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 1.87 is LIVE! 🎉
about 1 month ago
– Fri, Aug 28, 2026 at 07:50:51 AM
Thank you so much for your patience! We’ve just pushed Alpha 1.87 to the Closed Alpha branch.
This is a pretty big update with a lot of new systems, improvements, and things we want your feedback on, including:
• Character Customization • Fishing • Corruption Zones • Root Wardens • New Armor Progression & Crafting • Improved Forge and Crafting Bench roles • Arachnophobia Mode • Mount improvements • Updated planting and crop growth • Building system improvements • Major UI updates • Plus a bunch of balancing, fixes, and smaller changes throughout the game
There is still a lot to do, and you will absolutely find things that are unfinished, unbalanced, missing, broken, or placeholder. Please tell us about all of it. Good feedback, bad feedback, suggestions, weird bugs, things you love, things you hate. We want to hear it.
We especially want feedback on combat difficulty, gear balance, Glint values, crafting, fishing, character customization, and the overall progression so far.
Our goal from here is to keep refining the Alpha with frequent updates, ideally weekly, until we are ready to bring all backers into the playtest.
After that, we want to give backers the first opportunity to stream and share the game before we start moving toward a public demo.
Elements would not be where it is today without all of you helping us shape it.
Go break Alpha 1.87 and let us know what you find. In Discord ❤️
Full update notes coming later today!
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Closed Alpha Update: Fishing & Fixes
3 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 đź’š
4 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
8 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.
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Holiday Update 2025
10 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.
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