
Siralim is a deep RPG with light roguelike elements that allows you to summon and customize hundreds of creatures to fight in strategic battle. Fight your way through randomly generated dungeons and complete randomized quests.
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About






Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Siralim to gra RPG typu "głębokiego" przygody fantasy, w której gracz jest królem lub królową królestwa Siralim i ma za zadanie zbudowanie i rozwijanie swojego królestwa oraz zdobywanie potężnych stworzeń, które pomagają mu w walce z przeciwnikami. Gra oferuje wiele różnych funkcji, takich jak: [list] [*]Duża liczba stworzeń do zdobycia i hodowania [*]Różnorodne rodzaje przeciwników do pokonania [*]Wiele questów i wyzwań do wykonania [*]Możliwość wymiany stworzeń z innymi graczami [*]tryb osiągalnym dla casual gamerów oraz tryb hardcore. [*]Jedną z największych zalet gry Siralim jest jej bogactwo i głębia. Istnieje wiele różnych rodzajów stworzeń do zdobycia i hodowania, a także wiele różnych przeciwników do pokonania. Gra oferuje także wiele questów i wyzwań, które pomagają zachować zainteresowanie gracza. [/list] Jedną z głównych wad gry może być to, że jej interfejs jest dość skomplikowany dla początkujących graczy i może trzeba trochę czasu, aby go nauczyć się obsługiwać. Ogólnie, Siralim to dobra gra dla osób, które lubią głębokie i rozbudowane gry RPG oraz lubią budować i rozwijać swoje postaci oraz swoje armie stworzeń. [h1]Dziękuje za przeczytanie mojej recenzji na temat gry Siralim, jeżeli ta recenzja ci się spodobała, przydała podczas zakupu lub poprawiła ci humor - zapraszam do rozdania nagrody lub pozostawienia oceny pod recenzją. Zapraszam również do przeczytania [url=https://steamcommunity.com/id/HyperSonic0/reviews]moich recenzji na temat innych gier[/url].[/h1]
You know what a certain kind of person on the internet means when they call something 'autistic?' Not ACTUAL autism, but the concept they're trying to express, of a person who is so hyper-focused on their own world that they don't know how to relate to anyone outside of that internal experience. Whelp, Siralim is a whole video game made up of that kind of 'it's not autism but we're using the word as shorthand to describe a wordier concept.' Yes, it's Pokemon for adults, the way you always wanted, except that it carries on its back an unspeakable and constant weight of very specific and inherently divisive design goals. There is some flavor text, often cynical and snarky, but nothing like a proper story, themes, or a well-developed setting. The point is delving into randomly-generated dungeons, collecting pets, and growing them with an infinite spreadsheet of incremental improvements. Now, either this appeals to you or it doesn't, but if it does, then the specifics may also be a dealbreaker in turn. What makes Siralim the most unique is also something that many people might hate: the fact that it has no 'active' abilities for its pets. You get spells for emergencies, but they are semi-limited, and in the arena totally unavailable. For the most part, your in-battle tactics consist of choosing what to kill first, capturing cores for new pets when it's not too risky, taunting with your tanks, and defending with pets that don't need to attack or taunt. Oh, don't worry, your pets all have unique and interesting abilities, but they're almost all passive! This rather bizarre design choice makes for a weird pseudo-automated means of combat. Perhaps this is why so much of the game is intensely grindy - you're expected to fight a million fights for a negligible percentile increase because you don't have to spend very much time or energy on any individual battle. But between pet innate abilities, additional abilities granted by artifacts, and RNG like enemy spells or your own crits and dodges, there is a certain appeal to this. A fight in Siralim is like throwing a handful of small fireworks at gradually larger piles of other fireworks and then running away really fast to watch the explosive chaos. Backed up by the internet's wiki and the game's internal library, you can try to keep track of everything that's going on, but the game's limited UI and vast breadth of possibilities makes that impractical. It just sort of devolves into colorful explosions, but I can't say that I hate it, when there's so much choice of abilities and creative synergy potential between them. Interfacing with this game feels almost like communicating with an alien, perhaps best shown off in its nether orb system - the 'best' kind of pet. First, you have to find or buy an orb. Then, you have to 'activate' it, which is a variable number, and each activation creates a synergy with a particular color of gem. Then, you have to make a couple dozen gems of a specific pet and the appropriate colors for your orb. Then, you have to level up each gem to max them out. Then, you have to randomly find a nether orb demon and feed him a pet core, all the gems, and the orb. No, calm down, you still don't have your shiny new pet yet! You just have an egg. You put that egg in a nest and pour magical energy into it over time to hatch it. Then, finally, you have your new pet. At level one. When the rest of your party is probably at level fifty to a hundred. So start grinding those levels, baby. This immensely convoluted and glacial process eventually results in an upgraded, better version of the pet you already had, but it takes a long time to get there. And every step of the way, you'll be fighting with the interface, telling it to do step one, step two, step three, step fifty, and God forbid you mess up or change your mind. Absolutely everything in Siralim is like this, to one degree or another; nether pets are just the apex of it. Either you find it worth the bother or you don't. It's an experience that lends itself well to playing with a podcast in the background, for sure. But lest I put too much empasis on the negatives, the joy of the fireworks also is worth showing off. You can spam arsonists with special 'non-attack' attacks that completely ignore many defenses and abilities that require being attacked to trigger. You can create a party of pets that trigger abilities on death and then resurrect them with green unicorns to turn every battle into a masochistic death-aoe-death-aoe loop. You can create a thematic party of storms, hounds, or chaos demons with passives that help each others' passives in a tribal sense. You can create parties based on status effects like poison, burn, or sleep, and even make your own party benefit from debuffs. It's an everything and the kitchen sink smorgasbord of whatever the developer could think to throw in. There are a minority of unmitigated damage aoe abilities that, unfortunately, seem to lack direct counters of any kind, which turns some fights into races to kill targets before they can trigger. But there's nothing the enemy can do that you can't, and these abilities are thankfully in the minority. Ultimately, I have to say, it succeeds at what it's trying to do. Siralim is a glorious sprawl of chaotic violence in charming, if totally random and slapdash-themed, pixel art. If it weren't for the sheer quantity of numbers and systems involved, it would feel like an early NES or Gameboy-era JRPG, an infinite dungeon crawler with cute little monsters and not a care in the world. The incredible weight of its mechanical complexity and refusal to compromise on it or even provide anything resembling common-sense interfacing with it is what makes Siralim both interesting and inherently niche in a way that most monster tamers and turn-based dungeon crawlers definitely are not. I like Siralim, but I like it the same way that I like Progress Quest or Cookie Clicker. There's something soothing about its uncompromising and infinite design vision. Buy it on sale, I'd say, if you like the idea of it. But be really sure you're up for the flavor getting before you take a bite, because Siralim ain't no sugar or cinnamon - it's the nutmeg of turn-based rpgs.
Un RPG à l'ancienne, mais sans intrigue ou presque, avec des combats au tour par tour et pas mal de farm. Visuellement, là aussi le jeu pourrait sembler vraiment daté. Honnêtement, je n'attendais pas grand chose de Siralim, mais j'ai tout de même voulu lui donner une chance. Jamais je n'aurais pensé qu'il était si prenant. Et pourtant, les centaines de créatures avec des compétences variées rendent les combats intéressants si l'on prend un minimum de temps pour créer une équipe digne de ce nom. L'équipement n'est pas non plus à négliger, d'autant plus qu'on peut l'améliorer avec certaines compétences découvertes grâce aux créatures. Des associations judicieuses sont la clé de la victoire au sein des différents donjons. De part son principe, Siralim se montre répétitif mais le joueur ne s'ennuie pas pour autant, du moins pas immédiatement. Il est possible d'y passer des dizaines d'heures de jeu avant de sentir une pointe d'ennui. L'ennui, c'est lui qui signera la fin du jeu, puisqu'il est sans fin, il n'y a pas de limite de niveau dans l'évolution des créatures. [b]Un jeu simple mais addictif où la gestion de nos créatures prime avant tout.[/b] [quote=] [h1][url=https://store.steampowered.com/curator/41126012/] Cliquez ici pour découvrir plus d'évaluations [/url][/h1] [b]N'hésitez pas à cliquer sur "suivre" si vous appréciez le contenu de ma page de curation. [/b][/quote]
I dunno I kind of liked the idea but it just felt too much like a Pokemon demake. I can get past the crunchy graphics but the game play and combat is too over simplified to get any joy out of it. A lot of the monsters felt really uninspired, something about random fireball creature with a cape isn't really doing it for me. With a bit more depth this could have been more interesting.
Tbh there is no reason to play this game over any of the other Siralims. Even when it was new I think it offered little but a repetive experiment, 2 and 3 at least have bosses and goals, and ultimate has that, more refined mechanics and fusion. This game has pretty much nothing that isnt in any of the other games and on its own its just a repetitive grind with nothing to work towards other than getting to a slightly lower floor
If you’re the kind of player who grew up on Dragon Warrior Monsters, Shin Megami Tensei, or the early days of Pokémon but wished those games never ran out of creatures, dungeons, or number-crunching depth — Siralim might just be your dream game. It’s not flashy. It’s not cinematic. But beneath its humble 16-bit pixel art lies a system-heavy RPG that can easily eat hundreds of hours of your life — if you let it. Siralim is a monster-catching, dungeon-crawling RPG that throws you into an endlessly generated world as a new King or Queen tasked with restoring order to your kingdom by diving into randomly-generated realms and summoning an army of magical creatures. The core loop is simple and addictive: dive into a realm, fight battles, collect loot and materials, summon or fuse creatures, power up your team, and repeat. There’s no overworld map, no big story arc, and no cutscenes. It’s pure, grindy RPG mechanics — and that’s where Siralim shines. Each creature has unique traits, synergy potential, and upgrade paths. Add spell gems, breeding combinations, relics, and trait manipulation, and you’ve got a system that rewards creativity and experimentation. Building a god-tier team is a deep rabbit hole — and you'll love falling down it. Battles are turn-based and relatively fast-paced. You bring up to six monsters into each fight, and positioning, abilities, and passive traits all play a part. At first, it feels straightforward, but as the game throws harder enemies and deeper customization options at you, battles become a tactical playground. Want a team that resurrects itself infinitely? Or one that passively nukes enemies before turns even begin? You can probably build it. There’s no level cap, and difficulty scales as far as you’re willing to push. The game becomes more about theorycrafting and optimization than just grinding stats — though you’ll be doing plenty of that too. Rather than a traditional narrative, progression is tied to castle upgrades, unlocking new features, summoning rituals, and realm tiers. You constantly gain something — resources, new monster cores, spell gems, castle unlocks — which gives a strong sense of forward momentum, even in shorter play sessions. It’s very much a game that respects your time if you enjoy number-heavy, reward-loop-centric gameplay. If not, the grind may wear you down quickly. The retro aesthetic is functional, not flashy. Creatures are well-drawn but simple, environments are tile-based and repeat often, and there’s not much in the way of animation. This isn’t a game that’s going to wow you visually — but it’s charming in a "Game Boy Color RPG" kind of way. Sound design is minimal, and the soundtrack loops quickly. It gets the job done but won’t stick in your head. If anything, you may end up playing this with your own music or a podcast in the background. Siralim is unapologetically niche, proudly old-school, and completely addictive for the right kind of player. It doesn’t care about cinematic storytelling or modern polish — it’s all about deep systems, massive monster variety, and giving you the tools to break its world in beautiful ways. If you love grinding, theorycrafting, and building bizarre team comps, Siralim is a near-bottomless well. If you're looking for story, visual spectacle, or quick gratification, steer clear. But if the grind is your gospel? Welcome to the dungeon, your throne awaits. Rating: 8/10
Summary: Completely overshadowed by sequels Multiplayer: No Completion: N/A (3 hrs) Cards: Yes | Cloud: Sort of - must manually save to servers. Siralim is a monster catching game that is all about making effective combos with monster abilities. Your father, the King of Siralim, has passed away, and it falls to you to inherit the throne and defend the kingdom. From there the game doesn't really offer much in the plot department, as the rest of the game is just grinding to your heart's content. Combat is the meat and bones of this game. Your group of 1-6 monsters will take turns duking it out with an enemy group of 1-6 monsters. Upon victory you are awarded experience, resources, and are healed back up to full. Spells in this game are all equipped on your character and not the monsters, which is somewhat weird as when spells are cast in combat, they consume the turn of the monster. The graphics in the game are good if you like pixel art, though the monster art and backgrounds look super zoomed in for some reason. The music is good, but for some reason there's a distinct lack of sound effects during combat, making it feel a little empty. Also for some reason all sounds have two settings - on or off. I did not encounter any crashes or bugs in my playthrough so that's always good. The way the game is designed, realms seem to be scaled to whatever level you are, so feels like a neverending stepladder, and I found the lack of an ending discouraging. I rate Siralim a C. I unfortunately played the second game before this one, and thus have been spoiled by all the features that make it a vastly better game, so I can't make an unbiased rating here. My recommendation is to jump straight into 2 because I didn't really find much to keep me playing this one.
I can appreciate that this was a bit of an experiment, and thus the creator didn’t follow through with an evolving story or any real goal. But that’s exactly what will make you quit playing, whether it be 2 hrs in or 200 hrs in, it all amounts to nothing. It’s kind of a waste, because the ideas are great and a lot of the systems are interesting, they’re just kind of there though. This just isn't for me. 5/10
While decent and complex retro monster collecting/RPG game on its own it is made 100% obsolte by Siralim 2 which is basically Siralim 1 expanded with more content, better balance and QoL. Also Silarim 1 has no story at all so as per today adds nothing relevant to game serie (outside check where it began) Hence I advise against buy and play it, look for sequels instead.
❤️
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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