Siralim Ultimate – Dev Blog: Acquiring Creatures in Siralim Ultimate

Welcome to the first of many development blog posts for Siralim Ultimate! Each week, I’ll focus on one main feature of Siralim Ultimate and take a deep dive on its related game mechanics to give you a better idea about what to expect. I’ll also try to end each blog post with a list of frequently asked questions that some of you came up with on Discord and social media. My goal is to make Siralim Ultimate’s development process as transparent as possible. With all of that said – enjoy!

In today’s post, I want to talk about the way creatures are acquired in Siralim Ultimate. But, before I get started, I want to talk about what I dislike about the way creatures are acquired in the previous Siralim games.

Extraction, Cores, and Breeding

In Siralims 1 and 2, players used the “Extract” command on an enemy to hopefully obtain a Core that belonged to that creature. The more damage the enemy had taken, the greater your chance to obtain its Core. This Core could be taken to the summoning brazier in Siralim to summon the creature contained in that Core. In Siralim 3, this formula changed slightly – the chance to obtain a Core was no longer dependent on how much damage the enemy had taken, but instead it was based on how much Knowledge you had about that creature.

This system has a lot of problems. Here are a few:

  • Many players preferred to create teams of creatures that could defeat enemies before they even took a single turn in battle. This means that some players never had the opportunity to Extract from an enemy because they killed the enemies at the start of battle. This caused some players to intentionally weaken their team to ensure that they wouldn’t kill enemies too quickly, which feels really bad.
  • Extraction consumed your creatures’ turns, which feels awful when you’ve fine-tuned your entire team to work together in a specific order. Aside from that, it sometimes feels tedious to scroll down to the “Extract” command and then target a specific creature to obtain its Core. This might seem like a minor issue, but it really does interrupt gameplay when you’re “in the zone”.
  • Cores had no other uses outside of summoning creatures. Many players had thousands of Cores in their inventories, and they didn’t serve any real purpose. Outside of the gameplay issues this presents, it also impacted game performance, bloated save file sizes, and much more.
  • The system simply wasn’t interesting. It was a glorified Pokemon catching system with the added step of summoning the creature in your castle.

There are plenty more issues with the Extraction system, but the point of this post isn’t to convince you that it needs to change, so let’s move on.

Another way to obtain new creatures (especially in Siralim 3) was through the breeding system. Players could either find breeding recipes to obtain a certain creature, or experiment with their creatures and see what they could come up with on their own. I like this system a lot. It’s reminiscent of Dragon Warrior Monsters which is what Siralim is inspired by, after all.

(To be clear, this is a screenshot of Siralim 2’s breeding system in action.)

The problem is that there wasn’t a very good “secondary effect” for breeding. Heredity just isn’t interesting. And, to make matters worse, most players don’t understand how Heredity works anyway. It’s an extremely complex game mechanic, which is fine… but the reward just isn’t that noticeable, so why bother figuring it out? The end result is that breeding feels like it was very much forced into the game. That’s why I replaced it with the new Fusion system (which you can read about in my original announcement post for Siralim Ultimate), which I’ll discuss in a future dev blog post.

The Summon Meter

With all of that said, here’s how you’ll primarily obtain creatures in Siralim Ultimate:

At any time, you can open up your Creature Bestiary to view information about all the creatures you’ve discovered in Siralim Ultimate. You can review their stats, traits, read their lore, and much more. But, aside from all of that, each creature now also has a “Summon Meter” next to its name. After you kill an enemy in battle, the energy in that Summon Meter will increase. Most creatures will fill their meters up to 100% after only one kill, but some others (particularly event creatures and things like that) might take a few extra kills.

(See those meters that say “0%” next to each creature? Kill those creatures to fill up the Summon Meter and you can summon that creature!)

Once the meter reaches 100%, you can visit your summoning brazier in Siralim and summon that creature. At that point, the meter will reset to 0% again, and you’ll need to kill that creature again if you want to obtain another one. Alternatively, you can leave this meter at 100% in order to gain bonus Knowledge whenever you kill that same creature again. This incentivizes players to keep their meters at 100% instead of making them feel obligated to summon the creature without another thought.

The new system is easy to understand, convenient, and ties in with the Knowledge system to make for a smoother, more streamlined gameplay experience. As you might have guessed, this means that the “Extract” command has been removed from battle. In addition, “Core” and “Egg” items do not exist in Siralim Ultimate as they are no longer necessary with the new system.

Other Ways to Acquire Creatures in Siralim Ultimate

That’s not the only way to obtain creatures, of course. There are over 1000 creatures in this game, and it would be ridiculous to expect you to wait around for your favorite creature to spawn so that you can kill it and summon it. Here’s a brief overview of how you’ll obtain other creatures as well:

  • There are 21 gods, and as your Favor Rank increases with each one, you’ll be able to purchase new creatures from them. Each god will eventually offer 10 creatures, so the gods will account for 210 creatures in total.
  • Each realm has new objects that cause you to fight against a certain creature race. For example, you can now find Im Caves in Meraxis’ realm which will pit you against creatures from the Imler and Imling races. This means that if you want to obtain some Imlers or Imlings, you should visit Meraxis’ realm for a guaranteed chance to fight against them and fill up your summon meters for those creatures. Each realm has anywhere between 1 to 3 of these race-specific objects, so roughly 200-250 creatures will be easily obtainable in this way.
  • Some creatures must be purchased, such as the Alementals from the Tavern or the Constructs from the Arena.
  • Some creatures are obtained by completing side quests – most notably, this is how you’ll obtain all the Godspawns in the game.
  • The rest of the creatures in the game (roughly half of them) must be obtained using the new “Summon Meter” system.
  • There are a few other ways to obtain some rare creatures as well, but obviously, that would be a spoiler.

What do you think about the new system for acquiring creatures in Siralim Ultimate? I think it will take a lot of tedium out of the game and provide for a smoother, more satisfying gameplay experience. As an added bonus, it will cut down on inventory clutter with the removal of Cores and Eggs.

I’m keen to hear your feedback and answer any questions you have about the new summoning system. I’ll post the most frequently asked questions and answers at the end of next week’s blog post as well.


FAQs

Most of these questions are related to the Kickstarter, since that’s the only thing I’ve posted about so far.

Q. I’m afraid that the game will be imbalanced if players are allowed to design their own traits and spells. What do you have to say about that?

A. Players won’t be able to blindly design a trait or spell with the guarantee that it will be implemented. I’ll do my best to make sure everyone gets what they want, but I won’t sacrifice the game’s balance for it. I’ll work with backers to ensure that their creations fit well with the game and won’t completely break it. Nothing to worry about!

 

Q. Will you launch Siralim Ultimate on consoles at the same time as on Steam?

A. No. Console launch will come long after the Steam release. I’m the only developer and programmer for these games, so I can’t possibly handle a simultaneous launch, especially since consoles are so much more difficult to work with. Steam will come first, and then mobile, and then the consoles – one at a time. I know that’s not what some of you want to hear, but it’s the only realistic way to handle a game launch as a one-man band. It’ll cut down on bugs and make for a better game in the end.

 

Q. What about physical rewards, such as art books, plushes, t-shirts, etc?

A. I’m not planning to offer physical rewards for this Kickstarter campaign. I want all the money to go directly toward the game. It’s what the players deserve. With that said, I respect that some people want to get their hands on some Siralim merchandise, and I will definitely keep that feedback in mind as I continue to expand our merchandise store in the near future!

 

Q. Will you offer any exclusive in-game content to backers?

A. No, because it feels really bad to miss out on exclusive content and I want everyone to have access to the same game content regardless of whether or not they backed our Kickstarter or not.


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.

Introducing our newest game, Siralim Ultimate!

I am extremely excited to announce the latest game in the Siralim series: Siralim Ultimate!

(I know the title of this game might be a bit confusing for some people, so I’ll just come out and say it now: Siralim Ultimate is essentially Siralim 4. I decided to go with a different naming scheme this time around for a variety of reasons.)

In early 2020, I will launch a Kickstarter for Siralim Ultimate with the hope that I can acquire enough funding to add even more content to it and support it for a long time to come. The Kickstarter campaign will also give dedicated fans a chance to shape the development of the game. I’ll provide more information about the Kickstarter in a few months.

Let’s not waste any more time. I’m sure you want to hear about the main features of the game, so let’s get started:

Fuse your creatures together.

The breeding system from previous games is long gone. Now, you can fuse two creatures together instead. The resulting creature not only inherits the traits and stats from both parents, it also inherits their visual properties as well.

Seriously, this is the best thing that has ever happened to the Siralim series. With over 4 million different appearances available, no two players will have a team that looks the same.

(The resulting creature receives the average amount of its parents’ stats and experience points, along with both of their traits. You can’t fuse a creature that has already been fused once before, so choose the parents wisely!)

(You can choose from one of four different appearances for your new creature. I’ve wasted countless hours checking out all the different combinations of creatures I have in my stables. The choices that are offered to you are based on the “model” of Parent A, and the color scheme of Parent B.)

Choose a specialization for your character.

Learn perks that are exclusive to your specialization to change the way your creatures fight in battle. Will you be a Necromancer and raise an army of minions (minions are an all-new battle mechanic, by the way) to fight alongside your creatures? Perhaps you’d rather go it alone with only one or two creatures in your party as a lone wolf-style Druid. Or maybe you’re prefer to manipulate healing effects to cause massive damage to your enemies as an Inquisitor. There are 15 specializations for you to choose from, and each specialization has at least 15 perks for you to level up.

(This is a description of the “Hell Knight” specialization. Each specialization has a unique costume. Of course, there are hundreds of alternative costumes to collect as well.)

(Can you guess what this specialization is called?)

Customize your castle.

This time, the kingdom of Siralim (yes, we’re back in Siralim again) is truly your own. There are thousands of decorations to collect, along with dozens of tilesets for you to customize your castle and make it look exactly the way you want. Many decorations do something special when you interact with them. I also hope to add a way to allow you to visit other players’ castles, but I can’t promise anything on that end just yet.

(Note: these aren’t actual screenshots – they’re mockups, and they are not reflective of the actual castle layout.)

(Note 2: those aren’t actually creatures depicted in the screenshot. They’re plushes. There’s a plush you can collect for each creature race!)

 

Revamped graphics.

Every creature from the previous Siralim games has been completely redrawn. In previous Siralim games, many creature races contained a bunch of re-colored creatures without any other obvious differences, and that problem has been solved in Siralim Ultimate.

In addition, several other visual components of the game have been revamped, such as the battle backgrounds.

(Doomguards always looked too similar to each other. They’re much more diverse now, and look way better than before!)

(Some creatures needed some serious help. I always thought Golems looked pretty bad… so this race, along with several others, were overhauled from the ground up. This is the Haunted Golem.)

(What do you think about the new Brim Smith?)

All-new user interface.

We all know that the Siralim games are extremely deep. For that reason, I felt that the user interface could use some serious love to make the entire game feel more accessible. The new UI features thousands of icons to make information more readable and visually appealing. Functionally, the UI is more streamlined and easier to use, and includes a plethora of quality-of-life features such as on-the-fly sorting and filtering for all menus.

(This is the new and improved Bestiary interface. I wonder what those empty bars that say “0%” are for…)

(Oh, by the way – legendary crafting materials all have unique icons now.)

(The inventory UI isn’t quite finished yet, but it’s coming along nicely. You can press the F key at any time to change the way your items are sorted.)

Over 300 new creatures to collect.

Most of these creatures belong to new races, while there are a few additions to old races as well.

(This creature belongs to the new “Sea Shambler” race. It was designed and drawn by Unagio Lucio.)

(This creature belongs to the new “Cockatrice” race, and was also drawn by Unagio Lucio.)

(Whoa.)

6 new realms to explore, and 6 new gods to meet.

This brings the total number of realms and gods to a whopping 21. In addition, old realms have a few new objects to shake things up a bit.

(This realm is called Bastion of the Void. It is comprised of shadows… some of which have come to life to wreak havoc on your party.)

(This realm is called Titan’s Wound. It is comprised of nothing but blood, bone, and flesh. You can pop zits to earn resources, which I believe is a first for the gaming industry.)

 

Over 100 new spells.

Along with these new spells, there are several new Spell Gem properties. One property is called “Magnetic”, which increases the spell’s potency for each other gem of the same type your creatures have equipped. Another property, “Singular”, increases a gem’s power for each empty Spell Gem slot the caster has.

The Spell Gem system has also been completely overhauled, but that’s a topic for another time…

 

Visit the Menagerie.

Your castle has a facility called the Menagerie, where you can interact with your creatures directly. You can feed them, talk to them, and even send them out on missions. Your creatures will also have one of 20 different personalities which affects their in-game dialog, among other things. I want players to feel a bit more emotionally invested in their creatures than in previous games, and the Menagerie is where that will happen.

 

Tons of side quests.

One of the most prominent pieces of feedback I received about Siralim 3 is that many Godspawn creatures were frustratingly rare. In Siralim Ultimate, you will unlock each of these creatures via optional side quests instead. There will be plenty of other side quests as well, all of which will grant precious rewards.

 

A dynamic world.

Siralim Ultimate features an insane amount of in-game events. New creatures will be released frequently after launch, and there will be plenty of holidays (both small and large in scale) to ensure that there’s always something new for you to do when you play. In fact, there’s so much going on that we’ve added an in-game calendar to help you keep track of when these events will occur!

 

Tons of post-launch content.

I hope to support Siralim Ultimate with massive content updates for at least a year after it is released. I have so many ideas for future content that it’s actually kind of ridiculous. The better our Kickstarter performs, the more content we’ll release for Siralim Ultimate!

 

As endless as ever.

If you thought the previous Siralim games had a lot of content, Siralim Ultimate will blow you away with its diverse and limitless post-story content. I can’t get into too many details about this quite yet, but keep an eye on this blog as I continue to reveal new features over time!

 


FAQs

Are you excited? I’m sure you have a lot of questions about the game, so I’ve prepared a preemptive list of FAQs to tackle some of your most likely concerns. For everything else, please keep an eye on this blog, as I will release frequent development updates to reveal new features and dive deeper into some of the ones I’ve already mentioned.

I’ve also opened up a new category to discuss the game on Discord, so if you haven’t already joined us on there, now is the time to do so!

 

Q. When will Siralim Ultimate be released?

A. I don’t have a firm date to announce yet, but the game has been in development for a long time and we’re getting closer to a point where it can be shared with the public. I’m hoping to launch a Kickstarter in March 2020 and provide backers with a demo version of the game at that point. Closed beta testing (again, for backers) will follow shortly after that, and then I hope to release it on Steam Early Access by June. Of course, I’m absolutely terrible at predicting release dates, so keep that in mind. In the meantime, I’m excited to share more details about the game with you on this blog!

 

Q. What platforms will Siralim Ultimate be released on?

A. Steam (Windows, Mac, Linux), iOS, Android, Nintendo Switch, PlayStation 4, and Xbox One.

 

Q. How much will it cost?

A. I haven’t decided on this yet. It will either be $14.99 USD or $19.99 USD on Steam. I haven’t even thought about pricing on the other platforms yet.

 

Q. When Siralim Ultimate is released on other platforms, will I be able to transfer my save files like I could in the previous Siralim games?

A. Yes, with the exceptions of PS4 and Xbox – I’m not 100% sure that I can support save transfers for those platforms yet.

 

Q. Why are you going to use Kickstarter this time?

A. The cost to create Siralim Ultimate is about 300% more than all three of the previous Siralim games combined. While the Kickstarter isn’t an absolute requirement for me to finish this game, it will certainly help quite a bit. It will also give players the opportunity to add their own ideas to the game, such as creatures, spells, decorations, and more.

 

Q. Who is working on Siralim Ultimate?

A. I’ve had a lot of help from several people – many of whom are part of the Siralim community.

Mario (Umaro) and Sergio have written some wonderful lore for all the new creatures in the game, just like they did for Siralim 3. In addition, they are writing the game’s story this time around. The story is a lot more complex and deeper than in previous Siralim games.

Nieve (gay monster aunt) drew the thousands of icons and other art that you’ll find in the new user interface. In addition, she drew all the decorations and tilesets that you can use to customize your castle.

Erin (Unagio Lucio) designed and drew several new races of creature, including the Amphisbaenas, Cockatrices, Crabsters, Sea Shamblers, Snaptraps, and Sparktails.

JC Malapit drew a lot of miscellaneous art for the game, such as the all-new gambling dwarf games (which are much more fun in Siralim Ultimate!).

Studio Oray is a team of artists who re-drew all the old creatures, all 6 new realm tilesets, over 100 new NPC sprites, and much more.

Joshua Queen provided us with over 300 new sound effects and 12 new songs that are sure to get stuck in your head long after you take a break from playing.

Janette Ramos drew the title screen art and app icon. This is my favorite title screen art for any of the Siralim games, and I was sure that Siralim 3’s art would be impossible to beat.

Rachel (RacieB) re-drew a few of the old creatures from previous Siralim games – most notably, the salamanders and gargoyles.

Alongside their primary roles, many of these people have provided valuable feedback and suggestions (in other words, they bluntly told me that some of my ideas were bad, and also came up with some great ideas of their own) which is sure to create a better game from the very beginning.

 

Q. What about The Negative and the Siralim CCG?

A. I’ll have more to announce about those games in a few weeks!


Thank you all for your continued support! With your help, the Siralim series can only get better. Stay tuned for regular development blog posts to learn more about the game in the months leading up to release!

What We’re Working On

First of all, I want to apologize for my radio silence this year. Originally, I intended to write development posts about The Negative on a monthly basis, but as you can see, that didn’t happen. I’ve decided to write a quick blog post to let everyone know what we’ve been working on, and what to expect from us in the future.

The Negative

We’re still hard at work on The Negative. It feels like I announced this game forever ago, but I still haven’t had the opportunity to show it off very much. The main reason for that is simply because the game is absolutely enormous. There are 13 different environments in the game, and just one of those environments has more assets than all of Siralim 3 combined. The Negative also requires an insane amount of sound effects – for example, when your character walks around in the world, you’ll hear different footstep sounds depending on what type of surface you’re walking on.

However, another reason for the delays is because at the start of this year, I decided to start over on development completely. Almost everything about the game will be different compared to when I first announced it. For example, the overworld will now be hand-crafted (rather than randomly generated), and it takes a lot more time to develop a massive world like that. In addition, I’ve designed a bunch of new systems to give the game more depth of gameplay, and also to increase its replay (and post-game) value. Even the main character that you’ll control looks completely different now.

With all of that in mind, I’m still very, very far off from having anything to show you, much less release an Early Access version for you to try out. The biggest roadblock is the sheer number of graphical assets that need to be created for a game of this scope. For that reason, there’s not much I can work on right now because most of the programming is already finished.

That’s the bad news. Now, let’s get to the good stuff.

Siralim CCG

Alongside The Negative, we’re working on a single player, digital, collectible card game that takes place in the Siralim world. It will be available on all the platforms you’ve come to expect from us, and it’s insanely fun. The gameplay is unique, so you don’t need to worry about it being yet another MTG/Hearthstone ripoff or anything like that. In addition, you’ll only need to pay a one-time fee to play the game – we’re not going to sell booster packs or anything predatory like that.

This is the first game we’ve ever created where I’m not the programmer; this time around, I’m working with a programmer named Jay. My role is simply to fund the project, work with Jay on the design process to make sure that everything fits with the Siralim theme, and to ensure that the game is as fun and deep as possible.

The Siralim CCG is pretty far into development at this point, and while we still don’t have a release date to share with you, it will come sooner than you probably think. In the coming months, we’ll show off some gameplay and discuss the game’s core features. We might even have a demo available some time before it hits Early Access on Steam.

Secret Project

So if I’m not programming The Negative or the Siralim CCG, what have I been doing this whole time? Well… working on another game, of course!

I can say with 100% confidence that if you’ve enjoyed the Siralim games, you’re going to adore this game as well. That’s all I can say for now, but I’m planning to announce it before the end of this year and release it some time in 2020. It’s going to be amazing.

Siralim 3 is coming to Switch on July 5, 2019!

I am excited beyond words to announce that Siralim 3 will be available for Nintendo Switch on July 5 of this year!

As most of you know, the Siralim series is heavily inspired by an old Gameboy game called Dragon Warrior Monsters. There was always something cool about being able to carry a game as massive as DWM around with you in your pocket, and finally, you’ll be able to do the same with Siralim. I’ve been play-testing Siralim 3 on my Switch for the last several weeks and I am so, so happy with how the port turned out. Siralim truly feels at home on a Nintendo system, and I can’t wait to share it with you.

If you’re as excited about this launch as I am, feel free to head over to the store page on Nintendo’s website and check it out now: https://www.nintendo.com/games/detail/siralim-3-switch/

I know that many of you have a lot of questions about the Switch launch, so I’ve prepared a list of FAQTNAAY (frequently asked questions that nobody actually asked yet):

 

Q. In what regions will the Switch version of Siralim 3 be available?

A. It will be available in the North American, European, and Australian regions. The launch date is the same for all regions.

 

Q. How much will it cost?

A. $14.99 USD in the North American region, and 14.99 euros in the European region. If you are from a country that uses a different currency, Nintendo will convert these prices to your local currency automatically.

 

Q. Are there any features missing from the Switch version that are included in the Steam/mobile versions of the game?

A. No, all platforms have the same exact features.

 

Q. Even holiday events, Tavern Brawls, cross-platform cloud saving, and other online content?

A. Yes. It’s all included in the Switch version, just as it is with other consoles.

 

Q. Will you ever release physical copies of Siralim 3 for Switch?

A. I really doubt it. Anything is possible, but unless the digital sales are really good and a publisher decides to help us out, it’s probably not a feasible option.

 

Q. Will you release Siralim and Siralim 2 on Switch?

A. No, those games were created with a different engine, so I’d need to port them to Siralim 3’s engine first… and for as long as that would take me to do, I could create a whole new game during that time.

 

Siralim of Old (Part 3)

Welcome to the third and final part of our look back on Siralim’s early development! Last week, we took a glimpse at the game’s music and sound effect design, and then proceeded to make fun of the user interface.

I think today’s post is going to be the most interesting of the series because it contains a bunch of features that were cut from the final version of the game. Let’s get right into it!


 Crafting

The Blacksmith offered the following options:

  1. Forging. This worked the same way that it does now.
  2. Salvaging. Instead of yielding materials, this function simply gave you some resources.
  3. Venturing. You could purchase a completely random artifact. This was meant to be similar to “gambling” in ARPGs like Diablo 2. Unfortunately, it didn’t work out that way in practice and led to lots of inventory clutter and frustration.

The Enchanter offered the following options:

  1. Enchanting. You could simply choose from a pre-defined list of properties to add to your artifacts.
  2. Augmenting. This added a completely random property to your artifact, but the values were much higher than if you had used Enchanting instead. For example, Attack might have had a maximum of 500 when you were enchanting, but it could have been 700 when you were Augmenting. In other words, you sacrificed control for power. So yes, this was bad and no one used it.
  3. Disenchanting. Same as always.

As you probably guessed, “Venturing” and “Augmenting” were removed early on.

When the game entered beta testing, I added a new type of item called “Materials” to the game that work the same way as they do now. The game started with 250 different materials, which made loot a lot more interesting!

Unique Artifacts

You could sometimes find unique artifacts that I pre-defined by hand. They had unique names and offered unique stats and traits that you couldn’t find anywhere else. If you’ve played Diablo, Path of Exile, or any other game that utilizes this type of itemization system, you’ll know exactly what I’m talking about.

Right before the game entered beta, there was a bug that caused artifacts to always be unique, so players were able to acquire god-like artifacts after farming for only a few minutes. Fortunately, unique artifacts were removed shortly after the bug was fixed.

Weird Artifact Properties

You were able to find artifacts that had several properties that were later removed. These properties were difficult to balance, unwieldy, outright useless, or a combination of the three. Here are some examples:

  • Replace Ability With – this property replaced your creature’s ability (trait) with a different one.
  • Increased Quantity of Treasure
  • Increased Rarity of Treasure
  • Chance to Not Consume Scroll Charges (even the name of this property was bad!)
  • Increased [STAT] While Defending
  • Increased [STAT] While Provoking

Artifacts – No Limits!

In early alpha, players were able to enchant their artifacts an unlimited number of times. While the resource cost increased with each subsequent enchantment, this “feature” caused the game to quickly spiral out of control in the late-game.  Artifacts pretty much made all other parts of the game obsolete because the increase in stats eventually made most traits and spells obsolete.

Luckily, during this time, players couldn’t add traits to their artifacts.

Randomly Generated Artifact Names

Artifacts were automatically assigned a name based on their properties. For example, if your sword granted a large amount of Attack and Defense, the artifact might be called “Sharp Rapier of the Turtle”. The prefix of each artifact was based on the artifact’s highest stat, while the suffix was based on the artifact’s second highest stat. The object name (Sword, Rapier, Katana, etc) was chosen at random based on the type of artifact.

Unfortunately, this system turned out to make artifact management really tedious. There were so many words for players to read in each artifact name that your inventory list looked like an essay.

Spell Woes

Some spells cost Power Balance instead of Mana to cast. As you might imagine, that was incredibly annoying, and no one ever used those spells.

Some of the spells that cost Power Balance were able to be cast in the overworld. One spell, Farsight, still exists in Siralim. Others, such as Summon Death, which caused a fight to immediately start with a pack of Death creatures, were changed to have in-battle effects instead.

Another interesting note is that Spell Power didn’t exist at first. Instead, your spells’ damage was based on a percentage of the enemy’s Maximum Health. In other words, no matter what level the enemy creatures were, your Fireball spell would always deal damage equal to 40% of their Maximum Health. This caused pretty much all stats to be ignored in favor of collecting spells, which is why Spell Power was later added to the game.’

Spellcrafting

This feature was never released to the public, nor did I ever mention it before now: players were able to collect components to craft their own spell scrolls.

Here’s how it worked:

  1. Collect Parchment. This is a component that determines the core function of the spell. There was different Parchment for each main function that a spell could have: damage, healing, buffing, etc.
  2. Collect Ink. This determined the potency of the spell. Different types of Ink yielded different potencies: weak, average, strong, etc.
  3. Combine your Parchment with your Ink, and choose the spell animation and sound effect that you want to use.
  4. You could pay extra resources to increase the number of scroll charges.
  5. The mana cost of the spell was calculated based on the function of the spell and that function’s potency.
  6. The name of the spell was generated similar to the way artifact names were randomly generated.

It was a fun concept, but it wasn’t actually that great in practice. Ultimately, this idea resurfaced in Siralim 2 and 3 in the form of randomly generated spell gems.