
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 game is a true Zelda legacy. It has everything I was craving since Nintendo turned the LoZ-games into open world action rpgs. It has the temples, it has the "I got a new element at the last temple, so I can go look and see what areas are now accessible to me!", it feels like a perfect throwback. The story is nothing new (kid saves world) but the element mechanics are really fun!
Elementallis is an extremely fun, fresh take on a 2D Zelda-style game. I love the addition of the elemental mechanics, including how they interact with puzzle solving, as well as with each other. The overarching environmental narrative is great too, and doesn't overpower the base gameplay that I'm here for. There are some great ideas in here that I hope other Zelda-style games latch onto moving forward. I will say the story throughout the game could have a bit more juice to it, but [spoiler]it pays off in the end[/spoiler]. Overall, it was a great game that I had a ton of fun playing!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 |
| $17.99 | 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
I am presently 2 elements in and its been fun so far. Initial impression was this was a LoZ:LttP/LA clone, which I do not mind at all, but its great. So far, storywise its kinda like Secret of Mana meets SNES Zelda. The music so far has been really good, the element abilities have me wondering what the next ability is gonna be. If anything I have a feeling that I am gonna wish this game was bigger than it already is (and I am only 4 hours into things so I imagine it will be plenty big). Certainly worth a snag.
Excellent overall. The visuals are great, with detailed pixel art and a very living world. Critters everywhere! There is a lot of variety in the environment and it affects traversal and how they feel overall. Puzzles are never frustrating, because their execution is easy, and the thought process almost always makes sense and is clearly communicated. The combat is basic, but it's fun, with decent enemy variety and fun elements to use during battle. However, some bosses (water, wind and electric) rely on very annoying gimmicks, sometimes difficult to execute, and have been quite rage inducing. The music is a banger as well. Very fitting to the moment or situation, never distracting, always accompanying the visuals or the story beats nicely. Speaking of story, I quite enjoyed it. The writing is solid, despite the silent protagonist, adopts mature themes, and each region has its own substory that you'll have to resolve. It doesn't shy away from showcasing what the devs think about specific matters, some players won't like it.
Juego muy entretenido. Cumple con su inspiración de los zelda clásicos 2D. Mención de honor a que el creador ha ido parcheando algunos problemillas en el diseño de ciertas zonas y escuchando el feedback.
Great Zelda-like game that takes a lot of inspiration from A Link to the Past/Link's Awakening and adds its own sauce on top to make it better. The unique part of the game is that you have 8 different elements, all having their own effects. They all have their own effect in both combat and in overworld travel, allowing you to find what works best for you. For example, Fire sets enemies ablaze in combat and can burn bushes away in the overworld. On the other hand, Nature creates a plant that siphons health from nearby enemies in combat and creates upwards vines in the overworld. What I like additionally is that elements synergize with each other. I won't spoil all synergies here, but as an example, Water can be used on top of a Nature plant to increase its health siphoning effect and area-of-effect. The game features 8 dungeons (one for each element) plus a bunch of optional mini-dungeons, each unique in their mechanics and puzzles. The dungeons are very reminiscent of the aforementioned Zelda games as well, known for their great 2D dungeon design. Enemy design is very good. Many enemies are weak to specific elements, forcing you to interact with the mechanics of the game and giving a great sense of progression once you obtain an element. The combat itself is pretty well-done too, although it did take me a while to get used to that swinging your sword hits the tile in front and left/above that tile (depending on orientation) but not the tile right/below it. While that makes perfect sense physics-wise (if you are right handed, swinging your sword will not hit anything on your right), it does not make sense from a gameplay perspective where one would expect your attack to hit the three direct tiles in front of the character. The overworld, while a bit confusing at times, has secrets left; right; and center. However, because there are 8 elements in the game, it can sometimes force you to backtrack to all previous locations once you unlock an element to get all the items. There are predetermined teleport points in the overworld to move around faster, which alleviates this a bit, but those teleport points are a bit hidden sometimes. Each region is very colorful and has its own distinct tileset, making them each to recognize and they look amazing. The music is definitely a highlight. It is really well-made and each region's music fits that region incredibly well. Overall, I think this game is a must-play for anyone that has been waiting for a new Zelda-like game since A Link Between Worlds from 2013.
Solides Zelda-like mit wenig Ecken und Kanten, das aber ebenso hinter seinem Potential etwas zurückbleibt. Statt Enterhaken, Bogen und co. nutzt man Elementarkräfte, pro Dungeon eine weitere neue. Diese werden zum Lösen der Rätsel eingesetzt oder sind in Kämpfen hilfreich: z. B. ein Feuerball als Fernkampfwaffe sowie um Fackeln anzuzünden, Eis friert Gegner ein und lässt bestimmte Steine verschieben. Das bezahlt man mit Mana, das sich selbstständig auffällt, sodass man im Zweifelsfall diese Zeit überbrücken muss.. Das kann in Kämpfen brenzlig werden, erschien mir aber niemals ärgerlich langatmig, sondern gut getimet. Vielleicht lag es an meiner Spielweise, aber ich hatte den Eindruck, einige Kräfte sind - gerade in Kämpfen - deutlich nützlicher als andere. Hier hätte ich mir mehr Ansporn durch spezifischere Gegner gewünscht, die etwa den Einsatz eines bestimmten Elements verlangen. Ansonsten waren die Kämpfe in Ordnung und auch größere Mengen Gegner - gerade durch Elementareinsatz - gut bewältigbar. Upgrades für Waffen und Rüstungen sind sehr stark, v. a. höherer Schaden erleichtert Kampfherausforderungen deutlich, bei der Rüstung kam ich über das erste Upgrade nicht hinaus, hatte aber auch nicht den Eindruck, dass das auch nur annähernd nötig wäre. Auch Elementarkräfte können durch ein Upgrade je etwas stärker werden, jedoch muss man das durchwechseln, was mitunter etwas Menüarbeit erfordert. Auch die Rätsel waren oft eher simpel, wenn es um den Einsatz der Elemente geht. Mehr Komplexität, z. B. durch Kombinieren von Elementen, was wirklich nur ganz vereinzelt vorkommt, wäre wünschenswert gewesen. So hat man in der Regel pro Element immer sehr ähnliche Hürden. Die Dungeons sind überwiegend klar strukturiert, was ich nur halb als Lob meine: Man kommt gut durch und muss sich selten um Übersicht scheren. Man wird durch die meisten Dungeons quasi geführt, muss allenfalls darauf achten, zuerst in die Schlüsselräume zu gehen, bevor man in die Räume mit den verschlossenen Türen kommt. Hat man Vorgänger aus den klassischen Zeldas vor Augen (Adlerfestung aus Link's Awakening; Blinds Versteck aus A Link to the Past oder der Wassertempel aus Ocarina of Time), wo die Rätselstruktur den gesamten Dungeon oder Teile davon umfasst, muss man hier seine Erwartungen zurückschrauben: Die Lösung von Rätseln gehen selten über die einzelnen Räume hinaus. Einzig der Windtempel stach mit den zahlreicheren Stockwerken sowie Löchern, durch die man hin und wieder fallen muss, und z. T. auch Querverbindungen über mehrere Räume (um Wind weiter zu leiten) in der Hinsicht positiv hervor. Das war das einzige Tempel, wo ich mir beim Durchlauf einigermaßen den Aufbau einprägte, weil man sich auch mal damit auseinandersetzen musste. Das Lösen der Dungeons macht dennoch Spaß und gehört zu den Highlights des Spiels. Wirklich knobeln musste ich aber nicht. Ein weitere Highlight sind sicher die Bosse. Genretypisch muss man den Tempelschatz - also die Elementarkraft - einsetzen, was mal mehr und mal weniger auf der Hand liegt: Die Bosse im Wind- und Wassertempel fand ich besonders einfallsreich und sie kosteten mich schon etwas Überlegung. Der zweite Boss schien mir im Vergleich zu den weiteren unverhältnismäßig spammend. Auch bzgl. der Zwischenbosse, die stets die Elementarkraft bewachen und zugleich anteasern (eine gute Idee) sind vom Schwierigkeitsgrad nicht so ganz gestreamlinet, sind aber in Ordnung. Die Oberwelt ist Biome aufgeteilt, die sich an den Elementen orientieren. Die Erkundung ist spaßig, das Backtracking nicht wirklich störend (gehört auch irgendwie zum Genre). Durch recht genaue Karten und Marker kann man sich gut orientieren. Neben Herzteilen und Manaerhöhung gibt es noch Erweiterungen für Geldbörse und Inventar sowie unterstützende Tränke. Diese erleichtern das Spiel ungemein. Was Geld angeht, hatte ich fast nie zu wenig, aber manchmal das Problem, das aktuelle Maximum zu überschreiten, weil es nichts zum Ausgeben gab. Solche Verbesserungen waren recht standardmäßig zu erhalten, d. h. meist: Hast Kraft a oder b oder b und c, kannst du den Bonus erreichen. Ein tiefergehendes Erkunden gibt es fast nicht. Es gibt auch eine nennenswerte Story, die mit der Geschichte der Elementaristen gut grundiert ist und interessante Ansätze aufweist sowie Wendungen an passender Stelle. Unterstützen sollen auffindbare Tagebucheinträge, die sich nach meinem Empfinden aber nicht besonders stimmig ausnahmen. Auch die meisten Dialoge sind allenfalls grundlegend funktional. Erst gegen Ende hin nimmt die Story wirklich etwas Fahrt auf und findet einen durchaus gelungenen Abschluss. In der Summe: Gelungenes Spiel mit angemessenem Umfang, nicht besonders schwer, stellenweise etwas unterkomplex, aber in seinen Kernelementen meist spaßig und mit klaren Highlights. 6,5/10.
This is a solid game. I give it an 8/10. Anybody who wants to play a Zelda game but has played them already, play this. It'll scratch that exact itch. I wont go over too much over what the game does well because anybody who has played the old Gameboy Zelda games will know. But there are some nitpicks. The primary one is the music. The music is catchy, I can hum the tunes to myself, but it doesn't feel like it fits exactly. It feels like it'd be more in line with a science fiction game. It's hard to put my finger on what doesn't exactly work to this particular game. Second small issue: The game is a bit claustrophobic when it comes to moving around and exploring. The map feels a decent size but it could be bigger or more open. It could spread out the things to find a bit better and give you room to breathe. They could probably remove a few of the environmental/upgrade obstacles as well. Sometimes they come a bit too close together and you feel like you're hot swapping your spells over and over. You can also tell they ran out of space in the over world to put heart pieces and mana bar upgrades because they put one of each in each dungeon. The final nitpick is that chests don't always feel good. The wallet upgrades don't really matter past the 5th one, having 9 is weird. Could have just had 4 and doubled their effect. In the same vein, map markers could've been sold by any number of the worlds merchants. Going into a cave, solving their mini-puzzle only to get some map markers is a let down every time. These could've been heart pieces taken from the dungeons, or they could've been something more interesting, maybe items required to open the way to the extra boss. I hope the team behind this makes a sequel and builds upon this beginning adventure. Make new items, expand upon the elements (new effects from mixing them), a bigger map, maybe some speed friendly options too.
Decent zelda like.
If you like Zelda-like top down action RPG games this is for you. This is a nice 15-20h adventure. Storyline is somewhat basic, but it's not your basic cliche "fight the big bad evil foe", and it does it's job very well, maintaining a bit of mistery throughout the story even to the end of the game. Mechanically, the Zelda-like items you find in every dungeon are now different elements (magic) you get. They can be used both in combat and overworld exploration, as well as solving puzzles. The rotatory menu and quick access keys make it so you can change elements mid-fight very organically. The elements can even interact, so there are certain combos you can pull off. A very welcome change of pace from getting an item you only ever use in its dungeon and at a certain roadblock. Currently at version 1.0.16, I haven't encountered any bug in may 100% playtrought, the devs are very eager to help and try to fix any new bugs assap. I 100% recommend playing this game.
Players by region
Where this game's players are, estimated from review languages.
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