CHANGE: Increased the amount of experience gained from story boss battles by 250%. This increase in experience should equate to a normal realm’s worth of total experience which should alleviate the need for players to grind so much after defeating every boss. - CHANGE: Hounds have new overworld sprites. (Thanks to "Unagio Lucio") - CHANGE: Edits to several creatures’ lore (Thanks to “Umaro”) - CHANGE: Reverted changes made to Knowledge gains in the last patch. - CHANGE: Clarified rank 100 bonus for “Vertraag’s Reality” talisman. - CHANGE: Improved realm generation speed for the Cutthroat Jungle, Great Pandemonium, and Azure Dream. - CHANGE: Made some improvements to cloud saving to make it all work a bit more smoothly and efficiently. - FIX: Attempted to fix a bug that some people were having that prevented some Singular creatures from having the correct colors. I’ve never been able to reproduce this issue myself, so please let me know if the fix worked or didn’t work for you. - FIX: There was some lag on slower devices (and most noticeably on consoles) if you had several Singular creatures in your party. - FIX: Random crash in battle. - FIX: The Action Queue sometimes didn't appear under certain circumstances. - FIX: Typo in Turbo Mode tutorial popup. - FIX: “Horde” trait didn’t work as the description stated. - FIX: Typo in “Downright Rude” trait description. - FIX: Typo in “Thaumaturgy” trait description. - FIX: Typo in “Divine Aegis” spell description. - FIX: Typo in “Hopelessly Hopeful” trait description. - FIX: If you tried to name your creatures using Russian characters, you could sometimes corrupt your save file. - FIX: Several spells (Fury Swipes, Infernal Charge, Panic Attack, Mind Control) were poorly optimized and caused some brief lag on some systems.
Yesterday, I announced that Siralim 3 is coming to Nintendo Switch but it wouldn't support cross-platform cloud saving. I am pleased to say that it WILL have this feature after all, so you can share your save files with any device! I hope to bring it to Xbox/PS4 in the future too.
I am excited beyond words to announce that Siralim 3 will be available for Nintendo Switch on July 5 of this year!
As most of you know, the Siralim series is heavily inspired by an old Gameboy game called Dragon Warrior Monsters. There was always something cool about being able to carry a game as massive as DWM around with you in your pocket, and finally, you’ll be able to do the same with Siralim. I’ve been play-testing Siralim 3 on my Switch for the last several weeks and I am so, so happy with how the port turned out. Siralim truly feels at home on a Nintendo system, and I can’t wait to share it with you.
I know that many of you have a lot of questions about the Switch launch, so I’ve prepared a list of FAQTNAAY (frequently asked questions that nobody actually asked yet):
Q. In what regions will the Switch version of Siralim 3 be available? A. It will be available in the North American, European, and Australian regions. The launch date is the same for all regions.
Q. How much will it cost? A. $14.99 USD in the North American region, and 14.99 euros in the European region. If you are from a country that uses a different currency, Nintendo will convert these prices to your local currency automatically.
Q. Are there any features missing from the Switch version that are included in the Steam/mobile versions of the game? A. No, all platforms offer the same exact features.
Q. Even holiday events, Tavern Brawls, cross-platform cloud saving, and other online content? A. Yes. It’s all included in the Switch version, just as it is with other consoles.
Q. Will you ever release physical copies of Siralim 3 for Switch? A. I really doubt it. Anything is possible, but unless the digital sales are really good and a publisher decides to help us out, it’s probably not a feasible option.
Q. Will you release Siralim and Siralim 2 on Switch? A. No, those games were created with a different engine, so I’d need to port them to Siralim 3’s engine first… and for as long as that would take me to do, I could create a whole new game during that time.
- ADD: You can now specify the exact number of creatures you want to summon at the Summoning Brazier. - CHANGE: Amaranths, Abominations, Giants, Devils, and Ravens have new overworld sprites. (Thanks to "Unagio Lucio") - CHANGE: Steam achievements are now synced automatically when you load your save file. This is useful for players who constantly transfer their save files to/from Steam/mobile platforms. Since this process is now automatic, the NPC in the library that did this for you has been removed from the game. - CHANGE: Decreased Knowledge gained from extracting creatures, and increased Knowledge gained from killing them in battle. The goal of this change is to prevent players from feeling obligated to extract every creature they encounter, while still maintaining the same overall rate of Knowledge gained as before. - FIX: "Colony" trait didn't always work as intended. - FIX: Several cases where the "Diffusion" trait didn't work.
- ADD: Mimics now have a unique sound effect when they attack. - CHANGE: Arachnalisks have new overworld sprites. - FIX: Crash related to the "Living Axe" spell. - FIX: Some damage-boosting traits didn't activate sometimes. - FIX: "Parasites" spell treated the Leech buff as a debuff. - FIX: Crash during holiday events.
- CHANGE: Apocalypses have new overworld sprites. (Thanks to "Unagio Lucio") - FIX: Crash that would occur if you inspected a Failed Experiment's copy. - FIX: Creatures could be immune to Blight even when the "Blight" tavern rule existed. - FIX: Very rare bug that changed your maximum realm depth back to 1 on mobile devices and consoles. - FIX: You could name creatures, artifacts, etc with multiple lines of text on mobile/consoles. - FIX: Hopefully fixed an issue that caused creatures to lose their turns under certain conditions. - FIX: "Living Axe" spell could kill enemies even if it didn't deal enough damage. - FIX: Effects that could extend the duration of buffs and debuffs erroneously removed those buffs/debuffs on the following turn if they had an infinite duration.