Siralim Ultimate

Siralim Ultimate

released on Mar 12, 2021

Siralim Ultimate

released on Mar 12, 2021

Siralim Ultimate is a monster catching, dungeon crawling RPG with a ridiculous amount of depth. Summon over 1000 different creatures and travel through randomly generated dungeons to acquire resources, new creatures, and loot.


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I've played a couple hundred hours of this game on Steam and it's cool. That said, it feels like you need pretty specific team comps in the late game otherwise your party will just explode into giblets at the slightest touch from a boss.

Also this game's combat is highly wack sometimes. If you play a spell-focused class you'll wind up with several minutes of logs the game needs to parse through simply for casting a single spell. Like, the way it's set up is usually such that you'll cast a spell at the start of combat, which will trigger a bunch of other spells, which will trigger other stuff, so on and so forth, but it takes SO LONG for all those spells to parse that I wound up changing classes because I was spending more time waiting for combat logs to finish than actually playing the game in any meaningful capacity. And that's with all the combat speed settings at max. Bare minimum, at least one hour of my playtime must be dedicated to waiting for logs to finish so I can press the next button and do it all again.

Actual psychotic game design for crazy people (me)

dream game for psychotic minmaxxers

This game is too damn addictive. It's basically Dragon Quest Monsters meets Magic The Gathering with aRPG style near-infinite scaling. You've got synergies synergizing with synergies and triggers triggering triggers left and right. It's really fun for a while, but then you just keep wanting to unlock the next thing or figure out the next piece of your build, and it becomes an obsession. Great for a playthrough, but I need to stay away from infinite time sinks like this for my mental health, if nothing else. Calling it at 40 hours this playthrough despite the fact that there's still an absolute boatload of post game content I haven't even begun to see.

Siralim has always been a paradise for theory-crafters/min-maxers. Ultimate takes that a step further and adds better turbo-modes and the ability to hide all battle text/animations to speed things up even more. Builds based around getting 100 triggers to go off before turn one are less painful than they were in 2 or 3.

Wildly ambitious and experimentation is a lot of fun for a while with the absurd number of monsters / trait combinations / etc. but I kept hitting exactly the wrong types of brick walls (like a team based on all of my monsters sharing stat gains which worked incredibly well... but made every combat encounter take an absurdly long amount of time). Siralim is all about creating complex and deliberately broken teams to overcome seemingly impossible challenges, but the interface seems to think it's just a regular monster-collecting JRPG, leading to the game containing a ton of mind-numbing waiting for normal battles to end (you can automate but even at maximum speed they can still take a really long time). I think you could take the monsters and overall design of the game and port it into something that feels actually built to control them in a way that isn't hugely time-wasting and you'd have a really great game.

really cool idea, the artstyle kinda sucks ngl
the gameplay is very basic, but the teambuilding on the other hand, really cool

It's a cool concept and the developer seems to be very passionate about this game. It also looks cool on the switch. However I find the game to be repetitive and boring. You just walk around until a monster shows up. Take it down with either attack or spell. Collect the monster and continue until you have every single one. The combat is just so easy and it's unclear which types your monsters are effective against. I also wish it wasn't made to be like a checklist and more that you can decide your own adventure.