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:
2026 Roadmap Update
about 1 month 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
3 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! ⚒️
4 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?
Thank you for being on this journey with us. ❤️
The Path Ahead - August 1st Update!🌿
8 months ago
– Fri, Aug 01, 2025 at 12:27:17 PM
First off, thank you all so much for your continued patience and support. We know this update took a little longer than expected, and we truly appreciate you sticking with us as we continue building Elements. Game development can be unpredictable at times, but your encouragement and feedback have kept us going. Behind the scenes, we’ve been working hard to refine systems, squash bugs, and prepare for some big changes under the hood. Many of those improvements are finally ready to share.
Successfully updated to Unreal 5.5! We’ve officially upgraded Elements to Unreal Engine 5.5, and the results have been transformative. This update has unlocked a range of powerful tools and optimizations, including improved performance across the board and more efficient pipelines that speed up development without sacrificing quality. Most excitingly, we now have access to Unreal’s PCG (Procedural Content Generation) framework, allowing us to prototype and populate environments faster than ever before while maintaining handcrafted detail. This upgrade is a major step forward, giving us the tools we need to build a more immersive and dynamic world.
Character Customization Character customization in Elements gives players the freedom to personalize Nyah and Beckett with a selection of hair styles, skin tones, and clothing options, while still keeping them grounded in the story as defined characters. We want players to feel a sense of ownership over their journey without losing the narrative connection to Nyah and Beckett and the role they play in Elemythia. Are there any clothing options or hair styles you would like to see?
Improved UI Even though the UI is still a work in progress, we've made some solid improvements in this update. The inventory screen has been updated with a cleaner layout and now includes elemental stats, giving you a better sense of how your gear interacts with your current attunement. We’ve also improved basic tooltips to help clarify item details and effects. While these features still need some visual polish, they're an important step toward a more intuitive and informative interface. Expect continued refinement as we work to make the UI both functional and visually satisfying.
Biome Progression The new progression screen gives players a clear overview of their journey through Elemythia. You can now see your progress in each biome, including which Elemental Cuffs you’ve discovered. Biome progression is tied directly to your elemental attunement, which influences the strength and effectiveness of your gear. Tracking your attunement not only helps you understand where you’ve been and what you’ve unlocked, but also gives insight into how your connection to each element is evolving. We felt this was a natural way to reflect your growth while making it easier to plan your next steps in the adventure.
Elemental Cuffs Elemental Cuffs are ancient relics tied to the eight elemental forces of Elemythia. Rather than being equipped like gear, each Cuff passively unlocks new abilities once discovered, granting the player elemental powers that can be used for traversal, puzzle-solving, and unlocking hidden areas. For example, the Nature Cuff might let you access grapple points or grab climbable vines, while the Fire Cuff could burn away obstacles. Some Cuffs are hidden in biomes other than the one they’re tied to, encouraging players to explore beyond their current region to gain powers that open new paths, doors, or secret puzzles. Collecting all the Cuffs is essential to uncovering the world’s deeper layers and fully mastering its elemental challenges. Let us know if you have any other name suggestions instead of “Elemental Cuffs”.
Forgotten Pages Scattered throughout Elemythia, you'll find lore books that offer insight into the world, its history, and the elemental forces that shape it. These books can be discovered in villages, ruins, caves, and hidden corners of each biome. When you find one, you can choose to read it immediately or store it for later in your collection. Some lore entries may hint at secrets, uncover lost stories, or even tie into quests. Players who take the time to explore and connect the pieces will uncover the deeper mysteries of Elemythia.
Air Weapons We've been developing a unique set of weapons inspired by the elegance, movement, and energy of the Air Biome. Each weapon is designed to reflect the biome’s themes of clarity, freedom, and harmony with the elements. The Air Katana emphasizes speed and precision, delivering swift, fluid strikes that feel light and controlled. The One-Handed Sword offers a balanced option, blending clean design with responsive handling for versatile combat. The Air Staff brings a sense of quiet power that feels both mystical and refined. Initally we had more gold on the Air weapons, but more whites and blues to set them apart from Light weapons which have a lot of gold colors. What Air weapon are you looking forward to most?
Things we are working on (will share more info next update); Adding 3D preview to consumables Companion System Reputation System Journal
Additional Rewards We truly appreciate your patience and support, especially with the recent delays. To show our thanks, we’re working on ways to make things right and give back to this incredible community. One immediate step we’re taking is to give all backers at a game tier access to the Closed Alpha several months before the public demo is ready.
We’re also working on platform-specific demos for Xbox, PlayStation, and Nintendo Switch. We’ll share more details as soon as we can.
In addition, we’re excited to include everyone’s name in the game credits, sorted by backer tier. You’ll find a new question in your BackerKit survey asking for the name you’d like listed. If you need your survey reopened, feel free to reach out and we’ll take care of it.
You should be able to access your survey via backerkit in the link below. This is also where you can get your Closed Alpha codes if you are Alpha tier or higher.
https://elements-rpg.backerkit.com/
We know these additions may not feel new for Legend-tier backers and above, so we’re actively brainstorming more exclusive rewards for those tiers. Stay tuned, we haven’t forgotten anyone. All of these updates are designed to enhance your experience and acknowledge your patience and support without affecting our development timeline.
Next Alpha Update 🕹️ We’re working hard on a major update for the Closed Alpha, and we want to thank everyone who has played and provided such valuable feedback so far. The next build will feature a more fully realized version of the Nature Biome, with updated visuals, improved systems, and deeper world interaction. You’ll also get access to the new character customization system, giving you more control over Nyah and Beckett’s appearance while keeping them rooted in the story. Along the way, you’ll discover new traversal abilities tied to Elemental Cuffs, uncover hidden secrets, and piece together the world through Forgotten pages, ancient writings that reveal the deeper lore of Elemythia. This update is a big step forward, and we can’t wait to hear what you think in a few weeks when it is ready.
I want to sincerely thank everyone for their patience and support. I know many of you expected to be playing Elements by now, and I truly appreciate you sticking with us. Moving forward, I plan to share more frequent updates to keep you informed and involved throughout development.
We’ve set out to build something on the scale of what teams of hundreds typically create, and while we underestimated how long that would take, our passion for this project hasn’t wavered. Our development pipeline and tools are improving every day, and we’re making steady progress toward delivering something truly special. We’re confident Elements will be worth the wait.
Having the support of over 5,000 of you in these early days means the world to us. If you ever have questions or concerns, feel free to DM me on Kickstarter or Discord and I’ll do my best to respond and help however I can.
Thank you ❤️
🔧 Alpha Update 0.1.35 is Live!
12 months ago
– Sat, Apr 05, 2025 at 09:11:07 AM
Hey everyone!
First off—we want to say thank you for your continued patience and support. We know this update took longer than expected, and we're sorry for the delay. Sometimes things take a bit longer behind the scenes than we’d like. We have been squashing unexpected bugs, refining systems, and planning an engine upgrade. Finally, the update is live on Steam for anyone with Alpha tier or higher. If you still haven't got your key please check previous posts on how.
🚀 What’s New in Alpha V0.1.35
This update is packed with quality-of-life improvements, fixes, new features, and polish across the board.
👉 Some of these new additions still need to be tested, so please let us know how they feel in-game. There are a lot of things we wanted to include—like new POIs, enemies, and level design changes—but we decided to hold off on a lot of those until the next update. This time around, we really wanted to focus on some of the major pain points in the core systems. That being said, you may find some new surprises hiding in the world. If there’s anything big we missed or something that still feels off, let us know—we’re listening!
Here are the highlights:
🎥 Camera Fixed camera collision when walking up hills—no more awkward views!
🌿 Environment Shortened grass across the world. Made adjustments to the Island area.
🔊 Audio Ambient volume slider now fully functional. Removed temporary AI voices.
💬 Dialogue Dialogue can now be navigated using the keyboard. Vendor names now properly appear in the UI.
🖱️ UI Cursor icon and size updated. Keybind labels fixed. Roll action disabled during the tutorial to avoid confusion.
🛠️ Building General improvements to the building system.
📋 Menu FPS Limits can now be set separately for gameplay and pause menu. Default gameplay FPS set to 120; pause menu set to 60.
✨ Magic Magic abilities should now remain visible after reloading the game.
🔨 Crafting & Gathering New crafting materials added! Continuous mining/chopping now supported—just hold the button. New minable materials available. Tree health lowered for a smoother experience: Small trees = 3 hits (down from 5) Big trees = 5 hits (down from 8) Tools now display proper weapon trails.
🧠 NPCs & Vendors NPCs now notice if you loot their stuff 👀 NPCs follow day/night routines—some even go to bed! Vendor improvements: “Hold to buy/sell” added. Vendors can now be picky—some will only buy specific items.
🎒 Inventory UI overhauled for a cleaner look. Empty inventory slots removed.
🐾 Pets Timed resource gathering added for pets. Once a resource is collected, the timer resets.
🗺️ Map Pressing M will now close the map if it’s already open. Map resolution increased (more improvements coming).
⚔️ Combat Running attacks added! (Activated at movement input > 400) Parry is back—tap Block to parry, hold for standard block. Dual weapon attack tweaks.
🛡️ Gear New weapons and armor added!
🐎 Mounts Mounts are now allowed in villages. New tameable creatures! Fixed sprint camera issue with mounts.
📜 Quests Quest logic updated to fix bugs. New quests added! Quest UI now shows rewards before you accept.
🐉 Enemies & Mini-Bosses Night-spawned enemies won’t disappear in the day anymore. Adjusted rabbit and other creature HP. New mini-bosses + fixes to mini-boss health.
❄️ Elemental System Elemental resistance now works as intended. Ice weapons/magic can now freeze enemies. The player can also be frozen if not properly equipped—gear up!
🏊 Swimming You should no longer get stuck after drowning.
⚙️ Interactables Monument reward now only obtainable once. Static portal at the start optimized for better teleporting. Chest glow partially fixed for singleplayer (still WIP for multiplayer).
🆕 Unreal Engine 5.5 Migration Incoming 🎮
We're excited to announce that we're upgrading from Unreal Engine 5.1 to 5.5 in the coming weeks!
Because this is a move from 5.1 to 5.5, we don’t anticipate it will take long. We’ve already tested the game in 5.5 and so far have only found a few minimal fixes we’ll need to make. This upgrade is a game-changer—it will:
Boost performance for builds Unlock improved procedural generation tools Give us access to newer, more powerful plugins Let us optimize and expand the world more efficiently
Overall, this is a change that will allow us to build out the rest of the game at a much quicker pace, and we’re excited for what’s ahead. Once again, thanks for your patience. We’re committed to making this the best game it can be, and your feedback and support means the world. Thank you.