
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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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
Engagement
Reviews
Themes across 537 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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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Hours played at review time, across 539 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I had a wonderful start and had a lot of fun around midgame. However, after I started a new run and attempted to progress from the spawn to the first fight, the game did not progress. Even after giving it a minute, Alt F4 later, I was in the same run. The bug occurred again, and I was unable to progress. I went into the ESC Menu and ran the same run. I was unable to progress from the spawn. Google informed me that this could happen, and I was advised to close the game and start again. I did this four or five times, but it did not change the state or the corrupted save. Of course, I could replay all of that and hope that this would not happen again. I am not going to do that, and I cannot even refund. I will update this post if anything changes.
[h2]For The Hades Fans[/h2] I wish there was a neutral option for reviews, because my experience with Mystralia so far sits somewhere between disappointment and cautious optimism? I’ve put over 3 hours into the demo (with data carrying over, which is great, though some was reset due to updates), and I wanted to share my early impressions, but still will continue pushing through regardless. Mystralia tries hard to capture the energy of games like Hades, story, characters and all, just look at the banners and trailers, full of particle effects and promises of wild build diversity. But the truth is, players don’t get to experience much of that excitement until much later in the game, through luck and preserverance. Even after 4 hours (including the demo), unlocking anything that feels remotely powerful or fun is a long, grindy process. Let's throw in Path of Exiles as an example. Think of all acts before mapping, that's this game. Slow. The base spells feel limited, and the path to unlocking relics and new spell types is, frankly, stressful. I've found so many powerful builds, but up until that point I was just barely getting by, as a straggler, and then, failure, reset, try again. It's a roguelite, not a roguelike, so it's... the same, the same elites, the same enemies, slightly different layout, but still the same. If you do go for some character unlocks, getting as many "reroll" options is far more useful. Runs take forever, and success usually depends on getting lucky with a strong starting modifier. For example, getting multiple "Burn Stack 1+" boosts to stack from 10 to 11-14 and with a few projectile upgrades, you could cheese your way through by running in circles and spamming burn with damage modifiers. The only other viable build I found was the demo cheese: rapid-fire lightning with increased cast speed, melting everything in sight when applied with apply ___ on-hit, since it's similar to the bug with Wizards of Legends 2, where it doesn't exactly have a proper cooldown outside of the lightning storm final channel. So that still needs to be worked on or at least looked at. Enemy balance feels off. Early enemies are tanky, shielded, and throw out tons of projectiles and AoE attacks, while your early skills are mostly these silly little channeling abilities. It doesn’t mesh well. Eventually, if you get the right tools and survive long enough, you might start to have fun, but it feels like an uphill battle just to reach that point, but when you do reach that point. It's not exactly fun, because again, the balance. You're either struggling or so damn powerful that you have nothing to worry about. I’ll keep playing and come back with a proper full review and evaluation, but right now, Mystralia feels like a grindy time sink that hides its best features behind too much repetition and RNG. Maybe it’ll win me over with more time, but my initial impression is far from positive. Because the demo is no longer available, it's hard to reccomend giving it a test. Overall, great presentation, great ideas, needs more adjustments and that's why it's EA. [b]Video Review TBD[/b] [quote] Please consider following my [url=https://store.steampowered.com/curator/41005226/]Curation page[/url]. I cover a wide range of genres both paid and unpaid, providing unbiased opinions as well as regular giveaway events. [/quote]
i know this game is only on early access but its too short to enjoy your build in run, pls give us endless run or after defeating the final boss we may return to start not in town. TLDR this game is good and the potential of experimenting on elemental memories is awesome.
O jogo tá muito divertido e bem fluido tal qual a demo. Não esperava que tivesse um caminhão de novidades, até porque a demo já tinha bastante conteúdo. Acredito que com umas 7 horas dá pra concluir os 3 mapas disponíveis, mas para platinar o conteúdo, demoraria bem mais. A história do jogo é muito bem contada, e existem diálogos após cada run, te dando sempre a sensação de progresso na história. Não ache que você vai ter muita vantagem de uma run para a outra, afinal, não é tão fácil assim fazer upgrades permanentes, e você não tem opção de iniciar as runs com relíquias equipadas, por exemplo. Gostei muito do design de mundo, do design dos personagens, das dublagens, e o combate é bem fluido. De qualquer forma, espero que o jogo tenha mais uns 3 ou 4 mapas pelo menos até o lançamento oficial da 1.0, mas agora se vale ou não o preço, fica a seu critério. Não encontrei defeitos nem bugs
Absolutely not worth 20€. This is a bad game from in all the senses. The feeling, it's made by some corporate greedy AAA: nice graphics, the rest is sh**. Before buying I read other reviews, they were so impressed with how customizable spells are. Are they joking? I have never seen a more limited spells customization in my life, it's even worse than in Oblivion, a game that had spells customization as very secondary feature. And if we compare to for example, Noita's spells customization, well, it hurts even doing this comparison. Let me say this clear: Echoes of Mystralia spells customization is for five years old. Then, the game is all about your character never shutting up his mouth, tons of dialogues and audios that I don't even care, because they make zero sense, and loading screen after loading screen. Smallest scenes I have seen in my life, that last between 30 seconds and 1 minute, and then another loading screen. I officially declare this piece of sh** "Loading screens simulator".
As a POE2 Player. i buy this game because it has really good potential. the skill building has a lot of limit. each stage only offer 3. when each element has soo many memory. the algorithm of memory drop didn't help you to get memory that make your build stronger. Nosta skill damage are dog water. you need to charge but the damage are small. the duration is 1 second. so 3 second skill with a miniscule damage. relic are useless if you skill build isnt complete. just let us get a random element memories even if we choose not the memories stage. and make memories stage offer +1 memories (choose 4). and delete that elemental statue that give you extra elemental drop. you can only get 5 slot of memories each skill and upgradable to 7. soooooo much limit.
Yet another "Hades clone with a twist" which falls very short. It's a problem when the entire game feels like a carbon copy but absolutely none of the elements are as good or better. [list] [*]GFX: decent to good [*]VFX: one of the stronger points of the game [*]Music & voices: serviceable, forgettable [*]Story: a little tacky but not bad [*]Controls: (controller) decent, but need to be tighter - definitely achievable [*]Combat: this is where it falls apart. Combat simply doesn't feel great. There's no feedback at all, kills feel flat. Getting hit feels flat. This is make or break for the genre and needs to be the main focus. [*]Environments: not bad, actually. A little flat but the rooms feel pretty good actually. [*]Mechanics: nothing spectacular, but the spellcrafting feels mostly good. Power scaling feels slow, but that's just a balance tweak away. Having a dash and 2 attacks feels very limited though. I do not know if there are plans for more, but the game desperately needs it. [/list] I'm interested in trying this again down the road, but the game still needs a good year+ of work as-is.
Derivado de Mages of Mystralia (2017) que eu não conhecia. Echoes traz o sistema de habilidades/magias de Mages e que casou muito bem com o gênero roguelike, podendo fazer várias combinações de magias como quiser. Gosto quando os jogos desse gênero realmente trazem algo novo, no caso aqui os devs só aproveitaram um sistema antigo, mas valeu a pena. O jogo ainda está em acesso antecipado neste momento, tem 3 regiões que ao todo as partidas duram uns 25min até o chefão final, menos de 9 horas até "chegar e matar o chefão final", daí surge a tela de que ainda terá conteúdo futuro. Mas até agora o jogo está bom. Ainda faltam algumas coisas como mais elementos de magias principais e qualidade de vida.
Super fun spell building mechanics. Excited to get some endgame progression.
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