
You start as a simple neutral Wisp. Absorb elemental motes, add elemental effects and strengthen your abilities, build your power, and survive a world that's already at war with itself. 12 elements. 11 abilities. 12 bosses. Permanent progression. Every run, a new chance.

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You begin as nothing — a mote of raw magic drifting through a world that doesn't know your name yet. Absorb elemental energy from the world around you,
transform your Wisp, and grow powerful enough to challenge a world boss. Then die, bank your Shards, and try again stronger.
WISP: Elemental Conflict is a top-down elemental roguelike where your build is made of the world itself.
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Elemental motes scatter across every biome. Collect them. Pour them into your abilities to change how they behave — a Fire Dart ignites on contact, a
Void Nova shreds, a Crystal Shield erupts with shrapnel when it breaks. The same 11 abilities express themselves across 12 distinct elements: Fire,
Water, Ice, Lightning, Wind, Earth, Metal, Crystal, Wood, Light, Dark, and Void.
Invest motes into your three body stats — Vitality, Armor, and Mana — to shape who your Wisp becomes. Reallocate freely between runs. Experiment without
penalty.
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The ecosystem isn't waiting for you. It has its own agenda.
8 distinct creature types compete for resources and territory across every run — and most of them will turn on you the moment you step into their range:
- Sprites forage peacefully — until you're the most interesting thing nearby
- Hunters sprint and stalk with predatory aggression
- Lurkers stalk invisibly and pounce from the shadows
- Swarms coordinate in packs — disturb one, disturb all
- Sentinels guard their territory with ranged precision
- Wraiths fire from distance and retreat when pressed
- Colossi are armored tanks that charge and retaliate
- Harbingers dodge your shots, raise damage shields, and burst-fire in rings
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Every run takes you through one of four worlds — The Burning Reaches, The Fractured Expanse, The Sunken Realm, or The Abyssal Hollow — each home to three
elementally themed biomes and a named world boss. The Emberlord. The Tide Sovereign. The Prism Oracle. The Ancient Still. Each boss is a signature
elemental encounter. Defeat one to end your run and claim your Shards.
Worlds unlock through meta-progression — each victory opens the door to harder terrain, stranger creatures, and more powerful rewards.
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Shards are the only currency that survives death. Spend them to expand your mote capacity, unlock new abilities, and push deeper into worlds that don't
pull their punches. Every run is a clean slate. Every run builds on everything that came before.
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- 12 elemental motes — each changes the behavior, visuals, and feel of every ability
- 11 abilities — Dart, Dash, Shield, Orb, Lance, Nova, Aura, Teleport, Vortex, Stealth, Seeker
- 3 body stats shaped by mote investment — Vitality, Armor, Mana
- 8 creature types in a living ecosystem with their own behaviors and rivalries
- 12 named elemental bosses, one per biome
- 4 worlds across 12 procedurally generated biomes
- Persistent meta-progression via Shards — grow permanently between runs
- Casual-friendly run length — pick up, play, and put down without losing your footing