Welcome back to another development blog post for Siralim Ultimate! In this post, we’ll take a closer look at the mechanics of the Fusion system.

How Fusion Works

Fusion is a straightforward process. First, you will choose two creatures from your stables to fuse together. After that, you’ll choose from 1 of 4 appearances for the resulting creature to have. These appearances take Parent A’s “model” and apply Parent B’s color palette to that model, as you can see in the screenshots below.

Note that these fusion outcomes aren’t final yet – I’m still tweaking the code that is responsible for creating fusion appearances, and everything will probably look much better by the time the game launches. With that said, having a dud or two with some combinations is most likely inevitable.

You can change your fused creatures’ appearances at any time. I also want to note that fusion does affect each creature’s overworld sprite (the ones you can see when you walk around in the world), but it’s really hard to show those in screenshots because they’re so small.

The resulting creature will have the average base stats of its parents. For example, if Parent A’s base Attack is 20 and Parent B’s base Attack is 10, the offspring will have a base Attack of 15.

The resulting creature will inherit both traits from its parents. This means that a fused creature has 2 traits, along with an additional trait from their Artifacts for a total of 3 traits per creature.

The resulting creature will have Parent A’s race and Parent B’s class. That means you can end up with a Berserker Fiend (normally a Chaos creature) that belongs to the Life class, for example.

You can only fuse a creature once.

I also think that it’s interesting to note that fusion will be available to players toward the start of the game, so you can start experimenting with this system almost immediately!

Other New Things in Siralim Ultimate

I know this post is significantly shorter than last week’s post, but that merely highlights the beauty of fusion: it’s straightforward and easy to understand, but it also gives players an insane amount of room for customization. With that said, I figured this would be a good post to reveal a few smaller features that wouldn’t fit in with other blog posts.

Creatures can have 1 of 20 different personalities in Siralim Ultimate. A creature’s personality dictates its stat growth rates for each stat, while also affecting some other parts of the game such as flavor text. For example, a Lazy creature has additional Health, but less Attack than other creatures. You can change a creature’s personality at any time by using various consumable items on them. Personalities change your creatures’ stats retroactively – that way, you won’t feel like you did something wrong if you level up your creatures with a non-optimal personality.

The concept of “pending” items from Siralim 3 doesn’t exist in Ultimate. Now, you’ll gain an item find bonus called Fortune that stacks up to 5 times for each realm quest you complete. If you die, the bonus is reset. That’s the new death penalty.

In Siralim 3, there was a limit to the amount of stats a creature could gain in battle: after a creature reached 500% of its starting Attack, for example, it wouldn’t go up anymore. In Siralim Ultimate, there is no longer a hard cap on stats, but instead, the stats your creatures gain past the 500% mark will be reduced by diminishing returns. It’s more fun that way, and should make the stat-boosting archetype more viable.

FAQs from Last Week’s Post

Q. I’m concerned about the new Summon Meter system you mentioned in the last dev blog. If I want to stockpile a certain creature and summon a bunch of them, I’ll need to run back and forth from a realm to the summoning brazier.

A. I strongly doubt you’re going to feel the need to “stockpile” the same exact creature like you probably wanted to in Siralim 3. There’s really no reason to have multiple copies of the same creature in this game. First of all, the nature of the Fusion system ensures that you won’t need duplicate creatures to try to get different creatures like you did with the breeding system in Siralim 3. Aside from that, the ability to sacrifice a creature to obtain knowledge doesn’t exist in Ultimate (which I’ll discuss more about in a future blog post dedicated to Knowledge). At the absolute worst, you might want 1-2 extra copies of a creature to use their traits in your party, but that’s a matter of only a few extra minutes of your time and doesn’t really necessitate a change to the whole summoning system. If I turn out to be wrong, I’ll gladly re-visit this idea, but please wait until you get a chance to play the game to see if this is even an issue.

Q. Will you add an auto-summoning feature to summon creatures immediately after my summon meter is filled?

A. No. Aside from everything I mentioned above, you earn bonus Knowledge while a creature’s summon meter is filled, so to add any sort of auto-summoning feature would be pointless since that’s not necessarily an optimal way to play at all.

Q. I heard that Singular creatures don’t exist in Siralim Ultimate. Why?

A. Singular creatures were an interesting addition to Siralim 3, but it would conflict with the new summoning system and fusion system in Siralim Ultimate. I understand that some people prefer Singulars over Fusion, but that’s simply the reality of making big changes from game to game. I’m confident that Fusion will be both rewarding and satisfying enough to offset the loss of Singulars. With that said, I’m still thinking of different ways to bring back the feeling of stumbling upon a rare creature in the wild to deliver the same thrill that Singulars gave you, but I have nothing to announce about that yet.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.