
Top-down action-adventure with elemental magic gameplay. Guided by guilt, you embark on a journey to restore the elements in a dying world. Harness and master elemental powers to fight enemies, solve puzzles, and explore a vast world filled with ancient temples.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
The Elements have gone wild and the world is now in danger. Driven by guilt, you embark on a journey to restore them all and conquer the temples where each Element resides. Solve puzzles, fight foes and find secrets using the Elements you've gathered.
Real-Time Combat
Fight enemies using the Elements, alongside your sword and shield. Combine Fire, Water, Electricity, and more to exploit their weaknesses and overcome tough encounters.
Challenging Temples
Prove your worth in the 8 unique temples, full of puzzles, secrets, dangerous foes and fun boss battles.
Explore and Discover
Travel and explore the 8 unique biomes. They are full of secrets, upgrades and inhabitants in need of your help.
Elemental Progression
Restore the Elements and unlock their abilities to open up new locations, solve puzzles and access previously inaccessible areas.
Overcome guilt
Experience a story of self-discovery and the journey to heal a broken world and a broken self.
Genres
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.49−25% | 296reviews | 91% | — | $139.1K |
| $17.99 | 263ratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a solid 2D Zelda-like, pulling heavily from A Link to the Past. Elementallis generally feels good to play. Movement, attacking, and using your unlocked elemental powers are all smooth. I find a lot of top down Zelda-inspired games to be stiff, so I really appreciated how well things generally flowed here. There is one major quirk, though: you swing your sword in a quarter circle, presumably based on the character's handedness. But his hand switches when facing left or right, so that the quarter circle is always above this character. This makes enemies difficult to hit when they are positioned to the lower right of you. I feel like just going with a wider swing to avoid this would have been better, but it also wasn't all that big of a deal to work around. I have seen some people say that the enemies are too tanky, but I didn't experience that at all. I did immediately back track to upgrade my sword every time it was possible, though, so it may only be an issue if you don't explore thoroughly. I also felt that many of the spells you unlock could have been designed to be more useful in combat. Despite the ability to equip a gem to enhance one of your spells, most of them simply weren't worth using compared to an upgraded sword and freezing enemies with ice. That said, I don't think this is particularly worse than even the official Zelda games, and you can get some use out of just about every spell if you want to. Graphics, music, and sound design were all pleasant indie-level affairs. I felt like some of the music was a bit odd for the setting at times. There is a a mix of very synth-y and more realistic voices, and even heavy guitar (still synth, I think) that sometimes gave it a more space-y feel, but it was still well done, so I didn't mind in the end. Map design was a much more mixed bag, unfortunately. I appreciated that dungeons had some complexity to them and had a solid helping of Zelda-esque puzzles. I never left a dungeon thinking "That's it?", which can happen fairly frequently in this subgenre. On the other hand, there is a heavy use of keys in the dungeon. Keys are frequently in the exact opposite direction of the doors needed to open them, meaning, that if you choose the wrong direction and end up at the locked door without a key, you're going to have to do some serious backtracking. There were a couple of dungeons where I explored in almost the exact wrong order and felt like pulling my hair out after going back through the same rooms for the 10th time. The world map is in even more dire straights with its backtracking, though. It's not particularly large, but it is densely populated with obstacles, making it shockingly labyrinthine to traverse. This is compounded by a high number of upgrades locked behind obstacles you won't be able to clear until later in the game and one of the least useful fast travel systems I've seen in the genre. Each zone has a obelisk that serves as a fast travel point to other unlocked obelisks. They are almost always out of the way, and there's nothing like Zelda's flute to whisk you away if you're deep in the zone -- you'll have to hoof it back to the obelisk, if that's even useful in getting to your destination. On top of this, you don't get a spell that improves your base movement until about 75% of the game. If it feels like I spent a disproportionate portion of my time talking about backtracking, that's because it took up a disproportionate amount of the gameplay, even considering that this is a backtrack heavy genre. There's a heavier focus on the story than most Zelda-like games. I didn't particularly care for the story or writing, but I did like seeing the inhabitants of each region be effected by what you were doing. All in all, this is a good Zelda-like mainly held back by a lack of quality of life around travel. If you have the patience to deal with that, I'd recommend giving Elementallis a go.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, German, Catalan
| $17.99 |
| 32ratings |
| 68% |
| — |
| not modelled |
| $13.49−25% | 18ratings | 92% | — | not modelled |
| $17.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 71 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great little game with lots of puzzles and exploration! If you're looking for a Legend of Zelda: Link to the past-style experience, i highly recommend this gem!
Tengo que reconocer que me ha entretenido mucho este juego. Como fan acérrimo de todos los Zelda 2D que han existido, y teniendo en cuenta que Elementallis es básicamente un Zelda 2D, pues es imposible no divertirse con él. El juego es sencillo, colorido, se maneja bien y tiene una buena duración. Sin duda, tienes para muchas horas de diversión si te gusta este tipo de alternativas retro. Me consta que el juego es español y es una «opera prima», hecha básicamente por dos/tres personas, lo cual tiene mucho mérito y siempre conviene apoyar. Hay pequeñas innovaciones jugables, que se agradecen, pero tampoco esperes ninguna gran revolución en mecánicas. Ahora bien, la falta de experiencia sí se nota en algunos puntos. Nada muy grave, pero sí hay algunas cosas que empañan el conjunto. Lo más destacado en la parte negativa son los final bosses: muy pequeños, muy poco espectaculares y a los que acabarás aborreciendo en la parte final del juego, que adolece de una falta de imaginación decepcionante. Creo que la recta final no está a la altura del resto del desarrollo y a mí personalmente me ha dejado un ligero sabor amargo. Casi se pueden notar las ganas de terminar del creador. Por otra parte, creo que el diseño del mapa es mejorable también. Yo soy un friki que siempre busca sacar el 100% de todo, y me he quedado cerca, pero el planteamiento de algunos detalles me han echado para atrás a la hora de desear encontrarlo todo. Por último, el guion es muy básico y muy poco interesante. Hablar con la gente no te aporta nada. Muchas frases, de hecho, son un poco de relleno (por no hablar de la cantidad de habitáculos en los que no hay nadie con quien interactuar). Los diálogos del juego casi se podrían eliminar por completo y no pasaría nada, lo cual es una oportunidad desperdiciada. En fin, hay muchos otros pequeños detalles que yo puliría y que mejorarían el juego, pero tampoco os voy a aburrir con ello. A pesar de estos errores de juventud que he destacado, hay muchos más aciertos que errores en Elementallis. Este juego es de lo más parecido que puedes encontrar hoy en día a volver al viejo Hyrule de antes de que llegaran los polígonos a nuestras vidas. Así que, si esa idea te gusta, no te vas a equivocar comprándolo y explorando sus territorios. Creo que la valoración final arroja un balance muy positivo y ojalá esta gente siga haciendo más y mejores juegos en el futuro.
Desde pequeño he disfrutado de los Legend of Zelda. Sobre todo de los Oracle of Ages y Oracle of Seasons. Creo que esta joya se le acerca bastante. Recomendadísimo. Buena historia y jugabilidad de 10.
Great Zelda like Nice game dynamic Had a lot of fun, bestiary is great to track all that is found
Un disfrute jugar a Elementallis, ha sido como volver a jugar a esos primeros Zeldas en 2D de la Game Boy, tienen todo su espíritu. La historia está muy interesante también con el tema de los elementalistas, los padres del protagonista y en cómo se usa el poder de los elementos en este universo. Me ha gustado tanto que he querido sacarme el 100% de coleccionables y secundarias. Lo he jugado en la Steam Deck y los controles han ido perfecto, creo que lo disfrutarás más en modo portátil si dispones de la opción. Me encantaría que sacaran un Elementallis 2, sinceramente.
Elementallis, un gioco indie molto prezioso. Ho fatto parte del kickstarter appena annunciato e ho seguito lo sviluppo durante tutto il periodo, giocando anche alle demo rilasciate in esclusiva. Poi è uscito il gioco (a cui ho giocato la versione Nintendo Switch su Nintendo Switch 2, per questo non vedrete tempo di gioco sulla mia recensione). Ci ho passato 30 ore totali. Il gioco è un Zelda-like, uno dei miei generi preferiti. Ma si distingue molto bene dal solito clone. La possibilità di usare magie elementali è il punto fulcro del gioco. C'è una varietà di magie molto vasta, fuoco, acqua, vento, terra, elettricità, natura, ghiaccio e etere. Ognuna ha la sua applicazione e il suo vantaggio, sia in combattimento che in risoluzione dei puzzle. Ogni area ha il suo dungeon principale, ma nel gioco non si tratta solo di andare di dungeon in dungeon, si può esplorare una gigantesca area piena di nemici molto vari (che si possono anche catalogare nel Bestiario interno) e puzzle che rendono l'esperienza ancora più divertente. Il backtracking è poco, di solito per recuperare alcuni collezionabili che si sono mancati o che richiedono un nuovo elemento per essere raccolti, o per riempire il Bestiario se si vuole completare il gioco al 100%. Uno dei problemi del gioco è proprio il Bestiario, ma questo solo se si è complezionisti, infatti per ottenere uno degli oggetti del gioco, la Bussola, che permette di teletrasportarsi usando le apposite statue eteree, si deve completare al 100% il bestiario, uccidendo più e più volte i nemici, sia in versione normale che (almeno una volta) in versione potenziata. Il problema principale sta nel fatto di aver bloccato il teletrasporto dietro la Bussola, e gli ultimi nemici si possono sbloccare solo nell'ultima area del gioco, rendendo la Bussola inutile (anche se rivela la posizione dei frammenti di cuore e mana mancanti). L'unica pecca del gioco secondo me è stata questa, ma è una cosa minore. Il resto dell'avventura è stata soddisfacente, inclusi anche i dialoghi e la storia. Graficamente ha uno stile molto interessante, e i nemici sono molto vari, nessuna ripetizione. I nemici forti sono di colore viola e permettono di ottenere 10 monete assicurate a ogni uccisione. L'economia del gioco è abbastanza bilanciata e non ho dovuto fare grinding inutile per il completamento, in quanto i nemici viola e i forzieri fornivano abbastanza monete. Per quanto riguarda i game over il gioco ha un sistema per cui alla morte, si ritorna all'inizio della grotta o dell'area, o all'inizio del dungeon, ma senza penalizzare il giocatore con perdita di progresso, mantenendo attivi i puzzle risolti. Durante le battaglie boss, è presente un portale che può riportarvi velocemente all'arena del boss dall'inizio del dungeon. Come difficoltà in alcune fasi può risultare più difficile ma non punitivo, inclusi anche i boss. Quello più difficile è sicuramente il boss finale ma non spoilero nulla per non rovinare la sorpresa. 30 ore spese molto bene e molto soddisfatto di aver partecipato al Kickstarter. --- **Elementallis, a very precious indie game.** I was part of the Kickstarter campaign when it was first announced and followed the development throughout the entire process, also playing the exclusive demos that were released. Then the game finally came out (I played the Nintendo Switch version on Nintendo Switch 2, which is why you won’t see any playtime displayed on my review). I spent a total of 30 hours with it. The game is a Zelda-like, one of my favorite genres. However, it manages to stand out very well from the usual clones. The ability to use elemental magic is the core focus of the game. There is a very wide variety of magic types: fire, water, wind, earth, electricity, nature, ice, and ether. Each one has its own applications and advantages, both in combat and when solving puzzles. Each area has its own main dungeon, but the game is not simply about going from one dungeon to another. You can explore a huge world filled with very diverse enemies (which can also be cataloged in the in-game Bestiary) and puzzles that make the experience even more enjoyable. Backtracking is limited, usually only required to collect missed collectibles that need a new ability or element to obtain, or to complete the Bestiary if you want to achieve 100% completion. One of the game’s issues is actually the Bestiary, but only if you are a completionist. In order to obtain one of the game’s items, the Compass, which allows you to teleport using the dedicated ether statues, you need to complete the Bestiary at 100%, defeating enemies multiple times, both in their normal versions and (at least once) in their upgraded versions. The main problem is that teleportation is locked behind the Compass, while the final enemies can only be unlocked in the last area of the game, making the Compass almost useless (even though it reveals the locations of missing heart and mana fragments). In my opinion, this was the only real flaw of the game, but it is a minor issue. The rest of the adventure was satisfying, including the dialogue and the story. Graphically, it has a very interesting style, and the enemies are extremely varied, with no repetitive designs. Strong enemies are purple-colored and guarantee 10 coins every time they are defeated. The game’s economy is quite balanced, and I never had to do unnecessary grinding to complete it, as the purple enemies and treasure chests provided enough coins. Regarding game overs, the game features a system where, upon death, you return to the beginning of the cave or area, or to the beginning of the dungeon, but without being punished by losing progress. Solved puzzles remain completed. During boss battles, there is also a portal that can quickly bring you back to the boss arena from the beginning of the dungeon. In terms of difficulty, some sections can be more challenging, but they are never unfair or punishing, including the bosses. The final boss is definitely the hardest one, but I won’t spoil anything to avoid ruining the surprise. 30 hours very well spent, and I’m extremely satisfied with having supported the Kickstarter.
Good puzzles and level design which scratches the "Link to the Past" itch. The "backtracking" mentioned in other reviews is not so bad. The world is not particularly large, and the powers your receive in each biome unlock significant shortcuts. Combat is pretty meh, and one boss is particularly annoying.
Great 2D Zelda inspired game with clever uses of the elements that you acquire throughout the game. Backtracking can sometimes get a bit tedious and some of the later dungeons can be difficult to navigate. Other than that, it's a fantastic and beatiful game that runs perfectly on the steam deck. I highly enjoyed my ~22h it took me to 100% the game
Fun game so far, not sure why some of the other reviews are so harsh.. it has kept me engaged thus far. There are slight backtracks when dying and I haven't had to solve puzzles again to get back to where I was, in fact as you progress a dungeon/level you end up creating shortcuts to get back to the room or boss room you died in. If you like zelda you will like this game. People complaining about bosses being tough.. yeah they are bosses that's kinda the point lol.. that said every boss I have fought has a pattern and once you learn it it becomes simple.. and in its own way is a kind of puzzle. The reviews almost made me not buy the game and that would have been a mistake. The controls and game felt very polished to me. Soundtrack is amazing.
Players by region
Where this game's players are, estimated from review languages.
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