
Siralim 2 is an old-school monster catching RPG. Summon and customize hundreds of creatures to fight for you as you battle your way through endless dungeons. Find rare treasure and use it to upgrade your castle, empower your creatures, craft powerful artifacts, learn new spells, and much more.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 6 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99−20% | 427reviews | 92% | — | $121.6K |
| $14.99 | 143ratings | 91% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Siralim 2, developed by Thylacine Studios, is what happens when you mix the grind-heavy heart of classic RPGs with the creature-collecting fun of Pokémon—then crank the complexity to 11. Released in 2016, it doesn’t just lean into old-school aesthetics; it weaponizes them, delivering a hardcore, addictive, and surprisingly rich experience. This is a game for players who want more. More monsters. More loot. More mechanics. More of everything—and it delivers. At its core, Siralim 2 is a turn-based RPG where you summon and control a team of up to six creatures to battle through procedurally generated realms. Your character—the ruler of the titular kingdom—can harness the power of over 600 different creatures, each with unique abilities and synergies. Combat is strategic and fast-paced, but don’t let the simple visuals fool you—there’s a staggering amount of mechanical depth. Each monster can be customized with artifacts, spell gems, breeding combinations, and even mutations that fundamentally alter how they perform in battle. You’ll explore endless dungeons, complete quests, fight bosses, and hoard mountains of loot. There's no level cap. No final floor. It just... keeps going. And weirdly, that’s the appeal. The real magic lies in Siralim 2's endless progression systems: -Creature Breeding: Combine two creatures to create powerful offspring that inherit abilities and stats from both parents. Breeding isn’t just for stronger creatures—it’s for building entire team strategies. -Artifacts and Spell Gems: Equip monsters with customizable gear and magic. Every item can be upgraded, enchanted, or transformed. The combinations are nearly limitless. -Castle Building: Upgrade your kingdom to unlock new features, vendors, and mechanics. The castle evolves with your choices, turning it into a hub of power. Graphically, Siralim 2 is unapologetically retro—think 16-bit era pixel art. It’s functional, not flashy, but the visual simplicity allows the gameplay systems to shine. Animations are basic but snappy, and UI design, while dense, becomes intuitive once you settle into the rhythm. The soundtrack is atmospheric and loops comfortably in the background, doing its job without stealing the show. Like the visuals, it’s more about utility than flair. What separates Siralim 2 from other monster battlers or dungeon crawlers is its freedom. You can min-max until your brain melts or casually explore new realms and experiment. There's no wrong way to play—just infinite ways to tweak your build until it becomes absurdly broken. That said, it’s not for everyone. There’s minimal story. The learning curve is steep. And the grind? Absolutely real. But if you thrive on number-crunching and system mastery, this game is a dream come true. Pros: -Massive roster of customizable monsters -Deep and complex combat system -Endless progression with no true “endgame” -Great replayability and team-building experimentation -Ideal for fans of min-maxing and theorycrafting Cons: -Graphics may be too dated for some -Minimal story and character development -UI can feel overwhelming early on -Grind-heavy progression loop Siralim 2 is a monster-battling sandbox that rewards curiosity, experimentation, and obsessive tinkering. It's not about saving the world—it's about bending it to your will through strategic brilliance and absurdly optimized teams. If you're the kind of player who enjoys finding broken combos and watching your enemies melt, Siralim 2 might just become your next obsession. Hardcore, nostalgic, and ridiculously deep—Siralim 2 is a genre-defying gem for players who love systems over spectacle. Rating: 8/10
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Lots of depth to the systems in the game. However, it is too repetitive and it takes too long to get the resources you need. I stopped after needing 75 attempts over 3 battles to get just one core for making a creature. This was the third time I went over 50 tries before a success. This is the type of thing that ruins games for me when the other systems can be just as tedious. I got this on sale to try it out before getting Siralim 3 as I have read it takes even more effort to make creatures. Won't be buying that one now.
Was interesting at first, but it just doesn't go anywhere from here.. It's too repetitive, and, in fact, can't believe saying this, but it has too much content. And I'm not talking about story, nah, I'm talking about monsters, artifacts, synergies, which become sooo broken cause of yeah - too much content. I imagine this being a small little indie gem for a hardcore geek, who checks every ♥♥♥♥♥♥♥ creature special power and artifacts and takes it into strategic consideration, but apart from that, it's just generic grinding from a fight to a fight.
Went into this one expecting a Pokémon like dungeon crawler but gave up after spending a good day with it. My major complaints with the game were that it's repetitive, lacks overall polish and that the battles rely too much on random outcomes. You can probably read about the upsides in other reviews, so I'll focus here on what turned me away from the game. [b]many mechanics, too many perhaps?[/b] The game has very many, perhaps too many, different mechanics, terms and concepts that you need to learn, most of which can be scaled or modified numerically in some way by yet other mechanics. Basically anything that you encounter in the game at first has multiple better versions of it. Some pruning and refining would go a long way. It's start off nice and gently with a tutorial but then quickly resorts to just leaving you to read a bunch of manuals. These would be nice if they were supplementary, but the UI lacks basic functionality like hovering over an icon for a status effect like "poisoned" or "shielded" to get an explanation of what it does. Instead you have to resort to memorizing effects and consulting said manuals [i]after you encountered them in a fight[/i]. [b] too many random effects [/b] While all the different monsters and mechanics make for a combinatorial explosion of team compositions, I found myself wondering how much of it is really meaningful – many of the effects are random and thus harder to build a strategy around. In addition the effects themselves often seemed negligible: what does a 10% chance to hit for 10 additional damage do if my monster's base attack is already 50? The pervasive reliance on randomness in battle effects is a deterrence for me more so than an upside. The only time I was ever challenged in my playtime was when I came up against a gang of monsters that frequently turned invisible, and thus ravaged my party because I couldn't retaliate against them. On closer inspection it turned out that the monsters had a mere [i]chance[/i] to turn invisible after each attack and I just got unlucky for multiple turns in a row. [b] repetitive, but not so engaging [/b] Traversing the actual (randomly generated) dungeons feels lackluster and samey. The floor layouts do not differ drastically from floor to floor and the different tile sets (forest, beach, crypt) do very little to disguise this. Basically it's the same endless dungeon that just goes deeper and deeper with no overworld or connecting parts. There's are many different flavored events (read: different text boxes) that all just put some stuff in your inventory. The dungeon floors are strewn with collectibles and treasure chests, but picking it all up is just busy work for the sake of busy work. And there's never a reason to not pick anything up. In fact anytime you collect even a minor resource, it brings up a menu instead of simply adding it automatically to your collection by walking over it – just one small example of how the interface could be improved. In my entire playtime I didn't even lose a single battle, in fact the encounters seem to become (relatively) easier as my monsters grew in level. The enemy AI didn't seem particularly clever, but it's hard to judge with all the random effects and my team always having the numbers advantage. I could of course dive one dungeon level deeper and the hopes of encountering a challenge there, but ultimately, I just don't see a reason to come back and keep exploring. [b]obnoxious Steam achievements[/b] This is one of the games where the developers uses achievements to meticulously track your progress through the game, so be prepared for a lot of annoying pop ups. Unfortunately I couldn't just turn off the Steam overlay because I was playing with the Steam controller :(
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)
Siralim 2 Electric Boogaloo Howdy folks, you may remember my name from a time where I first stepped my foot into the budding series of Siralim with it's first game, of course named, Siralim. Due to the nature of how this series evolves I am gonna preface that there is really not much to say, but that's a good thing, as most of the things that there are to say are, quite frankly, very good. As far as sequels go, Siralim surprised me as every game I noticed the positive ratings and overall reception only went up and up, and it really shows as the quality of the game only manages to match that pattern. From the 1st game to the 2nd game the amount of refinement was honestly impressive for such a small indie game. Many systems that were convoluted or overbearing were cut out and other systems that just needed some work got the love and care they needed to be fun and worth the engagement. Not to mention brand new systems like the amazing monster breeding. Albeit it has an annoying mechanic tied to it that really slows it down and makes it a tedious task should you want to do it a lot, Power Balance. However I won't rant too much on it as Power Balance as a whole is completely removed in Siralim 3, thankfully. That being said however, it's honestly a deserved level of praise I give the series as Siralim is probably one of the few series I can remember where I played a game for days, finished it, and then started the next game almost instantly to then repeat the pattern. A lot of times when I discover a series and it has several games I'll beat one, take some time away, and then come back to it later on. I did this for the first Siralim as I really enjoyed it but it had a lack of polish in many areas. Siralim 2 however really raised the torch and it's no wonder that the polish only goes higher in the next game, and now the franchise has a 4th entry called Siralim Ultimate that just released not 10 days prior to this review that I've heard many amazing things about. Siralim is one of those series where the games don't deviate too much from the core concept and quite frankly you could very well skip over the earlier ones and jump straight to the brand new toys and tricks, but being the completionist I am, I always like to take a trip back and see where the roots of something started before hitting the grand conclusion. In a way it gives a level of understanding and nostalgia as you slowly see how something went from ambitious ideas to completely owning the concept it set out to create. It's a very magical feeling to sit back and remember all the good times along the way. All and all I have nothing short of praises to sing for Siralim as a series, should you seek to undertake my suggestion of digital stimulation, I do declare you could go on much worse rides than the onslaught of creatures and mayhem this suspiciously good series has to offer. Stay safe and enjoy farming Power Balance if you start your new (or returning) journey into the world of Siralim.
Good stuff
Cool grind game, satisfying to play and interesting to breed monsters. Also try Siralim 3, very exited for Siralim Ultimate!
Nice game. Reminds me of dragon quest, but , many more customizations and perks to keep things exciting. Great game, loads of gameplay hours. have not even scratched the surface yet.
Same as the first.
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Players by region
Where this game's players are, estimated from review languages.
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