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Elemental: Reforged News

Early Access Coming on October 23, 2025

The Remaster of Classic Fantasy Strategy Game Series, Elemental: Reforged, will Enter Early Access on October 23

[h3]Elemental: Reforged combines War of Magic, Fallen Enchantress and Sorcerer King into a single unified 4X fantasy strategy game experience[/h3]



Stardock Entertainment announced today that its remaster of the Elemental fantasy strategy game series, Elemental: Reforged, will enter Early Access on Thursday, October 23, 2025. 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.

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.

“In Elemental, every character is unique. Every unit, every animal, etc. doesn’t just have its own stats, but even looks unique,” said Bradley Wardell, CEO of Stardock and designer of Elemental: Reforged. “Back then, having a game where players could design units, build family dynasties, terraform the terrain, go on quests was just too much to fit in memory in a stable way.”

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.

“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.”

The single integrated game, Elemental: Reforged, blends the best of all three with Dynasties, Unit Design and Crafting by moving to a 64-bit game engine and a modern version of DirectX.

“Thanks to having a modern engine, we’ve been able to support bigger maps, improved visuals, better performance, deeper gameplay and smarter AI,” said Wardell.

The October 23 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.

“We didn’t originally plan on having Early Access,” said Wardell. “We assumed we’d just finish the remastering and release in February 2026. But fans’ interest has been much greater than anticipated. With Early Access, we have the opportunity to refine the game alongside our players and prioritize what they want us to focus on.”

[h3]Elemental: Reforged Key Features include:[/h3]
  • 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.

Elemental: Reforged now fully realizes Stardock’s original vision, bringing a richly immersive fantasy strategy experience to fans and newcomers alike, and is available to wishlist now - Early Access begins October 23, 2025.












Dev Journal #10: Gameplay Updates

[p]This Dev Journal covers what we are doing and what we are thinking of doing with Elemental: Reforged. We want to hear your thoughts![/p][p][/p][h2]Change #1: There are NO premade characters[/h2][p]Procipinee, Relias, Verga are still in the game, but they are no longer playable characters. We want this game to lean much more heavily into the sandbox, so you start the game by creating a character.[/p][p][/p][h2]Change #2: You start out alone[/h2][p]No entourages. You are alone.[/p][p][/p][p]The starting area monsters have been rebalanced with this in mind.[/p][p][/p][h2]Change #3: Rushing[/h2][p]I was surprised that we didn’t have this, but yes, you can now “rush build” in your cities.[/p][p] [/p][h2]Change #4: Crafting[/h2][p]Elemental: Fallen Enchantress didn’t have crafting but was in Sorcerer King. Crafting allows players to not be reliant on the RNG for buffing up their units.[/p][p][/p][p][/p][h2]Change #5: Unit design will have more depth[/h2][p]One of the ongoing themes of this game is that this is a sandbox game. The reality is that this game lives in a world where Age of Wonders 4 and Endless Legend 2 exist. I recommend both games and for different reasons. Contrary to what some people might say, those two games don’t compete against each other; they scratch different itches. We need to ensure Elemental: Reforged is very distinct from them. If it’s just “Endless Legend” with uglier graphics, then I might as well play Endless Legend. Similarly, if it is just Age of Wonders 4 with simpler tactical battles and I’m really into tactical battles, I might as well play AOW4.[/p][p]One of the mistakes game developers make is that they think being 90% as good as some other game should get them some % of that user base. The reality is you get nothing, 0%, because people should always just get whatever is the best.[/p][p]Our objective is to be the best as a “fantasy Civ-style sandbox game”.[/p][p][/p][p][/p][h2]Change #6: Terrain and Buildings[/h2][p]We still have work to do on this, and it won’t be ready any time soon, but we really want individual buildings to get benefits based on where you place it in the city.[/p][p][/p][p][/p][p]So, pretend this screenshot has three rows of dots: Food, Materials, and Magic. Farms will produce more if you put them in tiles with more food. Studies do better if you put them on a tile with more magic. Workshops do better if you put them on a tile with more materials. We have a lot of UI work to do to make this simple.[/p][p][/p][h2]Change #7: Free Champions are going to go away[/h2][p]In Fallen Enchantress, once got enough fame, Champions would just show up. This is going away. Instead, Fame is what will let you unlock the ability to recruit champions and other bosses around the map if you can pay for them.[/p][p][/p][p][/p][p]Would you like to try recruiting Korgon, the Lord of Ogres? Have enough fame and treasure and he will join you. Note that recruiting a champion will require imbuing them with your Essence, which you have a finite amount of. You also don’t get their minions, but if you want a giant Spider as one of your champions, then go for it.[/p][p][/p][h2]Change #8: BIGGER map sizes[/h2][p]We supported pretty big map sizes in Fallen Enchantress, but I wouldn’t call them massive either. There’s going to be a new map size: Massive. We also plan to have additional map generation options.[/p][p] [/p][h2]Change #9 Diplomacy is better[/h2][p]This is pretty basic currently, but now that crafting is a big deal, swapping crafting ingredients is going to matter a lot. We are going to stay away from trading units, but crafting ingredients seems like a pretty obvious win.[/p][p][/p][p][/p][h2]Change #10 Units can get equipment[/h2][p]This isn’t a game with huge armies. You can equip your units with items now to make them better, even after they have been trained.[/p][p][/p][p][/p][p]The downside, of course is that if they are killed, you lose the item, so use carefully.[/p][p]There are 10 things players will probably notice quickly, but some of these things are not in our current build. We’d love to hear from you![/p]

Autumn Sale: Wishlist Elemental: Reforged

Create a character and lead your civilization in Elemental: Reforged
[p]Wishlist Now[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][h2]Get up to 80% off Elemental titles during the 2025 Autumn Sale[/h2][p]View Entire Sale[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h2]Other Elemental deals:[/h2][p][dynamiclink][/dynamiclink][/p]

Dev Journal #9: Visual Progress

[p]We are working on improving the visuals for Elemental: Reforged. While we can’t get it to “AAA 2025” levels since this is a 2009-era engine, it’s amazing how far you can get only with stone knives and bear skins.[/p][p][/p][p][/p][p]Since this is a Remaster++ and not a sequel, I think most people will understand if our goal is to make the graphics better. New bullet point: Graphics now 25% less bad! But with modern hardware or even old hardware (by today’s standards), there’s a lot we can do with the old engine.[/p][p][/p][p][/p][p]Even adding normal maps to sand can make a big difference. Not to mention everything having shadows that are consistent.[/p][p] [/p][p]BEFORE:[/p][p][/p][p]AFTER:[/p][p][/p][p]If you go back and play Fallen Enchantress, you’ll quickly notice that many things didn’t get shadows. That’s because back in the day, shadows were too expensive to give to everything, so you had to “bake” the shadows into graphics.[/p][p]It also means we can zoom out much further before going to cloth map:[/p][p][/p][p]BEFORE:[/p][p][/p][p]AFTER:[/p][p][/p][p]The terrain here has been completely redone. Trees, ground, etc.[/p][p]We are also working on adding additional terrain detail for regions that are good for settling on. In FE, we had to keep the tile yield overlay on all the time because it was hard to know if a given tile could be settled on.[/p][p]More to come![/p]

Dev Journal #8: The Benefits of 64bit

What 64bit means
[h2]2GB of RAM is enough[/h2][p]In MY day, a megabyte was a lot of RAM, so when designing Elemental, the 32-bit memory limit meant nothing to me. I knew what it was, but it was such a gigantic number (4GB, but 2GB in practice) that I didn’t consider the ramifications of the design. This was going to be a PC-only game, so what did I care?[/p][p]Ah younger, naive me. I wanted to make Master of Magic, but I wanted an RPG world where every unit, city, and being was unique. Every character had their own story. We’d never made a land-based game (Galactic Civilizations, Sins of a Solar Empire), so terrain textures meant nothing.[/p][p]Anyway, I won’t recount, again, the trials and tribulations ahead. What it did mean is we had to pick and choose the features from the design that could fit without constantly crashing.[/p]
  • [p]War of Magic had the dynasty system and messing with the terrain was a core game mechanic (ala Populous), but that used up too much RAM.[/p]
  • [p]In Fallen Enchantress, we saved RAM by getting rid of the per unit spell books and magic storage. It wasn’t a lot, but it simplified things while also making the game play better. City Specialization was also enjoyed by players (Conclave, etc.) and Champions could go on their own paths.[/p]
  • [p]In Sorcerer King, we made a kind of light strategy/RPG game, but were able to have crafting and each unit in the game have its own inventory and not just champions.[/p]
[p]So now we, can bring them together.[/p][p][/p][h2]64bit Paradise[/h2][p]It’s amazing how many problems just go away with having what amounts to unlimited RAM (from the perspective of this game anyway). No “garbage collection” process where one wrong timing causes the game to crash. No sudden “out of RAM” issues because the player MIN/MAXED in a way we didn’t expect. All kinds of performance benefits because we’re not having to constantly take things in and out of memory.[/p][p]The current build does use around 5GB of RAM. That’s far more than we could have fit in the original game, but by today’s standards, it’s pretty small.[/p][p][/p][h2]Modding[/h2][p]Modding becomes a lot more interesting because more RAM means more mod stability.[/p][p][/p][hr][/hr][h2]🏆 Feature Comparison Matrix[/h2][p][/p]
[p]Feature Category[/p]
[p]War of Magic[/p]
[p]Fallen Enchantress[/p]
[p]Sorcerer King[/p]
[p]Elemental: Reforged[/p]
[p]🏛️ Empire Building[/p]
[p][/p]
[p][/p]
[p][/p]
[p][/p]
[p]Dynasties[/p]
[p]✅[/p]
[p]❌[/p]
[p]❌[/p]
[p]✅[/p]
[p]Terrain Modification major part of game[/p]
[p]✅[/p]
[p]❌[/p]
[p]❌[/p]
[p]✅[/p]
[p]Global Magic System[/p]
[p]❌[/p]
[p]✅[/p]
[p]❌[/p]
[p]✅[/p]
[p]City Specialization[/p]
[p]❌[/p]
[p]✅[/p]
[p]❌[/p]
[p]✅[/p]
[p]Champion Specialization[/p]
[p]❌[/p]
[p]✅[/p]
[p]❌[/p]
[p]✅[/p]
[p]Crafting System[/p]
[p]❌[/p]
[p]❌[/p]
[p]✅[/p]
[p]✅[/p]
[p]Global Inventory[/p]
[p]❌[/p]
[p]❌[/p]
[p]✅[/p]
[p]✅[/p]
[p]Unit Equipping[/p]
[p]❌[/p]
[p]❌[/p]
[p]✅[/p]
[p]✅[/p]
[hr][/hr][p][/p][h2]Early Access Update[/h2][p]So we have decided to do an early access for the game, but we have also been listening to the feedback and concluded the game needs more of a visual uplift before then. Originally, the visual uplift was essentially going to take the source art from 2009 and use that in its native resolution (i.e. much higher than what was in the game), but it was, to be clear, still graphics from 2009, even if it higher resolution. Elemental: Reforged isn’t a sequel. It’s a remastering of all 3 Elemental games into a single cohesive design, or at least that was the intent.[/p][p]Nevertheless, we are going to spend more time on the graphics because expectations matter and we want to meet them as best we can. We’ll have more news soon, but hopefully before Halloween.[/p]