Main game
3.86 average rating based on 7 ratings
I really liked this take on monster taming games. The battle system is pretty interesting because monsters function as cards and some of the have a synergy attached to their traits. So you can create sort ot "combos" between the monsters and improve their sinergies to work better in combat. That being said the game was a bit too grindy for my taste. As the most interesting part of the game for me, namely the breeding part, is limited by the energy quantity and you require some time investment to get this "currency". Also without a guide the search to get a "good" monster can be a pain since the monster library is huge compared to other game of this kind. I finished the main story at about 35 hours but sadly I´m not that invested to stay for the postgame stuff, the grindy nature of the game without a guide or the use of the wiki is kind of boring for me. I might do that for the third installment and hopefullyy some of this mechanics have been fixed of improved.
Torgo recommended me this one, it's pretty cool and very review-worthy. Were I smarter, I might get more out of this one. I havent even scratched the surface, but i've played about 100 hours... I just hit level 35, my creatures 20, I just got my butt kicked in my first sigil... Reading other players who are well over 200-300, this is endless. So, I'll write review now (and sadly put this on my well played but not beaten shelf... for now)

Despite knowing I'm not good at this, This is still a fun game, it has rough spots but it's admirable in how it ties many things together. It reminds me a lot of Stone Soup Dungeon Crawl, but you capture pets in the field (like pokemon I guess) but the management mechanics are very akin to MtG, if you like MtG you have to play this or the rumored third installement.
I like the way this game looks. Very. You have subdued 16bit graphics in overworld then events and battle scenes with larger sprites. A lot of elements of the game are somewhat abstract and took time/testing to understand. It's not really quirky, its' just the presentation isnt …
Torgo recommended me this one, it's pretty cool and very review-worthy. Were I smarter, I might get more out of this one. I havent even scratched the surface, but i've played about 100 hours... I just hit level 35, my creatures 20, I just got my butt kicked in my first sigil... Reading other players who are well over 200-300, this is endless. So, I'll write review now (and sadly put this on my well played but not beaten shelf... for now)

Despite knowing I'm not good at this, This is still a fun game, it has rough spots but it's admirable in how it ties many things together. It reminds me a lot of Stone Soup Dungeon Crawl, but you capture pets in the field (like pokemon I guess) but the management mechanics are very akin to MtG, if you like MtG you have to play this or the rumored third installement.
I like the way this game looks. Very. You have subdued 16bit graphics in overworld then events and battle scenes with larger sprites. A lot of elements of the game are somewhat abstract and took time/testing to understand. It's not really quirky, its' just the presentation isnt the best via menus and such. Essentially you act as a summoner type PC who has a party of 6 creatures. You attack endless creatures in dungeon depth level style random areas, then teleport back to the surface (or town) narrative is loose ('just go deeper') and there is a lot of other unlockable stuff for the town. You can add one armor/artifact/gear to your creatures, and about three abilities or spells (you equp spell and gear) what you dont use you can save for other combinations with different creats, or scrap in the blacksmith for mats to upgrade your gear.

One of the cool things about this game is how you can upgrade your gear and creats, you can basically breed them to recycle their level back to 0, however they're pedigree will increase, and it results in their stats accelerating faster as they level... This is a time consuming aspect of grinding however, but it's an interesting concept, in how everything is dynamic and nothing is really 'wasted'
One thing that leaves me scratching my head is efficiency. Playin this game you will start wondering what the best course of action is and how to manage your resources and your monsters.
the autobattle mechanic allows you to pick and choose default actions for each of your party, this is helpful because you pretty much will default to certain actions depending on what you are working with and will only go off script in certain situations (such as when you are silencd, your casters wont be casting obviosuly) I found it to work perfectly as implemented. Most of the interface is pretty functional, a few weird hangups and at times there is some info-conveyance issues but the game gets simple enough once you learn it... Which is kind athe problem
The game relies heavily on grinding and doing same thing over and over. It's arguably one of the best in this regard, you can really mix things up but still, the narrative is lacking and it will make someone want a bit more. I can imagine the game getting kinda crazy maybe and having more nutty battles further into it.
I dont like quitting anything (I've been playing Terror From the Deep for over 6 years) but it's looking like this has no end. I'm going to retire my days of siralim 2 i think, Mainly because I'll rather just switch off over to a Siralim 3, (when it comes out) in expectation it to more or less be same game over again with some better mechanics, and i know i'll probably come back to this sort of thing anyway as i dont know of anything quite like it, it very much feels like a monster capturing TBT/auttobattle version of Diablo 3, Siralim is very promising and i like the philosophy here 
I crawled into torgo's wishlist and pulled this one out. I've been enjoying it this week. Not sure when the game will end and i can do a proper review (it might last forever!?) It's a mix of magic the gathering and pokemon in how it is totally freeform and you can buff your pets with different skills and gear however you want, however it isn't quite as cool as that sounds due to a few balance hiccups and sparse/vestigial development.
I often find grindy JRPGs a terrible chore because its a means to an end. I like Siralim because you can more or less easy into the grindy journey, and there is enough variation to make it interesting. It also paces nicely. the fact you got 6 creatures, spells and gear for them, (as well as a few things for yourself) and other bits make it have enough variation to be interesting.