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In this third dev diary, we’re diving into the heart of Stormbinders’ core experience: its four factions. You’ll get an overview of the four major factions, their playstyles, unique faction abilities, and the creative thinking behind their unit designs.
Empyrium
Once a strong and united kingdom, Empyrium is now divided and troubled by betrayal. It is a human faction trying to stay in control in a world full of magic and chaos. Their greatest strength is flexibility – they can adapt to any situation.
Playstyle
Empyrium is a human faction that mixes tradition with new ideas. They have a balanced army and a strong economy, which helps them control the pace of the game. They are good at both defending and attacking. This faction is great for players who enjoy a well-rounded and flexible playstyle.
Faction Ability
Empyrium has a unique power that lets them bring back fallen living units. Using the power of the Sun and advanced technology, they can return soldiers to the battlefield at key moments. When used wisely, this ability can completely change the outcome of a battle.
Astrion
Astrion is a faction built on harmony, knowledge, and the protection of the world’s magical balance. Long ago, their people became the first to understand the power of the Magic Weave—the hidden threads that keep reality stable. They became guardians of this force, creating powerful cities, magical towers, and schools to study and protect it.
Playstyle
Astrion armies are small but powerful. They don’t rely on large numbers—instead, they use strong, well-trained units with magic support. They are best for players who like to protect their troops, plan carefully, and win through control and smart decisions.
Every unit lost matters. Every spell counts. Astrion rewards players who are careful, defensive, and clever with their moves.
Faction Ability
Astrion’s unique power is their deep connection to the world’s storms and the Magic Weave. During magical storms, they can channel energy directly from the Weave, making their spells much stronger.
This lets them cast stronger shields, control the battlefield with magical effects, and turn the tide of battle when the storm is at its peak. They are the masters of magical timing and control.
Helion
The burning armies of Helion, led by Lord Malgrim, show no mercy. This is a faction that doesn’t want to fix the world—they want to burn it down and rebuild it in their own image. Chaos is not a problem for them. It’s a weapon.
Helion comes from a realm of fire and destruction. When the magic storms began, they saw their chance. They crossed into the real world, bringing with them fire, demons, and dark magic.
Playstyle
Helion is made for players who enjoy fast, aggressive gameplay. Their strategy is simple: attack, summon, and destroy. They use fire magic to burn their enemies and open portals to summon demons from the Inferno.
They reward players who never stop pushing. If you like rushing your enemies, making bold choices, and creating constant pressure—Helion is your faction. They love chaos and know how to turn it into strength.
Faction Ability
Helion has a unique power: they can absorb the souls of defeated enemies. These souls are turned into demonic energy, which can be used to power up spells or summon more units from the depths of Hell.
The longer a battle goes on, the stronger Helion becomes. Every kill fuels their army. In the end, nothing is left but flames, ash, and demons.
Immortus
Immortus is a faction of the undead. They believe that death is not the end—it’s just a new form of life. Their leader, the necromancer Skuld, commands an army of bones and spirits, all working to restore the natural order that has been broken.
They do not fear death—they control it.
Playstyle
Immortus wins by numbers. Their units are weak alone, but they are cheap and many. With necromancy, every battle helps them grow stronger. Every fallen unit—friend or enemy—can rise again as a skeleton under your command.
This is a great faction for players who enjoy slow, steady control. If you like to wear down enemies over time, build giant armies, and take control of the battlefield, Immortus is for you.
Faction Ability
Every unit that dies in battle can come back as a skeleton and join your army. Even better, with their special building Pit of Bones, you can turn living units into undead before the fight even begins. This lets you grow your army in new ways.
Units design
Each faction in Stormbinders has a full set of units - from more “classic” monsters to wild beasts and humanoid creatures. But we didn’t just assign random monster types to each group. We asked ourselves: Does this unit feel right? Does it match the mood of the faction? Is it cool?
That “vibe” was our starting point.
From there, we built unique rosters that make each faction feel different. You’ll find creatures in Stormbinders that rarely - or never - appear in other games. We believe the world of monsters is huge, and we wanted to explore it fully.
For example: Astrion has many desert beasts and magical units. These match their faction’s themes of survival, mystery, and power.
Their unique faction ability lets them revive fallen living units, and their buildings focus on battlefield control and strategy. Whether you play aggressively or defensively, Empyrium always has a tool for the job.
Summary
Stormbinders’ four factions offer players a rich mix of strategic depth, thematic storytelling, and distinct playstyles. Inspired by proven ideas, we’ve added our own twist, blending familiar mechanics with fresh systems. The result is a game where experienced players will feel right at home, while still finding plenty of new dynamics to discover. From magical precision to chaotic firepower, each faction feels unique both narratively and mechanically.
This foundation is central to how we’re building the world, and we can’t wait to share more.
See you in the next Dev Diary!
Wishlist Stormbinders: https://www.slitherine.com/game/stormbinders