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The Pontiff is a highly-versatile monster that belongs to the Life class. This monster’s skills all have different effects depending on whether you use them on an ally or an enemy.
The Pontiff is capable of dishing out a high amount of damage while also offering buff support, stat boosts, and most prominently, healing. This monster’s main weakness is that its skills cost a high amount of MP – so while each skill is quite powerful, you’ll need to use them sparingly… or simply stock up on mana potions.
Flagellation: Deals a small amount of damage to an enemy, or recovers a small amount of HP for an ally.
Declaration: Enemies are afflicted with a random debuff, and allies are granted a random buff.
Determination: Enemies lose a small amount of their highest stat, and allies gain a small amount of their lowest stat.
Judgment Day: Enemies take a large amount of damage, and allies recover a large amount of HP.
Divinity: After this monster uses a skill, it gains a Barrier that absorbs damage equal to 15% of its Maximum HP.
Belittle: When this monster damages an enemy, the enemy loses a small amount of Power.
Unstifled: This monster is immune to Silence.
Inspiration: When this monster heals an ally, the ally gains a small amount of Power.
Apparently, looping this monster’s attack animation makes it look like it’s trying to get its groove on.
In The Negative, battles are primarily fought with the help of up to 4 monsters of your choice. You can customize these monsters to suit your needs. There are currently 120 monsters planned for you to collect, and each one is unique in terms of aesthetics, stats, skills, and the types of items they can equip. This post will provide you with an in-depth look at how monsters work in The Negative!
Each monster belongs to one of 6 classes: Chaos, Death, Life, Nature, Sorcery, or Void. A monster’s class is primarily defined only for roleplaying flavor, but some skills and items also interact with specific classes as well. Monster fusion (the process of combining two monsters into a new one, which will be discussed in a future post) makes use of the class system as well.
You can acquire monsters in several different ways. The most straightforward way is to weaken an enemy monster in battle, then capture its essence using an item called an “Amulet”. You’ll want to make sure you stock up on Amulets before venturing outside of a town – you never know when you’ll encounter a monster you want to add to your party.
However, some monsters can’t be captured this way, and can only be obtained by completing certain quests or by fusing other monsters together to create new ones. The rarest monsters in the game cannot be captured, so you’ll need to explore every corner of the world in search of hints to point you toward the most coveted ones.
Monsters have several different stats that affect their fighting abilities. These stats can be improved by leveling up your monsters, equipping them with more powerful gear, or using special elixirs in battle to temporarily bolster their strength.
Health: when a monster takes damage, it loses Health. If it falls to zero, the monster dies. Health does not regenerate after battle, so you’ll want to keep a supply of potions on hand to ensure your survival.
Mana: monsters can use skills in battle, and these cost a certain amount of Mana. Much like Health, Mana does not regenerate after battle.
Power: determines the potency of the monster’s attacks and skills. The higher a monster’s power, the more damage and healing it’ll do, and the more effective its debuffs and stat reductions will be.
Defense: determines the amount of damage a monster takes from incoming attacks and skills. Higher defense means your monster will take less damage from all sources.
Speed: determines the rate at which monsters can take a turn in battle to attack, use a skill or item, defend, or move to a new area on the battle grid. Extremely fast monsters can take multiple turns before others get the opportunity to take even one!
Luck: determines the chance and potency that monsters have to deal critical damage or dodge attacks and skills. Some skills also utilize Luck to affect their potency.
Resistances: monsters take more or less damage from each of the 6 classes depending on their resistances. Unlike all the other stats mentioned above, Resistances are the only stats that do not increase as a monster levels up. Resistances are determined by the type of monster, and can only be increased by equipping certain items or using elixirs in battle.
Each monster has a certain personality which affects their stat growth each time they level up. For example, an Analytical monster gains more Mana and Speed than non-Analytical monsters when they level up, but also gains less Power and Defense. You may need to capture multiple monsters of the same type before finding one that has the personality you want.
Monsters have two types of skills: active and passive. Active skills must be used manually in combat and cost a certain amount of Mana. These skills can be used to damage enemies, heal allies, afflict nasty debuffs or grant helpful buffs to monsters, and much more. Passive skills are always activated, and tend to be more straightforward than active skills – they might increase the monster’s stats by a certain amount, grant them immunity to a certain debuff, or even do something more interesting like summon a skeleton ally at the start of battle.
Each monster will learn different skills as they level up. Each monster can have up to 4 active and 4 passive skills, and if a monster tries to learn any more than that amount, you must delete a skill first. However, monsters can surpass this limit by equipping certain items. For example, there’s a shield that grants the equipped monster the “Shield Toss” skill. This skill can’t be learned by any monster in the game and is exclusive to this item!
Monsters can also pass their skills on to their offspring after fusing two monsters together, but as I’ve said before, that won’t be discussed in this post. See you next week!
As many of you know, Siralim: Invasion was released late last week on Steam and itch.io (Windows, Mac, Linux), in addition to Google Play (Android). As I started to write this post, I received an e-mail from Apple saying that they’re reviewing the patch for iOS as we speak. Playstation users might need to wait a little while longer, as I haven’t been able to submit the patch yet since the process is a bit more involved than all the other platforms (a lot of “wait and see” – but I’m doing everything I can on my end, rest assured!). In the end, I’ll be surprised if the patch isn’t available on all remaining platforms by the end of the week!
In addition, I’m also working on releasing both Siralim and Siralim 2 on Amazon Underground. This means that the games will be completely free – including their in-app purchases – on Android if you have the Amazon Underground app. I’ll get paid by Amazon for every minute players spend playing these games, so I figured games with infinite playability would do pretty well on there. At the very least, I figured this would be an interesting experiment considering it’s an all-new payment model that no company other than Amazon has tried yet.
Last week, I promised that I’d dive into details about how the two new “mini-expansions” work for Siralim and Siralim 2. However, there’s not much to say about the patch for Siralim that hasn’t already been revealed, so instead, let’s take a closer look at the patch for Siralim 2.
Daily Realms are unlocked via a mid-level castle upgrade. After that, you can visit an NPC in the main room in Siralim to open a portal to a Daily Realm. You can complete a Daily Realm once per day, which also increases your Daily Realm Streak by 1. If you die or exit the game while in a Daily Realm, your completion streak will be reset back to 1.
Enemies in Daily Realms scale in level and Gene Strength to those of your own creatures, similar to how Sigils and God Battles work. Enemies will not grow more powerful after a Daily Realm Streak of 10.
If you manage to complete the Realm Quest in a Daily Realm, not only will your Daily Realm Streak increase, but you’ll also receive an increasingly better reward based on your streak. Rewards always include some Spell Gem crafting components to be used in the Arcane Refinery, along with a chance to receive a Fleshwarper Coin. At a Daily Realm Streak of 10 or higher, you will always receive a Fleshwarper Coin.
Unlike in the first Siralim game, no stats are tracked or displayed to players in Siralim 2’s Daily Realms. These statistics would have made it impossible for me to add Daily Realms to the Playstation version of the patch, so I decided to omit that functionality entirely.
New Game Plus is a new option unlocked at the title screen. You can unlock it by either defeating the final boss of the main storyline, or by holding down the right-directional button (default “D” on keyboards) for a few seconds. After that, you can choose “New Game Plus” and start a new save file.
When you start a new file under New Game Plus, you’ll start in a different room than normal. This room contains several NPCs that allow you to toggle certain in-game options that will affect the way you play the game. Below is a list of options, along with a description of each one if necessary:
Random Creature Mode – in the normal game, the order in which creatures are unlocked in the wild is always the same, no matter how many new games you start. With this mode enabled, you could encounter a Diabolic Nemesis starting at realm level 1. The first 50 creatures that are unlocked can be extracted from, so there’s no need for them to be in your bestiary first. This mode should give the game a tremendous amount of replay value.
Extract Anything Mode – this mode allows you to extract a Core from any creature without it needing to be in your bestiary first.
Classic Mode – greatly decreases the amount of resources, experience points, and items you’ll gain throughout the game. This mode is intended to make the game feel more hardcore, and from my own experience, it makes the game feel a lot more rewarding and satisfying.
Ignore Gene Strength – with this mode enabled, creatures will always have zero Gene Strength. This includes your creatures and enemy creatures.
Start With All Cores – allows you to start the game with one of every Core already in your inventory. No, that doesn’t include the Mimic or any other creature that is otherwise unobtainable. This option also adds an NPC to the summoning chamber that allows you to delete all the Cores in your inventory. That way, you can start the game with a creature team of your choice, then delete all your Cores in case you don’t want to spoil the element of extracting Cores from new creatures later on.
Start With All Spell Gems – allows you to start the game with one of every Spell Gem already in your inventory. None of these Spell Gems have any properties.
Start With Extra Resources – allows you to start the game with 10x as many resources (Brimstone, Crystal, Essence, Granite, and Power) as normal.
Start With All Breeding Recipes – allows you to start the game with all the breeding recipes already known.
Start With Double Speed – allows you to move at double your normal speed in the castle and in realms without needing to unlock anything.
You’re probably noticing that there’s no permadeath option listed here. Permadeath won’t be added to Siralim 2. Cloud saving makes this option obsolete and pointless, not to mention that a permadeath mode introduces a lot of technical bugs that are difficult to work past.
40 new skins have been added to the game: one from each of the original creature races in the first Siralim game before it received a graphics overhaul. While I think all of the battle sprites still look really good, some of the overworld sprites leave something to be desired. You’ve been warned.
Here are a few screenshots of some of these skins:
I’m hoping to release the Siralim 2 patch shortly after I’ve finished deploying the patch for Siralim 1 on all platforms. Shouldn’t be much longer now!
While I’ve been hard at work on my next game (which will be announced very soon – promise!), I’ve also found time to work on Siralim and Siralim 2 just a little bit longer. The beauty of these games is that, even though they’re both already packed to the brim with content, there’s always room to add even more.
With that said, both Siralim and Siralim 2 will each receive one final content update. Today, I’ll reveal a brief overview of what you can expect in both of these updates.
Let’s start with Siralim’s update, called “Invasion”. First and foremost, the game will finally be brought to the same version as what is already available on Playstation. This means that all the game’s NPCs and character sprites will be overhauled. They look a lot better than the old ones, and this change should single-handedly make the game much more pleasurable to play.
Additionally, 12 new creatures will be added to Siralim. Two of these creatures are the Steampowered Pilwiz and Pumking, which are no longer tied to exclusive seasonal events and can instead be found in the wild. I’ll reveal some of the other new creatures next week, along with a first look at some of their abilities.
But that’s not at all! I’m also adding a new battle speed option called “Ultra Turbo Mode”. When this option is enabled, you’ll be able to hold down the confirmation button to quickly cycle through battle commands. No need to tap the button dozens of times per battle anymore!
One other major change is that the “Crown of Haste” item will now work in realms, in addition to your castle.
Siralim 2’s update will be called “Renaissance”. The biggest feature included in this patch is the addition of a “New Game Plus” option. This feature allows you to start a new game with several options of your choice. Some of these options include starting the game with all breeding recipes unlocked, or an option that allows you to extract Cores from any creature in the game. There’s also a “Random Creature Mode” that unlocks new creatures in the wild in a random order, which should make starting a new game much more interesting. There are over 10 of these options available, and I’ll announce the full list very soon!
Another new feature included in Renaissance is the addition of “Daily Realms”. Once per day, players will be able to journey to a new realm that contains enemies scaled to your own creatures’ levels. Upon completing this realm, you’ll have a chance to earn a Fleshwarper Coin and several Spell Gem crafting components. Interestingly, all players will get to experience the same exact realm (including its layout, enemies, and items) as each other.
Renaissance also includes dozens of new skins for you to collect for your creatures. But these aren’t just any normal skins – these are retro-style skins from the original creature graphics in the first Siralim game – the ones that were used while the game was still in beta testing! I’ll post some screenshots of these later on.
Check back next week for a more in-depth look at these updates!
As the title states, Thylacine Studios now has a brand new website! The most notable improvement is the addition of a blog – the one you’re reading right now. I’ll use this blog to not only keep you up to date with development on my own games, but to also bring you game dev book reviews, tutorials, news, game analyses, and much more. I’ll also start integrating social media and other forms of communication into my daily routine in order to keep in touch with the playerbase better than ever before.
If you run into any bugs with the new website or have any suggestions, please let me know. You don’t have to sign up or do anything special to leave a comment, so feel free to reply to any post you want! If you’ve already signed up on our forums, you can simply re-login on the forums and you’ll be able to post here using your username. Please note that first time posters need to wait for approval before their post appears.
Oh, and one more thing: make sure you sign up for our Newsletter by scrolling to the bottom of any page on the site. This is the best way for you to stay up to date on our game announcements!