
Five Elements
If you have a soft spot for abstract strategy games with unusual philosophical DNA, Five Elements is a surprisingly honest little puzzle-RTS that most people will never hear about.
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About Five Elements
I will be straight with you: Five Elements is the kind of game that lands in a bundle, gets installed out of curiosity, and then quietly holds your attention for longer than it deserves to. The core premise is abstract and genuinely original. You are managing a network of elemental energy nodes, fire, earth, metal, water, and wood, connected by channels across a battlefield that represents a monk's mind. The enemies are not soldiers or monsters; they are vices and sins with names like Envy, Hatred, and Laziness. Each has a distinct ability, so Envy copies every spell you cast back at you, and Hatred radiates lightning damage to surrounding nodes. That alone puts more personality into the opposition than most budget RTS titles bother with. The mechanical heart of the game is the elemental interaction system, which maps closely to classical Taoist cycles of creation and control. One unit of wood energy fed into a fire node yields 1.5 units of fire energy. Metal weakens wood. Water controls fire. Once you internalize these relationships, and the game does give you a reference chart at any time so you are not forced to memorize them cold, the combat starts to feel like a resource-flow puzzle under time pressure rather than a traditional real-time skirmish. That is a real distinction. You are routing energy rather than clicking units, and the moment-to-moment decisions hinge on which nodes to feed, which to contest, and which to starve. Players who like resource optimization loops in grand strategy or 4X games will recognize the cognitive texture immediately. Progression runs across 40 levels of experience and includes 8 spells you unlock over the course of the campaign. Spell timing matters: a well-placed ability can swing a losing fight, but Envy will mirror it straight back at you if you are not careful with sequencing. Maps come in both procedural and hand-crafted varieties, which gives the game some replay texture beyond the main path. The tutorial, called Trials in the game itself, is short but functional. It covers the elemental chart and basic node-capturing before throwing you into meditation mode. Newcomers to abstract strategy will need a session or two before the system clicks, but the skill ceiling is accessible enough that it never becomes alienating. The honest downsides are not small. The Steam community is thin, with roughly 30 reviews to its name and a few lingering bug reports, including save-state issues and a final challenge encounter that community members have flagged as potentially broken. The presentation is stripped-back to the point of austerity. There is no modding ecosystem to speak of, no multiplayer, and the post-launch support from solo developer TaosX has been light. If you need a robust AI that adapts to you, or a campaign with narrative weight, this game will feel bare. The Metacritic summary puts it plainly: solid and original for strategy fans, but probably frustrating for anyone who needs story scaffolding to stay motivated. For its price tier this is defensible as a curiosity purchase for strategy-minded players who want something with a concept they have not seen before. Approach it as a compact puzzle-RTS experiment rooted in Taoist philosophy rather than a full-fat indie campaign, and it delivers on that narrow brief. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP, Vista®, 7, 8, 10
- Memory
- 512 MB RAM
- Storage
- 250 MB available space
- Graphics
- Integrated or higher
- Processor
- 1 ghz
- Sound Card
- Any
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Game Info
- Developer
- TaosX
- Publisher
- TaosX
- Release Date
- Mar 24, 2017