
Echoes of Mystralia is an action-heavy spellcrafting ARPG roguelite, where rapid combat meets deep customization. Craft your own spells, unlock new combinations, fight epic bosses, and discover a narrative-rich world that never plays the same twice.
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About
Echoes of Mystralia is a roguelite action-RPG where memory is power. Craft your own spells, refine your tactics, and carve your path through a world trapped in the horrors of its past.
Play as Mazarim, a Watcher tasked with protecting the Cycle of Memories. Explore the lands of Mystralia, meet its lost souls, and face the Shadows of the Past. Will you save the World’s Memory before it disappears into the Rift?
Thunderbursts, freezing tornadoes, fire vortices. If you can imagine it, you can craft it. Memories are your only weapon against the Shadows of the Past. Combine them, reorder them, and watch your spell take shape right in front of you.
Discover a world haunted by its past, where people are reliving the horrors of their own history. Every path has its challenges, its encounters, and its rewards. And your journey is yours to command.
Every journey ends with a return to the Azimuth Temple. Up there, Watchers can develop their skills, change their combat approach, or simply enjoy the pearls of wisdom of a millennia-old dragon.
A Rift has opened in the Cycle of Memories. As a Watcher, it falls to you to save the World’s Memory. Divinities, primordial Guardians, and peoples scarred by war and exploitation: a vast world unfolds before you. Only you can uncover its hidden truths.
We invite you to join our community hub on Discord to follow game development: be part of our private playtests, engage with other players and enter the magical world of Mystralia!
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Languages: English*, French, Italian, German, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
Engagement
Reviews
Themes across 534 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I was confused by the mixed reviews so I looked through them. After translation, it seems they were focused on difficulty and gameplay loop, which are fair to critique, though I wouldn't normally be this demanding during early access where these two points are most likely to change. However, I also understand that this is the only way players in certain countries can actually get heard. I agree that especially at the beginning, the damage you take is immense (that first mini-boss is death from full health in about 10 seconds if you're not ready), and even regular mobs (e.g. dogs) can take sizeable chunks out of you, whereas the healing you get back sometimes equals less than a single hit. There IS meta-progression to reduce damage taken and create healing builds, but definitely a smoother dmg/healing curve could be placed. Some complained that having to choose between run upgrades and meta upgrades is an inane decision, but... that's literally Hades. A bit strange to fault Echoes for this when it's the norm. The negative reviews have valid concerns, but are less lenient that regular EA reviews tend to be due to limitations those players have in sharing opinions. I also think their concerns are easily fixed, so I don't want the negative reviews to prevent people from enjoying what I think is one of the better Roguelikes out there, especially one with such a satisfying spellcrafting system. Here are my reasons for enjoying this game. The smoothness of combat. The creativity of the spellcrafting system. The variety of visibly and mechanically different builds that aren't just math-goes-up. That's not even covering the great music! It also has a good baseline for a story with the interesting worldbuilding, though I would need more concrete examples of that story unfolding beyond the few key character interactions I've seen. The gameplay loop currently keeps me engaged more than the other Roguelikes to have come out recently, because it truly feels a lot more like you're building something new everytime, instead of following a to-do list. I tend to fall half-asleep playing some well-rated roguelikes because they eventually reach a rhythm where you stop thinking about what you're doing, but not with Echoes: even if you do build a lawnmower of a build, you still have to be present to make use of it, and the animations are truly too beautiful to not enjoy watching over and over, especially as they evolve. The long and short of it: please give this game a try, it has both an excellent foundation and limitless potential to be amazing. I'm being selfish here in wanting to see this studio do a lot more with Echoes, and I hope a lot of you will want to be just as selfish with me!
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Hours played at review time, across 536 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its a good game, but it aint worth the price. i would i say its worth 50% of what its currently priced. there isnt much content and it feels like they are using fake difficulty to drag game time. it feels like they specifically have low heal to drag the gameplay, if u got "full lotus" the game is easy as all hell, the bosses are fairly easy aswell, but the healing thing feels like a specific tactic to inflate gametime. Compared to other games of this genere there is no variation to boses or elites, so it dosent take long to learn patterns. TLDR; game good, not worth the price. P.S if you are looking for a spell crafting rogue-like, give magicraft a try, its WAYYYYYYYYYYYYY more open and u can get way funner builds.
What I love about the game is its boundless creativity on spells. They kept the vision from the past really well and improved above it. Beautiful visuals, nice enemy designs, combat system is complex, etc... What I DON'T and therefore would not recommend playing [AT THIS POINT] is... It is INCREDIBLY FRUSTRATING to play. The creativity on spells is also its own negativity - it's just really frustrating to get spells and working on empowering them, let alone controlling them how you'd like. Aside from that, some cutscenes are overused, i.e. the returning anims, upgrading anims, redeeming passives anims (the central fountain) - ALL UNSKIPPABLE. Zilch. Nada. As far as I can see there is no option to skip those cutscenes aside dialogues and by the 3rd time waiting for the scenes it gets tiring. The storyline is rather negligible and pretty much uninteresting and anti-climatic, everything seems too chill despite its settings, like a facsimile of Hades. Love that every dialogues are voice acted though most of it sound forced, protag is pretty unlikeable and doesn't really play into the fantasy of a apprentice that's "goes against orders" the game tryna set, basically borderline Mary-Sue. I understand that it's in early access, so I do hope the game will improve continuously throughout its lifespan. I'm set to be a lifetime fan to be completely honest. Godspeed Borealys Games.
Honestly, this is one of those games that scratched an itch I didn't know I had. It is absolutely amazing how I can craft a spell in so many different ways. I have pretty much 100%'d the game, to my knowledge. I have maxed out the Lotus, have all but 1 relic unlocked, every spell, and I still find myself enjoying the game. Everyone who has complained about a lack of healing - this is a roguelite, this is very typical of the genre. Keep at it, this was a gem and I can't wait for the full release. I'm just hoping there's a version of endless mode or something!
Reading the comments the only honest feedback you will get is that is very "Hades like" which is true. In my experience the combination of spells does not matter as much your ability to not take damage which they make almost impossible especially after the first area. Much like Hades the game is designed for you to grind and fail to level yourself up to a point to pass each stage. Which means healing is almost non existent or not meaningfully balanced out against the damage you are going to take so taking any damage especially before reaching the 2nd area boss is almost a death sentence. I have no doubt if this your style of game you may breeze right through it but if you are like me and were expecting more like a laid back spell craft experimentation type game that is not what this is. If you are looking for a stick and move, grindy, Hades like game then this is for you.
The game feels rough. The rapidfire spells are very busted, letting you kill stuff safely with knockback that has them off the screen entirely while you just stand still holding one button down. Every other spell is pretty meh, and if you don't get lucky with the spell mods, the time to clear a room stretches into forever because enemy health and numbers will outscale way ahead of you. That and you have two spell slots, but you rarely feel like you want to use the second spell because there's no moment to moment resource management like in, say, Hades or Cinderia. What really sucks is that the spell mods are just not well designed. They'll work fine on the spammy rapidfire spells, but everything else is "good luck". My last run, I had two mods on my boomerang spell, one for +2 bounces, and another that gave +1 bounce and added homing. That sounds like it'd be awesome for aoe, right? Toss it into a big group of enemies... and more than half the time, the boomerang is going to bounce right off the enemy and completely whiff. And since a boomerang does damage coming back, you're going from 2 hits to 1. And since it's whiffing into an empty direction, it's slower too. Meanwhile, toss those mods onto the rapidfire spells and the enemies just melt. The charge up spells are even worse, because if you aren't stunlocking enemies, you rarely have time to stand around and charge up a spell for 2 seconds, and lots of the mods just straight up barely work. So many of the mods have a trigger of "when you hit" or "when you cast". Their power is the same regardless of if you can cast a spell once ever 5 seconds or 10 times per second. You'd think they'd balance this out with mods that favor slower spells, but I've yet to see any so far. It's still early access though and just came out, so hopefully these issues can be fixed, but for now I'd wait.
Cool spell mechanic but hampered by horrible everything else, especially mob/boss design and game balancing. After a few runs, you'd quickly realize that to the devs, difficulty means throwing a bunch of things at you at the same time. Many fights are a dps check of how many mobs you can deal with without stopping too much. That's it, that's the game. You can stop reading here and consider other games that don't waste your time. If you care why: the mobs are constanly being spawned in to make a room "challenging". The problem with that most of our magic don't have pierce. And even if we do, the synegy is weird (pierce on frozen target, but bounce on wind/aer power). The magic are not well balanced and some are just weaker. The mobs design is also more annoying than hard, same with many bosses. Basically, they spawn projectiles that you have to dodge/run and cannot stop to attack. And when that phase is finished, there's a small window to target them (because we can finally stand still to fight). This just means every fight, especially bosses, are dps checks. But you'd think a game like this would tell us how much dps we'd be doing, right? Nope. Even the training dummies that we sometimes find during a run doesn't show us any useful info (or at all other than dmg ticks). And lastly, the spell crafting system isn't as free or fun as the game suggests. Our magic are slots position limited since max focus is limited. Meaning - there are much fewer combination of magic we can try, even with some expansions. The game is supposed to be noita/magiccraft with Hades, but it s*cks at both. Unless there are some seriously rebalancing for the entire ame, this is a Hell No from me.
demo阶段玩了8h,我还挺喜欢这游戏的,给很多朋友安利了,开售第一时间就买了,然后大失所望。\ 1.记忆解锁不合理。 一个类似拼图的小游戏,但是你也不知道要拼成啥样,所以得试很多次。demo是随便尝试,现在是几次不成功就彻底失败且召唤小怪。我进这个房间就是为了吃局外成长,不但没拿到还被打了好几顿。为了爽玩这个游戏,我还需要学习怎么玩这类的解谜小游戏吗?我觉得这很不合理。 2.瞎改技能。 比如旋风,从攻击时触发改成了击杀后触发。我觉得rougelike游戏,你们要考虑的是怎么让玩家爽以及更爽,而不是怎么让玩家不爽。\ 而且真正不太合理的技能又没有得到修改,比如游戏里有一个光系的加成,是平行召唤投射物两个,就是你以前投掷一个火球,现在变成平行投掷三个了。听起来很棒对吧,但是三个火球岔得很开,一个怪不可能被两个火球同时打中。那这个技能能群怪吗?很难,因为游戏里地形一般都是比较狭窄,怪物也没那么密集,包括怪物移动速度也比较快,你很难凑到合适的机会一下多个。 3.回血难。 人物初始100血,demo打完大概有125血加一点护盾。被小怪摸一下少说十几点血没了。复杂点的房间里被怪摸几下掉40+血都稀松平常。但是回血不是每个章节都有,即便是你选了商店房而不是其他有掉落的房间,也有可能买不到回血。而且,boss房之前的商店也不一定有回血,再!打完boss也不能回满血,好像能回个二三十血的样子。基于这一点,建议手残党不要入……你们会非常坐牢。\ 4.局外成长难。 一个类似于奥运五环长相的天赋树,需要逐个解锁,初始加成很低,但是每次解锁一个新的,都需要额外+10材料(没记错的话),第一个30,第二个要40这样,测试阶段都刷完的话,已经要130+以上才能解锁一个。一个给局外成长的房间大概能掉30个,也就是说你为了一个解锁一个新的,聊胜于无的加成,可能要刷N个没有局内成长的房间。局内坐牢就是为了那点可怜的局外收益。 5.局外收益低。\ 再说一下局外收益有多可怜吧,刚刚讲过血量的事了。有一个天赋是每个房间结束回复1%的生命值,前文说过了人物一百多点血,1%,这1点的回复有什么意义呢……既然局外成长难度这么大,你总要有一些配得上的收益,至少是能为玩家爽玩提供支持吧。 我看到有些评论说中国玩家误导了游戏的好评率。我觉得首先大家也不是不接受游戏有难度,但是你这种rougelike游戏,要的就是随机获取奖励+build成型的爽快。现在是图局内爽吧,你砍技能+回血难;图局外成长吧,你提高记忆获取难度+天赋树需要材料多。这是在靠控制收益来强行拉长游戏生命吗?
Don't be worried about the reviews claiming this is too hard. I've won all but the first two runs I've done, and those would've been winnable with a bit of boss knowledge. While enemies do high damage it quickly becomes a non issue as the player is able to destroy the entire screen in seconds. If you're familiar with games like Noita, Magicraft or are able to read tooltips you'll quickly be winning every run. I will say that the game HEAVILY favors fast firing spells and wish there were more memories that favored slower, heavy hitting spells to round out the balance a bit. EA Content: 3 main bosses (1 for each act of the run) and a couple mini bosses. Decent variety of normal enemies with elite variants that change their abilities a bit. There is a good amount of modifiers/triggers and spells to play with. Cons: Can be hard to see enemy projectiles/AoEs due to screen clutter. Could use some graphics options to render enemy abilities as overlays (maybe also with outlines?) and turn down player spell effect opacity. Doesn't seem to be any escalating difficulty ala ascension levels so the game is pretty easy.
Echoes of Mystralia estreia em acesso antecipado com um dos sistemas de criação de feitiços mais interessantes que já vi em um roguelike recente. A liberdade para experimentar combinações torna cada descoberta divertida e sustenta boa parte da experiência, enquanto o combate ágil e a ambientação de fantasia ajudam a manter a aventura envolvente. Ao mesmo tempo, a repetição de inimigos, regiões muito parecidas e a pouca variedade de situações impedem que o jogo alcance todo o potencial de sua principal ideia. Ainda assim, saí desta primeira versão bastante otimista: a fundação já está construída, e basta que a desenvolvedora consiga expandir o conteúdo com a mesma criatividade aplicada ao sistema de magia para que Echoes of Mystralia tenha condições de se destacar entre os grandes nomes do gênero. [url=https://faru.wordpress.com/2026/08/17/impressoes-echoes-of-mystralia-acesso-antecipado/]Impressões completas[/url]
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