Hello everyone! We are so excited to announce that Elements Divided will officially release the long-requested Sub-Elements on November 6th, 2025! Over the past several months, we've been working hard on these Sub-Elements and can't wait for you to experience them.
This update introduces eight unique Sub-Elements: Plants, Blood, Metal, Lava, Explosion, Lightning, Spirit, and Storm in 2 waves. The first wave of Sub-Elements, including Blood, Lava, Explosion, and Spirit, will be available starting November 6th. The second wave of Sub-Elements, Plants, Metal, Lightning, and Storm, are set to arrive later in December, just in time for the Holiday break.
Huge thanks to everyone who voted in our Discord polls back in June, and to our Beta testers for helping us perfect all abilities and squash any bugs!
Additionally, our Full Release launch on Meta Quest will feature the premiere of our new official launch trailer, created by https://www.youtube.com/@VirtualBroVR ! So mark your calendars, Sub-Elements are right around the corner!
Join us on Discord to keep up to date on what’s next! https://discord.gg/tYvBTbvJqc
	
	

	
	







	
	
Our Halloween Celebration is coming soon — join the event, collect exclusive costumes, and show off your best Halloween look!
Event Info:
Trickster's Candy Jar:
Start: Oct 30, 2025 10:00 AM (UTC-2)
End: Nov 10, 2025 5:00 (UTC-2)
During the event, visit the Pumpkin Candy Jar at the Pioneer Bureau every day to claim "Mischief Candy" and Toy! Use the candies at the jar to exchange them for special rewards!
Nocturne Wardrobe:
Start: Oct 30, 2025 10:00 AM (UTC-2)
End: Dec 1, 2025 5:00 AM (UTC-2)
New themed outfits are coming soon! Come and pick your favorite look. Tonight's stage of mischief is yours to shine on!
*Tips*: Details are subject to the in-game announcement.




	
  
With Meet The Team, Draw Me A Pixel introduces you to the people behind its games. We promise, no one bites. At least not yet!
I'm the author and director of the studio's projects. I'm in charge of defining the game's concept, writing the story and dialogues, as well as a large part of the game design. The rest of the time, I'm guiding the team in the direction I think is best for the project, like a film director.
As I didn't excel in my studies, I began my career in the video game industry as a (self-taught) composer of music for Infograme’sTime Gate: Knight's Chasein 1995. I then moved on to other studios in Lyon, where I learned game design over a period of ten years, with very tight budgets that required me to be creative and clever. I also worked on several game cinematics for Disney, Eden Games andSpace Hulklicenses.
Then I wandered for a few years on my own, working on personal projects that led, thanks to a lot of luck, to the birth of Draw Me A Pixel.
The best part of this job is realizing that an idea works! The worst is realizing that it doesn't work after all...
On the positive side, there's also the fact that I have total creative freedom. And that's extremely liberating and exciting. I want to do something crazy? Then let's do it. Something in the game doesn't work? Then let's change it completely without having to go through tons of hierarchical validation.
However, as we're a very small team, making the game takes time and it's sometimes difficult, even frustrating, to wait to see the result. I'm more the impatient type!
Come on, I like all the chapters. You can't choose among your children!
…
Especially the third one.
Chapter 3 of There Is No Game: Wrong Dimension. A strange choice by Pascal, isn't it?
Having been immersed in the ocean of videogames since my early childhood, this is a very difficult question! I love so many...
I could mention Another World for making me want to do this job, Day of the Tentacle, best point-and-click on earth ; World Of Warcraft for making me experience all the emotions a human can feel in a game ; God of War (2018) for its mastery of storytelling and staging, or Dark Souls for its agonizing exploration and my many deaths.
On the other hand, if someone asks me what my favorite arcade game is, I'll answer Captain Commando without hesitation!
It's always a bit nerve-wracking, because you never know how the game will be received. Will players be excited about the direction we've chosen, or will they be so disappointed that they ban us from their social media forever? Despite everything, there's also a real sense of satisfaction in finally being able to unveil the beast, even if it's just a small glimpse. And since the feedback has been very positive so far, it brings even more stress and pressure! I'm leaving the project.
 
Crushed In Time: don't forget to add it to your wishlist to bring Pascal back!
	
	The Ubisoft Newcomer Award will be handed out at Deutscher Entwicklerpreis (German Developer Award) in the beginning of December. Please keep your fingers crossed for us!
There is fierce competition (the other nominated games are great).

If you're in Berlin November 13–16, come by at our booth at Games Ground and play Seaward for yourself!
We're working on cute merch that will be probably be pretty exclusive. We hope you'll like it!
A lof of our friends will also be showcasing their games. It's gonna be a great lineup!

If you wanna be the first to get updates about Seaward, join our Discord Community Server:
	
With Meet The Team, Draw Me A Pixel introduces you to the people behind its games. We promise, no one bites. At least not yet!
I'm the author and director of the studio's projects. I'm in charge of defining the game's concept, writing the story and dialogues, as well as a large part of the game design. The rest of the time, I'm guiding the team in the direction I think is best for the project, like a film director.
As I didn't excel in my studies, I began my career in the video game industry as a (self-taught) composer of music for Infograme’sTime Gate: Knight's Chasein 1995. I then moved on to other studios in Lyon, where I learned game design over a period of ten years, with very tight budgets that required me to be creative and clever. I also worked on several game cinematics for Disney, Eden Games andSpace Hulklicenses.
Then I wandered for a few years on my own, working on personal projects that led, thanks to a lot of luck, to the birth of Draw Me A Pixel.
The best part of this job is realizing that an idea works! The worst is realizing that it doesn't work after all...
On the positive side, there's also the fact that I have total creative freedom. And that's extremely liberating and exciting. I want to do something crazy? Then let's do it. Something in the game doesn't work? Then let's change it completely without having to go through tons of hierarchical validation.
However, as we're a very small team, making the game takes time and it's sometimes difficult, even frustrating, to wait to see the result. I'm more the impatient type!
Come on, I like all the chapters. You can't choose among your children!
…
Especially the third one.
Chapter 3 of There Is No Game: Wrong Dimension. A strange choice by Pascal, isn't it?
Having been immersed in the ocean of videogames since my early childhood, this is a very difficult question! I love so many...
I could mention Another World for making me want to do this job, Day of the Tentacle, best point-and-click on earth ; World Of Warcraft for making me experience all the emotions a human can feel in a game ; God of War (2018) for its mastery of storytelling and staging, or Dark Souls for its agonizing exploration and my many deaths.
On the other hand, if someone asks me what my favorite arcade game is, I'll answer Captain Commando without hesitation!
It's always a bit nerve-wracking, because you never know how the game will be received. Will players be excited about the direction we've chosen, or will they be so disappointed that they ban us from their social media forever?
Despite everything, there's also a real sense of satisfaction in finally being able to unveil the beast, even if it's just a small glimpse.
And since the feedback has been very positive so far, it brings even more stress and pressure! I'm leaving the project.
Crushed In Time: don't forget to add it to your wishlist to bring Pascal back!
	Chains on Sand is a hardcore, turn-based arena roguelike where every move and every strike matters. Cripple limbs, bleed, surrender, or fight to the last breath while the crowd judges your choices. Let your name echo through the Steam Leaderboard.
Permadeath runs with post-fight choices that affect rewards and reputation
Brutal tactical combat with facing, stance, steps, and special maneuvers
Consequences: cripples, bleeds, knockdowns, and crowd judgment
Progression: loot what you kill, spend XP, and climb difficulty
Steam Leaderboard: chase clean runs and bragging rights
We’re broadcasting on the store page during launch. Drop by, ask questions, and see a run in action.
Turn to face opponents—side/back attacks are dangerous
Use steps wisely; a single step after an attack can save you
Target legs to slow fast enemies; target arms to blunt damage
If your foe surrenders, the crowd may demand mercy—or blood
If you enjoy the game, a Steam review helps a ton. If you hit a problem, please post it in Bug Reports & Tech Support using the pinned template—we read everything.
See you in the sand.
	
	Happy Halloween, hunters and survivors!
To celebrate Halloween, a new event and a new map are now live in Hunt Grounds!
A long-abandoned town district near the old bridge has reopened for the season is now live!
From October 28 to November 5, pumpkins will randomly spawn across all maps.
🎯 Collect pumpkins during your matches to earn exclusive rewards!
Pumpkins spawn dynamically throughout matches (up to 3 each game)
Rewards are automatically granted at the end of each hunt.
Event runs until November 5, don’t miss your chance!
See you in the Grounds. 🕸️