Elemental: War of Magic was a fantasy 4x released about 15 years ago. While Stardock had some big ideas, they were constrained by 32-bit architecture. Elemental was then followed by two other games (Fallen Enchantress and Sorcerer King) that were intended to flesh out the vision. Breaking it up into three different games obviously meant that you couldn't get the fully intended experience in any game. And while they weren't perfect, but there was a lot in them that was really, really good. In my mind, Fallen Enchantress ended up being the second-best fantasy 4x game after the Fall from Heaven 2 mod (and it's mod-mods) for Civ 4.
This new release is intended to take the best parts of those three previous games and be closer to Brad's original vision.
The full release was expected in February, but there's been enough player response that they've decided to do an EA release in October, with follow-up slices in November and December before the official release.
15 years ago we released Elemental: War of Magic. It was our most ambitious game ever and a bit of a technical disaster as all the tricks we used to make it fit into 32bit resulted in it being very unstable.
Then we released Elemental: Fallen Enchantress (and Legendary Heroes). We gave that game away for free to the early buyers of War of Magic as a show of gratitude for the player's patience and support.
While Fallen Enchantress was pretty well received, it was a shadow of the original design to make it fit better into 32bit.
And then we made a game that focused on the Crafting and Quest parts of the Elemental design but, once again, to fit in 32bit, other things had to come out and so it had a more mixed reception because it was not a 4X strategy game.
Over the past several years, we have been gradually porting the underlying engine to 64-bit and changing to a modern version of DirectX and porting the assets to modern FBX format. It was a pretty massive effort as you can imagine but as a result, we now have this 2010 game running on what amounts to a modern game engine with modern graphics standards even though the assets are, of course, still over 15 years old.
Now, the question today is: What's next? That is up to you guys.
THE ORIGINAL plan was to finish the integration of the 3 games into a single cohesive game, reexport the 2008 era art assets to their native resolution (the source art was much higher quality than what could fit in the game) and release it.
HOWEVER, the fan reaction has been a lot greater than we expected. The team thought that only we really wanted this game. This is a labor of love for us. But it turns out we are not alone.
So here we are. How much interest is there in this? Now we can find out. By fan request we are putting this into Early Access. Fan reaction and, to be honest, sales, will determine the scope.
For starters here is what we have in mind:
October 23: Early Access #1. BETA 1
- 64bit port
- DirectX 11 engine
- Crafting is in
- Graphics refresh
- New items, quests, etc.
- New balance pass
- ENGLISH only
November: Early Access #2. BETA 2
- German, French, Polish, Russian, Spanish and other languages arrive.
- Dynasties
- Player feedback integrations
- Steam Workshop support
December: Early Access #3: BETA 3
- Chinese, Japanese, and other languages added
- Campaigns: The War of Magic, The Fallen Enchantress, The Sorcerer King
- Player feedback integrations
BEYOND:
Depends on what the community wants. The marketing folks care about "Player Sentiment" (I love that word, "Sentiment") and the publishing folks use the term "Sales engagement".
The bottom line is that there's nothing stopping us from continuing to work on this game basically forever now. With Fallen Enchantress of Sorcerer King, I couldn't even add a new goodie hut without it potentially resulting in running out of memory. Those limits are now gone.
We have reunited nearly all of the original Elemental team from 2010 to work on this. We're all a bit..older but also hopefully a bit wiser. We are very excited!
Elemental: Reforged Key Features include:
•Ultimate Fantasy Sandbox. Players can create their own leaders, their own factions, and build a fantasy Civilization with its own history and lore.
•Unified Elemental Experience. Brings together the strategic depth, smart AI, and rich gameplay from Fallen Enchantress, the immersive crafting and quest systems from Sorcerer King, and the dynasty-building, terraforming, and innovative mechanics first introduced in War of Magic.
•Rich, Dynamic Worlds. Enjoy endless replayability through procedurally generated fantasy worlds filled with lore-rich quests, evolving environments that respond to your magic, unique fantasy civilizations, and bustling cities populated with individually simulated characters.
•RPG-Infused Unit Design. Customize heroes and armies through an intuitive RPG-style character designer, crafting each unit with their own unique history, stats, equipment, and abilities, growing stronger with experience.
•Compelling, Short Tactical Combat. See how your designed units and characters fare in battle in highly refined tactical battles that reward strategic thinking, or leverage a sophisticated auto-resolve system powered by advanced AI for streamlined empire management.
•Deep Quest and Story Integration. Embark on rich, narrative-driven quests seamlessly woven into the empire-building experience, influencing diplomacy, unlocking secrets, and offering meaningful rewards.
•Modernized UI and Graphics Engine. Explore enhanced visuals powered by DirectX 11, seamless zooming from strategic cloth-map to detailed tactical view.
•Integrated Modding tools. A comprehensive built-in modding and map-editing tools, and a fully redesigned user interface optimized for modern PC gaming with Steam workshop integration.
