Age of Safekeeping — The Present
Huther stands protected by Heuria's spell and people live peacefully. This is Elliot's home era and the start of the journey.
Cross the Doorway of Time with Elliot and Faie to lift the curse on Princess Heuria — a tale of four ages across a thousand years.
The Adventures of Elliot is a brand-new HD-2D action RPG (pixel art layered over 3DCG) from the creators of Octopath Traveler and Bravely Default. Its tagline is simple: "Hope is Timeless."
After long-unknown ruins are discovered outside the kingdom, the royal scholar Euygene — Elliot's old friend — recommends the adventurer Elliot to explore them. With his fairy companion Faie at his side, Elliot braves the dangers beyond the kingdom's walls on a journey that spans not just the continent but its entire thousand-year history.
The central goal
To lift the curse on Princess Heuria of Huther, Elliot and Faie cross through the Doorway of Time to visit different periods in history.
Heuria's innate magic powers the spell of Safekeeping — the barrier that shields the kingdom from the beast tribes. That gift binds her to the castle, and lifting her curse means reaching back through time itself. The pair set out from their own era, the Age of Safekeeping, and travel further and further into the past. In every age they reach, a terrible threat looms over the adventure.
The continent of Philabieldia is overrun with monsters and beast tribes (beastmen). Humans live tucked into a single corner of the realm, and the Kingdom of Huther is humanity's only bastion, kept safe behind a magic barrier. In the present — the Age of Safekeeping — Huther is ruled by King Hichard and protected by Heuria's spell.
Two pieces of lore worth knowing as you explore: Tul is the currency of Philabieldia (it even pays the price of Faie reviving Elliot), and the Shrines of the Mystic are structures scattered across the world where Faie learns new magic.
Elliot begins in the present and forges progressively further into the past. A clever twist on the structure: each dungeon is a full-length dungeon in only one of the four ages, and a shorter, simplified version of itself in the other three.

The Birth of Civilization.

A Golden Age.

The Dark Ages.

The present.
Huther stands protected by Heuria's spell and people live peacefully. This is Elliot's home era and the start of the journey.
Humanity's remnants live on the brink of extinction amid the ruins of a more prosperous time. There is no spell of Safekeeping here — survivors cling together in the village of Littlehope with meager resources. Most have given in to despair, but the young adventurer Heurich still looks to the future. (Home of the Shrines of Life and cat collecting.)
The height of human prosperity, driven by magic technology so advanced it pushed back the beast tribes — yet the future beyond it is a world of ruin ("somewhere in this age, gears are out of alignment"). It centers on the magic nation of Weyzn, sustained by two rival institutions: Forthewor (advancement by any means) and Formanit (enriching people's lives). Citizens depend wholly on magic, and magical organisms called thaumata are researched here.
The period furthest back in time. At the dawn of civilization, humans use self-made weapons to keep the beast tribes at bay from the earliest settlement, Hitoyori. A tribe called the Myu can speak the human language and wield powerful magic — a power that may be a new hope or a new threat. Humanity faces the greatest turning point in Philabieldia's history.
Across every era, monsters and beastmen threaten humanity. The Myu of the Age of Budding are a special beast tribe that speaks the human language and uses powerful magic. Lyudmila, a Myu, comes to teach magic to the people of Hitoyori — a pivotal moment in humanity's relationship with magic.
The Adventures of Elliot has a three-ending structure tied to how you resolve the journey through time. Open the box below only if you want the broad strokes.
The game builds toward three different endings. Reaching the true ending hinges on choices made at the climactic fight against a boss known only as "The Sorcerer." Rather than simply defeating the boss, the true path asks the player to return to the Northern Tower in the Age of Safekeeping and use the Mystic Seal attack — landing three perfect guards instead of a normal kill. The time-travel hook, light through most of the game, pays off here.