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 (48) - 68% of the 48 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

Buy Elements 'Souls & Hearts' Bundle BUNDLE (?)

Includes 2 items: Elements: Soul of Fire, Elements II: Hearts of Light

 

Recent updates View all (10)

April 25

Episode 4 Update!

The rest of Episode 4 is finished. As I said, it includes the next couple of areas, as well as Raya's Combos and new Party House scenes (depending on the house you picked, of course). I'm always making miscellaneous little changes, adjusting the power of skills and so on.
So this list may not be absolutely complete, but it's something:
- Wide Strike was weakened with the first release of Episode 4, but I neglected to note it. Also weakened Fan Wind and Lavish Spender (though I'm not sure anyone would be leveled high enough to have that yet).
- Forgot to note last time, a couple more tile passability errors were fixed. I feel like a bonehead whenever I find them, be assured.
- Jazzed up the World Map screen a little bit.
- Vanguard and Taunt didn't work very well. Now they do.
- Made Garima a little better against regular enemies.
- Gravity Surge was supposed to create a weakness to Earth for all enemies, but it had no effect on those who completely resisted Earth (it still did zero damage). This has been changed so that those enemies now can be damaged by Earth, and Gravity Surge increases Earth-based damage for them as it always did for others.
- Reduced the damage incurred by walking in lava and poison. Because there's going to be more of that very soon. :)
- The system I'd set up for captured monsters' stats resulted in many of them having the same starting values. I've modified this so there's more distinction between them.
- Luna Power and Luna Guard subtracted too much from Lala's FP if Elwyn initiated them. This is because I changed their cost early on, but forgot to retrofit the case for FP subtraction if Lala isn't the initiator. In any case, they've been fixed.
- Here's a funny little oversight I caught. If you initiate a Combo and one of the other participants is blind, the Combo fails; but blinded characters could initiate Combos themselves. I changed this so that blind status locks Combos altogether.
- Caught another loophole for triple and quadruple Combos that allowed them to be used without the proper FP requirements. Please enjoy, and I hope that you'll look forward to Episode 5 with me! 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

What Curators Say

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