
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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Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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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Stats
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 539 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
まぁHADES…ですかね…… 最初に解放の為のリソース集めに四苦八苦する感じも一緒 あっちと比べると武器のカスタマイズが広いのでとんでも武器が作れたりするのは魅力 電撃ビームは使いにく……って思わせてオーバーロードが雑に雑魚処理出来るのに気付いて好きになった パズルに関してはTennoあなたなら出来ますね?もちろんサイファーはありません
Прикольний рогалик. Нажаль відсутня українська текстова локалізація.
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Hours played at review time, across 541 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great start to an early access roguelike. It will feel very challenging and somewhat narrow at the start but every run is different in the end. My opinion for the devs: lean even more into the spellbuilding and allow us more slots and Focus to build things out. New players don't get to see how much variety there is in the game for quite a few hours. The game doesn't need to be made easier but I think it feels quite slow when starting out for now.
I’ll try to keep this brief—at least by my standards—and get straight to the key points. Roguelike system – well done. Spell crafting system – well done, though not always intuitive (it’s a "learning by doing" kind of thing). Basic spell design – I might be biased or overly critical, but half (or more) of the basic spells feel weak or clunky. On the flip side, the Fireball and Storm Tornado are very solid and never disappoint. Performance – Good at first, though it gets tricky depending on the spell combination. I play at high graphics settings, maintaining a smooth 144 FPS while streaming on Twitch. That said, I managed to drop below 10 FPS with one spell today—and I hadn't even fully utilized its potential. Difficulty – I’m trying to think, but aside from Obak's Shadow, no enemy really stands out as "problematic." The spearmen can be dangerous at times; they have a multi-hit attack and fight like they're wielding a trident. Design – Nothing spectacular, but it feels appropriate and fitting for the genre; you could say they really made the most of limited resources. I think that’s about it for me. I’ve put in around 25 hours, played through all the acts multiple times, and likely unlocked most things—but that doesn't mean it’s getting boring. I can highly recommend it so far, especially considering it’s in Early Access and already this good; there’s a lot of potential here, and even as it stands, I’m happy with the €20 I spent.
作ったビルドがありえん初見殺しで即死するゲーム 随所に製作者の悪意が見える上、悪意なく素でアクションゲーム強者が作ったんだろうなみたいな部分もある。 コンボが揃って火力が3倍になったりするのはおもしろくはあるので今後に期待だが、前作を30分で返品させたうわぁな空気と同じものを感じてはいる。なんで問題文すらないパズルに時間制限を付けるのですか?しかもこれ指折れる速度で回答しないと間に合わなくないか? 後なんだけど初期武器にクセが強すぎる。これから改造するってわかってるん?これはサポート送るか。
问题1:局内外成长曲线的数值设置,局外部分的养成随着养成进展,很快就会进入打几把都点不了一次点的阶段。局内部分,一个构筑类的游戏,大量材料与剧情节点使得局内构筑成型困难。 问题2:战斗玩法与数值,一个靠技能进行伤害的游戏,技能竟然是站桩蓄力与引导技能,这些技能本身的伤害数值又不平衡的基础数值都很难打死小怪。怪的数值又完全领先操控角色,所以这算魂like?魂like你搞堆怪? 问题3:构筑方面,本身技能触发类游戏,特色就应该是单个技能丰富的触发bd,但初期单个技能限制太多,完全没法构筑起来,很明显制作组是希望一次次试错养成到一定阶段之后解锁,但因为前面的问题,玩家想要到那个阶段,需要投入的时间精力怕是游戏并没有那种吸引能力。
Roguelike's are my favorite genre, thousands of hours across many titles. Remember playing Hades 1 when most of the cast were still just faceless sprites. This game is worthy of your attention, having gone through the demo and the current EA a fair amount. If you do not want to buy, highly recommend wishlisting. There are reasonable issues with current difficulty, encounter scenarios, and progression. However, none of the them were significant enough to dampen my time or enjoyment. The spell crafting has been a blast so far, and its given me that rewarding feeling of overcoming a previous hurdle integral to roguelikes. Effort has been put forth that makes me believe there is a solid foundation and good future ahead of this game.
Fun but slightly taxing on pc
Très bon jeu, je recommande ! C’est un roguelike qui, à sa manière, me fait penser à un mix entre Hades et Wizard of Legend, mais avec une personnalisation du personnage beaucoup plus poussée. Le jeu propose notamment : un arbre d’attributs permanents ; plusieurs capacités de base qui peuvent être améliorées au cours des parties afin de créer différentes synergies ; des missions permettant de débloquer de nouvelles compétences. Je vois pas mal d’avis négatifs sur le jeu, mais personnellement, je ne les trouve pas vraiment justifiés. C’est un roguelike, donc forcément, la rejouabilité fait partie du concept. Cependant, on ne repart pas complètement de zéro à chaque partie grâce à la progression permanente du personnage. Il est vrai qu’au premier abord, les combats contre les boss peuvent sembler assez difficiles en début de jeu. Mais je suppose que cela devient progressivement plus accessible à mesure qu’on améliore notre arbre d’attributs et qu’on débloque de nouvelles compétences. J’ai plutôt tendance à attendre la sortie officielle des jeux et à éviter l’Early Access, mais je ne regrette clairement pas mon achat ici. Hâte de voir les prochaines mises à jour et les nouveaux éléments qu’elles apporteront. J’espère notamment qu’il y aura encore plus de possibilités de synergies et de nouvelles capacités, même si le jeu semble déjà très bien fourni sur ce point. Petit point qui pourrait être amélioré : la visibilité des ennemis lorsqu’ils préparent leurs sorts, surtout pour les boss. Lorsqu’on ne connaît pas encore leurs patterns, il n’est pas toujours facile de comprendre ce qu’ils s’apprêtent à faire, ce qui peut rendre certains dégâts difficiles à anticiper. À côté de ça, je trouve que la qualité des visuels et des mises en scène est vraiment très réussie, surtout pour un studio indépendant. Il y a un vrai travail sur l’ambiance et la présentation du jeu, et c’est franchement appréciable. Mais cela n’entache en rien mon avis : une très bonne surprise pour ma part !
Tried the demo a few days ago, and it was a blast. Nice graphics and fun game mechanism, I haven’t seen this “magic customization” since Noita. Then the game released and got a MIXED rating? What’s wrong with you guys? I didn’t hesitate and bought the game, played a few rounds and found it was still fun nonetheless. So the game is a mix of Roguelite with the “pick your path and rewards” plus the Noita “magic customization” system. Yes it could be hard at first but once you have a few runs you’ll unlock more powerful modifiers and upgrades, and this is where the fun part begins. A few complaints: 1. The visual design has been improved since demo, but I still find the soulbeads attracted to me in battle distracting, as I mistaken those as enemies’ projectiles 2. Could have explain a bit more on the modifier trigger with videos? 3. I found the “solving puzzle with time limit” part too stressful… maybe my problem P.S.: I didn’t pay attention to the story, sorry devs and VAs😳
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