
Elemental Lands
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Description
4X-lite conquest roguelike where base-building powers your spell deck instead of an economy. Explore, gather, then build a base & mine mana to forge buffs or unlock spell cards. In turn-based battles, capture objectives, reposition heroes & play cards to command your party (not just "deal 5 damage")
Single-player
Platforms
macOS · Windows
Developer
RikerRiker
Publisher
RikerRiker
IndieRPGStrategy2D4XBase BuildingCard BattlerCard GameColorfulDark FantasyDeckbuildingIsometricPerma Death
About
YOUR BASE FUELS YOUR SPELL DECK
A 4X-lite conquest roguelike where your Stronghold doesn't buy an army, it supports one. Take the map like a strategy game, & win the wars like a tactical deckbuilder.
- CONQUER THE MAP - Fire, Ice and Earth hold the land. You take it back one region at a time, across a D&D inspired campaign. Build "4X style" Strongholds to upgrade your heroes and push back enemy territory expansion on procedurally generated maps.
- EXPLORE THE FOG - Every map starts dark. Push blind toward the faction army, or sweep for resources first. Build a Scout Tower to fire a directional pulse that strips the fog, revealing Mana Pools, wood, stone, Spell Temples, and Mercenary Camps.
- BUILD A BASE THAT LASTS - Raise an Stronghold with limited build slots: a Camp to heal units, an Obelisk that unlocks devastating world/siege spells, a Spellforge that charges battle effects, or a Siegeworks. Your Stronghold persists across the campaign, so choose your layout wisely..
- MINE THE LAND - Mana is a resource you mine, not just a number you spend. Build a Mana Pool to fuel your spells in battles, and gather resources to build your Stronghold. But move quickly, because the enemy faction is growing!
COMMAND CARDS, NOT JUST DAMAGE
In most deck-builders, you play cards to deal damage. Here, you play cards to command your party of heroes.
- TURN-BASED COMBAT - Classic adventure hero classes combine with random spell card draws. Cast them for maneuvers, buffs, summons, or kills to support your hero party!
- TACTICAL POSITIONING - Maneuver heroes on the battlefield grid for devastating combos and tactical advantages. Front row reaches the enemy backline; back row is protected. Position any hero to change where AND how they fight.
- CARDS = SPELLS & ORDERS - Draw spells cards from your spellbook. These are not your basic "deal 5 damage" cards, they are orders: Focus Fire sends your whole party at one target, Flank sends your front row at their back row, Pray resurrects a fallen hero... Shield Slam, Arrow Volley, Deflection Stance and 50+ more spells!
- SHAPE YOUR DECK - Choose rewards of Offensive or Defensive spell cards to shape your draw pool. Visit Spell Temples to trim weak spells from your deck and stack the odds in your favor.
- CAPTURE OBJECTIVES - Capturable battle objective positions to turn the tides of any battle. Kill the guardian, position a hero on the objective to capture it and gain a powerful hero buff!
A ROSTER THAT GROWS ACROSS RUNS
- VETERANS & ENCHANTMENTS - Units that survive three battles become Veterans and can be permanently enchanted with Pierce, Chain or First Strike. Trinkets start cursed and flip into stacking buffs once you survive two fights with them.
- A COLLECTION THAT OUTLIVES THE RUN - Every faction you defeat and every boss you slay adds a hero to a roster that carries across every future run. You lose the heroes. You keep the roster.
- 60+ HEROES TO UNLOCK - Every victory and boss you slay adds new heroes to your army for your next campaign.
THE NUMBERS
- 66 hero units with 55 distinct abilities (plus dozens of enemies and bosses)
- 50+ battle spells and world/siege spells
- 12 cursed trinkets that flip into buffs
- 29 Castle upgrades across 3 branches
- ~60-90 minute runs, with lots of replayability!