Releases March 17, 2026
Journals
Dev Journal
If you're a game developer, you're going to appreciate today's video. In most games (and by most, I mean, pretty much all) the in game art assets are pre-designed 3D models. That is, when you play Starcraft or Civilization or your favorite RPG, the "tiles" were put together with Maya or 3D Studio or some other modeling program. The Kumquat engine, and therefore Fallen Enchantress creates its in-game assets through the Tile Editor (where the components were made with Maya and 3D... [read more]
Dev Journal
Only 4 days left! So let's talk about..The Fallen Enchantress. Originally, we were going to have a button that said "campaign" and the user would play through it and that would be that. But instead, we've renamed it "Scenarios" for two reasons. First, because we wanted to pave the way for additional scenarios in the future that could be added in without needing some "expansion pack". After all, the Fallen Enchantress campaign was created using the built in modding tools.... [read more]
Dev Journal
As someone who has played PC strategy games since, well, since there's been PC strategy games to play, the thing that often stifles me is the late game. Often times, strategy games will bog down due to sheer wait time between turns or just collapsing under their own weight in micro management. Fallen Enchantress attempts to solve this through the use of a multithreaded game state architecture. What this means is that while you're taking your turn, a bunch of different things ... [read more]
Dev Journal
When games come out, one of the things that helps them pass the test of time is modding. It's a big deal to us and in 20 years of making games, we've never put so much effort into modding as we have in Fallen Enchantress. Here's a video of me playing with the map editor today which comes with the game. Elemental: Fallen Enchantress will be released on October 23rd. Visit www.elementalgame.com to learn more. [read more]
Dev Journal
There's only a week left! That's just so hard to believe that we're almost there. Looks like there's going to be another public update tonight. They want to test out some installer improvements and...well since they were doing that, we snuck in some tweaks, fixes and I ninja-checked in some AI improvements. The team that started Fallen Enchantress includes virtually everyone who made Galactic Civilizations II (and expansions). It's been a real joy seeing the team ... [read more]
Dev Journal
One of the changes we've made for the final public build is that we've greatly reduced the costs or raising and lowering land. Now, you can't use these spells to create mountains or make islands. That's not their purpose. What they can do, however is create shorter routes through mountain regions (lower land) and connect players to other parts of the world that aren't normally accessible (raise land). This will become a particularly big deal after release when we ... [read more]
Dev Journal
It’s a rainy Fall Sunday here in Michigan. The team play tests and play tests. We’re in the final polish phases for the game. Today’s video shows the tactical unit placement updates. In the current public beta, the algorithm for placing units left something to be desired. Now, ranged units and defenseless units are explicitly shoved to the rear which results in a much more satisfactory experience. Also, the AI has gotten a lot better at tactical... [read more]