
In a world of magic, your mind is your greatest weapon. Learn the ways of magic and design your own spells to fight enemies, navigate treacherous terrain, and right past wrongs in the kingdom of Mystralia.
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About

In the kingdom of Mystralia, it takes more brains than brawn to succeed.
You will face down giant, powerful creatures and navigate treacherous terrain. You will encounter puzzles that confound even the wisest of the old sages. And you must overcome obstacles put in place by people who do not want you to succeed.

Your path will not be easy.
In Mages of Mystralia, you play as Zia, a young girl who discovers that she has been born with an innate sense of magic. Unfortunately, magic has been banned, so she strikes off to train on her own to gain some control over her powers. On her journey, she meets other exiled mages and, discovers runes with magical properties and realizes that she can combine these runes in millions of different ways to come up with completely new spells.
The story was written by bestselling author Ed Greenwood, creator of the Forgotten Realms fantasy world for Dungeons and Dragons, which served as the basis for games like Baldur’s Gate and Neverwinter Nights, as well as about 170 fantasy books.

Design spells to fight enemies, solve environmental puzzles and battle epic bosses
Powerful yet simple spell crafting system
Classic action-adventure with over a dozen of distinct regions to explore
Original orchestral score conducted by Shota Nakama and performed by the Video Game Orchestra at SoundtRec Boston of Final Fantasy XV and Kingdom Hearts fame
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
eita jogo que demora pra engrenar, muito diálogo desnecessário, muita andança, missão de coleta x coisas, backtrack de andar no vazio. E nem consegui ver o sistema de magia ainda...
[h1]Spellcrafing & wizardry[/h1] Mages of Mystralia is THE game that always is recommended when someone wants a magic game with custom spell making and rightfully so, while it isn't perfect the combination of old school rpg with unique puzzles that only work because of the way the game is made. [h3]Spellcrafting[/h3] The spellcrafting system is a simple to understand and extremely free system,you have 4 spell types: close range/projectile/aoe/defensive, these spell then can have (later on) their element changed between air/water/fire/earth ande each have a hexagon area with 19 slots, in these slots you place runes of 3 types that have connection spots in up to 6 direction so you have to match them in order to make your spell, these runes are split into 3 categories: [list] [*]Behaviours - these runes will affect the way the spell behaves, things like homing, movement, bounce,... [*]Auguments - basically upgrades that affect connected behaviours, improving duration/direction/size [*]Triggers - condition for activating other spells, like on contact/over time/... [/list] So you can basically make thousands of spells by mix and matching different elements and then even more by nesting them with triggers like a fireball that will start a fire rain on impact [h3]Puzzles[/h3] This game has 2 types of puzzles (technically 3 with spellcrafting): [list] [*]Rune walls - where you have to basically rearrange runes in order to connect them all similar to how spell crafting runes work [*]Puzzle chambers - where you have to craft a spell in order to complete the puzzle, things like hitting hard to reach braziers with bounces or hit multiple targets at once, easy to understand what you have to do with the difficulty being actually achieving it. [/list] [h3]Progression[/h3] While the puzzles are great the progression is the same this game being a lite-metroidvania with every area being unreachable until you unlock a specific spell/element and then the area being centered around that new spell, this is a way better feeling than just locking areas behind a key since you physically can't go there instead of just having a big closed door. [h3]Collectibles done right[/h3] The map of Mystralia isn't that big. but there are a lot of things to collect, while the main one are purple beads used to upgrade hp/mana you can also find wands/runes/items, this is also made greater by the area tracker on the map, where you can hover over an area and find out how many collectibles there are and how many you got, so 100% the game is easier since you won't have to search every corner for that last bead instead knowing it's general whereabouts Quests are also great, while the story behind is lacking they are relatively quick (instead of grindy) and fun to do, and the reward is always worth the trouble. [h3]The bad[/h3] the game isn't perfect by any means, story kind of basic and game is short (it only takes around 8 hours to 100%, my play time for example is combination of current complete run and a 6h 80% run i did 6 years ago) the combat is also it's weakest part, not only having an extremelly limited mana pool so you can't make any insane spells but with the end game dark enemies completelly disabling you magic on hit, making you run around for a couple seconds waiting to be able to attack again. bosses are also extremely easy (had to go out of my way to die for an achievment), [h3]Final Thoughts[/h3] Mages of mystralia is one of the best magic games out there not only adding an in-depth spell crafting system but most of the game being designed around it perfectly so I definitely recommend anyone try it out.
It's a cute game that gets more complex as you gain runes to modify your spells. The first two hours of the game dragged me a bit, but after you gain a couple or interesting runes, the spell combination possibilites explode and the game becomes so much fun! This game is for you if you like puzzles, dungeons and combining mechanics (spells). The characters, the music and the story are quite charming, too. However, bare in mind the game is a bit umpolished and controls can feel a bit clunky sometimes. If that's not a problem, go ahead! Regarding the difficulty level, I was very hesitant. Archmage was a bit scary, reading the comments, but I was also afraid that the first level was too easy. After playing in Archmage, my conclusion is that Archmage is not that hard (if you have experience with other action games), but the first two-three hours can be tough because you have to spam the same basic spells over and over and enemies require two many hits before going down. However, after you finish the ice "temple", everything changes as you get access to tons of spell combinations and strategies. I would even say that the last part was too easy, as some spell combinations resolved entire boss battles without me doing more than going in circles and letting the spells do the rest. Also, the end is a cliffhanger to a sequel that hasn't released yet.
Fun game once you get over the inital low-magic part to actually start combining runes to craft cool spells.
Very fun game. It has an interesting setting to explore, good combat, and fun puzzles. My only complaint is that the villain is pretty forgettable and has very little presence.
为了让自己写的东西尽量客观,我一般都是在一个游戏玩比较长的时间后才会写评测,但这个游戏我连一个小时都没玩下去就忍不住吐槽了,也许它后面会有比较不错的体验,但很遗憾这头一个小时给我的枯燥体验已经足以让我申请退款了,差评 游戏讲的是一个被禁止魔法的王国里一个突然觉醒魔法天赋的小女孩被活跃于地下的法师组织收留并学习魔法战胜敌人拯救世界的故事,小女孩头一次展示天赋就成功烧掉了自己家的房子然后被村子赶了出去,从剧情描述上看,这个小姑娘破坏力不说多强,但绝对是有的;然而实际游戏中,她对上三个以上的哥布林就得跟老鼠一样被撵得满地乱跑,换我是村长我肯定也把她赶出村子啊,合着这魔法天赋只能用来祸害自己人是吧→_→ 接下来我们看一下这位拥有魔法天赋的少女出厂设置吧。 技能1:挥舞[spoiler] 仙女棒一样的[/spoiler] 魔杖[strike] 发射魔法弹 [/strike] 攻击敌人,攻击范围约等于主角臂展长度。 技能2:搓一个火球[strike] 发射出去爆炸 [/strike] 悬浮在原地等待敌人撞上去,爆炸范围约等于撞上去的敌人的占地面积[spoiler] 说人话就是只能打一个[/spoiler] 技能3:施展冰霜魔法冻结[strike] 敌人 [/strike] 水面,范围大约是身前两步远 技能4:施展防护魔法,阻挡迎面的攻击,施放时可以转向,但不能移动 以上。发现问题了吗?身为一个魔法师,主角竟然连一个可以丢出去的法术都没有,要不是游戏名字里有个mage我还以为我玩的是工兵,你看这四个技能,工兵铲、埋地雷、搭浮桥、堆沙袋,上头甚至连把枪都舍不得发……要命的是唯一一个能算远程技能的火球也并不好用,敌人可不会傻傻往你火球上撞,而是不停围着你乱跑乱跳,更别说游戏初期就已经有了丢标枪的远程怪,那就更不好引了。 战斗体验就是遇到少量的近战哥布林还可以用仙女棒慢慢烫死,遇到近战远程一起出现的时候就只能先用火球慢慢清近战,再想办法打远程,而当标枪哥布林数量增加的时候,从不同角度以不同节奏攻击直接能让你无限坐牢,你开盾不能动,防住了这个怪的攻击又得防另一个怪的,好不容易几个怪都没攻击可以冲上去揍了,然后你发现你TM魔力用完了(没错,4个技能都要魔力才能用),对了,后面还有血量更多攻击范围更大的精英哥布林呢 从我进游戏到卸载的这40分钟里前10分钟解锁了这四个技能的出场配置,后面就全是跑过来被哥布林揍,跑回去被哥布林揍,解锁了无数种挨打的姿势却没解锁一个新能力后,身心俱疲的我终于决定关闭-卸载-申请退款 总之还是那句话,因为时长太短,写的东西难免主观偏颇,但这是我在这个游戏里体验到的全部东西,如果你是那种能忍受前面的极度无聊,等待游戏体验回甘的快乐的玩家,可以无视我的评价自己上手看看或者参考一下其他人的评测建议,否则还是不建议入了,因为它的初期体验真给不了任何能吸引人的内容
結構楽しかった。序盤はルーンが少なく魔法使いとしての楽しさがないがトリガールーンが来たあたりから五連ファイアボールで敵を楽に倒せるようになり、エーテルランダム法で余裕がある程度生れ、そして属性変更が来たら五連サンダーボルトにデコイ置き電撃突進で集団戦も楽になり、最終的にはテレポ近接ですごいことになる(そのころにはもう戦うボスがほとんどがいない、爽快感が高まった状態で終われる)。 ボス戦は高難易度で初めは「ギミックわかんね」からのギミック分かってからは謎解き二回くらいで倒せるようになり爽快感がありゲームのレベルデザインは良く感じる。正直ギミックで相手が止まったらボタンおしっぱ魔法連射してマナポケチんなければ瞬殺なのではなかろうか。 難点としてはカメラワーク、これによって見えない距離からKBや凍結の遠距離持ちが攻撃してくるパターンが組み合わさると最高にウザい。
Na plus jest ciekawy system magii, w którym składamy zaklęcia z mniejszych kawałków. Jest sporo efektów i one działają zwykle zgodnie z oczekiwaniami, tzn. na przykład dodając efekt duplikacji do kuli ognia będziemy mieli czar, który rzuci kilka kul ognia naraz. Na minus to przede wszystkim konstrukcja rozgrywki. Poruszamy się po świecie złożonym z plansz (np. las). Każda taka plansza ma umieszczonych przeciwników, którzy w nieskończoność się regenerują po każdym nowym załadowaniu planszy. Więc za każdym razem jak nasza postać pójdzie do sąsiedniej lokacji albo wczytamy grę albo zostaniemy pokonani to wszyscy przeciwnicy na danej planszy pojawią się ponownie. To kompletnie zabija uczucie progresu. Najlepszy sposób na przechodzenie gry to używanie zaklęcia do szybkiego poruszania i omijanie wszystkich przeciwników, których jesteśmy w stanie. Ogólnie to powoduje, że gra jest powtarzalna i przez większość czasu przedzieramy się przez te same tereny i widzimy tych samych przeciwników. Sztucznie wydłuża to rozgrywkę. Nie pomaga tu też fakt, że od pewnego momentu nie ma większej logiki w tym, jakich przeciwników spotkamy. Więc jak spotkamy gobliny to będzie to od razu miks wszystkich rodzajów elementów i w szczególności któryś z goblinów zawsze będzie odporny na jeden z naszych czarów. Zestawy obecnie używanych czarów można zmieniać, ale w trakcie walki jest to irytujące. Co gorsza gra potrafi na nas rzucić przeciwników, na których nie mamy kontry (np. mamy 2 żywioły dostępne, a przeciwnik jest odporny na nie). To w połączeniu z odradzaniem się stworów powoduje, że w którymś momencie odechciewa się walki z tymi potworami. Dodatkowo jeden z potworów blokuje możliwość rzucania zaklęć. Nie byłoby to złe, gdyby to było rzadkie spotkanie, ale jak już wspomniałem, od pewnego momentu zestawy potworów nie mają logicznego sensu i losowo w hordzie przeciwników do pokonania pojawia się taki, który blokuje zaklęcia. W grze o rzucaniu zaklęć nie możemy rzucać zaklęć... Tworzenie czarów jest całkiem fajne, ale nowe skladniki czarów zdobywa się na tyle powoli, że po jakimś czasie to ja używałem praktycznie zawsze tego samego. Podsumowując, pomysl na mechanikę gry jest całkiem fajny, ale konstrukcja świata i dziwne wybory techniczne powodują, że gra rodzi frustrację.
Хорошая экшен-рпг с простой, но интересной кастомизацией заклинаний.
有意思的游戏
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Languages: English*, French, Italian, German, Spanish - Spain, Russian, Simplified Chinese, Hungarian, Japanese, Korean, Polish*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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