Elements is a beautiful, 3rd-person, open-world adventure game about two siblings fulfilling their destiny. Go in search of 8 elemental stones to uncover magic and mystery. And restore balance to the Elemental world and ours.
Immediate Closed Alpha Access. PC (Steam) Early Access 2026. Consoles 2027. Digital items only.
Latest Updates from Our Project:
Closed Alpha Update: Fishing & Fixes
about 2 months ago
– Tue, Jun 30, 2026 at 08:13:05 PM
Hi everyone,
We wanted to share a quick update on the Closed Alpha.
While testing the dev build before moving it over to the Playtest branch, we found a game-crashing bug tied to one of the newer systems we added: fishing.
Yes, fishing is now in Elements! We know not everyone likes fishing in games, and some love it. We think it's an important part of having a world that is interactive immersive.
The system is in, but we found an issue that can cause the game to crash, so we want to get that fixed before pushing the updated Alpha build out to backers. We are actively working on the fix now and will have the new Alpha update available as soon as possible.
We are sorry for the delay, and we really appreciate your patience while we get this sorted out. We will keep you updated as we make progress.
Appreciate you all ❤️
June 2026 Update! The Future Impact of Elements 💚
2 months ago
– Thu, Jun 18, 2026 at 05:39:03 AM
Hi everyone,
We have a little less than two weeks before the Closed Alpha Update, and while there is still a lot to do, we are on track. In the meantime, I wanted to share some other important news about the game and where things are headed next.
Self-Publishing
One of the biggest updates behind the scenes is that Elements is now moving forward as a self-published title under Wreckit Games.
We still have a great relationship with Apogee, and we are incredibly grateful for everything they have done to help us get this far. Their support played a major role in the development of Elements, and we would not be at this stage without that partnership.
At the same time, we see self-publishing as a huge opportunity for the future of Elements and Wreckit Games. It gives us more creative freedom, a more direct connection with the community, and the ability to shape the game in a way that aligns with our long-term vision.
It also gives us the opportunity to allocate a portion of profits toward causes the community cares about, connecting the world of Elements to real-world impact in a meaningful way.
Beyond Elements, this transition also helps set up Wreckit Games for the future. Our long-term goal is to grow into a studio that can support and align with other developers, helping them bring meaningful games to players through publishing partnerships of our own.
Profit Sharing with Causes
From the beginning of development, I have always envisioned connecting Elements to real-world causes. At first, the idea was to have a cash shop where a portion of profits would be donated to charities and environmental causes. Since then, I have decided on a different approach: donating a portion of profits from the game itself to real-world causes.
Each biome will be connected to an environmental cause or charity. For example, Nature might align with an organization that plants trees. Water could connect with a cause focused on cleaning up the ocean. Fire could connect with a non-profit that provides wildfire relief. I also think there is an opportunity to connect with organizations that support mental health and wellness.
The goal is to make Elements bigger than just a game. Some people may not care that a portion of their purchase goes toward a cause that impacts the world, but I think there is a huge opportunity to give back. If we can build that into the fabric of the game and the studio from the beginning, I think that is something worth doing.
There will be more information about this in the future, and I would like the community to be involved in helping choose the organizations we connect with. So please keep that in the back of your mind if you have ideas for causes we can support.
New Branding
As part of this next chapter, we have also been working on a full refresh of the Elements branding, including a new logo design, an updated game website, and a new Wreckit Games studio website.
The goal is to better reflect the world, tone, and long-term vision of the game as we move closer toward public-facing milestones.
It was a great show, and it gave us another opportunity to put the latest build of Elements in front of players and gather feedback as we continue preparing for the Closed Alpha rollout.
Closed Alpha
We will roll out the Closed Alpha on or before June 30th. From there, you can expect bi-weekly updates with new content, fixes, and improvements.
We would like to treat this stage similarly to Early Access, even though it is still a Closed Alpha. This will allow us to test our speed when deploying fixes and patches, while also giving backers a closer look at how the game is evolving.
Once Alpha-tier backers have access and we gather additional feedback, the next major milestone will be opening the Closed Alpha to all “Game Tier” backers.
Console
We have begun the process of acquiring console dev kits so we can start preparing console builds and exploring opportunities for early previews on consoles ahead of full release.
There is still a long road ahead with optimization, certification, and platform requirements, but this is an important step toward bringing Elements to consoles properly.
Development continues every single day, and while game development is always a challenging road, the vision for Elements has never been clearer.
Thank you again for your patience, support, feedback, and belief in this project. Every comment, message, wishlist, playtest, and conversation genuinely helps keep this world moving forward.
Have an amazing day!
Devon Founder & Lore Mender
2026 Roadmap Update
6 months ago
– Fri, Feb 20, 2026 at 08:27:35 PM
Hi everyone,
First, thank you. Your patience, support, and continued belief in Elements means more to me than I can properly put into words. I know this has been a long journey, and I want to share a clear update on where things stand and where we are headed.
When I first shared the original roadmap, Elements was still early in development. I knew the game was ambitious, but as development progressed, it became clear that some of those early timelines were overly optimistic. That is on me.
Over the last few years, the vision for Elements has become much clearer. The systems are more defined. The scope is more focused. I now have a much stronger understanding of what this game requires to be delivered properly.
Because of that clarity, I’m sharing an updated roadmap built around realistic milestones. These timelines place us approximately 36 months beyond the original dates. I understand that is significant, and I want to acknowledge it directly.
What matters now is that the path forward is clear.
Elements 2026 Roadmap
Updated Development Roadmap
Here are the Eight Milestones for Elements:
Updated Closed Alpha – Q2 2026 Closed Alpha update focused on refined core systems, performance, and gameplay based on feedback from testers and backers
Closed Alpha Release to All Game Backers – Q3 2026 Closed Alpha opens to all backers who supported Elements at “Game” tier
Streaming Opens for Backers – Q4 2026 Streaming restrictions lifted, giving backers the first opportunity to publicly share Elements and help shape the conversation around it
Public Demo – Q4 2026 A polished vertical slice demo is released ahead of Steam Next Fest that represents the heart of the Elements
Steam Next Fest – Q1 2027 Elements showcased during Steam Next Fest
Early Access (PC) – Q2 2027 Elements launches into Early Access, growing alongside the community through meaningful updates and iteration
PC 1.0 Release – Q4 2027 After focusing on content completion, balance, polish, performance, and long-term stability, Elements releases 1.0 on Steam
Console Release – Q2 2028 After porting, proper optimization and certification, console versions release
Alpha Access for Game Tier Backers
All backers who pledged at a "Game" tier will receive access to the Closed Alpha before the public demo in Q4 2026. I also recognize that some backers selected console copies and may not currently use Steam. I am exploring console preview options so you still have an opportunity to play Elements ahead of the full console launch.
A Note on Console Timing and Previews
Q2 2028 is later than originally projected.
Early in development, I did not fully understand the realities of console submission pipelines, certification requirements, and platform-specific constraints. As I’ve learned more, it has become clear that delivering a high-quality console version requires additional time beyond the PC release.
That said, I am actively looking into ways to offer console previews ahead of the full console launch, similar to how games like Grounded approached early console access. Once initial submissions to console platforms are complete, there may be opportunities to explore.
I do not want console backers to feel left out during development. As soon as I have clarity from platform holders, I will share more.
Increased Transparency
To better share what is happening behind the scenes, I will be streaming development live and hosting open AMAs with the community. This is something I have done long before the days of Kickstarter and now realize it is an important part of the journey. I'm met so many people at gaming events and I think this would be the next best thing.
I want you to see what we are building, how we are building it, and what development actually looks like. This is about transparency, momentum, and accountability.
Looking Toward Early Access
As we prepare for Early Access, my goal is to reach 500,000 wishlists before launch. We are currently around 35,000. That gives us a real starting point, but there is significant work ahead. Opening streaming, increasing visibility, and involving the community more directly are all part of that effort.
Showing Appreciation
I am also looking into additional ways I can show appreciation for your support that do not add time to development. I already have a few ideas in mind, but I would genuinely love to hear yours. If there is something meaningful that would help you feel more connected to the project without impacting timelines, please let me know in the comments.
Your support has carried Elements this far. I want that to be reflected not just in the game itself, but in how I engage with you along the way.
As development on Elements has continued steadily, scope has focused. The vision has become clearer with time. This roadmap reflects what I believe we can responsibly deliver without compromising the experience I want this game to be and what players deserve.
A Personal Note
At the beginning of this journey, people told me to overestimate how long game development takes. To take the time I thought it would require and multiply it by three. For some reason, I believed those rules did not apply to me.
There is no version of myself that thought I would be working on the same game for over five years.
Truthfully, it does not feel like five years. The only reason I have been able to stay with it this long is because I need this game to exist. I am putting parts of myself into Elements. The things I believe in. The things I care about. The things that matter to me.
One day, I will be able to share everything that has happened behind the scenes along this journey.
For now, just know that I am grateful. I need all your voices, even the ones yelling to finish the game. Keep yelling. Keep holding me accountable.
Elements is on my mind every waking moment. It weighs on me that I have not yet delivered on my promise. But I am still here. I am still building. We are getting closer to the top of the mountain each and every day. 2026 is going to be a very big year.
Holiday Update 2025
8 months ago
– Thu, Dec 25, 2025 at 10:00:00 AM
Hey everyone!
We have been pushing hard to get the next Closed Alpha update out before the end of the year. We decided it was best to take a short step back, spend time with family, and continue working on the update in the New Year.
Game development is always a balance between momentum and sustainability. This felt like the right decision for both the project and those of us building it.
Looking Ahead
We are incredibly excited about what’s coming next. 2026 is shaping up to be a huge year for Elements, and we feel more confident than ever about the direction of the game. Systems are starting to connect in meaningful ways, the world is feeling more alive, and the foundations we’ve been laying are beginning to really pay off.
We’ll be finishing up the Closed Alpha update in the New Year and will share more concrete timing about more biomes and Early Access release dates.
Deeper Dives and Behind the Scenes
One thing we’ve also started doing is taking deeper dives into past updates and systems. Kickstarter isn’t the easiest place to organize long-form discussions, breakdowns, or design philosophy posts, so we’ve begun posting those on our Patreon:
This Patreon is free to join. It’s simply a space for anyone who wants to dig into the nitty gritty, how systems evolved, why certain design decisions were made, and what’s happening behind the scenes as we build Elements.
We will absolutely continue posting all major updates here on Kickstarter. Patreon is just an optional place for those who want a deeper look under the hood.
Thank You
Your support has carried us a long way, and it genuinely means more than we can put into words. We’re excited, motivated, and ready to make 2026 something special.
Thank you for your patience, your encouragement, and support. Enjoy the holidays, take care of yourselves, and we’ll see you in the New Year with more to share.
Thank you for being on this journey with us.💚
Forging What Comes Next - November Update! ⚒️
9 months ago
– Fri, Nov 21, 2025 at 07:48:01 AM
Hey everyone!
Thank you all for your patience, support, and kind words. You have no idea how much it fuels us. We know a few of you have been wondering where we disappeared to, and the honest answer is that we have been deep in the dev cave for the last three and a half months. We never stopped, never wavered, and never lost sight of what we are building. It has simply taken a little longer than expected. Now we are finally resurfacing, blinking in the sunlight, and excited to share what we have been up to. Your support continues to floor us, and we could not be more grateful to have you on this journey with us.
So, what have we been up to??
In-game Cinematic Framework We have created the framework for implementing cinematics. Our goal is to deliver most of the story in-game through exploration and interaction, but we also want key moments to land with the right impact. Cinematics will help us highlight important story beats while still keeping a strong sense of player agency and freedom. We will share visuals once we have our first proper cinematic in place.
Keyboard and Controller Input You can now play with mouse and keyboard as well as controller. Up until now, split screen required two controllers, which made testing and playing together more limited. With this update, you can finally mix input types and play comfortably in more setups. At this stage, the keyboard still needs to be assigned to Player One, but controller support is fully functional and already feels great in-game.
Mount System Improvements We have also overhauled the mount system, making it feel more fluid, responsive, and enjoyable whether you are using a keyboard or a controller. Since mounts are a core part of exploration, getting this right has been a priority. There are still a few tweaks to come, but we now have full directional movement and a much smoother overall feel.
Please ignore the missing sound effects and the character legs clipping through the mount. Both of those issues are already being fixed.
Light Guardian Here is your first look at the Light Guardian and, even better, the mount you will earn after defeating it. This is one of the more end game mounts in Elements, and we are excited to finally share a peek at it. We are still refining some of the animations, but we could not resist showing you an early glimpse of something this cool. The Light Guardian has evolved quite a bit from its initial sketch.
Dark Guardian Here is an early look at the Dark Guardian. This creature is a lone wolf that comes alive in the night, and it is already shaping up to be one of the more mysterious Guardians in the game. We are still working on its animations and AI, and we are exploring ideas like a shadow step ability to give it a unique presence in combat. And yes, once you defeat it, you will be able to mount the Dark Guardian. 🐺
3D Item Preview for Consumables You can now fully inspect food, potions, and other consumables in 3D before using them. It’s a small touch, but it adds a surprising amount of tangibility and personality to the world. This system may even evolve into light investigation mechanics and deeper lore connections as certain items reveal clues about their origins or the creatures who crafted them.
VFX for visual buffs and additional item flair are still on the way, but the foundation is now in place and already feeling great in-game.
Reputation System Progress We have been deep into designing the Reputation System, which will shape how your choices affect the world and how NPCs respond to you. This marks an important step toward making Elemythia feel more alive and reactive.
Looting items that belong to NPCs will now influence your reputation and can change the dialogue options available to you. Your actions carry weight. Choosing to help, harm, steal, or show restraint will open certain quest paths while closing others, and it may affect who trusts you, who refuses to work with you, and what gear or rewards you gain access to.
Think carefully before you take something that does not belong to you. Sometimes all it takes is asking first.
Areas of Corruption Areas of Corruption are places where the natural balance of a biome has been overwhelmed and twisted. These pockets of chaos are home to powerful enemies who guard ancient treasures, including each biome’s native Elemental Armor. When players clear these areas and defeat the corrupted foes within, they’ll have the opportunity to cleanse the land, restoring it to its natural state. As a reward, players can claim a piece of that biome’s unique armor set.
Cleansed areas also become valuable for exploration. Some contain rare resources normally only found in distant biomes, giving players a reason to revisit them when collecting materials for crafting, upgrading, or preparing for tougher challenges ahead.
Elemythical Armor can be upgraded only in special locations or by skilled NPCs native to each biome. These characters hold ancient knowledge passed down through generations and understand how to unlock the deeper potential hidden within these relics. Upgrading isn’t just a numbers boost, it’s a step deeper into the lore and traditions of each culture in Elemythia, strengthening your bond to the world while enhancing your combat abilities.
Fire Propagation From the very beginning, we wanted Elements to feel like a world you can truly interact with, a place that rewards curiosity and experimentation. As a small team, we are always balancing ambition with practicality, looking for smart ways to bring the world to life without stretching beyond our limits.
One of the systems we have been refining is grass interactivity, specifically how fire behaves across different environments. Right now, only certain grass types can catch fire, and each one burns differently. Some patches ignite quickly and burn out fast, while others allow fire to spread further and last longer, creating dynamic pockets of danger and opportunity during combat or exploration.
Enemies that are weak to fire will now avoid flames, which helps them feel more responsive and alive in the world. We also fixed an issue with smoke abruptly disappearing. It now fades naturally and improves visibility and overall atmosphere.
Improved Water Interactions We have made big improvements to how water interacts with both the player and world props. This includes buoyancy and proper river flow. Objects can now float naturally and drift downstream, which opens the door for puzzles and interactions like rafts, boats, and other creative traversal ideas.
The river system now has these interactions built in. That means wherever there is a river or body of water, these behaviors will work automatically. This speeds up development in a huge way because we no longer need to manually place interaction zones or special volumes.
We have also started experimenting with elemental reactions, such as water putting out fire, which will add even more depth to exploration and combat.
Thank you again for your patience, excitement, and support. It truly keeps us going. We are aiming to have a new Alpha build ready before Christmas, with character selection, fire propagation, and a clearer game loop for you to test. The move to Unreal Engine 5.6 brought great improvements, and we are finishing up the fixes that come with an engine upgrade so we can deliver a stable build.
We will share an updated roadmap soon so you know exactly what is coming next.
To everyone already testing the Alpha, your feedback has been incredibly helpful. Early next year we will be welcoming more backers who selected Early Access on Steam into the playtest.
Your support is what has brought us this far, and I am committed to communicating more often as we move forward. When things get quiet it usually means we are tackling something complex, and I will make sure to keep you in the loop more regularly.
As we continue sharing our progress, we would love to know what excites you most. Do you enjoy the technical behind-the-scenes details, or would you prefer simple progress highlights? And would you be interested in development streams?