Stardock Entertainment have announced Elemental: Reforged, which is kinda of like a super remaster of three different games to finally realize their vision.
It brings together the 4x series Elemental that was split into three games across Elemental: War of Magic, Fallen Enchantress, and Sorcerer King. Stardock said their original plan conceived back in 2008 was limited by the technology of the time and so this brings a modernized 64bit game engine to deliver on their original vision. There will be some game mechanics from each in the series, along with entirely new features. Check out the trailer below:

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“With Elemental: Reforged, we’re finally able to deliver the original design we wanted,” said Brad Wardell, CEO of Stardock Entertainment and lead designer of the original Elemental game. “As we developed Elemental, we realized that the design wouldn’t fit in a 32-bit game and pared it down to into Elemental: War of Magic, which still had challenges fitting in 32-bit memory space. So then we made Elemental: Fallen Enchantress, which did much better but was still a shadow of what we had designed. Then we made Elemental: Sorcerer King where we focused on the crafting and quest elements of the original design. Now, thanks to remastering the engine to 64-bit, we can actually make the full game we originally envisioned in 2008.”
Elemental: Reforged Highlights include:
- Unified Elemental Experience. Brings together the strategic depth, smart AI, and rich gameplay from Fallen Enchantress, the immersive crafting and quest systems from Sorcerer King, and the dynasty-building, terraforming, and innovative mechanics first introduced in War of Magic.
- Rich, Dynamic Worlds. Enjoy endless replayability through procedurally generated fantasy worlds filled with lore-rich quests, evolving environments that respond to your magic, unique fantasy civilizations, and bustling cities populated with individually simulated characters.
- RPG-Infused Unit Design. Customize heroes and armies through an intuitive RPG-style character designer, crafting each unit with their own unique history, stats, equipment, and abilities, growing stronger with experience.
- Compelling Tactical Combat. See how your designed units and characters fare in battle in highly refined tactical battles that reward strategic thinking, or leverage a sophisticated auto-resolve system powered by advanced AI for streamlined empire management.
- Deep Quest and Story Integration. Embark on rich, narrative-driven quests seamlessly woven into the empire-building experience, influencing diplomacy, unlocking secrets, and offering meaningful rewards.
- Modernized UI and Graphics Engine. Explore enhanced visuals powered by DirectX 11, seamless zooming from strategic cloth-map to detailed tactical view.
- Integrated Modding tools. A comprehensive built-in modding and map-editing tools, and a fully redesigned user interface optimized for modern PC gaming with Steam workshop integration.
This brings very strong OS/2 memories from the past...


...which is why I'll be waiting for proper reviews. And I don't mean the "Let's Have A Look At The New Patch" YouTube payola coverage kind like they're doing with GalCiv4, either.
Apparently they pissed a bunch of people off with their Start11 software and not supporting it that long, only to release a new version of it that felt like a patch.
And when I go to the Steam GalCiv 4 page, I mean, some people like it, but overall what people say doesn't look that promising. So I kind of feel like Stardock make games that I would normally expect to like but somehow probably won't.
And then there's things like people seemingly only covering GalCiv4 on YouTube when they're paid to do so...
The AI race generator was an interesting idea on paper, but the execution was just about on par with the rest of the game, so a bit underwhelming.
I wanna give FreeOrion a test, though
So, the pros: Interesting tech tree, some interesting ideas about how empire economics and pop growth work. Pretty cool ship designs and tech trees surrounding them. Arguably a pro is the very open source approach to the UI, that has all these sub-windows that you can arrange and size how you want, if only you understood what all of them are for.
Neutral: There are a lot of space monsters, which in the early game can put a serious crimp in exploration or even kill your empire if you get unlucky. But they're sort of interesting to deal with and let you test your latest combat ships without actually going to war with real alien empires.
The cons: Incredibly minimalist look, with essentially no art whatsoever. User interface bare and often difficult to understand. Notifications of what's going on almost feel like error messages in a command line interface. Nonexistent diplomacy. Interesting and unusual concepts and technological capabilities with unobvious strategic implications are usually not matched with even half-decent explanations of how they actually work. Wonky; weird things appear not to work, increasingly as you head towards later in the game. Sometimes it's because of some obscure rule that is not explained anywhere, like you can't take that planet because its stealth is so good that even though you're seeing it on the map and just defeated its orbital defences, in some hypothetical way you're not supposed to know it's there so you can't land troops or settlers, but nothing in the user interface really tells you that, it just won't let you. Sometimes it's just because shit isn't working, and so some tactical action you kind of need to take, you just can't because it decided not to work. And, late in the game (although I'm sure there's a setting you can do to turn this off . . . somewhere), often some kind of overpowered crisis aliens just kill you and there's nothing much you can do about it.
I've never finished a game. But it can be kind of fun through to the mid game or so if you get lucky.
I, too, am interested in these indies @such mentions.
Last edited by Purple Library Guy on 31 Jul 2025 at 5:09 pm UTC