
Ember Badlands
Fire
Rock
A game by Tempest Wolf Studios
Monster Card Game
A world of twelve elements, where monsters are collected as cards, raised through three stages of evolution and led into battle across biomes, bosses and the stars beyond.
The world
Two regions and twelve biomes. Elementia is the first: six lands, each home to two elements. Finish it and the Starlit Reach opens, six more beneath the stars.












The creatures
Every monster in Elementia has its own art, its own element and its own story. Choose one to read it.
The founding monsters of Elementia, spanning all twelve elements, crowned by four Primordials.
Living constellations: monsters of starlight, nebula and comet-trail, watched over by twelve Zodiac Wardens.
The godly tiers. Four Primordials, each the fusion of two elements, and twelve Zodiac Wardens, one for every element. Each is a single card that never evolves.
The cards
A card carries everything you need at a glance. This is Solvantis, a Zodiac Warden of the Starlit Pact, exactly as it appears in the game.
The creature, and the essence of its element in the corner.
One to five. Feed a spare copy into a card to add a star; at three, four and five stars its foil changes.
Three crystals show how far along its line it has evolved. The godly tiers light all three in gold.


What it takes to play the card. Rarer cards cost more.
Its strength and its life, in one number.
Its role in battle: Sword, Bow, Heal, Poison, Freeze or Magic.
Collect
Every creature line evolves through three stages, and every stage is a card of its own, with its own art and its own story. Duplicates are never wasted: feed a copy into a card to raise its stars.
Cindercub curls its ember-tipped tail around itself to sleep, and the faint smoke rising from its den tells travelers a kit is dozing inside.
When Emberfang shakes its blazing mane, sparks scatter like fireflies. It hunts at dusk, flinging bolts of flame from the tip of its plume-like tail.
Pyrothian's shoulder plumes flare like wings when it is angered, and its ember markings glow so brightly that night briefly turns to noon around it.



Above them all stand the godly tiers: the Primordials of Genesis and the Zodiac Wardens of the Starlit Pact, each a single card that never evolves.
The elements
Each element is strong against some and weak against others, and a clash turns on it. Choose an element to see where its power lies.

Fire
Battle
A monster's HP is both its strength and its life. When two meet, the higher number wins, and the winner carries the damage forward.
Strike with the elemental advantage and you hit harder; strike into a weakness and you hit softer. Bring water to the volcano.
Draw from your deck, spend energy that grows each turn, and hold three places on the field against your opponent's three.
Six skills shape how a monster fights: who strikes from range, who takes the hits, who heals, poisons, freezes or burns.
Attacks up close and takes damage back, but has the biggest HP pool.
Attacks from range and never takes damage when it attacks.
At the start of each of its turns, heals every other ally on the field.
A target it hits loses a share of its HP every turn for three turns.
A target it hits skips its next attack.
Attacks from range with no damage back, and the target burns for two turns.
The journey
The Adventure map carries you from biome to biome, each home to two elements, so the creatures you bring matter as much as the ones you meet.
Each region is a long trail across six biomes: battles, essence shrines, and a boss at the end of every stretch.
Bosses are Alphas, bigger and fiercer forms of a biome's creatures. Beat one and its Alpha card may be yours.
Four ancient beings, each fusing two elements, stand above the rest of the roster.
Finish Elementia and a second region opens beneath the stars, with the Starlit Pact's own creatures and packs.
In play
Screens from the game as it stands today, in development.

The Adventure map
Node by node up the trail.

A battle
Three places a side, energy growing each turn.

The binder
Every set, page by page.

Before a fight
Their deck, yours, and the power of each.

Craft cards from essence, feed copies in for stars, evolve with shards, and take on the Boss Farm.

Set fights that open as your deck grows stronger, each with a reward paid once.

Eight quick games, from Memory Match to Element Duel, for potions and essence.

Packs for both sets, and chests that open with keys won along the way.
In development
Elementia is being prepared for Android and iOS. The store pages will be linked here as soon as they are live.