Compare Siralim Ultimate prices across trusted key stores and find the best deal. Developed by Thylacine Studios. Published by Thylacine Studios LLC. Released on 12/3/2021. Available on PC, Mac, Linux. Genres: Indie, RPG, Strategy.

If you've ever wanted a creature-collector that treats your brain like a spreadsheet and rewards you for it, this is the one. Warning: the main story is just the tutorial for the real game.

I've spent enough time with deep-system RPGs to know when a game is genuinely complex versus just drowning you in menus, and Siralim Ultimate lands firmly in the former camp. The core setup is a turn-based dungeon crawler where you build a party of up to six creatures, each carrying a unique passive trait, and the combat plays out automatically based on how cleverly you've assembled those traits before the fight starts. That shift from reactive play to pre-fight planning is the whole game. You are not pressing buttons in battle; you are engineering a machine beforehand and watching it run. That distinction matters, and anyone expecting Pokemon-style moment-to-moment commands will bounce off hard inside the first hour. The fusion system is where the depth actually lives. You can fuse two creatures together, and the offspring inherits traits and stats from both parents, which means the 1,200-plus creature roster is not a collection checklist so much as a component library. A team of six fused creatures, all running traits that chain into each other, can produce combat outcomes that look broken from the outside but are entirely logical once you map the interaction graph. Trait chains like "when this creature attacks, all allies attack" stacked on top of "when this creature attacks, enemy defense is halved" create cascades that feel genuinely discovered rather than prescribed. The 40 available Mage specializations add another layer, each granting perks that reshape how your party operates at a systemic level rather than just bumping numbers. God favor ranks, earned by completing deity-specific realm quests across 21 distinct gods, stack further perks on top of that. The onion has many layers. For newcomers worried about the sheer volume: the game introduces systems gradually, arena-gating complexity behind story progression rather than dumping everything at once. The story itself runs roughly 30 to 40 hours, which sounds like a lot until you realize that longtime players are logging 500 to 1,000 hours in the post-story endgame. The 2.0 update, released post-launch, added a Sandbox mode, Ironman mode, a Calm mode for lower-stress runs, and a Creature Randomizer, so the on-ramp options are meaningfully better now than at launch. The developer is also actively working on patch 2.1, which will bring new specializations and expansions to the Nether Stone system. For a studio this size, the post-launch support record is hard to argue with. The weaknesses are real and worth naming. The visual presentation is genuinely sparse: dungeons are grid-based, your party conga-lines through procedurally generated tilesets, and battles have no meaningful animations. Your six creatures are represented mostly by small portraits and stat bars rather than big on-screen sprites doing things. The soundtrack, while pleasant, is thin for the time investment the game demands. The story itself is functional at best; the villain and stakes feel remote because the game rarely shows you anything, it just tells you. Critics from the Siralim series going back to earlier entries have also noted that each installment adds content rather than rethinking the formula, and that criticism applies here too: if you burned out on Siralim 3, this is not the reinvention that brings you back. It is more, and deeper, but recognizably the same machine. None of that stops Siralim Ultimate from being one of the most build-efficient purchases in the genre. The ratio of decision-making depth to price is absurd, the developer keeps patching and expanding it years after launch, and the asynchronous PvP mode, where you field your team against other players' AI-controlled rosters, gives the build-testing loop a real target to aim at. If you care about optimizing team compositions more than watching action play out on screen, this game will consume weeks without warning. Diego, Scout Team

Siralim Ultimate

Siralim Ultimate

Dec 3, 2021Thylacine StudiosThylacine Studios LLC
GamerScout Says

If you've ever wanted a creature-collector that treats your brain like a spreadsheet and rewards you for it, this is the one. Warning: the main story is just the tutorial for the real game.

PCMacLinux
Steam Deck PlayableProtonDB Platinum
Best Price Available
€0.00
at N/A

GamerScout Verdict

Essential for players who theorycraft team builds, but a hard sell if you need visual spectacle or a story worth caring about.

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About Siralim Ultimate

I've spent enough time with deep-system RPGs to know when a game is genuinely complex versus just drowning you in menus, and Siralim Ultimate lands firmly in the former camp. The core setup is a turn-based dungeon crawler where you build a party of up to six creatures, each carrying a unique passive trait, and the combat plays out automatically based on how cleverly you've assembled those traits before the fight starts. That shift from reactive play to pre-fight planning is the whole game. You are not pressing buttons in battle; you are engineering a machine beforehand and watching it run. That distinction matters, and anyone expecting Pokemon-style moment-to-moment commands will bounce off hard inside the first hour. The fusion system is where the depth actually lives. You can fuse two creatures together, and the offspring inherits traits and stats from both parents, which means the 1,200-plus creature roster is not a collection checklist so much as a component library. A team of six fused creatures, all running traits that chain into each other, can produce combat outcomes that look broken from the outside but are entirely logical once you map the interaction graph. Trait chains like "when this creature attacks, all allies attack" stacked on top of "when this creature attacks, enemy defense is halved" create cascades that feel genuinely discovered rather than prescribed. The 40 available Mage specializations add another layer, each granting perks that reshape how your party operates at a systemic level rather than just bumping numbers. God favor ranks, earned by completing deity-specific realm quests across 21 distinct gods, stack further perks on top of that. The onion has many layers. For newcomers worried about the sheer volume: the game introduces systems gradually, arena-gating complexity behind story progression rather than dumping everything at once. The story itself runs roughly 30 to 40 hours, which sounds like a lot until you realize that longtime players are logging 500 to 1,000 hours in the post-story endgame. The 2.0 update, released post-launch, added a Sandbox mode, Ironman mode, a Calm mode for lower-stress runs, and a Creature Randomizer, so the on-ramp options are meaningfully better now than at launch. The developer is also actively working on patch 2.1, which will bring new specializations and expansions to the Nether Stone system. For a studio this size, the post-launch support record is hard to argue with. The weaknesses are real and worth naming. The visual presentation is genuinely sparse: dungeons are grid-based, your party conga-lines through procedurally generated tilesets, and battles have no meaningful animations. Your six creatures are represented mostly by small portraits and stat bars rather than big on-screen sprites doing things. The soundtrack, while pleasant, is thin for the time investment the game demands. The story itself is functional at best; the villain and stakes feel remote because the game rarely shows you anything, it just tells you. Critics from the Siralim series going back to earlier entries have also noted that each installment adds content rather than rethinking the formula, and that criticism applies here too: if you burned out on Siralim 3, this is not the reinvention that brings you back. It is more, and deeper, but recognizably the same machine. None of that stops Siralim Ultimate from being one of the most build-efficient purchases in the genre. The ratio of decision-making depth to price is absurd, the developer keeps patching and expanding it years after launch, and the asynchronous PvP mode, where you field your team against other players' AI-controlled rosters, gives the build-testing loop a real target to aim at. If you care about optimizing team compositions more than watching action play out on screen, this game will consume weeks without warning.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayerachievementscontroller-supporttrading-cardstier:aaaAuto-CombatCreature FusionGod Favor SystemTrait SynergyAsync PvPIronman ModeEndgame-FocusedNo Level CapMage SpecializationsPost-Launch Support

System Requirements

Minimum

OS
Windows 8
Memory
4 GB RAM
Graphics
Any
Processor
Any
Sound Card
Any

Recommended

Requires a 64-bit processor and operating system

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Game Info

Developer
Thylacine Studios
Publisher
Thylacine Studios LLC
Release Date
Dec 3, 2021

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How much does Siralim Ultimate cost?

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What platforms is Siralim Ultimate available on?

Siralim Ultimate is available on PC, Mac, Linux.

When was Siralim Ultimate released?

Siralim Ultimate was released on 3 December 2021.

Who developed Siralim Ultimate?

Siralim Ultimate was developed by Thylacine Studios and published by Thylacine Studios LLC.