Elandrake tasks you with growing an otherworldly force from a negligible speck into a planet-devouring entity. You gather matter to fuel mutations and unlock increasingly powerful consumption abilities, systematically dismantling the orbital structures around you. It appeals to players drawn to incremental progression with a destruction-focused fantasy—watching your influence expand from cosmically insignificant to catastrophically dominant.
About this game
Elandrake is an incremental destruction game where you awaken a mysterious cosmic entity. Collect matter, evolve your abilities, and reshape the orbital ecosystem as you progress from a tiny anomaly to a consumer of worlds.
Players, last 68 days
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Daily peak concurrent players, sampled once a night from Steam.
Hello everyone! Once again, thank you to everyone playing and everyone who is reporting issues with the demo! If you see anything, please let me know, and I will update the demo ASAP. This update addresses a bug with riding a comet! If you were on a comet and the timer ran out, then the next time the comet spawns, you will get stuck - not great While I was fixing the comet issues, I added new prompts to explain how to ride a comet and added damage during the ride, so you can now plough through asteroids! Bug fixesFixed an issue where ending a run while still riding a comet would cause the player to get stuck. Please let me know if you experience any further issues, and I will resolve them!
Hello everyone! Once again, thank you to everyone playing and everyone who is reporting issues with the demo! If you see anything, please let me know, and I will update the demo ASAP. AdjustmentsRemoved player collision; this allows the player to move freely and even move past the crystal light beamsIncreased base player movement speed by 50%, Removed old downsampling post-processingIncreased melee dash damage Bug fixesFixed an issue where the 'Direct Comet' prompt would show the incorrect key Please let me know if you experience any further issues, and I will resolve them! I would like to discuss the timer with players, so if you see this and have an opinion, please reach out to me. I'm considering completely removing the round-based timer and opting to have a go-back-to-entity option. This would allow players to return to the neural tree when they feel they have enough currency. Let me know what you think!
Hello everyone! Once again, thank you to everyone playing and everyone who is reporting issues with the demo! If you see anything, please let me know, and I will update the demo ASAP. Today's update fixes a few minor...and let's say critical issues! Adjustments Allowed new branches to spawn earlier (previously you needed to complete the whole branch of a material for a new one to spawn)Increased the cost of crystal nodes Increased the destroyer-class ships' HP - it was far too easy!Increased the rate at which hostile ships spawn between intercept eventsIncreased the base damage of the ice beam to help it feel more like an upgrade!Added persistent UI to show how to change abilities when a new one is obtained Bug fixesFixed an issue where the end of the demo prompt would break the gameFixed a new game asking to erase save dataSecondary attacks on comments no longer break the ride along! Please let me know if you experience any further issues, and I will resolve them! For the Next Fest, I will be adding a few new enemy types and a boss battle to end the demo! I look forward to the next update!
Posts come from Steam's official announcements feed.