
Siralim 3 is a mechanically deep, monster taming RPG. Summon and customize over 700 different creatures to fight for you as you battle your way through randomly generated dungeons. Find rare treasure and use it to craft new items, empower your creatures, learn new spells, and much more.
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About










Genres
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
Siralim 3 is not your average monster-catching game. Where most games in the genre stop at collecting, Siralim 3 goes all-in on complexity and customizability, offering a nearly bottomless pit of gameplay systems. It’s what happens when Pokémon meets Diablo and takes a detour through a spreadsheet simulator—and that’s a compliment. With over 700 monsters to collect and fuse, randomly generated dungeons, and no level cap, this indie RPG is a dream come true for min-maxers and theorycrafters. Just don’t expect a strong story or flashy presentation—this game lives and dies by its mechanics. At its heart, Siralim 3 is a top-down dungeon crawler and turn-based battler. You assemble a team of six creatures, each with a trait that dramatically alters how they fight. The synergy between team members is everything, and building a strong squad requires understanding how traits, spells, artifacts, and breeding options interact. You’ll explore procedurally generated realms, collect resources, complete randomized quests, and take part in daily challenges. The loop is grind-heavy but satisfying—perfect for players who love digging deep into systems. What really makes Siralim 3 shine is the sheer flexibility. Want to turn your healer into a frontline tank who resurrects fallen allies with splash damage? You can. Want a glass-cannon caster who turns debuffs into buffs? That’s viable too. The only limit is your understanding of the systems. Visually, Siralim 3 is retro-inspired and function-over-form. The graphics are simple and utilitarian—not ugly, but they’re not going to win any awards either. Sprites are readable, the UI is dense but navigable, and effects are minimal. The music is atmospheric but forgettable. It does the job of setting a mood, but you’ll probably end up muting it after a few hours. Sound design in general is functional but unremarkable. Pros: -Incredibly deep gameplay systems – Breeding, fusion, spells, artifacts, traits, and more -Massive replayability – No level cap, infinite dungeon progression, hundreds of monsters -Custom team-building freedom – Near-endless combinations of strategies -Cross-platform save and play – Play on mobile or PC interchangeably -Fair monetization – No microtransactions, just one upfront purchase Cons: -Graphics and audio are barebones -Steep learning curve – No hand-holding, dense systems -Weak narrative and world-building -Repetitive dungeon visuals and objectives -Can feel grindy without a clear goal Siralim 3 is a cult classic for those who crave complexity and mechanical depth. It’s not trying to impress with cinematic cutscenes or flashy animations—it wants to give you a sandbox of stats, synergies, and monsters to master. If you're the kind of player who spent hours breeding the perfect team in Pokémon, or who loses time tweaking loadouts in RPGs, Siralim 3 is going to be dangerously addictive. If you want dopamine hits through numbers, stats, and strategy, Siralim 3 delivers—over and over again. Rating: 8/10
Went into this really hoping to like it. But the dialogue is awful. It reads like edgy teen fan-fiction and I just couldn't get past that. Refunded.
Giving this a negative review because of what this game is not rather than what it is seems stupid, so I had to take a step back and really look at what this game is. But, I really need to warn you. Anyone saying it's like Dragon Warrior Monsters is lying, similar to someone claiming Dark Souls is just like Ocarina of Time. Sure, there are monsters to fight and build teams from, to breed new beasts, and randomized maps like the first one. But the game is all about making optimal teams that kill things turn one or two, so you better have the right critters. And the right gems to equip to them, because they know nothing beyond what those gems have. Breeding is largely pointless unless you are trying to min/max stats as the only difference between making a critter from a core(how to get most monsters) and bred beasts are positive and negative stat changes that can be passed on and must always even out to zero, and only come into play if the breeders are primed. What is priming? Grind enough fights with the critter in the party. My starter beasts still are not primed after hundreds of fights with them in the party, so I can't tell you the number. And right there is the reason I am giving this a negative review with a clean conscious. This game feels like it's just here to grind. Sure, I am mildly annoyed by finally unlocking breeding and finding out 99% of combos just result in the starter parent regardless of the mate, but having bred what I hoped would be stronger monsters to go fight what is a horde army of a boss, all immune to any status effects and thus making my preferred strategies and beasts worthless, only to realize I'd likely need to grind another few hours to get the proper beasts to the proper levels, I really wish I could refund. I should never have tried to press on, but I didn't realize the grind would get so much worse. No, I am not going to make a new team to raise from level one(the level you get monsters at) in hopes that a bunch of rock paper scissors beasts will win this after another three hours. Especially not as each floor has limited things to fight on it, so you have to go between floors. But you have to do a quest on each revisited floor every time you come back, ranging from interacting with something that spawned on the first screen to finding multiple folks to talk to that are scattered far and wide across the map. It should have been a warning to me the sheer amount of achievements. Here's one for fighting 150 battles, here's one for breaking a few hundred pointless surface world items. And they keeps scaling up, because the game is built around grind. Not normal grind, but grind that is meant to eat days of time. And you HAVE to pay attention. The monsters have a presence on the overworld map, and you have to find them so they can run into you and start the battle, and then you get to hold the "E" button for a few seconds until everything is dead, and then repeat. At least with other similar games you can look away and just randomly mash until you get into a fight. But don't worry, each generated floor is roughly the same with objects to press "E" at and most do nothing, grant you more currency that you are likely drowning in a couple of hours in, or start a fight if you are lucky. And only three hours in, I don't have any attachment to continue. I wish I had realized this at two hours in, but I suppose that's why they stuck the horde army in after the steam refund window. Tl;Dr: Anyone telling you this is anything like Dragon Warrior Monsters is lying. It's a game about grind and optimizing teams to end fights in one turn or two. I would have refunded if I could.
I started off with playing Siralim Ultimate, where you could merge 2 creatures together to combine the traits of both into a single creature, and being able to customize the color pallet based off the colors of either creatures. That was FUN. This game does not have the same mechanics. You can only get new creatures from breeding, and there's no way early game to build an amazing team to go up against the creatures in each realm with ease. I get dying every now and again because of skill issues, but I'm dying almost every time I go into a new level at least 10 times. I'm stuck around level 20, because the creatures are much more powerful than mine, and I love level grinding. This game really killed that fun for me. I'd go back to Siralim Ultimate, but the main story line is so short that the end game content kind of bores me, even though it's a lot of fun with the randomizing. If there was a way to combine the best of both games, this one would be a lot of fun. I've picked up this game 5 times now after only getting total party wipe outs dozens of times in a row, and I'm not sure that I'm willing to try a 6th time.
absolutely fantastic game, love the style and have been a fan of all siralim games for years
Kind of an easy fun retro crpg. easy way to spend an hour or two hear and there.
Neverending game. Has procedurally generated dungeons and hundreds of unique, collectible monsters.
Carpal tunnel speed run! Builds well upon the first two. Great game with a near infinite replay value. 1,100 achievements is crazy.
It's like Pokemon but with fantasy creatures. Lots of customization, nice QoL aspects and I just designed a monster to hit like 20 times by casting 1 spell, that's pretty dope.
One word can describe this game. Boring. Enough so that I removed it from my account. I'm dumbfounded by the positive reviews.
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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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