New Beta Demo & Known Issues

Elements Destiny

Use the power of the elements and face your destiny. Elements Destiny is a 2D Fantasy RPG with pixelated retro visuals. An emotional journey with a deep story, challenging turn based combat and handcrafted artworks. And yes, the soundtrack is massive!

[b]Known Gamebreaker Bugs:[/b] [list] [*] If the Technical or Elemental menu is opened and "Confirm" is pressed too quickly again, the battle freezes. [*] Rapidly alternating between pressing "Confirm" and "Cancel" shifts the interface, potentially causing the battle to freeze. [*] Selecting "Game reset" from the pause menu may cause the player to be unable to move after the first scene. [/list] [b]Other Known Bugs:[/b] [list] [*] Descriptions and information for Elemental and Technical attacks may shift around. [*] The HP bar sometimes doesn't update properly while the displayed number remains correct. [*] If a status is added to the Guardian of the Light and then thrown back by the boss using Purification Star, the same status can immediately be added again. [*] Even for missed attacks, all effects are triggered (status potential, EP charge, etc.). [*] In one case, Maline received no damage and no status potential even though her attack was reflected by the Guardian of the Light. The battle didn't proceed after that, but the battle continued after using "Cancel" and then inputting a different action. [*] The Elemental Shock status icon is often positioned behind the battle timeline for the Brilliant Scholar. [*] The loading time from a battle loss to the "Game Over" screen is extremely long. [*] When healed and simultaneously injured (e.g., through bleeding), the numbers from the floating text overlap. [*] Erika's marking techniques have no effect. [*] In the start menu, the player can already be controlled after selecting a starting point and then pressing "Confirm" again. [*] The text under Main Quest in the menu occasionally has display/formatting errors. [*] In the room with the second mirror puzzle, the previously lowered pillars disappear after collecting the yellow orb. [*] The player character is not always reset to Erika after a manual game reset. [*] When the player character's movement is ongoing and the main menu is opened, the menu UI twitches. [*] Cutscrenes may not perform correctly on low-performance systems due to frame skips. [*] Karen is playable before she joins the group (not a proper "bug," as it was a necessary workaround for another issue. However, it will be fixed). [*] The fade-out at the end of the demo doesn't last long enough before the game resets. [*] Entering a battle while the ground is flashing in light floor sections keeps the ground visible after the battle. [*] The player light is uncomfortably bright in some rooms in the catacombs of Lourant. [*] The light cones of NPCs/player in dark rooms malfunction in some rooms. [*] The movable floor plates in the second passage of the final Light Floor puzzle aren't functional. [*] Initiating a battle during the first mirror puzzle renders the mirrors unusable afterward (can be fixed by leaving the room and reentering). [*] Minor movements of character graphics in battle can distort over time. Additionally, originally smooth movements are twitching. [/list] [b]Layering and Collision Bugs:[/b] [list] [*] The wall in the upper left of the inn (ground floor) has no collision. [*] The statues in front of the castle entrance intersect with the player's head. [*] If the player runs too quickly towards the door leading to the throne room, the player disappears behind the door. [*] Near the pillars in the corners of the main hall of the castle, the player can only pass by running. [*] The player's head clips through walls when getting too close to the walls in underpasses. [*] The upper area in the monster room in the catacombs of Lourant has misleading collisions. [*] Treasure chests from elevated positions can also be opened from below. [/list] [b]Planned features that will be added latest with the final release:[/b] [list] [*] Additional messages will be added to the combat messages under the timeline. [*] A combat log that can be accessed at any time during battles will display the latest combat messages and explain all currently active status icons. [*] All status icons will receive a round counter. [*] If a character in the group suffers a debuff, this will be visually emphasized. [*] Defending will receive the following, other functions: Slight TP and EP regeneration. More EP will be regenerated when attacked while defending. It will also be clear whether a character is currently defending. [*] A character will receive very slight EP regeneration when attacked. [*] The representation of the current turn order in battles will be further improved. [*] Erika will receive a technique that allows viewing an enemy's LP bar alongside its element and type. [*] If multiple identical enemies are involved in a battle, they will be identified with a number in the timeline and on the battle field. [*] Enemies in battles will receive shadows. [*] The TP will be shortened by one digit. [*] For Lias's Illusory Blade techniques, visibility will be improved to show that they cost both TP and LP. [*] The costs of Elemental and Technical attacks will be represented differently to make them easier to attribute to resources. [*] After a victorious battle, there will be a results screen. [*] Items will be usable (in and out of battle). [*] Saving and loading will be possible. (obviously) [*] Long loading sequences will have a loading screen. [*] At the end of the demo, text will be inserted clearly indicating that the demo is over before returning to the title screen. [*] A backlog for rereading past text boxes within dialogues will be implemented. [*] While a text box's text is being built, it will only be fully displayed when the confirmation button is pressed before the next text box is called by pressing the confirmation button again. [/list] Some of these bugs we want to fix for the demo as soon as possible. Once the patch is live, we will release another post with corresponding patch notes. Furthermore, there were many other interesting ideas and suggestions that we will discuss within the team over time. However, to keep this list from becoming too overwhelming, we won't mention them here. Thank you for your feedback!