Siralim Ultimate – Dev Blog: Card Sets

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

Card Sets

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

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

Here are a few examples:

Paragon Card Set

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

Sanctus Card Set

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

Reaper Card Set

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

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

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

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

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

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

5 thoughts to “Siralim Ultimate – Dev Blog: Card Sets”

  1. Sounds very good. Much more interesting than before, where the cards were just rare and then hardly did anything. But I would like it if the cards still had an individual appeal. Something like alternative artwork or something.

  2. I liked how impossible it seemed to collect them all because It allowed for the feeling that there was always something that could theoretically drop that would be really exciting. I’d hate to be 200 hours in and have all 99% of the cards. I really like this set idea however, much more interesting than a 1.5% bonus here, 2% there, “trust me your stats are better now”.

  3. Set idea is much more interesting. Great innovation.

    Suggestion: Would love to see small bonuses specific to each card set rather than (or with) a general bonus by collecting cards overall though. Might create more incentive to collect certain types of cards beyond hitting set thresholds.

    But I can understand if power creep might become an issue in that case. I’m sure you know what’s best for your own game.

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