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I think this game did an excellent job at letting players grind and test their way to a great time, but it's definitely a niche game, no matter how well it did what it set out to do. Well, I actually just finished the main story, but there’s still loads of content to keep me busy. If grinding and experimentation of that nature are NOT your thing, just move on. Between nether bosses with different behaviors over three encounters, gods, and false gods, you're looking at near a couple hundred boss fights you can get some mileage from just in the postgame. If you want to try and play mad scientist and build lots of crazy combinations of monsters or just to try and find a team that will break the game in some way after dealing with fusions, artifact socketing, spells, relics, and anointments to add to your specializations, you're in for a treat. So yeah, the game is a grindfest, but its fun lies in what you want out of it.
SIRALIM ULTIMATE IOS UPGRADE
Find rare treasure and use it to upgrade your castle, empower your creatures, craft powerful artifacts, learn new spells, and much more. Fight your way through randomly generated dungeons and complete randomized quests. As of where I stopped at in the game, I think only one of those values was close to a trillion, which is a far sight from an octillion. Siralim is a deep RPG with light roguelike elements that allows you to summon and customize hundreds of creatures to fight for you. A number of achievements also ask for damage dealt/received or stats lowered or raised to reach a total of 1 OCTILLION points. For reference, I put in several hundred hours into the game and am somewhere around floor 600, but one of the achievements asks you to visit realm 10000. If you're a completionist that wants to acquire all the achievements in the game, you should avoid this game like the plague because it will demand your commitment to it.
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Siralim Ultimate encourages you to explore different fusions for your teams, different specializations to overcome issues, or just trying to find that one strategy that seems to cover enough bases that you can persist in spite of your shortcomings (for me, it was playing Pyromancer with an auto-spellcasting team that would just buff themselves while debuffing the enemy so the enemy would never get a turn).
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I think you hit accessibility to about 99% of stuff around floor 415, which is staggering to think about when the regular portion of the game ends at floor 63. At the same time though, the game will reward you even in failure because levels gained on a floor where you perish stay with you, resources gained stay with you, knowledge gained from enemies defeated, favor from gods, and so on.Īnd you need them, because once you get far enough in the postgame, you're rewarded with what is essentially more postgame, and then EVEN MORE postgame. It's quite a grindfest in terms of how important every single resource ends up being for everything. This game is very specific in who it caters to, and that essentially is anyone who wants to try and do teambuilding with monsters with tweaks to the most minute of details in order to overcome future issues. I didn't want to write a review on this until I made substantial progress in the postgame.