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A few weeks ago, we revealed Stormbinders. Today, we're kicking off a series of dev diaries to dive deeper into its world, starting with a look at the lore and creative vision behind the game.
This first entry includes conceptual art pieces to help set the tone and atmosphere of the game. As the series continues, we’ll dive deeper into gameplay systems, tools, and footage, giving you a closer look at what the team is working hard to bring to life.
Let’s begin!
The World and the Weave
Everything in this world is connected by something called the Magic Weave. It’s not just magic, it’s life itself. It controls emotions, growth, decay, even the weather. It keeps nature breathing and time flowing.
But something has gone terribly wrong.
The weave is broken. No one knows why, or who caused it. But the effects are everywhere. Magic lashes out in wild surges. Storms arrive without warning. The dead stir. People dream of fire falling from the sky. Some say the world is ending. Others say it’s just changing.
Across the land, cracks called rifts have opened: places where raw, unstable magic pours through. Around them, nothing is normal. Weather, time, and life twist into strange shapes. The rifts are dangerous, but they also hold answers. And power.
The Stormbinders
In this age of chaos, a few individuals have begun to hear the storm, and bend it to their will. You are one of them. You are a Stormbinder.
The bond between you and the weave is still alive. While others fear the wild weather, you feel it responding to your thoughts. You can guide it. Shape it. Call it forth in battle. Where armies clash, you summon rain to heal your troops. When enemies rise, you bring down thunder. In the cold silence of a ruined forest, you breathe snow into the wind to slow your foes.
You don’t cast spells like others. You bind the storm itself.
But this power is not safe. It grows, it pulls at you. And the more you use it, the more the world around you begins to shift in your presence.
A Fractured World
Each land has changed in its own way.
In Astrion, scholars and mystics try to protect what remains of the weave. Their forests, once peaceful, are now filled with unstable magic. Their cities struggle to hold together under the weight of too many questions and not enough time.
They believe in knowledge, harmony, and the idea that magic should serve the world—not rule it.
From the flames of Helion, the demon lord Malgrim sees the broken weave as an opportunity. With fire and fury, he marches to conquer. He doesn’t want to fix the world—he wants to reshape it in his image.
Helion thrives in chaos. To them, destruction is just the first step toward rebirth through dominance.
To the north, in the cold silence of Immortus, the dead whisper and walk. Their leaders believe this is part of a natural cycle. They say life and death are not enemies, just two halves of the same breath. If the weave is to be restored, it must be done their way.
Immortus seeks balance not through peace, but through acceptance of decay, death, and renewal.
And in the proud cities of Empyrium, a kingdom once ruled by light now sits in shadow. Betrayed from within, unsure who to trust, their future lies in the hands of a broken king and a young heir no one expected.
Once symbols of order and divine right, Empyrium now stands at the edge of collapse—its pride clashing with its guilt.
The Heart of the Conflict
All these lands are connected through the weave—and all are suffering as it unravels. Some want to heal it. Some want to use it. Others want to let it die.
And in the middle of it all stands you, the Stormbinder.
Where others fight with swords or spells, you carry the storm. You can mend what is broken. Or you can bring even greater ruin.
The storms are not just tools. They are alive. They remember. And they are watching what you choose to do with them.
What Awaits You
Your journey will take you across burning deserts, frozen wastelands, ruined temples, and storm-scarred cities. You will meet heroes and traitors. You will chase secrets buried in ancient ruins and rifts that tear the sky open. The choices you make will ripple through the weave.
This is not just a story about war. It’s a story about what survives after the storm. And who controls what comes next.
You are not a chosen one. You are not the last hope.
You are the storm’s voice.
And the world is listening.
Thank you for following along! Stay tuned for our next dev diary, where we’ll explore our inspirations from heroes: what we learned and how we’re innovating beyond the classics.
Watch the Trailer:
Wishlist Stormbinders Now: https://www.slitherine.com/game/stormbinders