Siralim Ultimate – Console Port Status Update

Hey everyone! It’s been a while since my last update, and while I’ve been silent over the last few months, a lot has been going on behind the scenes. I’d like to provide a status update on what I’m working on and how progress is going on the console ports.
Nintendo Switch
In the past, Nintendo refused to accept Thylacine Studios as a developer for Nintendo Switch. Luckily, Jason Walsh (creator of Monster Crown) was kind enough to publish Siralim 3 on Switch for me, and that was going to be my plan for Siralim Ultimate as well. My luck has changed recently, however, and 6 attempts to apply later (I wish I was exaggerating), I’m finally able to self-publish on Switch. This won’t really affect you directly, but it’ll allow me to work a bit faster than before since I now have easier access to all the tools I need on Nintendo’s developer portal.
I have also confirmed that the Switch version of the game will support our cross-platform cloud saving feature, meaning you’ll be able to share your save files with the desktop and mobile versions of the game. Testing has gone very well on this port and my list of bugs is getting shorter and shorter every day.
I’ve also been working on the Playstation port turned out to have a few more bugs than the Switch version. Most of those are fixed now, so progress is moving along nicely for Playstation as well.
In the past, the Playstation versions of the Siralim games didn’t have our cross-platform cloud saving feature. Recently, I made a bit of a breakthrough on Siralim Ultimate and can confirm that cross-platform cloud saving will work on PS4/PS5! This required all sorts of crazy magic tricks to implement, but I realize this is an important feature for the majority of our players and I’m ecstatic that it’s all going to work out.
I can also confirm that there will be a platinum trophy, something that has been sorely missed in previous Siralim games.
Something most people don’t know is that games can be published in two different ways on Xbox: one way is completely accessible to all developers and doesn’t have much of a vetting process to filter out low-quality games, while the other way requires games to be manually accepted by Microsoft and will be given more visibility on the Xbox store. Siralim 3 was published using the former way since it’s faster and easier, but this time around, Siralim Ultimate has been accepted via the latter method. Again, this doesn’t really affect you too much, but it might cause the Xbox version to take a bit longer since certification requirements will be stricter, and I haven’t even received my development kits yet. On the other hand, the final product will be much higher quality because Microsoft’s QA department will assist in finding bugs and crashes. I don’t foresee too long of a delay since Xbox is very similar to PS4 when it comes to console development.
I haven’t had a chance to test cross-platform cloud saving on Xbox yet, but I suspect the work I’ve done for its Playstation counterpart will translate over to this version as well. It is very possible that all three consoles will support cloud saving.
Console Release Dates
I am hopeful for a release window of late Q3 or early Q4 of this year for Switch and Playstation, so these should only be a few more months away. With that said, releasing a high-quality, bug-free (or as bug-free as possible) game is my top priority, and I’m going to take as much time as necessary to ensure you have a smooth gaming experience.
Future Updates
While I’ve been busy working on the console ports, I’ve also been working hard on the game for all other platforms, too. Expect an update soon. I’ve fixed an insane amount of bugs and optimized the game even more. There are several new quality of life features coming as well. And hey, there might even be a surprise or 10 in store for you. All in due time!
As always, thank you for your support!

4 thoughts to “Siralim Ultimate – Console Port Status Update”

  1. Hello!
    Very recently Siralim Ultimate suddenly appeared for me on Google Play. I wasn’t able to purchase before because GPlay blocked it for some countries for vague reasons, including Netherlands.

    So I just wanted to share that the issue seems to be solved, at least for NL. Maybe it’s helpfull to post a new announcement on Steam, to ask fans who wanted to buy but couldn’t do it because of blockage, to try again?

    Kind regards,

  2. It’s nice to see this message, I’m still waiting for the Switch version. Nintendo seems to make things harder for developers of monster catchers games in general, possibly because they don’t want too much competition for their Pokemon games. Coromon has problems with porting too.

    1. Monster catchers have a hard time being published on Switch because most of them are glitchy boring messes that only try to capitalize on the Pokémon hatred bandwagon. Nintendo knows this and they don’t want shit stains on their property. Nothing to do with Pokémon, Pokémon will sell regardless which is why not even their own developers give a crap about what they put out.

  3. Thank you so much for all your hardwork on the game, and thanks for shring the process of porting as well, as it seems much more complicated than one would expect.

    Can’t wait for the Switch port, might even finally get on steam if I got my Steam Deck before that. Hopefully it works well in there.

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