
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 544 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pra quem gosta de Roguelike mesmo. eu amei. jogo é bem frenético e difícil.
Definitely a Hades type of roguelike, which is a very good thing as that game basically set the status quo. The tldr; game is very good. It's Very polished for an Early Access game as well. Some slight tweaking of game mechanics, and some real run by run progression of the main hub would be nice. It does have some frustrating quirks to it right now. Some of the boss attacks are so quick you need to actually learn their patterns and preemptively dodge the strike. Some of the bosses feel entirely trivial. The spider specifically just feels annoying since it jumps away so quickly and lands so fast that it can very easily steal a hit or two and feel unfair. The bird fight has some moves that launch so quickly that getting hit feels like rng at times. Sometimes the sound volume bugs out during scene transitions to go back to default despite me having set the volume much lower. Sometimes the mouse can bug out and disappear or just not move how you expect it to. I've had fights happen twice during the transition upon entering a new room where I almost get hit before I could even move. When I've had some good runs going with some very chaotic spell combinations, I would sometimes get hit or even die just because the visual clutter started getting overwhelming. There are in level interactable things that you can go Forever without noticing that should probably be pointed out at Some Point, specifically referring to the little statues that you can hit with a specific element to get a free memory. I know we're starting with mostly bits of criticisms but I think it's important considering this is an early access game. You aren't going to get a perfectly balanced experience right now. You are going to encounter some weird bugs and glitches. You are going to hit a point of no more content. You are going to struggle with visual clarity. Do yourself a favor and try to enjoy what works. Despite all of this, the game is just Incredible. Story progression feels like hades. Do a run, encounter some rooms with npcs and get story. Encounter the boss, get some story. Get home after a death, some people want to talk to you. The current content of the game is a little bare bones for this, a lot less story to be told Right Now. Hades fixes this with the ability to renovate the main hub as you go. We have yet to see if this game will do anything like that to improve longevity But what we have so far is pretty good. Story itself is very thought provoking and philosophical at times. Looking forward to how things develop. Now we get to the Interesting part! The spells. ♥♥♥♥♥♥♥♥♥ from run One this is the Most thought provoking combat system I have encountered in a roguelike. The ability to switch your modifiers and triggers At Will during a run at Any time is a design choice that I Love. When I saw this system I was worried about needing to be careful about what spell I craft from modifiers I pick up. Choosing carefully what node I'd put them on and trying to leave room for key components later. No, just slap stuff on, cast the spell, admire the effect. Like it? Keep it. Hate it? Change things around. This Alone is going to give this game So Much longevity for me. You unlock more modifiers relatively quickly as well. My Only wish was a refund on the different spell forms or a way to test the spell forms out in the main hub because the lessons are rather rare and 5 is a fair but steep price for new spell forms. I'd like the freedom to refund one I don't like or can't do well with but I found that doing a run with the new one I unlock and specifically chasing more lessons down during the run let me return and purchase a new spell form anyways, so not really a problem for Me but I imagine it can suck to grab a new spell and just Not like it. Then you struggle to put together 5 more lessons to try another form and don't like it either. And if you chase the victory every run, going for lessons feels a bit of a waste of a room since you don't scale your strength for that run in those rooms. Similar to chasing darkness in Hades. The difficulty is pretty solid in my opinion. Making healing a Little better or a little more accessible with less investment would go a long way towards lowering that difficulty curve. As is, even after specifically getting most of the fountain upgrades and taking the flower currency to get a small heal after encounters, it can feel like making just a couple mistakes in one early room can just kill my run. Especially because even with upgrades the fountain heals don't feel as good compared to the damage output of enemies. But the curve of difficulty is very similar to Hades so it's mostly an adjustment period before you just... Stop getting hit most of the time. I think a big part of this is that the flower currency upgrades are in a tree. So if you want more defensive or healing utility you also have to take some stuff Not defensive in order to reach some of them. Where as darkness in Hades let you spend on Whichever upgrades you wanted. So the 1% heal we get after an encounter in this tree is the same heal value as one of the chthonic upgrades in Hades After you up your max health in that game from 50 to 100. Where as you can grab the chthonic upgrade earlier and that 1 point of heal is equivalent to 6% of your hp per room. Plus the Multiple and Frequent health increase sources in Hades vs this game where you can Realistically go an Entire Run without getting a health boost At All. This is, all together, fine for me. I feel the difficulty is in a really nice sweet spot encouraging flawless runs and once you figure out some really strong combinations for your spells and you get used to each enemy's attack patterns you can achieve this consistently. But I also only work a single 40hour a week job and have a home life with an even split of chores and can put 8 hours on an off day to try and learn a video game if I wanted to. Adjusting the difficulty to make it less punishing wouldn't diminish my experience at all and would make it much easier for people with less consistent free time to learn a new system have more fun. Some of the best music and voice acting in the genre. Absolutely mind blowing art as well. Visual effects team knocked it out of the park. And my rig is on the more powerful side, so I experienced practically zero performance issues even with some ridiculous combinations Covering my screen in effects. Solid game. Definitely recommend.
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Hours played at review time, across 547 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I love Toka
やめられない、中毒注意!!最高!
An amazing pickup for anyone who's been looking for a game like hades but with it's own fresh take. Plays amazing on handhelds (much to the dismay of my sleep)
Fantastic game, the spell building is incredible and its the right amount of challenge for me to feel threatened even when I have hit an insane build. Only note is that this is an actual early access game, meaning that you'll be left wanting more- its not a bad thing, just something to note. I cant wait for full release. Oh also the story is actually really fun too, it wasn't too constant, great use of environmental story telling. Beautiful art and character design.
This game is sort of like Hades and Avatar the last airbender had a baby.
Great game on early access. Love the build variety and setting, which has a real Last Airbender meets Hades type vibe. Combat is fun and snappy. Its a thrill when you finally learn to create some overpowered builds, and really looking forward to the expanded world after early access.
⭐ ANÁLISIS DE ECHOES OF MYSTRALIA | LA FORJA MÁGICA DEFINITIVA, EL LIENZO ARCANO Y LA REINVENCIÓN DEL ACTION ROGUELITE El estudio independiente canadiense Borealys Games (creadores del aclamado Mages of Mystralia), estrena en PC a través de Steam (en formato Acceso Anticipado - $19.99 USD / 19,99 €) Echoes of Mystralia. Desarrollado sobre Unity Engine, con soporte completo para mandos, integración con Steam Cloud y 25 Logros de Steam, el título irrumpe como una de las propuestas de acción RPG, roguelite isométrico, hack and slash y creación modular de conjuros (spellcrafting) más profundas, versátiles y adictivas del panorama independiente. 🧠 PREMISA Y NARRATIVA | "MAZARIM", EL TEMPLO AZIMUTH Y LA FRACTURA DEL OLVIDO La propuesta argumental expande con maestría el universo de fantasía de la saga, articulando una atmósfera de misterio y melancolía que justifica de forma orgánica el bucle de resurrección: La Grieta y el Olvido: Una anomalía dimensional (Rift) amenaza con engullir el reino de Mystralia en el Olvido, atrapando a sus habitantes en un bucle temporal donde deben revivir sus traumas frente a la manifestación física de las Sombras del Pasado. El Guardia del Ciclo y La Inmemorial: Encarnamos a Mazarim, un aprendiz de Guardia (Watcher) que opera desde el Templo Azimuth, un santuario flotante custodiado por La Inmemorial (The Timeless One), una deidad draconiana milenaria que actúa como mentora en la restauración de la Memoria del Mundo. Narrativa Integrada y Deberes del Guardia: El argumento se desvela sin cinemáticas invasivas mediante diálogos progresivos con los refugiados del templo y las misiones secundarias de los "Deberes del Guardia", las cuales desbloquean fragmentos de lore y alteran de manera persistente el mapa del reino. 🎮 JUGABILIDAD Y SISTEMAS | EL LIENZO DE CONJUROS, EL ELEMENTO NIHIL Y COMBATE HACK AND SLASH El núcleo jugable (core loop) se desmarca de los roguelites convencionales al sustituir las simples mejoras porcentuales pasivas por un lienzo interactivo donde el jugador diseña en tiempo real la geometría, trayectoria y físicas de cada ataque: El Lienzo de Hechizos (Spellcrafting Canvas): El pilar maestro del juego abandona los árboles estáticos para ofrecer un editor espacial donde combinamos 16 hechizos base con más de 100 Recuerdos (Memories) lógicos. Al conectar estos nodos, creamos ráfagas de truenos (Thunderbursts), tornados congelantes o vórtices ígneos con trayectorias totalmente personalizadas. 7 Fuerzas Elementales y el Poder de Nihil: La matriz mágica incorpora 7 elementos interactivos, destacando el debut de Nihil, una fuerza elemental inédita orientada a la manipulación del vacío y al daño disruptivo masivo. Combate Táctico y Sinergia Dual: En combate equipamos dos hechizos de acceso directo simultáneos, obligando a alternar habilidades de control de masas (viento o hielo) con detonaciones de alto impacto, combinadas con esquivas ágiles con marcos de invulnerabilidad. Estructura de Incursiones y Metaprogresión del Loto: Cada descenso a través de sus 3 regiones iniciales (Bosque de Ceniza, Fulgurea y el Reino de Mystralia) recompensa con más de 40 Reliquias y 50 mejoras de Altar temporales, permitiendo reinvertir las divisas en el Templo Azimuth para expandir permanentemente el árbol del Loto y desbloquear nuevos zócalos para el lienzo. 🎨 APARTADO VISUAL Y SONORO | 3D ESTILIZADO Y LA SINFONÍA DE LA "BUDAPEST SCORING ORCHESTRA" En lo visual, el título luce un apartado 3D estilizado isométrico de colores vivos y biomas claramente diferenciados, donde la alta densidad de efectos de partículas (VFX) dota a cada colisión elemental de un gran impacto en pantalla. En el plano acústico, la producción alcanza un nivel sobresaliente gracias a la banda sonora orquestal interpretada por la prestigiosa Budapest Scoring Orchestra, cuyas composiciones sinfónicas dinámicas de cuerda y viento elevan la épica y la tensión durante los exigentes duelos contra los Guardianes de cada región. ⏳ DURACIÓN, DIFICULTAD Y REJUGABILIDAD | EARLY ACCESS, BALANCE Y THEORYCRAFTING Contenido Base de Acceso Anticipado: Superar las 3 regiones iniciales y derrotar a sus Guardianes toma entre 7 y 12.5 horas de juego. Metaprogresión del Loto y Theorycrafting (100%): Descubrir todas las sinergias de Recuerdos, maximizar el árbol del Loto y desbloquear los 25 logros de Steam extiende la rejugabilidad a más de 17-25+ horas (con una proyección superior a las 30 horas hacia la versión 1.0). Exigencia y Accesibilidad: Presenta un reto táctico medio-alto con picos marcados en Fulgurea, respaldado por un soporte fluido para mando, opciones de remapeado y localización completa a 9 idiomas. 🌟 VEREDICTO FINAL | 9.0/10 ⭐⭐⭐⭐⭐ Echoes of Mystralia es una evolución magistral del action roguelite sobre cómo convertir la inventiva y la libertad mágica del jugador en el corazón indiscutible de la jugabilidad. Al fusionar un lienzo de creación de hechizos modular prácticamente infinito con el ritmo frenético del hack and slash, una progresión permanente sumamente satisfactoria y la majestuosidad orquestal de la Budapest Scoring Orchestra, Borealys Games firma uno de los accesos anticipados más sólidos, adictivos y fascinantes de todo el panorama independiente. #EchoesOfMystralia #Steam #PCGaming #IndieGames #BorealysGames #ActionRPG #Roguelite #Spellcrafting #GamingEspaña 📋 Nota: Reseña realizada gracias a una clave facilitada amablemente por el equipo de desarrollo (Borealys Games).
So I don't have a ton of time in this, clearly, but I've watched Gohjoe (on YouTube) play enough of it to know I'd love it. It's like Hades met Magicraft and popped out a baby. Combat like Hades and spellcrafting like Magicraft. Also wanted to pop in and say it's absolutely handheld friendly. I've been playing on the OG Legion Go, and it plays like a dream. Despite it saying it isn't Steam Deck compatible. Did have to reduce graphics quality a bit, as well as resolution, but I can normally get 60+ fps and it still looks pretty.
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