It's not an earth-shattering work of art. Its narrative relies heavily on players having grown up with roguelikes and pixel graphics in their RPGs. Its systems are complex but rewarding. What Siralim is, ultimately, is a great deal of fun for a very select audience, and it gets there because it straddles the line between being something authentic, and something that understands that some design elements are best left in the past.
It's a shame [more difficult] fights are so few and far between as it is where the tactics and strategy of the genre really shine
I can feel Siralim striving to find its own identity in the old school RPG realm. Siralim puts you into a world where your father died, and as new king you must grow to fill his shoes. In the time I played there didn't seem to be much more to the story line, but new mechanics like Construction Rituals that allow me to expand my castle led me to believe more was out there. Even though game play was a grind, the game allows you to design realms to challenge yourself. With mystery mechanics like Nether Eggs and gem creation, and cool in game items like Arena Invitations, Exalted Emblems, Tickets, and Pandemonium tokens still awaiting my discovery, Siralim is a game I'll continue to play.