The next level of tower defense games: Use the elements to build a powerful bastion against deadly monsters from all known and unknown dimensions. Three challenging game modes, community features and much indie love make Elemental War an outstanding game!
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Release Date:
Oct 18, 2018
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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?

“Elemental War is a game that lives from its balancing. As indie developer we can only guarantee a game balance that meets our requirements and discover all bugs that are still hidden though a lot of experience. In return, you get insight into the development of a tower defense game and can actively participate!”

Approximately how long will this game be in Early Access?

“Depending on your feedback and wishes, Elemental War will have early access status for about nine months until the full version is released in summer/autumn 2019.”

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

“The early access version offers almost all contents of the full version. There will be changes and extensions in the following areas:

  • The number of settings shall be increased. In addition, all settings will get their own events, advantages and disadvantages for the hero mode.
  • Additional language packages are planned for the full version.
  • We are working on features to improve competition and exchange within the community.
  • For hero mode more items, monster abilities and quests will be available.
  • The balancing will be revised with the help of your hints.

What is the current state of the Early Access version?

“With the version we offer you in Early Access, we built the tower defense game we imagined. This means: all planned contents are already included and can be played without errors for the most part.

These things already await you:
  • 3 game modes (Classic Mode, Survival Mode, Hero Mode) guarantee many hours of fun.
  • 5 levels of difficulty will challange you even as professionals.
  • 6 settings with a unique look provide variety.
  • 50 items and many monster abilities make your life easier - or harder.
  • 64 towers with individual abilities are available for you.
  • Dozens of enemy types are waiting to overrun you.

Your experience will help us to finalize the balancing, fix last bugs and add features we haven't though of yet.”

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

“Yes, the price will be changing. The game will initially be cheaper during Early Access to reward all players who join us in this phase! After it leaves Early Access however, the price will slightly increase as new features are added.”

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

“We want to make it as easy as possible for you to give feedback. The game features a feedback function that allows you to easily report anything you notice - the moment you notice it. Not only balancing problems and bugs are meant, but also missing features and all ideas that come to you while playing. Your suggestions will be collected and discussed about their feasibility - and maybe your idea will end up in the finished game!”
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Recent updates View all (5)

November 16

Elemental War 0.9.2



Our second update for Elemental War is arriving today and we have some cool stuff in it.

Highlights:

Version 0.9.2 contains to big new features and several smaller ones that will improve gameplay. The highlights will focus on the big ones, see the full changelog at the bottom for the rest.

Setting Special Events

In Hero Mode you will now have at least one special event per environment. Swamp and Grassland already got two. The events can be both positive and negative for the player and will add some more variety.

Such special events can be everything. For example in grassland a Griffon can fly across the map and catch any monster as its prey and fly away with it. In swamp enemies can get stuck for a short time randomly.

So there are already 8 of them implemented and we have some more ideas. If you also have ideas or opinions about this feature, let us know in our discussions.

Alliances

We already announced it a few weeks ago, now the first step is done. In 0.9.2 you can found an own alliance or join an existing one. So far you just can browse your alliance members, color your own name and as alliance admin the one of the alliance and see the alliance name in the leaderboard for your scores and those of other alliance members.
This is the base for the upcoming alliance features because 0.9.3 will then introduce the alliance challenges that will allow you to challenge other alliances (obvious, isn't it?). Such a challenge will be e.g. to reach the highest score in a specified time frame in a specified game configuration (game mode, difficulty, random or chosen elements, map). You will also be able to buy modifiers to make the challenge more difficult for your opponent.

So stay tuned, this will become a really nice addition and you can already prepare for the challenges by founding and joining alliances and group up with your friends.

Full changelog:

Enhancements:
  • introduced new statistic: Solved Quests
  • build menu isn't closed anymore when building tower while Left Shift is pressed
  • tower upgrades now show a difference to the current tower for damage, range, attack speed and damage per second
  • culture info now is configurable
  • normal maps now are also unlocked for Hero Mode, random generated maps for Classic and Survival Mode
  • added possibility to directly restart a game without needing to go back to main menu
  • added dices on Gambling tower showing the bonus damage
  • introduced profile page
  • added alliance system: you now can found and join alliances and get the alliance tag added to your leaderboard entries
  • added first special events in Hero Mode
  • it is visible now that post processing settings are disabled when post processing itself is disabled
  • unlocked a new quest
  • in the profile you can now select your country to filter leaderboards for this country and only show scores of players from there
  • enable background music in tutorials as there is no dubbing yet

Fixes:
  • upgrade menu now can be closed via right click and same shortcut as it is opened with
  • towers now can also be upgraded when selected via selection rectangle in case it's just one tower or all towers are the same type
  • zooming on Linux might be better now
  • hp in monster info screen now are scaled now if text is too long
  • message "Crystal Received" doesn't appear twice anymore in Hero Mode

We hope you enjoy the new update. Feel free to leave your opinions and ideas either as comment, in the forums or ingame using the feedback button. The next update will be available in two weeks.
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November 2

Elemental War 0.9.1



Today we're releasing our first update for Elemental War. We fixed a lot of bugs, improved the performance and of course also added some new stuff.

Highlights:

In this section we will show you the biggest improvements in this release. At the end of this news you will find the complete changelog.

Setting Attributes

As mentioned earlier we're going to introduce special attributes and events to all environments in Hero Mode. The first step were the special attributes. With them we want to make gameplay in every environment a little more unique. While grassland is something like the neutral zone and doesn't have any advantages or disadvantages, every other environment got one. These are:

Desert: enemies that are 2 minutes or longer on the map will get a little heat damage. It's not much, but if you can hold them back long enough it will help you.

Forest: tower range is reduced by 20%.

Graveyard: undead enemies have 25% more health.

Iceworld: some status changes like Poison and Freeze have a higher impact (last longer).

Swamp: enemies can stuck randomly for a few seconds.


Tower improvements

Most important: All towers now got their textures, so there are no placeholders anymore.
Besides that we added some more sounds and adjusted the existing ones, especially the distance the sounds could be heard.
The rest of the changes for towers were mostly small fixes and improvements except of Money and Mine tower, that were broken before. Both towers work now as expected again. Money tower will give you gold for every enemy that passes it and deal damage to every one of them. Every few seconds it will lower its gates and stop all enemies from passing it. But be careful when building multipe Money towers as every one of them will increase the cooldown until gates can be closed again.


Performance

Performance is our main issue so far and even though we already improved a lot for this update, we will further improve it with future updates.

Update 0.9.1 improved performance in the following areas:
  • closed minimap now has zero impact
  • opened minimap has a much lower impact than before as just the markers have to be rendered, but not the whole terrain
  • every tower that turns somehow to its target (like Ballista, Poison, Pulp, Slime, Earth, Nature...) uses less CPU time
  • reduced CPU time used for getting targets of towers with area damage
  • Laser and Fossilize use less CPU
  • loading times should be slightly faster (but they should not have been a big issue before)
  • reduced CPU usage when there are multiple enemies that are not visible
  • improved performance when enabling SSR (Screen Space Reflections)

For performance gain measurement we use our built-in benchmark on High quality level. I ran it with the release version and compared to the results of the 0.9.0 hotfix. The results show the lowest value of three runs. The used PC runs with Windows 10, 16GB RAM, i7-4790K (4GHz) and a GTX 970. Results are shown in fps, so that's what is compared.

1920x1080 (Zoomed Out/In)
0.9.0: 47.3fps/34.1fps
0.9.1: 51.2fps/39.5fps
=> +8%/+16%

2560x1440
0.9.0: 35.2fps/26.9fps
0.9.1: 34.8fps/31.1fps
=> -1%/+16%

3840x2160
0.9.0: 9.2fps/13.8fps
0.9.1: 18.3fps/19.3fps
=> +99%/+40%


Full changelog:

Enhancements:
  • unlocking achievements for non Steam version now can be displayed
  • added percentage view to volume sliders
  • added notification sound for new wave also to tutorials 2-4
  • added new setting attributes for Hero Mode
    • Desert: if a monsters is really long on the map it gets some heat damage
    • Forest: tower range is reduced by 20%
    • Graveyard: undead enemies are 25% stronger
    • Iceworld: some status changes have a higher impact
    • Swamp: enemies can stuck randomly for a few seconds
  • added more sounds for towers
  • hovering an upgrade button now shows the range of the new tower
  • added remaining tower textures
  • added new quests to Hero Mode
  • monster selection works much better now than before

Fixes:
  • CPU improvements
  • aspect ratio for 2560x1080 now is displayed as 21:9 instead of 64:27
  • removed tree models with defect materials from forest that caused graphic errors when using Ambient Occlusion
  • improved performance when enabling Screen Space Reflections
  • stunning status changes now have a cooldown again so it isn't possible anymore to stun them permanently
  • player now gets slightly more gold on two easiest difficulties in Classic Mode
  • ball of Sphere tower doesn't get culled completely anymore on lowest LOD
  • fixed small render issues with path borders on minimap
  • Poison tower doesn't get culled completely anymore on lowest LOD
  • unlocked element now is displayed below info box
  • fixed strengths and weaknesses in element tooltips of monsters
  • crickets in forest setting now count as ambient sound
  • tutorial 2 doesn't hang up anymore after upgrading first tower
  • message "Crystal Received" doesn't appear twice anymore in Classic Mode
  • improved performance of minimap both when opened and closed
  • fixed lag when finishing a map with many monsters and towers on it
  • changed sun position in forest so godrays are visible again
  • fixed time not always being synchronized properly
  • removed duplicate entries in the selection menu for resolutions
  • slightly decreased loading time
  • Money tower works again
  • improved Bomb explosion
  • it's not possible anymore to navigate to next leaderboard page if it's empty
  • fixed double costs/monsters hanging when upgrading tower using shortcut
  • gold, crystals and lives now are displayed correctly after loading a savegame
  • added construction side stuff when building/upgrading a tower
  • selection rectangle should be always disabled correctly now
  • in case controller is detected and player isn't really using one he can directly disable it now
  • fixed error that camera was permanently wrong rotated sometimes caused by Earthquake
  • mines of Mine tower now are placed correctly
  • towers can't be sold multiple times anymore
  • in case first tutorial is aborted while infinity symbol is active now disables it correctly
  • it doesn't matter anymore in which direction the infinity symbol in the first tutorial is drawn
  • separator for thousands and decimals now fits the selected language
  • leaving Hero Mode while quest dialog is active now disables the dialog
  • improved UI scaling for resolutions wider than 16:9
  • gold for first tower in tutorial 1 isn't removed twice anymore
  • significantly reduced gold bonus by Money tower (level 1: 25% -> 5%, level 2: 50% -> 10%, level 3: 75% -> 15%)
  • improved some upgrade texts so also unnamed effects now are mentioned in there
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About This Game

Casting a forbidden spell the young apprentice opened a dimension gate through which deadly monsters now enter our world. Can you team up with a cowardly goblin, a dreamy warlock and a self-proclaimed expert to be able to stop the creatures? Or more precisely: Are you ready for the next level of tower defense games?

Elemental War offers you:


  • Endless fun: 3 game modes, 5 difficulty levels, 6 scenarios, countless maps and enemy types – dozens of action-packed hours are waiting for you
  • Rankings: Compete with your friends and players from your city, your country and the world – and check out how the best play via detailed rankings
  • Hero mode: RPG elements in a tower defense game – monsters with individual characteristics, items to strengthen your towers and quests for special rewards



Heart of the game are its three game modes which present completely different challenges to you:

Classic Mode


This mode follows the classic rules of a tower defense game: Survive 60 enemy waves by building your towers at the strategically most convenient positions and strengthen your bastion using combinations of the seven elements.

Survival Mode


No pause for breath: In Survival Mode, the enemy waves follow each other directly – and constantly confront you with enormous problems. Here all your skills are required from start to finish. How long are you able to withstand the monsters?

Hero Mode


Only for real heroes: There are no limits in this mode. Each enemy has a unique feature that makes your life difficult – in return, you'll find powerful items to reinforce your towers.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1+
    • Processor: Dual Core with 3 GHz
    • Memory: 2 GB RAM
    • Graphics: GTX 660 2GB, AMD Radeon 7850 2GB
    • DirectX: Version 10
    • Storage: 4 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1+
    • Processor: Quad Core Processor
    • Memory: 4 GB RAM
    • Graphics: GTX 970 4GB, AMD R9 290 4GB
    • DirectX: Version 10
    • Storage: 4 GB available space
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: OS X 10.11+
    • Processor: Dual Core with 3 GHz
    • Memory: 2 GB RAM
    • Graphics: 2GB Nvidia 680MX, 2GB AMD R9 M290
    • Storage: 4 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: OS X 10.11+
    • Processor: Quad Core Processor
    • Memory: 4 GB RAM
    • Storage: 4 GB available space
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 12.04+, SteamOS
    • Processor: Dual Core with 3 GHz
    • Memory: 2 GB RAM
    • Graphics: 2GB AMD R9 285 (GCN 3rd Gen and above), 2GB Nvidia GTX 680 or better
    • Storage: 4 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 12.04+, SteamOS
    • Processor: Quad Core Processor
    • Memory: 4 GB RAM
    • Graphics: GTX 970 4GB, AMD R9 290 4GB
    • Storage: 4 GB available space

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