Да, стоит играть
Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A

Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A
1
2801 день назад
Нет отзывов за последние 30 дн.
Русского нет · всего 1 язык
660 руб.
Сравним с вашим ПК и прикинем FPS
Подробных отзывов на русском мало - добавлены отзывы на других языках.
А вот улучшенный ремейк Siralim 1. Процедурный японский рогалик "собери их всех", где основное удовольствие - от захвата и комбинации различных монстров. На полноценную игру по-прежнему не тянет, но интерфейс стал чище, комбы - понятнее, а активностей - сильно больше. Поиграть полчасика-час в день вполне можно. И очень долго. Только я традиционно его опять не порекомендую, потому что пока я в ней разбирался, авторы снова вняли запросам игроков, и выпустили и его ремейк - Siralim 3, где всё то же самое, но лучше (что за дурацкая политика). Так что если не успели - смело пропускайте и эту часть.
Siralim 2 is a remarkably dense monster-collecting RPG that places mechanical depth, long-term progression, and player experimentation far above cinematic presentation. Developed by Thylacine Studios and published by Thylacine Studios LLC, it takes the familiar idea of assembling a party of creatures and expands it into an enormous web of breeding, equipment crafting, spell customization, dungeon exploration, resource management, and increasingly elaborate character builds. Its retro appearance may initially suggest a relatively simple RPG, but the systems beneath that pixel-art exterior are considerably more ambitious. The basic gameplay loop revolves around entering procedurally generated realms, completing objectives, fighting enemies, gathering resources, discovering treasure, and returning home with materials that contribute to further progression. Randomized environments and quests give each expedition some variation, although the procedural structure inevitably produces repetition after extended play. What keeps the formula compelling is the constant sense of advancement. Nearly every excursion provides something useful, whether that means a new creature, crafting resources, equipment possibilities, spells, or another opportunity to refine the party. Creature collection is the centerpiece, with more than 600 monsters available. Quantity alone is not what makes the system impressive. Individual creatures possess traits that can interact with the abilities of other party members, turning team construction into a substantial strategic exercise. A seemingly average monster can become exceptionally valuable when placed in a group designed around its particular trait. This encourages experimentation instead of simply replacing older creatures whenever something with higher statistics appears. Breeding adds another dimension to party development. Combining creatures can produce offspring with inherited qualities and provides access to additional possibilities for strengthening the player's collection. It creates an enjoyable progression cycle in which monsters are not merely collected and forgotten. They can become part of longer-term plans involving breeding combinations, specialized roles, and increasingly optimized teams. Players who enjoy studying mechanics and discovering powerful synergies will find considerably more depth here than the straightforward combat presentation initially suggests. Turn-based battles become progressively more intricate as these systems begin interacting. Creatures can use Spell Gems drawn from a selection of more than 300 spells, while randomized properties can alter how individual gems behave. This means acquiring a familiar spell does not necessarily make future copies irrelevant. Different properties can make another version better suited to a particular strategy, giving spell collection some of the excitement normally associated with randomized equipment. Artifacts further expand the customization possibilities. Equipment can improve statistics and provide important traits, while forging, reforging, enchanting, branding, and disenchanting give players extensive control over their gear. With hundreds of crafting materials involved, optimizing artifacts can become an entire pursuit of its own. Nether Creatures provide yet another advanced progression avenue, allowing favorite monsters to receive significant enhancements. The interaction between creatures, traits, spells, artifacts, breeding, and Nether customization creates an enormous number of potential builds. The player's castle gives progression a satisfying physical centerpiece. Resources obtained during exploration can be used to expand it with additional rooms, NPCs, creatures, quests, and functionality. Returning home therefore feels meaningful rather than serving solely as a pause between dungeon runs. Side activities including arena combat, gambling, cooking, library-related tasks, and riddles also provide diversions from…
Another part of the Silarim serie - monster collecting and RPG with rich mechanics and complexity. obviously the game was further and further developed each title - coming from Silarim 1 there is lot of upgrades and gods are good Idea. There is even story but very very simplified and writing is quite meh.. so as to previous title I do not recommend play Silarim 2 - no reason grind too much in it over successor titles and story wise it bring very little to the table (though overall it was addicitve and enjoyable especially over Silarim 1)
Да: серьёзных проблем нет. Оценка GameHealth - B: большинство хвалит, но недовольных заметно больше, чем у игр с A.
Сейчас в Steam 1 чел., в среднем за 30 дней - 1.
Нет, Steam не указывает русский язык у этой игры.
Нет, это однопользовательская игра.
Видеокарта: минимум - 128 MB и 4 ГБ памяти. Сравнить со своим ПК можно в блоке системных требований выше.
Да, Steam Deck Playable - запускается, но что-то может потребовать настройки.
660 руб. в Steam.