Compare Element Space prices across 50+ stores and find the best deal. Developed by Sixth Vowel. Published by Inca Games. Released on 2/14/2019. Available on PC, Xbox. Genres: Action, Indie, RPG, Strategy.

A mid-budget XCOM-adjacent tactics RPG with genuine branching ambition, undercut by clunky controls and a shallow skill ceiling that genre veterans will hit fast.

I came into Element Space with the kind of checklist a tactics player carries: cover system, action economy, squad composition, faction reputation, branching missions. On paper, Sixth Vowel's debut checks most of those boxes. In practice, roughly half of them are checked with a shaky hand. The structural pitch is legitimately interesting. You play as Captain Christopher Pietham, framed for terrorism and chasing down the Tempest organization across seven culturally distinct factions, each inspired by real-world geopolitical traditions ranging from Communist Russia to Edo-period Japan. The campaign spans 24 hand-crafted missions, but you only play around 12 of them in a single run, and you can recruit only half of the eight available companions per playthrough. That asymmetry is the game's strongest design idea: your ideology score, tracked across four stances (Humanism, Independence, Autocracy, Bureaucracy) rather than a tired good/evil dial, shapes which factions trust you, which companions join, and which ending you see. A second run genuinely feels different at the narrative level, even if the tactical moment-to-moment does not. Combat is turn-based and squad-based in the XCOM tradition: two action points per character, one for movement, one for attacks or abilities, with sprinting burning both. Cover provides full or half protection and can be broken by sustained fire, which prevents camping on both sides. Melee characters enter a lock state that penalises anyone shooting at them, creating some positioning tension. A selection of 32 melee and ranged weapons lets you mix playstyles on paper. The Extinction mode punishes three consecutive failures on a mission with a hard stop, for players who want permanent stakes. All of this sounds like a solid tactical foundation, and during the best sequences it almost is. The problem is that each character's effective toolkit is limited to three or four abilities beyond a basic attack, skill upgrades mostly deliver small stat nudges, and the enemy AI does not put enough pressure on those tools to make creative solutions feel necessary. Missions start feeling like puzzles with a single correct answer rather than systems you can exploit from multiple angles. For genre players who expect the kind of build variety and late-game escalation that XCOM, Wasteland 3, or Expeditions: Rome provide, that ceiling arrives early and does not rise. The execution problems compound the design ones. The cursor handling during tactical movement was cited as a consistent irritant across multiple reviews, with characters frequently ending up out of cover when you intended the opposite. Line-of-sight readability is inconsistent enough that overwatch, a core defensive tool, becomes unreliable. The original PC release also launched without a robust save system, though checkpoints were patched in post-launch. Voice acting, added for the console release, was widely described as stilted, which does not help a narrative that already struggles to make pre-existing character relationships feel lived-in. Steam user sentiment settled at approximately 54 percent positive across 246 reviews, which is about as mixed as mixed gets and reflects a player base genuinely split between people who found the faction system rewarding and people who bounced off the combat jank. Who should still consider it? If you are a genre completist who wants a short-run (roughly 12 hours per playthrough) sci-fi tactics experience with a non-standard ideology system and genuine story branching, and you can tolerate rough edges from a small first-time developer, there is a functional game here that does something different with its political dialogue structure. It is not a replacement for any top-tier tactics title, but it is not trying to be one either. Approach it as a narrative experiment with tactics scaffolding rather than a deep mechanical challenge, and you may find more patience for its limitations than the average XCOM veteran. Diego, Scout Team

Element Space
ActionIndieRPGStrategy

Element Space

Feb 14, 2019Sixth VowelInca Games
GamerScout Says

A mid-budget XCOM-adjacent tactics RPG with genuine branching ambition, undercut by clunky controls and a shallow skill ceiling that genre veterans will hit fast.

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Screenshots & Media

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About Element Space

I came into Element Space with the kind of checklist a tactics player carries: cover system, action economy, squad composition, faction reputation, branching missions. On paper, Sixth Vowel's debut checks most of those boxes. In practice, roughly half of them are checked with a shaky hand. The structural pitch is legitimately interesting. You play as Captain Christopher Pietham, framed for terrorism and chasing down the Tempest organization across seven culturally distinct factions, each inspired by real-world geopolitical traditions ranging from Communist Russia to Edo-period Japan. The campaign spans 24 hand-crafted missions, but you only play around 12 of them in a single run, and you can recruit only half of the eight available companions per playthrough. That asymmetry is the game's strongest design idea: your ideology score, tracked across four stances (Humanism, Independence, Autocracy, Bureaucracy) rather than a tired good/evil dial, shapes which factions trust you, which companions join, and which ending you see. A second run genuinely feels different at the narrative level, even if the tactical moment-to-moment does not. Combat is turn-based and squad-based in the XCOM tradition: two action points per character, one for movement, one for attacks or abilities, with sprinting burning both. Cover provides full or half protection and can be broken by sustained fire, which prevents camping on both sides. Melee characters enter a lock state that penalises anyone shooting at them, creating some positioning tension. A selection of 32 melee and ranged weapons lets you mix playstyles on paper. The Extinction mode punishes three consecutive failures on a mission with a hard stop, for players who want permanent stakes. All of this sounds like a solid tactical foundation, and during the best sequences it almost is. The problem is that each character's effective toolkit is limited to three or four abilities beyond a basic attack, skill upgrades mostly deliver small stat nudges, and the enemy AI does not put enough pressure on those tools to make creative solutions feel necessary. Missions start feeling like puzzles with a single correct answer rather than systems you can exploit from multiple angles. For genre players who expect the kind of build variety and late-game escalation that XCOM, Wasteland 3, or Expeditions: Rome provide, that ceiling arrives early and does not rise. The execution problems compound the design ones. The cursor handling during tactical movement was cited as a consistent irritant across multiple reviews, with characters frequently ending up out of cover when you intended the opposite. Line-of-sight readability is inconsistent enough that overwatch, a core defensive tool, becomes unreliable. The original PC release also launched without a robust save system, though checkpoints were patched in post-launch. Voice acting, added for the console release, was widely described as stilted, which does not help a narrative that already struggles to make pre-existing character relationships feel lived-in. Steam user sentiment settled at approximately 54 percent positive across 246 reviews, which is about as mixed as mixed gets and reflects a player base genuinely split between people who found the faction system rewarding and people who bounced off the combat jank. Who should still consider it? If you are a genre completist who wants a short-run (roughly 12 hours per playthrough) sci-fi tactics experience with a non-standard ideology system and genuine story branching, and you can tolerate rough edges from a small first-time developer, there is a functional game here that does something different with its political dialogue structure. It is not a replacement for any top-tier tactics title, but it is not trying to be one either. Approach it as a narrative experiment with tactics scaffolding rather than a deep mechanical challenge, and you may find more patience for its limitations than the average XCOM veteran. Diego, Scout Team

Tags

singleplayerachievementscloud-savestier:aaaBranching FactionsIdeology SystemDestructible CoverMelee Lock MechanicMulti-EndingExtinction ModeLow Replayability CombatFirst-Time Developer

Steam Deck & Linux

Steam Deck PlayableProtonDB Bronze

Valve rates this game Steam Deck Playable. Runs on Linux but with crashes or issues. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7
Memory
8 GB RAM
DirectX
Version 11
Storage
10 GB available space
Graphics
GeForce GTX 550 Ti / Radeon HD 7770
Processor
Intel Core i3-4170
Additional Notes
Average of 30 frames per second at medium settings and 720p

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 12
Storage
10 GB available space
Graphics
Nvidia GeForce GTX 980 / Radeon RX 580
Processor
Intel Core i5-7600K

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Reviews & Ratings

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Game Info

Developer
Sixth Vowel
Publisher
Inca Games
Release Date
Feb 14, 2019

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Element Space is available on PC, Xbox.

When was Element Space released?

Element Space was released on 14 February 2019.

Who developed Element Space?

Element Space was developed by Sixth Vowel and published by Inca Games.