The highly-anticipated sequel to Elements: Soul of Fire, here at last! A mysterious little girl. An insidious plot to resurrect a great evil. The legend of a faint and fading hope. And a band of young heroes desperate for answers.
All Reviews:
Mixed (43) - 65% of the 43 user reviews for this game are positive.
Release Date:
Apr 1, 2016
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Originally conceived over 15 years ago, the Elements series tells a story of hope, love, and unity while exploring the full range of human emotion and psychology. Personal empowerment is also a central theme, and it's my hope that people can be encouraged and inspired by the morals and allegories presented.

Each installment is an epic in and of itself, consisting of no fewer than 20 main characters and sweeping quests through massive worlds. All of the writing, art, and design is done by myself, with my father and I collaborating on the music. The first game took seven years to create, from 2006 to 2013. I knew the sequel might take a long time as well (especially because I'm redoing all the graphics), and I didn't want to lose the audience from the original, so I struggled to find a way to sustain interest during the development process.

For awhile, I considered releasing "E2" episodically, which would've been a technical nightmare (hence why I didn't do it). After some discussion, my publisher and I determined that Early Access is the best option, given the scope of the project and long-term commitment involved.

It's always been my desire to have a personal relationship with fans of my work, and I'd hope that the hands-on aspect of Early Access would facilitate that. In addition, as with "E1," I've included a Sketch Gallery with over 70 pieces of artwork, so you can see how my ideas and personal style developed over the years.

Release-wise, I would like to aim for two or three updates a year over a period of two or three years (or until the game is finished), consisting of successive "chapters" in the story; usually comprised of the next island to be visited. I feel this is better than more frequent, but smaller updates; in addition to allowing myself more "breathing room," so to speak (very important), there can be a sense of completeness to each "chapter" this way, while still leaving you to wonder what might happen next... kind of like continuations of a serial drama, or even "episodes" if you will (only you're not being charged for each one).

The message of Elements has the spark to ignite a movement. The nature and scope of that movement, and whether or not it gets ignited in the first place, is wholly up to those who receive it.

I hope you will support me in realizing the full extent of my vision, the vision I've dreamed of since my childhood. You'll be taking part in something truly special. Thank you.

With all the love in my soul,
~ Jeremy Zink”

Approximately how long will this game be in Early Access?

“Release-wise, I would like to aim for two or three updates a year over a period of two or three years (or until the game is finished), consisting of successive "chapters" in the story; usually comprised of the next island to be visited. I feel this is better than more frequent, but smaller updates; in addition to allowing myself more "breathing room," so to speak (very important), there can be a sense of completeness to each "chapter" this way, while still leaving you to wonder what might happen next... kind of like continuations of a serial drama, or even "episodes" if you will (only you're not being charged for each one).”

How is the full version planned to differ from the Early Access version?

“The final version will comprise of several chapter which each contribute to the overall complete game.”

What is the current state of the Early Access version?

“Chapter 1 of the overall project is complete.”

Will the game be priced differently during and after Early Access?

“There will be no price difference between Early Access and the final retail release.”

How are you planning on involving the Community in your development process?

“Community feedback is incredibly important to us, and we hope garner a proud community of Elements: II players who will all contribute their support and constructive criticism.”
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Buy Elements II: Hearts of Light

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Recent updates View all (9)

January 22

Episode 4 of Elements II: Hearts of Light has landed!

*Hallelujah chorus*

It's here. The Party House. Monster capture. The freedom of the sea. All you gotta do is get that ship (good luck, btw). So what are you waiting for? :P

Good news! There were no exclusions per the recruitable monsters, unlike I projected. The bad news: some of the default names I came up with are super corny. Feel free to change them as you see fit! ^_^

What else is new? The usual fine adjustments, too many to list. There are now 49 achievements as well, and we ain't done yet. A few of the old achievements also have new icons, giving them a little more personality. Ep4-2 will add three more, bringing the game up to speed with the original in that regard. But the final game will probably have double that much.

Some other important changes:
  • I've continued to have problems with EF degeneration, so I finally added another filter within the Attribute system (for HP, too). Hopefully, it should make things a bit more stable; but you shouldn't be rewarded for being a thief, or for using thieves in your party... even though I like Elwyn and Lala a lot. :(

  • Fixed the animations for multi-target weapons like the Flying Disc, Toy Top, and Starfish Disc; they no longer repeat for each enemy.

  • Added a new option: Theft Alert. So you can know when you're being bad.

  • Changed the Starlight combo; its effect now lasts five turns and it completely protects you from critical hits (trust me, you'll need it soon enough).

  • Elwyn, Lala, Lance, Hiram, and Ananda now start with higher stats to make them more viable for combat when you first get them. This update is automatic for people who recruit them after the release of Episode 4, but for those who already have them, these characters will receive their increased stats when you cross the threshold of Episode 4.

  • Powered up Maire's exclusive weapons, hopefully making them more useful.

  • The Tailor now tells you where you can find the various items she can modify.

  • Weakened Lala's Sonic Boom and Rushing Wind. I put it off for a long time, but I knew it had to be done eventually. They're still pretty strong... just not completely insane.

  • Also weakened the healing combos Miracle Aura and Moonlight.

  • I thought about this one some time ago, but wasn't sure... however, it makes perfect sense. Attack skills conferred by Rune Shards now grow stronger with each use. The "integration level" is essentially an additive to the spell's power. Some might have expected this to be the case all along... well, now it really is!
As a thank-you to players who have supported the game's development thus far, you'll receive a special accessory called the "Attribute Pardon" upon entering Episode 4. This very special item will cancel out the negative attributes of the character who equips it. You'll only receive it if your save file was created before the release of Episode 4.

NOTICE: This is, for all intents and purposes, "Episode 4-1". It introduces a lot of fun new features, and I was very eager to get it finished and released. However, it doesn't include the full scope of what was to be the complete Episode 4; namely, Raya doesn't learn any Combos yet, and has no scenes at the Party House. But when her Combos are finally implemented, she'll learn them instantly if you've met the prerequisites for them.

Now I can return to my underground lair and relax while finishing the next couple of areas and tying up any loose ends... while YOU enjoy this wonderful new addition to my dream project. And I know you will! :)

With much love,
~ Jeremy
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About This Game

"What of their descendants? What of the other Saints? The full story has yet to be told..."

A mysterious little girl. An insidious plot to resurrect a great evil. The legend of a faint and fading hope. And a band of young heroes desperate for answers.

Fans of the original will discover enhanced gameplay, a more beautiful world, a deeper party system, and darker mysteries. To everyone else... welcome.

Set 360 years after "Elements: Soul of Fire," an age of political unrest and religious intolerance forms the backdrop for the next chapter in the story.
  • The start of a brand-new chapter in the Elements saga!
  • New approachable "Easy Mode" for beginners
  • Highly customizable gameplay system
  • Comprehensive enemy encyclopedia
  • Quest-tracking interface
  • Quick menu shortcuts all across the keyboard
  • Craft weapons, armor, and jewelry
  • Build your friendships to learn skills and combos
  • Learn new magic by equipping shards that you find
  • Elemental strengths fluctuate with the days of the week
  • Moral attributes determine the growth of your stats

A message from the developer:

"Originally conceived over 15 years ago, the Elements series tells a story of hope, love, and unity while exploring the full range of human emotion and psychology. Personal empowerment is also a central theme, and it's my hope that people can be encouraged and inspired by the morals and allegories presented.

Each installment is an epic in and of itself, consisting of no fewer than 20 main characters and sweeping quests through massive worlds. All of the writing, art, and design is done by myself, with my father and I collaborating on the music. The first game took seven years to create, from 2006 to 2013. I knew the sequel might take a long time as well (especially because I'm redoing all the graphics), and I didn't want to lose the audience from the original, so I struggled to find a way to sustain interest during the development process.

For awhile, I considered releasing "E2" episodically, which would've been a technical nightmare (hence why I didn't do it). After some discussion, my publisher and I determined that Early Access is the best option, given the scope of the project and long-term commitment involved.

It's always been my desire to have a personal relationship with fans of my work, and I'd hope that the hands-on aspect of Early Access would facilitate that. In addition, as with "E1," I've included a Sketch Gallery with over 70 pieces of artwork, so you can see how my ideas and personal style developed over the years.

Release-wise, I would like to aim for two or three updates a year over a period of two or three years (or until the game is finished), consisting of successive "chapters" in the story; usually comprised of the next island to be visited. I feel this is better than more frequent, but smaller updates; in addition to allowing myself more "breathing room," so to speak (very important), there can be a sense of completeness to each "chapter" this way, while still leaving you to wonder what might happen next... kind of like continuations of a serial drama, or even "episodes" if you will (only you're not being charged for each one).

The message of Elements has the spark to ignite a movement. The nature and scope of that movement, and whether or not it gets ignited in the first place, is wholly up to those who receive it.

I hope you will support me in realizing the full extent of my vision, the vision I've dreamed of since my childhood. You'll be taking part in something truly special. Thank you.

With all the love in my soul,
~ Jeremy Zink"

System Requirements

    Minimum:
    • OS: Windows XP or Higher
    • Processor: Intel® Pentium® 4 2.0 GHz equivalent or faster
    • Memory: 512 MB RAM
    • Graphics: Card capable of 1024 x 768 pixels or higher desktop resolution
    • Storage: 260 MB available space
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