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Elemental: Reforged News

Dev Journal #14: In a Sea of Bugs

[p]Have you ever had a home project where you’re dealing with “imperial” units and “metric” units at the same time? The wrench looks like it will fit but it’s just…slightly different.[/p][p]That’s the world of Elemental this past week. We have War of Magic, Fallen Enchantress and Sorcerer King. Each of them have quests and goodie huts and units and 3D assets that are… almost the same, but not quite.[/p][p]Guess what happens when you have a unit with just one more animation annotation than what the system expects. It crashes. And we have had a lot of that. And, of course, with hundreds of units, many of which won’t appear in a given game, it doesn’t show up unless you are the winner of a horrible lottery. [/p][p]So, that is what we have been focused on for the past couple weeks. Fixing bugs.[/p][p][/p][p][/p][h2]Beyond Bugs[/h2][p]If Beta 1 felt a little bit like Elemental: Fallen Enchantress with slightly better visuals, Beta 1A will be the first version that starts to show some real gameplay differences. The Crafting was already in Beta 1 but now there’s a lot more to do with it. Champions are now on the map to be recruited. The AI has gotten some attention. The number of quests has more than doubled. There are a lot more items in the game. The visuals have taken a noticeable (We hope) step up. There are new units in the game. And the framerate, on the typical setup, should be substantially better as we lean into caching memory more.[/p][p]In short, while bug fixing crashes and memory leaks the game also made some substantial gameplay improvements as well.[/p][p][/p][p][/p][h2]What’s Next[/h2][p]We expect to have Beta 1B ready soon. As in, possibly next week, at least in Preview form. That will continue the bug fixing of course but also, we hope, the first signs of localization. Bad localization. Bad as in “Ich sprechen Deutsch.” But it is my understanding that people from Germania like strategy games. We’ll also be working on work for Francia, Spania and other languages that don’t involve special characters before we jump into… Russian, Chinese, Japanese, Korean, etc. Languages that won’t take kindly to char szMyMonsterString\[255];. [/p][p]Our top priorities, AFTER fixing bugs are:[/p]
  1. [p]Localization[/p]
  2. [p]Modding[/p]
  3. [p]Dynasties[/p]

Dev Journal #13 - Overwhelming Response & Technical Foundations

[h2]THANK YOU![/h2][p]We're shocked and grateful and humbled by the community response to Elemental: Reforged. In the first week since Beta 1 hit Early Access, we’ve hit wishlist numbers and sales approximately 6X higher than our most optimistic projections. The game is already in the top 1000 overall wishlists.[/p][p]When we started working on this a few years ago, we were just really doing this for ourselves. A kind of therapy :). So this has all been overwhelming in a good way.[/p][p]Your support means I get to steal er borrow er assign more engineers and artists to the effort.[/p][p]So let’s talk about the exciting world of bug fixing.[/p][p][/p][h2]This Week's Focus: Bug Fixing and Memory Leaks[/h2][p]With Beta 1 now in players' hands, this week has been all about stability and polish. Our primary focus areas have been:[/p][p][/p][h3]Bug Fixes and Memory Leaks[/h3][p]We've been systematically hunting down and eliminating memory leaks and various bugs that emerged during early testing. One particularly interesting challenge we've encountered is dealing with race conditions that never manifested on older hardware. Modern systems are so much faster than the machines we originally developed for that timing-dependent issues which were effectively "hidden" by slower processors are now surfacing. It's a fascinating reminder that performance improvements can sometimes reveal bugs that were always there—just waiting for the hardware to catch up.[/p][p][/p][h3]Localization and String Tables[/h3][p]Before Beta 1, we made great strides in transitioning the game away from hard-coded strings to proper string tables. This week, we've continued that work with a critical focus: variable ordering for different languages.[/p][p]Here's the challenge: In English, you might see:[/p]
[p]"You have hit the bandit for 5 damage and taken 3 in return."[/p]
[p][/p][p]But in other languages, the natural word order might require those numbers (5 and 3) to appear in completely different positions within the sentence. We need a robust system that allows translators to reorder variables while maintaining grammatical correctness in each language. Getting this right is critical for the game's long-term success and ensuring players around the world have an authentic, high-quality experience.[/p][p][/p][h2]The Road Ahead: UI Modernization[/h2][p]One of our major ongoing initiatives is modernizing the game's input systems. Currently, too many actions require mouse clicks on specific buttons and UI elements. We're committed to ensuring that players can:[/p][p]- Navigate and control everything via keyboard
- Use game controllers for full gameplay
- Avoid being forced into mouse-driven interactions[/p][p]This is a substantial undertaking and will be an ongoing challenge, but it's essential for accessibility and player comfort. We want Elemental Reforged to be playable the way *you* want to play it.[/p][p]The original Elemental was the first game we made to support the detailed breakdowns of stats in tooltips. Internally we call them “Chicks” (named after Tom Chick, a well respected journalist, writer and thought leader). We’re expanding on this now that we have more resolution to work on.[/p][p][/p][p][/p][p]We also plan to add tooltiips within tooltips as well as some sort of Shafer button (both concepts popularized and/or invented by Jon Shafer, the designer of Civilization V and Galactic Civilizations III). The Shafer button is pretty common in games now where the Turn button leads the player to whatever still needs your attention. Our plan is to eventually get that in here but with the addition that you can hold down say the SHIFT key and force it to the next turn. Note if you look at the screenshot we have a bug. Can you spot it?[/p][p][/p][h2]Expanding the Art Team[/h2][p]Thanks to the overwhelming interest in the game, we've been able to bring additional artists onto the project! This means we can accelerate visual improvements and polish.[/p][p]We want to hear from you: What are the top 3 things you'd like to see visually improved in Elemental Reforged? Please share your thoughts in the comments below. Your feedback directly influences our priorities.[/p][p][/p][p][/p][h2]Bringing Back the Past[/h2][p]We also have added around 200+ new quests and Goodie huts and a begun bringing back lots of author Dave Stern’s writing back into the game which was lost due to having to reduce the number of quests for War of Magic (and Fallen Enchantress had even fewer quests than WOM). We also restored some of the units that were removed before War of Magic shipped (and never appeared in Fallen Enchantress) so you’ll be seeing those.[/p][p]We also began adding in the quests from Sorcerer King which were written by author Chris Bucholz, and amazing writer.[/p][p][/p][h2]Little Bit of AI[/h2][p]We haven’t really started on the AI overhaul yet, but we did a few things to make them a bit tougher.[/p][p][/p][h2]Champion Recruiting[/h2][p]The Champions are back on the map! As you gain fame, you can recruit them. You still will get champions offering to join you but it’s far less frequent. Instead, most champions will be the ones you find on the map and win them over to join you.[/p][p][/p][h2]Better Performance[/h2][p]The game already runs pretty well. After all, it was originally made when computers were very slow. But there is always room for cleaning up code. Hopefully it’s noticeable. However, loading the game will, for now, take longer as adding hundreds of new quests and more units and more points of interest means loading up the XML will take longer. We’re working on that.[/p][p] [/p][h2]Preview Builds[/h2][p]One thing that we have seen is that the original intention of Early Access has been ruined, imo, by studios using it as a late development demo or marketing effort rather than the original idea which was to bring players on the journey of development, warts and all. Which is a real shame. Thankfully, most people do realize that these are early betas and intended a such. With finite development resources, the point is to work with the fans to determine where those resources go and that’s where Early Access goes.[/p][p]Nevertheless, we also need to recognize the reality that many, if not most, gamers have a limited tolerance for bugs and instability. Therefore, we are going to create a Preview Branch (“Even buggier”) branch that shows off a lot of new features and improvements that might be even buggier than the main branch. These builds still go through QA so they’re not untested. But they will have things in them that we are trying out that might prove to have been dumb ideas and they will have more bugs than the main version.[/p][p]For example, if we’re adding 200+ quests, we have obviously not tested them all yet. They should work, but a treasure might not show up or an icon might be missing. But through it, we’ll find out what kinds of quests players tend to like more and would like more of.[/p][p][/p][h2]Just the Beginning[/h2][p]I was asked what the long-term plan is for this game. My answer is that the plan is to keep actively working on this game for as long as there’s a reasonable number of people playing it, which I suspect will be many years.[/p][p]I’d like to keep early access short. Get the bugs out. Clean things up. Polish. Balance. Make the AI better. Etc. I don’t know how long that will take, the game is pretty buggy. But once that’s done, you put it out there and then we keep doing updates for the next several years. That’s the plan![/p]

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Create a character and lead your civilization in Elemental: Reforged
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Now Available in Early Access

[h2]Elemental: Reforged, Remaster of the Classic Fantasy Strategy Game Series, Enters Early Access Today[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]Stardock Entertainment announced that its remaster of the Elemental fantasy strategy game series, Elemental: Reforged, entered Early Access today.  The classic sandbox turn-based 4X game series puts the player in the role of a sovereign of a fledgling kingdom in a world that has been devastated by a war of magic.
[/p][p]“Elemental: Reforged is the culmination of the vision Stardock had for this series since we started work on it over 15 years ago,” said Bradley Wardell, CEO of Stardock and designer of Elemental: Reforged. “The design of the game was ahead of its time, but limited by PC consumer hardware of the late 2000s. Now with a 64-bit engine, updated graphical fidelity, and a combination of features from all previous releases in the Elemental series, Reforged is exactly what we hoped the original game would be.”[/p][p][/p][p]“Each game had certain key features that the others couldn’t fit.  For instance, War of Magic has family dynasties where characters could get married, have children and the children visibly carried a blending of the parents. That meant even trolls and humans could have children. Probably best not to dwell too much on that,” said Wardell. “For Fallen Enchantress we focused on detailed unit stats and well-paced tactical combat.  For Sorcerer King we had crafting and quests.”[/p][p][/p][p]Today’s Early Access Build is designed to showcase the new combined game and give players the opportunity to give feedback on which parts of the game they want Stardock to further develop and enhance.[/p][p][/p][p]“We wanted to get players into the game as soon as possible,” said Wardell. “As a way of making good on the promise of the original game’s ambitious design, our aim is to make sure we shape this the way our fans want to see.”[/p][p][/p][h3]Elemental: Reforged Key Features include:[/h3]
  • [p]Ultimate Fantasy Sandbox. Players can create their own leaders, their own factions, and build a fantasy civilization with its own history and lore.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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. [/p]
  • [p]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.[/p]
  • [p]Modernized UI and Graphics Engine. Explore enhanced visuals powered by DirectX 11, seamless zooming from strategic cloth-map to detailed tactical view.[/p]
  • [p]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.[/p]
[p]The original game’s release, Elemental: War of Magic, was limited by the constraints of 32-bit technology, which unfortunately wasn’t able to execute the game’s ambitious mechanics and design in the way Stardock planned. Now with Elemental: Reforged, modern computer hardware is fully capable of delivering the fully realized vision of the series in a package that includes content from all three previous Elemental games.[/p][p][/p][p]As a result of the technical limitations of the day, Elemental was released as War of Magic, Fallen Enchantress and Sorcerer King, each with its own subset of the original design.

The single integrated game, Elemental: Reforged, blends the best of all three games with Dynasties, Unit Design and Crafting by moving to a 64-bit game engine and a modern version of DirectX.[/p][p][/p][h3]Join Early Access:[/h3][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][p][/p][p][/p]

Dev Journal #12: It Begins

[p]I’m sharking around the office.[/p][p]Because today is the day.[/p][p]So far, this project has been handled by Stardockians working in their spare time: the same ones who made the original game 15 years ago. It’s a labor of love for us.[/p][p]What I’m hoping is that we’re not the only ones who love this game and what it could be. That’s what Early Access will tell us. If enough people join in, I can justify bringing on more engineers, artists, writers, and others. We’d love to grow the team and work on this full-time. We’ll soon find out.[/p][p]The art in this game is old enough to drive a car, but the underlying engine is state-of-the-art. We’ve converted everything to 64-bit, HD, and FBX (which probably took 50% of our effort, with another 25% spent on localization, so you’ll see a few broken strings at first).[/p][p][/p][p][/p][h3]Fantasy Games for the New Age[/h3][p]Many of you are probably around my age. I’m 54. I was 35 when I started designing Elemental. I was 20 when I began writing the backstories that became Elemental and Galactic Civilizations. I wanted Elemental to mix Master of Magic, Populous, and Diablo. By release, it was a shadow of that. We fought so hard just to make it work that many features had to go. It was painful.[/p][p]Those systems weren’t deleted, just disabled. They’re still here. All that depth and detail is still there. Each day, more of it returns.[/p][p]This was a game made before every feature was analyzed for “market segments” or “engagement.” Does it make sense that every unit has a backstory you can read? That you can modify and customize each one? Probably not, but the work was done.[/p][p]When this is finished, the sheer amount of content will be staggering, even by today’s standards, and that’s before modders get involved. This time, everything uses standard formats. Music files are MP3s and WAVs. Quests are XML. Screens are INI (dxscreen) files referencing PNGs, and 3D assets are FBX.[/p][p][/p][h3]What to Expect[/h3][p]Stability should be solid. The main bugs come from ongoing localization work. In the original, text was hardcoded in C++ or XML, so moving it out is a manual process. You’ll probably see some missed spots, but they won’t affect gameplay.[/p][p]The fun is there. It’s already more enjoyable than FE or SK. We’ve done significant balance work and restored many War of Magic items.[/p][p]The UI is still a work in progress; some spells, tooltips, and info aren’t displaying correctly yet. That should be fixed in the next few days. Every day brings big improvements.[/p][p]If you like fantasy 4X games, you’ll probably like this.[/p][p][/p][h3]What’s Next[/h3][p]Localization is our top priority. I apologize to our non-English fans that it didn’t make it into Beta 1. Every time we thought we’d found all the strings, we’d discover something like TreasureWnd.cpp with a hardcoded sprintf().[/p][p]After that comes modding. We want Steam Workshop integration ASAP. Once people see how easy it is to share maps, dungeons, techs, recipes, items, monsters, and city improvements, it’ll be clear:[/p]
  1. [p]This is awesome.[/p]
  2. [p]We were absolutely insane in 2010 to build this.[/p]
[p]Then there’s the Dynasty System: a big deal. Breeding your heirs is a core part of the game.[/p][p]That’s the near term. What happens next depends on how many people join Early Access. Hence the sharking around the office — seeing who I can pull onto Elemental.[/p]