Compare ElementalsFight prices across 50+ stores and find the best deal. Developed by OurLastSpring. Published by OurLastSpring. Released on 12/30/2020. Available on PC. Genres: Indie, Massively Multiplayer, Strategy, Early Access.

Castle Fight nostalgia bait that hasn't seen a developer update in over four years. The core loop has teeth, but the ghost-town playerbase will test your patience faster than any enemy hero.

My first instinct when I saw this was to boot up Warcraft III and check if the original Castle Fight mod still had lobbies. That tells you something. ElementalsFight is a 1v1 real-time strategy built around a single hero unit you directly control, sitting on top of a base-building layer where everything else runs on autopilot. You place buildings, those buildings produce creatures, those creatures march toward the enemy base automatically, and your job is to out-build, out-item, and outlast the opponent's hero. If that sounds like the spiritual child of Castle Fight crossed with a light MOBA wrapper, that's exactly what it is. The actual design idea is solid. You pick element-flavored buildings to determine what creature types spawn from your side of the map, buy hero items tied to those elements to buff your units and your own combat stats, and try to position well enough that when the enemy's wave crashes into yours, yours wins. Gold flows from killing enemy creatures, so there's a feedback loop between good building placement and economy that gives the strategic side some real texture. The hero is killable, and if the enemy gets into your base without finding you, they start capturing it. That one rule forces you to stay engaged rather than going full AFK builder. The tension is genuine when the game actually fires. Here's the problem, and it's not a small one. Steam itself displays a notice that the last developer update was over four years ago. The game launched in Early Access in December 2020 as what the developer openly described as a technical demo, with a bot mode and map editor promised for later. Four-plus years on, the player count tracked by third-party tools sits in the zero-to-a-few-thousand-owners range with almost no community activity. Finding a live 1v1 match outside of arranging one yourself is a real question mark. For a game whose entire identity is competitive online PvP, a dead lobby is a fatal flaw, not a footnote. The underlying engine feels rough in the ways you'd expect from a very small solo-or-tiny-team Early Access title. Pathfinding bugs were acknowledged in the developer's own roadmap posts. Animations are barebones. There's no ranked ladder, no matchmaking infrastructure worth mentioning, and the element-variation system that should drive build diversity feels underdeveloped given how little content shipped before updates stopped. The Castle Fight Warcraft III community is still more active than this standalone sequel, which is a bleak sentence to type but an accurate one. If you have a friend who also remembers Castle Fight and you want to recreate a very rough version of that nostalgia in a slightly more modern wrapper, there might be twenty to thirty minutes of fun here for the both of you. For everyone else, the genre is served far better by games that are actually alive. Abandoned Early Access titles with no review score, no update history, and no visible playerbase are a category of purchase you should approach with serious caution, and this one ticks every warning box. Fred, Scout Team

ElementalsFight
IndieMassively MultiplayerStrategyEarly Access

ElementalsFight

Dec 30, 2020OurLastSpring
GamerScout Says

Castle Fight nostalgia bait that hasn't seen a developer update in over four years. The core loop has teeth, but the ghost-town playerbase will test your patience faster than any enemy hero.

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About ElementalsFight

My first instinct when I saw this was to boot up Warcraft III and check if the original Castle Fight mod still had lobbies. That tells you something. ElementalsFight is a 1v1 real-time strategy built around a single hero unit you directly control, sitting on top of a base-building layer where everything else runs on autopilot. You place buildings, those buildings produce creatures, those creatures march toward the enemy base automatically, and your job is to out-build, out-item, and outlast the opponent's hero. If that sounds like the spiritual child of Castle Fight crossed with a light MOBA wrapper, that's exactly what it is. The actual design idea is solid. You pick element-flavored buildings to determine what creature types spawn from your side of the map, buy hero items tied to those elements to buff your units and your own combat stats, and try to position well enough that when the enemy's wave crashes into yours, yours wins. Gold flows from killing enemy creatures, so there's a feedback loop between good building placement and economy that gives the strategic side some real texture. The hero is killable, and if the enemy gets into your base without finding you, they start capturing it. That one rule forces you to stay engaged rather than going full AFK builder. The tension is genuine when the game actually fires. Here's the problem, and it's not a small one. Steam itself displays a notice that the last developer update was over four years ago. The game launched in Early Access in December 2020 as what the developer openly described as a technical demo, with a bot mode and map editor promised for later. Four-plus years on, the player count tracked by third-party tools sits in the zero-to-a-few-thousand-owners range with almost no community activity. Finding a live 1v1 match outside of arranging one yourself is a real question mark. For a game whose entire identity is competitive online PvP, a dead lobby is a fatal flaw, not a footnote. The underlying engine feels rough in the ways you'd expect from a very small solo-or-tiny-team Early Access title. Pathfinding bugs were acknowledged in the developer's own roadmap posts. Animations are barebones. There's no ranked ladder, no matchmaking infrastructure worth mentioning, and the element-variation system that should drive build diversity feels underdeveloped given how little content shipped before updates stopped. The Castle Fight Warcraft III community is still more active than this standalone sequel, which is a bleak sentence to type but an accurate one. If you have a friend who also remembers Castle Fight and you want to recreate a very rough version of that nostalgia in a slightly more modern wrapper, there might be twenty to thirty minutes of fun here for the both of you. For everyone else, the genre is served far better by games that are actually alive. Abandoned Early Access titles with no review score, no update history, and no visible playerbase are a category of purchase you should approach with serious caution, and this one ticks every warning box. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpachievementstier:sub-5Castle Fight Spiritual SuccessorAuto-Battle UnitsHero ItemizationBase Capture MechanicElement Build SystemAbandoned Early Access1v1 PvP Focus

System Requirements

Minimum

OS
Windows 7/8/10
Memory
4 GB RAM
DirectX
Version 10
Network
Broadband Internet connection
Storage
1024 MB available space
Graphics
nVidia GeForce 8600/9600GT, ATI/AMD Radeon HD2600/3600
Processor
Dual core from Intel or AMD at 2.8 GHz
Sound Card
DirectX Compatible

Reviews & Ratings

No ratings available

Game Info

Developer
OurLastSpring
Publisher
OurLastSpring
Release Date
Dec 30, 2020

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