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.

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?

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?

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.


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!

Siralim 3: Spell Gems

Overall, I’m pretty happy with how the Spell Gems system worked in Siralim 2. It accomplished exactly what I envisioned: a deep, itemized spellcasting system that had modifications to affect the way the spell works. With a few subtle (and not-so-subtle) changes, I think this system can be even better in Siralim 3.

Spell Gem Properties

In Siralim 3, there are no more properties that allow your creatures to automatically cast their spells. These properties made spells far too powerful, and since spells that are cast automatically did not cost mana, it allowed players to ignore the concept of the mana stat entirely.

In their place, I’ve added some new Spell Gem properties that I think you’ll find very useful:

% Chance to Provoke – After casting the spell, the caster has a chance to provoke.

% Chance to Attack – After casting the spell, the caster has a chance to attack a random target.

% Chance to Defend – After casting the spell, the caster has a chance to defend.

Class Swap – Changes the Spell Gem’s class. This means that any creature can potentially equip any spell in the game. In addition, bonus damage based on class strengths/weaknesses is now based on the spell itself rather than the caster, so this property allows you to strategize a lot more in that regard.

% of Potency is Based On Current Health – Instead of a spell’s potency being based on Intelligence, some of its potency will be based on the caster’s Current Health. There are already similar properties for Attack, Defense, and Speed, but since Health is typically double these stats, I’ve made this property half as powerful as those similar to it.

Generous – Your other creatures can cast this Spell Gem as well, but it costs more Mana.

Supercharged – Increases the potency of the spell by 200%, but when the gem is destroyed when it’s used. This property is extremely rare, but will be useful if you’re struggling against a particularly difficult boss. These will also be hilarious to see in Otherworldly Sigil realms.

In addition, the old “Casts 1 Additional Time” property now only has a chance to activate, rather than being guaranteed.

Balance Adjustments

Obviously, many spells from Siralim 2 will receive balance adjustments. Aside from that, though, some of the fundamentals surrounding spells were flawed. Spells that increased or reduced stats were far too powerful, so those have been toned down significantly. In addition, area-of-effect spells (which affect 6 creatures at once) have had their potency cut down to about 25% of their original values. Conversely, single-target spells are now 50% more powerful than before. The goal of these changes is to make single-target spells more appealing while slowing down battles a bit since area-of-effect spells are now less likely to wipe out enemies with one cast. I’ll probably have to adjust these values a bit during Early Access, but from my personal testing, spells feel much better now.

In addition, damage dealt by creatures has been decreased across the board – not just for spells, but for attacks and other effects as well. It will now be much more difficult for creatures to one-shot each other, which will hopefully compel players to be more thoughtful about which actions they choose.

I can already hear the vocal amongst you crying, “Ugh, but Zack, I HATE when battles last longer than 2 seconds!”. That’s why turbo mode is now the default behavior in battles, and the actual turbo mode option is now much faster than before. I’ve also made other subtle changes to reduce the number of floating battle messages that appear. I have a few other tricks up my sleeve to make battles faster, more fun, and more efficient, but that’s a topic for a separate blog post.


The process of enchanting Spell Gems will pretty much remain the same as it was in Siralim 2. However, you’ll unlock the ability to enchant your gems much earlier on in Siralim 3. In addition, you can now acquire Spell Gem crafting materials from all sources, so you don’t need to rely on Daily Realms and tasks from Elize to gather them.

Siralim 3: Artifacts and Artifact Realms

Artifacts and Artifact Realms work a little differently in Siralim 3 than they did in Siralim 2. One of the most common complaints I saw about Siralim 2 was that Artifact Realms were very boring. Not only that, but the “Quality” system (which served as a multiplier for artifact stats) wasn’t very useful since artifact stats became obsolete later on as your creatures’ stats scaled with Gene Strength, while artifacts did not. I have addressed these issues and many others in Siralim 3.


First, artifacts no longer have levels. It was an interesting idea, but ultimately it didn’t really serve the game in the right way and was yet another thing for players to unnecessarily worry about. Instead, artifacts now all have the following stat slots:

  • 1-2 Primary Stats (just like in Siralim 2. Also, artifacts with 2 primary stats are now much stronger than they were in Siralim 2)
  • 5 Secondary Stats (which you can enchant yourself using “common” or “rare” crafting materials)
  • 1 Trait Slot (which you will enchant using a “legendary” crafting material)
  • 1 Spell Slot (I’ll explain more about this in the “Artifact Realms” section)

As you can see, the number of secondary stat slots has been reduced to 5, down from 10 in Siralim 2. However, there’s now a dedicated “Trait Slot” that is used specifically for legendary crafting materials. After all, no one in their right mind would create an artifact without a trait anyway. The reason why the number of stat slots was decreased is so that players actually have to think about what they enchant their artifacts with – when there are too many slots available, your choices aren’t as impactful.

In addition, artifact properties now use percentage-based values rather than straight values. For example, an “Attack” enchantment now might increase your creature’s Attack by 20% instead of some arbitrary value like 300.

Legendary Crafting Materials

The Altar of Blood now allows you to sacrifice your creatures using 1 of 3 different types of extremely rare Knives you’ll find during your travels. Depending on the type of Knife you use, you’ll receive a certain item. Today, I’m only ready to reveal one such Knife, since it’s the only one that is relevant to this post: the Slaughter Knife.

Simply put, Slaughter Knives allow you to sacrifice a creature to receive its trait’s corresponding legendary crafting material. After you use a Knife, it will be gone forever, so choose the creature wisely.

This system was implemented to replace (and improve on) the old Sigil system in Siralim 2, which was previously the best way to target a specific legendary crafting material.

Crafting Artifacts vs Finding Artifacts

One of the things I dislike the most about the Artifacts system in Siralim and Siralim 2 is that the artifacts you find in the wild are hardly ever useful. Unless you get extremely lucky, you’re almost always better off using an artifact you crafted yourself. I hope to fix that in Siralim 3.

Artifacts you find in the wild will now have higher stats than the ones you craft. The tradeoff is that you can’t modify the artifacts you find in any way, aside from enchanting them with a trait. This means that, if you want some control over what stats your creatures have on their artifacts, you’ll have to settle for lower stats. Conversely, you might eventually find a really powerful artifact that is better than anything you could make on your own. Hopefully, this will make the loot hunt much more enticing and you won’t look at every artifact you find as salvaging fodder. Another nice side effect of this change is that Itherian Artifacts will be much more powerful.

Another small but important change is that reforging your artifacts now costs materials as well as resources. If you want to reforge your “Attack” enchantment, it will cost some resources and some common crafting materials. This change was made to compensate for artifacts offering percentage-based bonuses since you won’t have to constantly reforge your artifacts anymore to maintain their stats as your creatures level up.

Lastly, the Blacksmith now offers an additional option: “Craft”. Crafting an artifact works exactly like Forging, except it’s more expensive, and the artifacts it produces come pre-enchanted with randomized properties. Unlike artifacts found in the wild, you can modify these artifacts any way you want. But remember, they’ll have lower stats than those you could find in the wild.

Artifact Realms

Artifact Realms are no longer as easy as they were in Siralim 2. Now, enemies scale to your creatures’ levels (this is one of the few areas in the game that have scaling enemies). The number of floors you’ll have to clear is still 20, and each floor will be more difficult than the last. These floors are still meant to be cleared quickly, though, so all the fluff will still be absent from them such as Realm Quests and certain events and objects.

After you defeat the boss (yes, they have bosses now) at the 20th floor of the Artifact Realm, you’ll awaken your artifact, enchanting its “Spell Slot” that I mentioned at the top of this post. The enchantment will offer the equipped creature a chance to automatically cast a spell when it attacks. The exact chance varies based on how powerful the spell is, and these spells do not cost any Mana when they’re cast. As you might have guessed, this system serves as a smaller, less-overpowered replacement for Siralim 2’s automatic casting properties found on Spell Gems.

If you don’t like the spell that your artifact was enchanted with, you can try again with a new Artifact Realm.

And yes, you can awaken any artifact in the game – even those you find in the wild.

In addition, several exclusive rewards can now be found in Artifact Realms, such as Itherian Artifacts, legendary crafting materials, creatures, and more.

Siralim 3: Knowledge

Siralim 3 features a new method of progression called “Knowledge”.

To put it simply: you can expand your knowledge about a particular type of creature by killing more and more of them. As your knowledge about a certain creature increases, you and your creatures will be better-suited to fight them in battle.

The amount of knowledge you have about a certain creature is depicted by a “rank”, ranging from Rank F all the way to Rank A, with the ultimate rank being Rank S.

Let’s assume we want to acquire knowledge about Iron Golems. If I kill one Iron Golem, my knowledge of Iron Golems will be at Rank F. Then, if I kill 10 Iron Golems, my knowledge will be promoted to Rank E. At 50, 100, 250, 500, and 1000 kills, I’ll reach Ranks D, C, B, A, and S, respectively. The exception to this rule is with Itherian Creatures: you only need to kill one of them to immediately obtain Rank S knowledge about them since they’re so incredibly rare anyway.

Each rank unlocks a new bonus for that particular creature. Let’s continue with the Iron Golem example:

At Rank F, I’ll be able to read the lore about Iron Golems; a few flavorful sentences for you to read in order to get a better understanding of the Iron Golem’s origins.

At Rank E, I’ll be able to see a health bar and mana bar for Iron Golems when I fight against them. This won’t display actual numbers, but you’ll be able to see how close they are to death, whether or not they’re out of mana, and things like that.

At Rank D, my creatures will cause 30% more damage to Iron Golems.

At Rank C, my creatures will take 30% less damage from Iron Golems.

At Rank B, my creatures will gain 50% more experience points from Iron Golems.

At Rank A, I’ll gain 50% more resources from killing Iron Golems in battle.

At Rank S, I’ll have a small chance to find Iron Golem cores, as well as some of the artifacts and spell gems the Iron Golem had equipped in battle when I kill them.

Furthermore, certain ranks allow you to extract cores from that creature as long as you’ve already obtained that creature through other means. For example, the only way to obtain a Diabolic Rebel is by breeding one. But after I breed one, and if I obtain Rank A knowledge about Diabolic Rebels, I’ll also be able to extract cores from them when I encounter them in battle.

Lastly, each knowledge rank you gain for a creature increases your chance to find its respective Card (an item that benefits your creatures just by having it in your inventory) after battle.

That’s a lot of information to keep track of, so the in-game Creature Bestiary has been expanded to include all the benefits you’ve unlocked through the knowledge system. This is also where you’ll read about each creature’s lore.

Happy New Year! 2017 Retrospective

I can’t believe this is the 4th year that I’m privileged to write one of these. What a busy year it’s been! Let’s take a look at what we accomplished together:

  • We announced our most ambitious game to date: The Negative! Look forward to this game in late 2018 or early 2019.
  • We announced Siralim 3. You’ll be able to play it soon enough, and it’s going to blow you away.
  • We released a new game as a side project: Learn Kana The Fun Way!
  • We released Siralim 2 on PlayStation 4 and PlayStation Vita.
  • We launched a free content update for Siralim called “Invasion”.
  • We launched a free content update for Siralim 2 called “Renaissance”.
  • We overhauled our website and started a blog to share more details about our games, as well as general game development.
  • We launched a merchandise shop.
  • We expanded our team to bring you even more games at a much faster pace than ever before.

These accomplishments are nothing compared to what is to come in 2018:

  • Siralim 3 will be released on all platforms.
  • The Negative will (hopefully) enter Early Access testing.
  • Another RPG is in the pipeline that should be out in mid- to late-2018.
  • We will support additional platforms with our games. Specifically, we hope to support Xbox One. It’s too soon to talk about Nintendo Switch, but we are trying very hard to make it happen. And by “trying”, I mean that I’m sitting around and hoping GameMaker supports it soon.
  • Siralim and Siralim 2 will be released on physical media for PlayStation 4 and PlayStation Vita.

I have a lot of people to thank this year. My thanks extend far beyond what words can convey, but I’ll do my best:

I want to thank Maarten Boot for his dedicated work on The Negative’s graphics. His passion fuels what promises to be one of the most satisfying games we’ve ever made.

I want to thank Tim Bongiovanni for creating some of the most evocative video game music I’ve ever heard. I can’t wait to share some of the work he’s done. This also marks the 4th year I’ve been working with Tim.

I want to thank JC Malapit for doing such an amazing job on graphics for The Negative (battle effects), Siralim 3, and Learn Kana The Fun Way. This is now the 4th year I’ve been working with JC.

I want to thank Joshua Queen for creating such nostalgic, high-energy music and sound effects for Siralim 3 and Learn Kana The Fun Way.

I want to thank Janette Ramos for the amazing, hand-painted app icons, title screens, and marketing media she’s created for Siralim 2, Siralim 3, and The Negative.

I want to thank Mario (Umaro) and Sergio for their timely and professional work on writing Siralim 3’s creature lore.

I want to thank Shaun Musgrave and everyone at TouchArcade for continuing to support our games on their website. In turn, we plan to do our part and support them next year as they’re struggling to survive due to a volatile industry climate. (You can do your part to support them as well.)

I want to thank Doug, Josh, and everyone else at Limited Run Games for making it possible even for small developers like us to publish our games on physical media.

I want to thank all the content creators out there who published reviews and videos to showcase our games.

I want to thank all the people on our forums, Discord, and social media for helping us to maintain an active community. I’d also like to thank many of those same people for their color palette contributions for Siralim 3’s Singular Creatures.

And finally, and absolutely most importantly, I want to thank you for being the best customer and player anyone could ever ask for. Your passionate feedback and the excitement you show toward our games is the primary reason I’m still able to write this retrospective 4 years later. I promise to make each year better than the last, and I can’t wait to show you what we’ve come up with for Siralim 3, The Negative and our other unannounced projects very soon.

I hope you have a safe and happy New Year!
Zack Bertok

Siralim 3: Talismans

Siralim 3 has a new type of item called “Talismans”. In short, talismans provide you and your creatures with passive bonuses just for being in your inventory. In that regard, they’re a lot like cards… but unlike cards, talismans can be upgraded.

While runes and runewords provide players with in-battle bonuses, talismans provide players with out-of-combat and utility perks.

Let’s start with a few examples:

Gonfurian’s Beckoning – Increases the amount of treasure earned by completing Realm Quests by {1%}.

Grim Dawn – You have a {1%} greater chance to find Spell Gems.

Ianne’s Left Eye – Increases your chance to obtain better stats when reforging artifacts by {1%}.

I really want to show off some more interesting talismans here, but I want to keep them a secret for now. Anyway, you’ll notice that in each talisman’s description, there’s a number wrapped in {curly brackets}. This means that, whenever you upgrade a talisman, that number increases by a certain amount. For example, a Rank 1 Gonfurian’s Beckoning offers a 1% bonus, and a Rank 2 Gonfurian’s Beckoning offers a 2% bonus. There is no hard cap on the number of ranks a talisman can have.

So how do you upgrade talismans? After completing an Itherian Realm, and that Itherian Realm is the highest depth you’ve ever cleared, you’ll be given 5 chances to upgrade the talismans of your choice. The chance to successfully upgrade a talisman is based on the Itherian Realm’s depth in relation to the talisman’s rank. Therefore, in order to upgrade your talismans to very high ranks, you’ll need to complete Itherian Realms that are at higher depths.

Alternatively, you can now take your unwanted runes to the Artificer NPC who can grind them down into Rune Dust. You can use Rune Dust to upgrade your talismans, but again, there’s a chance that the upgrade will fail. Additionally, the higher a talisman’s rank, the more Rune Dust it will require to attempt an upgrade.

After a talisman reaches rank 100, a new bonus will be unlocked. Here are the bonuses for the talismans I mentioned earlier:

Gonfurian’s Beckoning – You are given 1 additional Realm Quest in normal realms.

Grim Dawn – Spell Gems you find now always have 3 properties.

Ianne’s Left Eye – The reforging stat range now has a 25% higher floor.

There are 30 different talismans for you to find. Some can be purchased from the gods after you attain a very high level of favor with them, while others must be acquired as arena rewards, by defeating certain bosses, or even as rare drops in treasure chests. Some are kept secret, and only the most resourceful of players will be able to find them. You can only acquire one of each talisman.

Next time, I’ll reveal yet another new system coming to Siralim 3: Knowledge.