Compare Elmarion: the Lost Temple prices across 50+ stores and find the best deal. Developed by Fleon Games. Published by Fleon Games. Released on 9/27/2024. Available on PC. Genres: Adventure, Indie, RPG.

If the words 'Might and Magic' make your palms twitch, this solo-dev blobber scratches that exact itch - rough around the edges, but genuinely committed to its dungeon-crawling roots.

I have a soft spot for the kind of game one person builds in a basement and ships with zero marketing budget, so Elmarion: the Lost Temple had my attention the moment I clocked it as a real-time first-person blobber cut from the same cloth as Might and Magic 6-8. That is a very specific, very underserved niche, and it takes some nerve to go there as a solo developer. The good news is that the core loop holds up more than you might expect from a sub-5-dollar indie. You build a party of four from eight classes - knight, archer, fire mage, ice mage, air mage, nature mage, cleric, and necromancer - and each one carries ten unique skills, giving you eighty abilities to mix across your roster. In practice that means party composition genuinely matters: a cleric keeping the knight upright while an ice mage kites a cluster of enemies into a corner is a real tactical moment, not just a stat check. Leveling hands you five stat points and one skill point per hero per level, so there is a pleasant drip of build decisions throughout. The hub village lets you offload loot to a merchant, restock potions and scrolls, and jump back into the dungeon through portals without retracing corridors, which is a small quality-of-life grace note the genre often forgets. The dungeon structure itself spans several themed zones - fire, ice, and air areas among them - each carrying its own monster roster and environmental puzzle logic. Combat is real-time and demands constant positional awareness, because enemies will close range fast if you stand still. The feedback from hits is the weakest link: sound effects lack weight and enemy flinch animations are minimal, which dulls the sense of impact that makes real-time blobbers feel satisfying at their best. Jumping mechanics in more vertical sections also feel imprecise, which becomes genuinely frustrating as the map complexity grows. These are not dealbreakers, but they are honest rough edges that a player should walk in expecting. The visuals sit in that honest indie 3D space - polygon counts are modest, textures get soft at close range, but the art direction stays consistent enough that nothing looks out of place in the same world. The soundtrack functions as atmospheric background texture rather than a standout score, keeping tension without demanding attention. Steam player reception has landed in the mixed range, and that feels about right: the players who love it tend to love it specifically because it recalls those late-90s Might and Magic vibes that almost nobody is chasing anymore, while those who bounce off it are usually expecting tighter production values than a solo-dev RPG at this price point can realistically deliver. Elmarion: the Lost Temple is not a game that will persuade anyone who does not already feel some nostalgia for the blobber format. But if you remember kite-strafing skeleton archers in Might and Magic 7 with a full party of archers and thinking it was the most elegant jank ever devised, this has that same unpretentious spirit. The developer earned something real here, and the low entry cost means the risk of finding out is genuinely small. Kai, Scout Team

Elmarion: the Lost Temple
AdventureIndieRPG

Elmarion: the Lost Temple

Sep 27, 2024Fleon Games
GamerScout Says

If the words 'Might and Magic' make your palms twitch, this solo-dev blobber scratches that exact itch - rough around the edges, but genuinely committed to its dungeon-crawling roots.

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About Elmarion: the Lost Temple

I have a soft spot for the kind of game one person builds in a basement and ships with zero marketing budget, so Elmarion: the Lost Temple had my attention the moment I clocked it as a real-time first-person blobber cut from the same cloth as Might and Magic 6-8. That is a very specific, very underserved niche, and it takes some nerve to go there as a solo developer. The good news is that the core loop holds up more than you might expect from a sub-5-dollar indie. You build a party of four from eight classes - knight, archer, fire mage, ice mage, air mage, nature mage, cleric, and necromancer - and each one carries ten unique skills, giving you eighty abilities to mix across your roster. In practice that means party composition genuinely matters: a cleric keeping the knight upright while an ice mage kites a cluster of enemies into a corner is a real tactical moment, not just a stat check. Leveling hands you five stat points and one skill point per hero per level, so there is a pleasant drip of build decisions throughout. The hub village lets you offload loot to a merchant, restock potions and scrolls, and jump back into the dungeon through portals without retracing corridors, which is a small quality-of-life grace note the genre often forgets. The dungeon structure itself spans several themed zones - fire, ice, and air areas among them - each carrying its own monster roster and environmental puzzle logic. Combat is real-time and demands constant positional awareness, because enemies will close range fast if you stand still. The feedback from hits is the weakest link: sound effects lack weight and enemy flinch animations are minimal, which dulls the sense of impact that makes real-time blobbers feel satisfying at their best. Jumping mechanics in more vertical sections also feel imprecise, which becomes genuinely frustrating as the map complexity grows. These are not dealbreakers, but they are honest rough edges that a player should walk in expecting. The visuals sit in that honest indie 3D space - polygon counts are modest, textures get soft at close range, but the art direction stays consistent enough that nothing looks out of place in the same world. The soundtrack functions as atmospheric background texture rather than a standout score, keeping tension without demanding attention. Steam player reception has landed in the mixed range, and that feels about right: the players who love it tend to love it specifically because it recalls those late-90s Might and Magic vibes that almost nobody is chasing anymore, while those who bounce off it are usually expecting tighter production values than a solo-dev RPG at this price point can realistically deliver. Elmarion: the Lost Temple is not a game that will persuade anyone who does not already feel some nostalgia for the blobber format. But if you remember kite-strafing skeleton archers in Might and Magic 7 with a full party of archers and thinking it was the most elegant jank ever devised, this has that same unpretentious spirit. The developer earned something real here, and the low entry cost means the risk of finding out is genuinely small. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttier:sub-5BlobberReal-Time Party CombatSkill TreeVillage HubElemental DungeonsSolo DeveloperRetro-Inspired RPGLoot Economy

System Requirements

Minimum

OS
Windows 7 SP1 / Windows 8 / Windows 10
Memory
4 GB RAM
DirectX
Version 10
Storage
3 GB available space
Graphics
GeForce GTX 650Ti, ATI Radeon HD 7850
Processor
x86 compatible 2.66 GHz or better

Recommended

OS
Windows 7 SP1 / Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
NVIDIA® GeForce® GTX 1050 Ti, ATI Radeon™ RX560
Processor
x64-compatible, 4-core, 3.2 GHz or better

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Game Info

Developer
Fleon Games
Publisher
Fleon Games
Release Date
Sep 27, 2024

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What platforms is Elmarion: the Lost Temple available on?

Elmarion: the Lost Temple is available on PC.

When was Elmarion: the Lost Temple released?

Elmarion: the Lost Temple was released on 27 September 2024.

Who developed Elmarion: the Lost Temple?

Elmarion: the Lost Temple was developed by Fleon Games.