their properties.

Each decoration is context-sensitive, meaning only options that are relevant to that decoration are displayed. If I had interacted with an NPC, this is where I’d be able to edit its name, dialog, appearance, and much more.


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: Monk Specialization

Welcome back! This dev blog reveals the Monk specialization. This spec is a bit more complex than some of the others, but players who take the time to understand how it works will likely find it to be very powerful.

Monk Playstyle

Monks rely on dodging attacks (and even spells!) in order to dish out devastating counter-attacks to their enemies. While many players might mistake the Monk’s reliance on dodging as a sign that it is a defensive class, I think you’ll find that they have plenty of offensive opportunities as well.

 

Monk Perks

Please note that the numerical values shown for each of these perks are not yet final. 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.

Kaze – After your creatures Dodge, they counter-attack the enemy.

  • This is the Monk’s bread and butter perk. As you’ll see below, several other perks interact with Kaze, and it will be your primary source of damage.

Chikara – Increases your creatures’ damage dealt with Kaze by {100%}.

Kame – After your creatures Dodge, they gain {10%} Defense for each time they’ve Attacked with Kaze.

  • As the battle drags on and your creatures continue to Dodge attacks, they’ll also take less damage if enemies do manage to hit your creatures.

Kyushu – After your creatures counter-attack with Kaze, they have a {20%} chance to move to the top of the Timeline.

  • This perk makes the Monk feel very fast-paced in battle. Your creatures will be able to unleash devastating combos thanks to their ability to take multiple turns in a row.

Piasu – When your creatures counter-attack with Kaze, the attack has a {50%} chance to deal double damage.

Sakkaku – After your creatures counter-attack with Kaze, they have a {25%} chance to Attack an additional time. This effect can occur repeatedly.

Conpe – Your creatures deal additional damage equal to the amount of Speed they have greater than their target.

Fukachiron – {100%} of your creatures’ chance to Dodge attacks is applied to spells as well.

Kenko – After your creatures take damage from a source that is not an attack or spell, they have a chance equal to {50%} of their Fukachiron chance to prevent that damage.

  • Dodging doesn’t work on non-attack and non-spell damage such as Poison or damage from traits, so Kenko will shore up that weakness a bit.

Torikku – Your creatures have an independent {50%} chance to dodge attacks.

Inori – When your creatures would receive fatal damage, they have a chance to prevent that damage equal to your Torikku’s chance to Dodge.

Jonetsu – Your creatures’ Agile buff has a {100%} greater chance to activate.

  • Agile: Creatures with Agile have an additional, independent chance to Dodge attacks.

Koshu – After an enemy Dodges your creatures’ attacks, they have a {50%} chance to Attack again.

Kyokugei – Your creatures deal additional damage equal to {100%} of their Speed.

Machibuse – While your creatures are Defending, they receive a bonus to their Speed instead of Defense.

  • In Siralim Ultimate, your creatures gain a temporary stat boost (usually to their Defense) while they’re Defending. Machibuse is useful for Monks because the increased Speed means they have a higher chance to Dodge and activate Kaze, so it might be worth building your team around the Defend command.
  • Machibuse, combined with Kyokugei, ensures that your Kaze counter-attacks will deal an insane amount of damage.

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: Card Sets

In this week’s dev blog, I’m going to reveal how Cards work in Siralim Ultimate.

Card Sets

Every Card in the game now belongs to a Card Set. There is a Card Set for each race – an Angel Set, a Ghoul Set, and so on.

Cards no longer confer a direct benefit like in the previous Siralim games. Instead, you will now receive bonuses based on how many cards you own in a set. Each Card Set offers up to 3 different bonuses, and you must own a certain number of cards in the set to unlock each bonus.

Here are a few examples:

Paragon Card Set

  • Enemies that are Silenced deal 15% less damage. (1 Card required)
  • Increases the duration of enemies’ Silence debuff by 1 turn. (4 Cards required)
  • After an enemy is afflicted with Silence, one of its Spell Gems is sealed. (8 Cards required)

Sanctus Card Set

  • Your creatures’ Barriers absorb 15% more damage. (1 Card required)
  • Your creatures’ Barriers cannot be removed. (4 Cards required)
  • After your creatures’ Barriers are destroyed, they have a 5% chance to gain Shell. (8 Cards required)

Reaper Card Set

  • Your creatures have a 10% greater chance to deal critical damage. (1 Card required)
  • Your creatures deal 25% more critical damage. (3 Cards required)
  • Your creatures have a minimum 10% chance to deal critical damage. (7 Cards required)

As you can see, while it will take a bit more work to unlock these bonuses, they’re much more substantial than card effects from the previous games.

In addition, each individual Card you obtain increases your chance to find items from sources of loot such as treasure chests, realm quest rewards, and more.

It’s also worth noting that cards are going to be a bit easier to obtain in Siralim Ultimate compared to previous games. Not only is the chance to find cards increased, but there are also other game features that interact with cards, such as the Invasions I mentioned in my last post. In previous Siralim games, even the most hardcore players didn’t manage to collect all the cards even after playing the game for thousands of hours. It should be much more realistic for players to eventually find all the cards in the game now. For that reason, cards will now serve as a form of meaningful progression to make your creatures more capable of handling tough battles.

You’ll also receive an interesting reward for each Card Set you complete, but I can’t reveal what that is just 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.

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.