
Siralim is a deep RPG with light roguelike elements that allows you to summon and customize hundreds of creatures to fight in strategic battle. Fight your way through randomly generated dungeons and complete randomized quests.
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 Sep 7 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About






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 | $9.99 | 268reviews | 84% | — | $63.6K |
| $9.99 | 429ratings | 86% | — | 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
訓練自己魔物的遊戲 相當喜歡~可惜沒中文就棄坑了~ 記錄還可以傳給人用~超特別 超推薦買買買買買買買買
gud
I love monster catching games and leveling/growing my team's power level. This game is exactly that. The combat itself is simple, but there are hundreds of monsters, which all have a unique ability, and you can customize them further with equipment that can also be leveled and customized. Each dungeon level is small and simple, but randomly generated, so you are on an endless path to see how far you can get while making your team more and more powerful. I bought all of the Siralim games and I can't wait to see how the series gets even better after this one when it's already so great.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
Old school RPG, does as it says on the tin.
I don't know, I enjoyed playing it for a bit but after a while it gets monotonous and not fun at all. You walk super slow, battles are simply mashing the action button to attack and skip the endless damage/effect dialogs, there isn't much to do except endless grind for slightly better stuff. The idea sounded good, I see that a lot of people found it appealing, but I didn't see any point in going on with it.
3탄이 2탄보다 못한데?
gut
Siralim series is quite good. This is probably the worst entry in the series, though. Not really much story, and it doesn't have a compelling progression, especially since enemies level match you. I recommend getting Siralim 2 over this. You won't be missing much plot, not much happens in this game.
This game is rated far too low. I've played far worse games with a higher user review score. This game ROCKS!
I'm beginning the Siralim series here, well aware that there are obviously later entries in the series with likely a greater number of features, greater experience for the developer, etc. Now that that's out of the way, onto the review in proper. I originally grew interested in and picked up Siralim because (as I suspect is the case with many), it had obvious visual and mechanical features that immediately resemble the oldest Dragon Quest Monsters titles. Indeed, that clearly seems to be what Siralim is going for, though I think it misses the mark in a lot of ways. One of the greatest characteristics of DQM was how vibrant the kingdom was; the way the kingdom constantly changed as you progressed through the game with new NPC positions, dialogue, and options. None of that richness is present here, nor does the random world design and generation particularly capture the feeling of isolation that was prevalent in the old DQM games as well. The midgame/endgame feature of Nether Eggs also fails to capture the breeding mechanics from DQM, with the closest parallel to that instead being enchanting equipment, since the single item each monster gets is where it can get its second core ability from, more closely mirroring that functionality from DQM. This makes it far easier to create a powerful team and pass on your best abilities once you get the right rare material, but that also means there's less investment in the monsters themselves. That lack of investment and commitment is a real detractor; the items are more special and valuable than your monsters, and there are even incentives to make the item the source of your best abilities instead of the monsters themselves, so you can bypass monsters with copy abilities. These are largely nitpicks, though. The abilities are fun, the core gameplay of Siralim is solid if grindy (which is also true to the original DQM, so I have no complaints). The spell system for the player character is one of the most fun elements of the game, and I loved curating my spellbook and collection of scrolls for it. Likewise, the passive player upgrades are great and offer a nice degree of selection and customization for how you want to progress. Expanding the number of combatants on your team from three in DQM to six in Siralim also allows for much deeper team-building. I have mixed feelings on this, since it also causes battles to last much longer, but I think on the whole it's a positive change. While Siralim is definitely not a pure replacement for DQM, it brings a lot of worthwhile ideas to the table, and has unique, original gameplay elements that stand on their own. I'll be very interested to see if future entries in the series have actual characters and story to fill in some of the gaps that I feel are most missing from Siralim. I would recommend this game only to people looking for a very grindy creature collector focused on late-game progression and team composition built around ability synergies.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.2M | 2.5K | 93% | $19.99 | |
| $312.7K | 988 | 95% | $14.99 | |
| $128.2K | 450 | 92% | $11.99 | |
| $15.3K | 32 | 94% | $12.99 | |
| $4.9K | 46 | 83% | $3.99 | |
| $581 | 8 | 62% | $3.19 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $63.6K | 185 | 35% | $19.99 | |
| $63.6K | 173 | 87% | $9.99 | |
| $63.6K | 315 | 92% | $7.99 | |
| $63.6K | 90 | 88% | $29.99 | |
| $63.6K | 92 | 86% | $39.99 | |
| $63.6K | 119 | 62% | $14.99 |