Siralim 3: God Shops, Emblems, and Achievements

Now that I’ve written about most of the major systems coming to Siralim 3, I’ll start talking about some smaller changes. For those who keep asking: I’m currently targeting late May for Steam Early Access. There’s always the chance that I’ll need to push it back into June, so this is by no means an official announcement for a release date. I just want to keep everyone updated on where we’re at in development.

With that out of the way, let’s talk about a few small changes that are coming to god shops and achievements!

In Siralim 3, you can purchase items from each of the 15 gods in exchange for Emblems. Each god offers a unique array of creatures, spell gems, runes, and other items. Unlike in Siralim 2, gods offer a diverse assortment of creatures in Siralim 3 and they aren’t all contained in the same race.

Emblems also work a little differently than in Siralim 2. There is now a specific Emblem for each of the 15 gods – for example, “Emblem of Surathli” and “Emblem of Torun”. You can only earn an emblem for a god in that god’s own realm. This is a very nice balance change, and also affects the way players approach the game – if you want one of Torun’s items, you’ll need to devote some extra time to the Cutthroat Jungle.

Achievements no longer grant Emblems. Emblems are simply found in treasure chests and other sources of loot in each realm. There are also a few other ways to earn them now, but you will consistently find them along with other items.

Instead of granting Emblems, achievements now give you something called “Achievement Points”. Achievement Points are a permanent score that shows how far you’ve progressed with your achievements. Each achievement awards a different amount of points, and obviously, more difficult achievements grant more points than easier ones. Achievement Points permanently increase your chance to find rare items from all sources. A player with 2000 achievement points will find far more items than a player with only 100 points. This should compel players to care about achievements far more than they did in Siralim 2.

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Siralim 3: Life Mage Perks

Welcome back! Last week, we revealed the perks for what appears to be the most popular class: Chaos. This week, we’ll look at all the Life Mage perks! Life Mages are all about survivability and sustention. They have the most powerful healing effects in the game, and have countless ways to ensure their creatures can survive even the most powerful of attacks.

Below is a list of perks that Life Mages can choose from. In italics, I’ve added my own commentary as needed. Numbers surrounded in {brackets} increase as you invest additional points into its respective perk.

  1. Power – You gain {1}% more power from battles.
  2. Healing Received – Your creatures gain {1}% more benefit from healing effects.
  3. Healing Given – Your creatures’ healing effects are {1}% more powerful.
    • This perk is particularly interesting because it enables a host of offensive options as well. For example, some traits allow your creatures to cause damage to enemies based on their healing effects, so this perk would amplify that damage significantly.
  4. Damage Reduction – Your creatures take {1}% less damage from all sources.
  5. Chastise – When your creatures heal an enemy, they instead cause damage to the enemy equal to {1}% of the amount of healing the enemy would have received.
    • See what I was talking about with the ‘Healing Given’ perk? These two perks work very well together.
  6. Overheal – Your creatures can trigger healing effects even while they’re at full Health.
    • This perk is incredibly powerful, but many people don’t understand exactly how it works. Normally, when your creatures would receive healing, that healing is ignored if the creature is already at full Health. That means that any on-heal effects and traits will be ignored as well. Thanks to Overheal, these on-heal effects will activate even if the creature is already at full Health.
  7. Luminesce – When one of your creatures are healed, and the amount healed exceeds the creature’s Maximum Health, store the extra healing in a Barrier. The maximum strength of the Barrier is equal to {1}% of the creature’s Maximum Health.
    • This perk combines quite nicely with the ‘Overheal’ and ‘Healing Given’ perks. Your creatures’ Barriers will be massive! And best of all, Siralim 3 introduces a few traits that allow you to use your Barriers offensively. Those traits will be more powerful than ever thanks to this perk.
  8. Spell Block – You have a {1}% chance to negate enemy spells when they are cast.
    • Simple yet effective, if this perk manages to stifle a massive area-of-effect spell even once per battle, you’ll most likely have the upper hand.
  9. Attack Block – You have a {1}% chance to negate enemy attacks.
    • Same idea as with ‘Spell Block’.
  10. Guardian Angel – When your creatures are about to die from damage, they have a {1}% chance to prevent that damage.
    • This is arguably one of the most powerful defensive effects in the game. It doesn’t matter if an enemy deals 5 kazillion damage to your creature with 10 Health – if Guardian Angel activates, that damage will be ignored entirely. This perk, coupled with ‘Spell Block’ or ‘Attack Block’, ensure that your creatures can avoid some serious damage. And if all these effects fail to activate, you can quickly make up for the incoming damage with your powerful Barriers and healing effects.
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Siralim 3: Chaos Mage Perks

Welcome back! Last week, we revealed the perks that will be available to Nature Mages in Siralim 3. This week, we’ll look at the Chaos Mage! Chaos perks focus heavily on boosting your creatures’ attack damage and making their attacks more powerful in various ways. Chaos Mages also capitalize on dealing critical damage with attacks.

Below is a list of perks that Chaos Mages can choose from. In italics, I’ve added my own commentary as needed. Numbers surrounded in {brackets} increase as you invest additional points into its respective perk.

  1. Brimstone – You gain {1}% more brimstone from battles.
  2. Critical Chance – Increases your creatures’ chance to deal critical damage with attacks by {1}%.
  3. Critical Damage – Increases your creatures’ damage dealt with critical attacks by {1}%.
  4. Attack Damage – Increases your creatures’ damage with attacks by {1}%.
  5. Magma Diver – Your creatures deal additional damage equal to {0.5}% of the target’s Current Health.
    • This perk is great for cutting through your opponents’ defenses. It is also an excellent choice to use against bosses who typically have much higher Health than normal creatures.
  6. Pandemonium Presence – Your creatures start battles with {1} random buff.
    • With this perk, your creatures can start fights with massive advantages. While some buffs are more useful at the start of fights than others, the prospect of starting with Shell, Invisible, or even Multicast/Multistrike is too good to pass up.
  7. Touch of Chaos – When your creatures attack, they have a {2}% chance to afflict the target with a random debuff for 1 turn.
    • As a Chaos Mage, you’ll probably build your party around creatures that do a lot of attacking. While they’re doing that, why not debuff your enemies at the same time? This perk could become pretty crazy with the help of effects like Multistrike (which you might gain from Pandemonium Presence!). This also means that some creatures like Plague Doctors and Masochists can really shine once the enemies have 10-15 debuffs.
  8. Mania – When your creatures cast a spell, {1}% of their Attack is added to their Intelligence to determine the damage dealt.
    • Your creatures will still need to cast spells every now and then, of course, so this perk will allow them to deal respectable damage with spells without the need for a high Intelligence score.
  9. Chaos Magic – When your creatures attack, they have a {1}% chance to cast a random spell.
    • This is just plain fun.
  10. Threat Signal – Your creatures’ Provoke command has a 100% chance to divert enemies’ attention.
    • This perk allows you to take control of battles by forcing enemies to attack whatever creatures you want. The possible synergies with this perk and your creatures’ traits are endless.
  11. Chaos Guardian – While your creatures are Defending, they have 100% more Defense.
    • This perk is a bit more niche than the others, but when combined with the right traits, it allows your creatures to become exceedingly powerful.
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Will Siralim 3, The Negative, and our future games be available on Nintendo Switch?

Many of you heard the good news yesterday – GameMaker 2, the engine we use to develop our games, will support the Nintendo Switch later this year! This means that we can easily (well, not that easily) port our games to the Switch. With that in mind, many of you are wondering if our current and future projects will be available on this console.

The answer is… hopefully. Nintendo is a lot stricter about which games and developers they allow on the Switch compared to other companies like Sony and Microsoft. The first step is for me to contact Nintendo directly and pitch my company and games. While I’m confident that this won’t be a problem, it is very possible that Nintendo will decline us.

If we’re accepted, however, I’ll start working on it immediately. Keep in mind that very few developers are actually using GameMaker to create games for the Switch, so I’m guessing there will be a lot of issues on GameMaker’s side early on. This means that I’ll have to report a lot of bugs, wait for them to get fixed, and repeat this process until everything works. For that reason, it’s hard to predict how long a port to the Switch will take. But either way, I’ll do whatever is necessary to get it all working!

I am still not sure if I’ll port Siralim and Siralim 2 to Switch. That would take a lot of work because not only would I need to port the game from GameMaker to GameMaker 2, I’d also have to port it to the Switch afterward. It might be a better use of my time if I focused on Siralim 3 and The Negative, then move on to new games. So for now, the answer is no.

Someone also asked if our games will ever be available for 3DS. The answer is no. GameMaker doesn’t support 3DS and most definitely never will.

Anyway, I’m very excited about this news and I look forward to the potential of getting our games on a Nintendo platform! Thanks to everyone who asked about the potential of a Switch port for Siralim 3 and The Negative.

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Maintaining motivation as a self-employed game developer

I’m normally not one to dive into topics like this one, but yesterday, someone who likely wishes to remain anonymous told me that they’re struggling to stay motivated as a self-employed game developer. I, like every other game developer out there, have struggled with similar issues at some point, so I offered my advice and they gladly accepted. I decided to post this information to the public in case it will help anyone else out.

I’m not claiming to be an expert on this subject by any means, but I’m now at a comfortable point in my career where my low-motivation days are few and far between, so I feel like I might have a few good tips to offer. Feel free to agree or disagree on any of these points, and if you have any advice of your own to offer, I encourage you to leave a comment at the end of this post.

I could probably write a book about this subject, but I’ll try to keep things clear and concise for this post. Again, this post is aimed at the self-employed game developer who struggles to maintain the discipline to work every day. We’ve all struggled with procrastination at some point, and others get so burned out by this that they stop development altogether. And even if you’re not a game developer, I hope you’ll find some of these tips useful. Let’s get started!

Make a checklist for absolutely everything.

And I mean everything. You should have a Notepad document open on your computer and smartphone at all times that allows you to quickly add and delete lines to keep track of your daily progress. Pick one day per week to plan out every day for the next 7 days. Add one task per line, and break up larger tasks to make them seem less intimidating. The goal is to be able to delete a line after every 15-20 minutes of work, so break your tasks up accordingly.

I add absolutely everything I need to do for the day to my checklists. Yes, that includes showering. It doesn’t matter what the task actually is, as long as it involves you doing something other than wasting your time on social media or watching Netflix.

Here’s an example of my checklist for tomorrow:

  • shower
  • brush teeth, floss
  • workout
  • walk the dog
  • write a chapter of my book
  • take vitamins
  • meditate
  • go to bank and make a deposit
  • read books [note: I read one chapter from each of these books per day. I just give each book a nickname on my checklist to make my life easier]
    • bach
    • money
    • mentors
    • meditations
    • knight
  • dishes
  • laundry
  • unity lesson [I’m a GameMaker user, but I’m learning Unity on the side for future projects]
  • implement runewords for Siralim 3 [This is a huge task, so I’ve broken it down. Runewords belong to 1 of 5 classes in the game, so I’ve decided to break this task down into 5 smaller ones]
    • chaos runes
    • sorcery runes
    • nature runes
    • death runes
    • life runes
  • design new Pandemonium Token effects for Siralim 3
  • implement new Pandemonium Token effects for Siralim 3
  • re-write looting script for Siralim 3

These tasks aren’t in any particular order. Order is irrelevant. I just want to jot down everything that I need to do; even the trivial things that I know I’ll do every day like take a shower. That way, I can pick an easy task, complete it, and delete the line. That gives my brain a tiny blast of endorphins…or dopamine, or really, who cares what it is. The fact is, completing one task drives me to complete another. And another. And yet another. And before I know it, my task list is done for the day and I can do something fun with my free time, guilt-free. And on a much larger scale, this snowball effect carries over to the next day, and I’m much more likely to complete my tasks for the following days and even expand my task list to take on more work over time.

Yes, this tactic is all about your personal psychology, but it works wonders. As an added bonus, you’ll never forget about appointments or deadlines ever again. When utilized habitually, the checklist is a life-changing tool. Give it a try for a few days and you’ll notice immediate results.

Start a morning routine.

Create a short list of things to accomplish each morning, and follow through with it every single day. These things shouldn’t have anything to do with game development – it’s all about getting yourself ready to have an excellent day. You’ll likely have a lot of overlap between this list and the checklist I mentioned above, and that’s even better – it’ll only help you to feel more accomplished early on in the day when it matters the most.

It’s important to repeat these steps every single day to turn them into habits. Here’s what mine looks like:

  • Wake up at 7:00am. [If you’re one of those people who sleeps for 12 hours until noon, stop. The earlier you can wake up without sacrificing your health, the better off you’ll be.]
  • Brush and floss teeth.
  • Drink a liter of water. [By the way, make sure you stay hydrated all day.]
  • Workout for 30-45 minutes.
  • Meditate for 10 minutes.
  • Start a pot of coffee.
  • Shower.
  • Eat breakfast and drink coffee.
  • Take vitamins.
  • Do the dishes.
  • Read for 45-60 minutes.
  • Learn Unity for 30-45 minutes.
  • Now that I’ve accomplished a lot, and my body and mind are primed and ready, it’s time to work!

Obviously, not everyone has time for all of this, and you’re probably not going to want to do the same exact things that I’m doing. Feel free to adjust your morning routine according to your own lifestyle. Just make sure you create a routine and stick with it. You’ll be much more likely to do more work if you follow organize and follow a schedule like this one.

Fight depression and stress.

Whether you’re suffering from severe depression or just a little stressed out, I believe everyone has at least a little bit of depression building up inside of them. It’s important to keep this depression away because it is what will ultimately rob you of your motivation. Here are some ways to relieve depression and get rid of stress. Ideally, combine all these steps to ensure you’re always feeling energized and upbeat.

  1. Stop ruminating. We all have a habit of thinking negative thoughts. What if my game doesn’t succeed? What if no one likes it? What if people leave bad reviews about my game? I didn’t get much done yesterday – I’m so unmotivated. Or, from a more “real world” perspective, you might be thinking about some injustice that a person did to you in the past. Stop it. Rumination is a habit, and a bad one at that. You need to break it. You’re wasting time dwelling on a past that can’t be changed. If you’re a chronic ruminator, this will be one of the leading causes of your depression and stress.
  2. Get some sun. I don’t have the time or space to give you the scientific breakdown about why sunlight is so important for your brain, but I know there’s not a single game developer out there that gets enough sunlight. This is awful for you. Try to get some exposure to the sun, and if you absolutely can’t do this for whatever reason, consider a Vitamin D supplement since I can almost guarantee you’re deficient, and that causes depression.
  3. Exercise. This is not an option; it is essential for both your physical and mental health. You don’t need to go to a gym or anything like that. Just go for a walk if that’s all you want to do. In fact, if you want to kill two birds with one stone, go for a 30-minute walk outside and you can get some good exercise while also drinking in the sunlight.
  4. Sleep. You’re probably not getting enough sleep. Shoot for at least 7 hours per day, and make sure you’re not waking up in the middle of the night. Your room shouldn’t make any sudden noises (so make sure you silence your smartphone) and there shouldn’t be any lights at all (including the LED lights on your alarm clock or cable modem). In terms of temperature, keep your room a little on the cool side – you’ll sleep better that way.
  5. Take Omega-3 fatty acid supplements. Again, there’s not enough room for me to break down the science behind this, but I’ll provide a link to deeper reading about this later on. For now, trust me that you need to find a good, Omega-3 fatty acid supplement. Some people are afraid to take these because they make you burp up strange odors, but if you shell out a couple extra dollars for a good supplement, this won’t ever happen.
  6. Social activity. I don’t care if you don’t have any friends. Go to the grocery store. Walk around the mall. Be around people and you’ll feel more energized. This will show you that there’s a much bigger world out there aside from the confinement of your little office room.

These tips were taken from a book called The Depression Cure. If you’re curious about the science behind these tips, check it out. And no, that’s not a referral link – I’m not writing this post to make 36 cents off of referral hits; I’m writing it to hopefully help others.


No, I don’t mean for you to sit on a cushion in the middle of a candle-lit room with your eyes shut and fingers pinched together. Of course, if that’s what you want to do, that’s fine, but I’m talking about something a little different.

It’s important to take a few minutes out of your day to turn off the phone, the computer, the television, and any other distractions and focus on yourself. Sit in a comfortable position, close your eyes, and slow your breathing for 10 minutes. Acknowledge whatever comes to mind. Don’t try to think about anything in particular – let the ideas come to you. I’ve found that this is not only a great way to decompress when I’m stressed, but also to come up with new ideas for my games that I would never have thought about if I hadn’t taken the time to give my brain the opportunity to think freely.

After 10 minutes are up, open your eyes. You’ll probably feel energized as if you just woke up from a nap, except you won’t feel like a zombie. You’ll feel rejuvenated and be brimming with creativity.

Cut back on drinking alcohol or consuming recreational drugs.

I get it: you’re stressed. You want to wind down at the end of the day. But in the end, alcohol and drugs are simply hurting your ability to produce. I used to drink heavily every night once I was done with my work, but then I realized how much it was hurting my business in the long run. It caused me to gain weight which sapped my motivation, health, and quality of sleep. It also gave me brain fog the next day. This caused me to feel very negative, so I’d drink some more to make myself feel better, and the cycle continued. It’s better to spend your time and money on something more worthwhile.

Hopefully you’ll walk away from this post with a few ideas about how to stay motivated while you’re working on large-scale projects such as video game development. There are countless other ways to become and stay motivated, but the ones in this post are the ones that worked best for me.

What do you think? Do you agree or disagree with any of these points? Do you have any tips of your own to share? I’d love to hear about them, so feel free to leave a comment here.

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Siralim 3: Nature Mage Perks

Welcome back! Last week, we took a look at the perks that will be available to Sorcery Mages. This week, it’s Nature’s turn. Nature focuses on two core aspects: 1) enabling your creatures to adapt to the situation at hand, and 2) rewarding players for composing their parties in interesting ways.

Below is a list of perks that Nature Mages can choose from. In italics, I’ve added my own commentary as needed. Numbers surrounded in {brackets} increase as you invest additional points into its respective perk.

1) Crystal – You gain {1}% more crystal from battles.

2) Dodge – Increases your creatures’ chance to dodge by {1}%.

3) Stat Increase – Increases the potency of your creatures’ effects that increase your creatures’ stats by {1}%.

This perk allows your creatures to snowball into absolute powerhouses thanks to an increase in the stats they gain from their traits and spells. Be warned, however, that there is now a limit to the amount of stats that a creature can gain past the amount they had at the start of battle.

4) Survival Instincts – When your creatures dodge an attack, they have a {2}% chance to counterattack for {2}% extra damage.

Dodging is a lot easier to do than it was in Siralim 2. Not only do your creatures gain much more dodge/crit benefit from the Speed stat, but there are also a lot of new traits and effects that grant your creatures independent dodge rolls, much like the Aspect family’s traits. With this perk, you can dish out some major damage while your creatures maintain safety by dodging.

5) Forest Pact – Traits and spells that are affected by the number of a certain creature race or class act as if you have {1} more of those creatures in your party.

Players who enjoy using “mass creatures” such as a team full of Diabolic Horde or Familiars will enjoy this perk. Forest Pact artificially increases the number of creatures in your party when these effects are calculated.

6) Adaptation – Your creatures can equip Morph spells from any class. At the start of battle, your creatures’ classes are changed to their corresponding Morph spell’s class. In addition, your creatures take 15% less damage and deal 15% more damage to creatures of their own class.

This perk allows your creatures to turn into any class in the game. Death Dragons? Nature Unicorns? Chaos Angels? It’s all possible thanks to Adaptation.

7) Hybridization – Your creatures have 7% more Health, Attack, Intelligence, Defense, and Speed for each different class of creature fighting on your side.

Hybridization rewards players for creating a diverse party.

8) Lone Wolf – Your creatures deal 30% more damage, take 12% less damage, and have 30% more Health for each creature missing from your group. In addition, your creatures have a 20% chance to resist debuffs for each creature missing from your group.

Lone Wolf was a fan favorite from Siralim 2, and there’s no way it couldn’t make a return in Siralim 3. This perk rewards players for not traveling with a full party. Many players choose to use only one creature in conjunction with this perk, allowing them to focus all their breeding and enchanting efforts on a specific creature.

9) Raid – Your creatures each have a {.5}% chance to start each battle at the top of the Action Queue.

10) Purebred – Each of your creatures have 7% more Health, Attack, Intelligence, Defense, and Speed for each creature of the creature’s same class fighting on your side.

This perk is the opposite of Hybridization (#8), and synergizes well with traits like Forest Pact.

11) Acrobatics – Your creatures deal additional damage equal to {1}% of their Speed.

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Siralim 3: Sorcery Mage Perks

Welcome back! Last week, we revealed and discussed perks for the Death class. Today, we’ll reveal the Sorcery perks. I wanted the Sorcery class to focus primarily on casting spells in battle. In Siralim 2, every class relied on spells quite a lot, but I think Sorcery will make much better use of them in Siralim 3.

Before I begin, I want to address one small change made to the perks system since the Death perks were revealed. Previously, I said that each class would have a perk that increases one particular stat. For example, Death Mages would have a perk that increases Defense, while Sorcery Mages have a perk that increases Intelligence. I’ve changed my mind about this, and now every class has access to boosts for all five stats in the game. I’ll leave these perks out of the list in future reveals, so keep that in mind.

With that out of the way, below is a list of perks that Sorcery Mages can choose from. In italics, I’ve added my own commentary as needed. Numbers surrounded in {brackets} increase as you invest additional points into its respective perk.

1) Essence – You gain {1}% more essence from battles.

2) Mana – Your creatures have {1} more Maximum Mana.

This perk ensures that your creatures have plenty of Mana to cast even the biggest, most expensive spells in the game. Increased Mana also works well with a lot of traits, and benefits from percentage-based mana regeneration effects.

3) Spell Slots – Your creatures can equip {1} additional Spell Gem.

While there are many ways to increase the number of Spell Gems your creatures can equip, Sorcery Mages will always have the ability to equip more spells than any other class thanks to this perk.

4) Spell Damage – Your creatures deal {1}% more damage with spells.

5) Spell Mastery (Chaos) – Your creatures can equip Chaos Spell Gems, regardless of their class.

6) Spell Mastery (Death) – Your creatures can equip Death Spell Gems, regardless of their class.

7) Spell Mastery (Life) – Your creatures can equip Life Spell Gems, regardless of their class.

8) Spell Mastery (Nature) – Your creatures can equip Nature Spell Gems, regardless of their class.

9) Spell Mastery (Sorcery) – Your creatures can equip Sorcery Spell Gems, regardless of their class.

Thanks to the Spell Mastery perks, your creatures can equip any spell in the game, regardless of their class. In addition, since Spell Gems can now have properties that change their class, these perks allow you to ignore those properties, freeing them up for a more useful property.

10) Echo – Your creatures’ spells have a {1}% chance to cast an additional time. This effect can repeat multiple times in a row.

11) Battlemage – When your creatures attack, {1}% of their Intelligence is added to their Attack to determine the damage dealt.

This is the only perk that that Sorcery Mages have access to that improves their attacking capabilities. This will be useful in a pinch when your creatures face a large number of enemies that can block spells, or if you run out of Mana during long battles.

12) Outspoken – Your creatures are immune to Silence.

This ultra-powerful perk ensures that a team of spellcasters won’t get shut down by a simple debuff. Of course, enemies can still block your spells using certain traits like those found in the Tremor family.

13) Meditation – When your creatures defend, they recover 100% Mana.

Your creatures already have large mana pools, but when they run out, they can simply forfeit a turn to regenerate all their mana with this perk.

14) Wild Magic – At the start of battle, your creatures are given 3 random Spell Gems. These spells cost 0 Mana.

Generally, this isn’t a perk you’ll rely on to win battles. However, it should make battles a little more dynamic and can even help you out in a pinch since they don’t cost any mana.

What do you think about the Sorcery class? Is this the class you intend to play first?

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Siralim 3: Perk Design, and Death Mage Perks Revealed

In Siralim 3, perks – the bonuses that you can allocate to your character in exchange for Deity Points – will be designed in such a way to make every class feel more distinct than ever before.

First of all, there won’t be as many perks available for you to choose from in Siralim 3. Siralim 2 had too many “filler” perks that weren’t very exciting, and some were practically useless. Aside from that, since some concepts like rituals do not exist in Siralim 3, it is unnecessary to offer so many different perks. I’ll probably add additional perks over time, but I want to make sure each one feels useful rather than mindlessly adding new ones to inflate the list.

Secondly, perks no longer increase in costs as you continue to allocate points toward them. Getting a perk from rank 1 to 2 costs the same number of points as it takes to get from rank 49 to 50. A minor change.

As I said before, my ultimate goal is to make each class feel as distinct as possible. To start, I decided what core concepts each class should focus on when it comes to battles and party composition. Here’s what I came up with:

  • Death: focus on summoning temporary creatures, debuffs, and stat-decreasing effects.
  • Nature: focus on dodging and adaptability – a “jack of all trades” class.
  • Sorcery: focus on casting spells better than any other class in the game.
  • Life: focus on healing and survivability.
  • Chaos: focus on dealing critical damage, attacking, and taking control of battles.

Aside from that, I decided to take a lot of perks from Siralim 2 that every class had access to and allocated them to only one class in Siralim 3. For example, as you’ll see today, Death Mages are the only class that receives a boost to the amount of Granite they gain from winning battles. Such a subtle change will drastically affect the way you play the entire game since you will have an abundance of one type of resource and a scarcity of all the others. One class might always have access to the best artifacts and enchantments, while another class will be able to breed their creatures more efficiently. Keep in mind that the new Goblet of Giving allows you to convert your resources into different ones (for a price), so you won’t be completely out of luck when it comes to finding a different resource.

With that explanation out of the way, let’s take a look at the Death Mage class!

Below is a list of perks that Death Mages can choose from. In italics, I’ve added my own commentary as needed. Numbers surrounded in {brackets} increase as you invest additional points into its respective perk.

1) Granite – Increases Granite gained from battles by {5%}.
2) Defense – Increases your creatures’ Defense by {1%}.
3) Saia – Gives you exclusive access to Saia, the Grave Leper.

Saia cannot be given a nickname. It always has a unique artifact equipped called Death’s Edge which is more powerful than normal artifacts. It cannot be bred and therefore has no level cap. It cannot become a Nether Creature. As Saia kills enemies, it feeds on their bodies and gains additional base stats – permanently! If you change your class or reset your Deity Points, Saia will disappear, so don’t try to cheat the system.

4) Stat Decrease – Increases the potency of your creatures’ spells that reduce enemies’ stats by {2%}.
5) Living Nightmare – Your temporary summoned creatures have {2%} more Health, Mana, Attack, Intelligence, Speed, and Defense.
6) Necromancy – Your creatures have a {1%} chance to resurrect as a random Death creature with {4%} Health when they die.
7) Unholy Night – When your creatures are resurrected, they gain {1.5%} Attack, Intelligence, Defense, and Speed.
8) Horror Show – At the start of battle, your creatures cast their Summon spells. These spells are cast repeatedly until you have 6 creatures fighting for you, and they cost 0 Mana.
9) Damnation’s Edge – Saia’s artifact is upgraded to Damnation’s Edge.

This is a better version of Death’s Edge. It has more stat slots and even more powerful effects. In addition, the rate at which Saia gains base stats from killing enemies increases thanks to Damnation’s Edge.
10) Blood Spatter – When one of your temporary summoned creatures die, enemies take damage equal to 20% of its Maximum Health.
11) Nighttaker – Saia gains a new trait called Nighttaker: Your creatures’ attacks afflict their targets with a random debuff.
12) Daybreaker – Saia gains a new trait called Daybreaker: This creature has access to your temporary summoned creatures’ traits and Spell Gems.

What do you think about the Death Mage class? What class are you excited to see revealed next week?

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Siralim 3: Avatars of the Gods

Avatars were added to Siralim 2 as a free content update almost a year after the game was released. For that reason, they were more of a “tacked-on” feature than I would have preferred since they weren’t integrated into the game as well as they could have been. I hope to rectify this issue in Siralim 3.

Avatars are still obtained by defeating gods at the Gate of the Gods. However, when you collect enough Glimmer, you will now receive a Core for the Avatar rather than a Tome. This means that you will no longer convert a creature into an Avatar; instead, you’ll summon them at the summoning brazier just like any other creature. These Cores have a few restrictions compared to normal ones, though; for example, you can’t create a Charm with them. You still can’t breed Avatars, and you can still only have one in your party at a time.

Each god now comes pre-equipped with a unique artifact that cannot be unequipped or modified in any way. Each artifact has a custom name to add a bit of roleplay flavor to the game. These artifacts start with only one property, but they will gain more properties over time as I’ll explain later.

Along with Glimmer, defeating gods at the Gate of the Gods gives you a chance to obtain an exclusive item that you can use to upgrade your Avatar. Each god can drop a different item, so there are 15 different items you can collect. You’ll need to defeat each god several times in order to fully upgrade your Avatar. One item decreases the Mana cost of your Avatar’s ultimate spell. Another upgrades its trait. Some items unlock new properties for your Avatar’s artifact, while others allow you to re-forge those properties. There’s even an item to change an Avatar’s color scheme to a different one.

In addition, several Avatar traits and spells have been changed or re-balanced to make each one more appealing to use compared to how they were in Siralim 2. I’ll keep an eye on feedback from players and make adjustments to Avatars as needed to ensure each one is useful.


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Siralim 3: Nether Creatures

For the most part, I’m happy with the way Nether Creatures turned out in Siralim 2. In Siralim 3, the idea behind Nether Creatures is largely the same, although the method by which you acquire the items to enhance your Nether Creatures is different.

You’ll be able to acquire your first Potion of Transforming, the item used to convert a creature into a Nether Creature, simply by completing one of the game’s story quests. This will give players the opportunity to create their first Nether Creature early on without needing to grind favor with various gods. If you want more Nether Creatures after the first, however, you’ll still need to attain a certain level of favor with a certain god in order to purchase potions from that god’s shop.

Several other gods now also sell items related to Nether Creatures, such as scrolls that change your Nether Creature’s aura. Some other items, however, can only be found as random loot drops. The goal is to give players a reliable way to create a basic Nether Creature with the help of some of the gods’ shops, while the most powerful items that will take your Nether Creatures to the next level will be found as item drops.

Remember a few posts ago, I mentioned that the Altar of Blood now allows you to use any of three different types of knives to sacrifice a creature? Previously, I only mentioned the Slaughter Knife which can be used to sacrifice a creature and obtain its legendary crafting material. Today, it’s time to reveal the two remaining knives: the Blood Knife and the Gore Knife.

Blood Knives can be used to sacrifice a creature to obtain its trait’s respective Catalyst. Catalysts are used to grant a Nether Creature a new trait. Just like in Siralim 2, a Nether Creature can only learn traits from 3 Catalysts. Of course, you can always delete one of these traits in favor of a new one using the Gift of Forgetting, a consumable item that can be purchased from one of the gods.

Gore Knives can be used to sacrifice a creature to obtain a new item called a Nether Chrysalis. Since you can’t breed your Nether Creatures to increase their Heredity and boost their level caps, you’ll need to give them Nether Chrysalises in order to increase their Heredity instead. Each Nether Chrysalis increases a Nether Creature’s Heredity by 1 (which increases its level cap by 10). You’ll obtain more Nether Chrysalises from creatures you sacrifice that have a higher Heredity, so it’s beneficial to sacrifice creatures that you’ve already bred a few times – especially since you don’t want your rare Gore Knives to go to waste.

If you haven’t figured it out already, all these changes mean that you’ll no longer craft items at the Nether Goblet. In fact, the Nether Goblet is now called the Goblet of Giving which can be used to create one resource into another… at a steep cost.

Lastly, creatures now retain their innate trait when you transform them into a Nether Creature.

Oh, and Nether Creatures can no longer turn into Avatars. We’ll talk about those next week!

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