
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.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Aug 10 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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
Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 1.5Kreviews | 86% | — | $642K |
| $19.99 | 348ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 62 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It’s not a bad game but to me personally it was often more frustrating than fun. First of all, mana management kills the fun. In most fights, even small generic ones, you will run out of mana and you will need to run in circles and wait to do anything, even block or dodge as those are spells. There are “mana potions” but replenishing them is super tedious. Combat most of the time is annoying due to mana and the fact that enemies are swarming you and have all sorts of CC (knockdown, freeze, magic blocking). I would be OK with super fast combat if the player character was more responsive. Third thing, puzzles. A lot of them aren’t hard to figure out but a nightmare to execute. You need to stand in the exact spot and be turned by an exact angle otherwise you won't score the hit. Fourth thing, spell creation is very limited and you won’t be able to create anything fancy. It’s more about maxing out damage than being creative. And even if you’ll really try to be creative restrictive mana pool will kill the fun because it’s all about efficiency. Fifth and last complaint is about the story. On a high level there are some cool ideas with a bit of dark humor but execution is very questionable. Dialogues felt lifeless. Twists were predictable. Some parts were outright dumb just to make other parts better. On the bright side, the game looks like an animated Asterix comic book which was a treat (there’s even a boar meat cooking). Some enemies are really creative and fun to fight with as they require a bit of thinking (gargoyle-cyclops is the best). I wish there were more of those rather than cannon fodder spam. Bosses were fun to fight. I also enjoyed the seal puzzles required to open doors. I played the game on hard difficulty (Archmage) so maybe it’s less frustrating on normal. Unfortunately the game doesn’t allow to change it so I decided to go through after reaching 50% rather than starting a new run. I wanted to like this game but after it showied something cool it followed up with something frustrating so my whole experience was a rollercoaster that, in the end, I cannot recommend. Good to know (no spoilers): - If you want to give it a shot, choose the first difficulty. Extra things from “Archmage” aren’t worth the frustration. - No missable achievements - No technical issues
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Spanish - Spain, Russian, Simplified Chinese, Hungarian, Japanese, Korean, Polish*languages with full audio support
| $19.99 |
| 102ratings |
| 90% |
| — |
| not modelled |
| $4.99−75% | 80ratings | 78% | — | not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | 87% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 62 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
cute idea, but it's completely half-baked. controls and combat are awkward, and QoL is non-existent. just a few examples: very limited fast travel, no way to manually save or load saves, no way to change difficulty, and no way to tell which things you are supposed to do now (and can get locked out of doing later) versus which things are impossible now and should be returned to later. small areas with frequent loading, and everything in an area resets everytime you enter or exit an area. for example, i beat the first boss, left the arena, walked back into the arena and had to fight him again.
[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.
Honestly, a pretty dope game. Never heard of it until it popped up on Humble Bundle then I saw that you could make your own spells and was sold. I'm an absolute slut for games that make me feel like how a mage is meant to feel. A legitimate mage would never settle for the arbitrary ♥♥♥♥♥♥♥♥ of pre-defined spells. A fireball that travels in a singular straight line? Please... that's ♥♥♥♥♥♥♥♥. I want a fireball that hits a target summons more fireballs that then in turn, summon even more fireballs. Only drawback is that the random rune makes spells way too powerful. Oh, you mean I can kill the last wave of the Mage's Trial with two spells? Because with random, you can! Slap that badboy on a Creo path spell that summons more Creo paths and g ♥♥♥♥♥♥♥ g... you've nuked [i]all[/i] of them.
what a piece of ♥♥♥♥ of a game i was so excited to play it, the ideas are there, the potential was there but man, this just sux ass constantly being out of mana, enemy spam with no end, projectiles that trace you, enemies are HP sponges combat, being the biggest aspect of the game, was just ♥♥♥♥ not only are you out of mana, every spell cast has half infinity of endlag, so that once you cast you are just stuck there, rdy to be hit by everything around you bosses had stupid simple mechanics, the only thing you had to do is have the biggest patience ever, bc of mana issues ♥♥♥♥ this game
В 2020 году приобрёл себе "Mages of Mystralia" и лишь в 2026 году прошёл её. Уже во время прохождения появлялись сомнения по поводу игры (причём некоторые негативные отзывы на странице игры показывались чаще, чем положительные), но раз начал, то нужно дойти до конца. И раз игра пройдена, то скажу одно: вызвала у меня она [i]противоречивые[/i] эмоции. Хотя поначалу может показаться, что тут всё отлично. [list] [*][b]Милый дизайн.[/b] Прикольный мультяшный дизайн мира и персонажей (ну или в стиле последних частей "Zelda" на Nintendo Switch). [*][b]"Детская" атмосфера.[/b] Хорошо передана атмосфера сказки и приключений, чего иногда не хватает. [*][b]Геймплей за мага.[/b] То, что и продаёт игру. Мы играем за юного мага, и весь геймплей завязан на заклинаниях. У нас тут их несколько типов и ещё разные типы стихий, которые придают заклинаниям разные пассивки. Также есть прокачка, которая представлена в виде классического увеличения здоровья/маны и улучшений для наших заклинаний. Вдобавок ко всему, тут можно с их помощью создавать связи между заклинаниями, чтобы при использовании одного сразу или спустя время активировалось второе. [*][b]Босс-файты.[/b] Они мне понравились: к каждому нужна своя тактика и стихия для победы. [*][b]Разные типы врагов.[/b] Не просто так у нас тут есть разные стихии, ведь у врагов есть свои стихийные атаки и сопротивление к другим (привет, "Shadow Warrior 2"). Сами враги на протяжении всей игры разнообразны: от скелетов до гоблинов. [/list] Но к сожалению, где-то со второй половины игры на сложности "Архимаг" (сразу оговорюсь: крайне не рекомендую данную сложность, т.к. моментами будет душно) начинают проявляться неприятные моменты. [olist] [*][b]Дизбаланс и нерабочий геймплей.[/b] Вот вроде бы и здоровья с маной стало больше, и достаточно улучшений получили, а в итоге вся проблема упирается в крайне быстрый расход маны, и в результате такой расклад получается: либо делаешь мощные заклинания, но тратишь дофига маны и кругами бегаешь по арене, либо делаешь слабые заклинания... и вновь бегаешь, но уже больше, по арене, т.к. урон твой ещё меньше... Так себе ощущается роль мага, когда ты еле-еле даёшь отпор несильным врагам. При этом их становится больше (а иногда ещё есть мини-боссы), у них сопротивляемость к разным стихиям и свои умения (кто-то станит, кто-то блокирует твои умения), что приводит к тому, что в толпе врагов уже неважно, какая у тебя стихия, ты просто спамишь заклинаниями, пока всех не убьёшь. И да, у нас тут ещё разные магические палочки со своими пассивками, но честно, лично я практически не видел в них разницы, мне даже палочка с постоянным отхилом слабо помогала. И в конце концов, битвы с врагами выглядят так: используешь 2-3 заклинания, нанося по ощущениям небольшой урон, бегаешь кругами (это если арена большая; в игре бывают и поменьше места), пока мана не восстановится, повторяешь заново, пока не убьёшь всех... и так каждую стычку. В итоге, ближе к концу начинаешь просто убегать от врагов, чтобы не тратить время на них. [*][b]Сломанная экономика.[/b] Вроде бы у нас есть валюта в виде зелёных сфер, но по факту, её некуда тратить, кроме как на ожерелье для возрождения, т.к. новое оружие, мантии и улучшения можно получить только после решения загадок или выполнения испытаний. Но с ожерельем 2 проблемы: почему-то (возможно, из-за выбранной мною сложности), мы можем нести только 1 такое ожерелье, пока не возродимся, а купить мы можем только в 1 месте, на которое попасть можно только пешком, без быстрого телепорта. [*][b]Скучные доп квесты.[/b] Номинально, всякие доп задания разбавляют геймплей, и первое время это работает, пока не понимаешь, что толку в новых умениях нет из-за большого расхода маны и толпы врагов, зелёные сферы некуда девать, а фиолетовые (для прокачки здоровья/маны) уже далеко не часто попадаются. В итоге, начинаешь их игнорировать с острым желанием быстрее пройти игру. [*][b]Сюжет.[/b] Честно, он не настолько интересный. Да, сам по себе он неплохой (хотя у меня вопрос: почему никто из магов не догадался, что книга заклинаний у главной героини непростая, а вообще-то от прошлого сильного мага, который владел запретными заклинаниями?), но на фоне душного геймплея он не спасает положение. [/olist] В итоге, на бумаге "Mages of Mystralia" выглядит занимательной игрой, а по факту, перед нами средний проект с неплохим сюжетом, который затмевается душным дисбалансным геймплеем. Не рекомендую к прохождению!
I love getting stuck in kill animation. It could have been good had it not been for the animations being uninterruptable, meaning you cannot dodge or block on time. Making the game unplayable, it's not "get good" it's simply god awful design.
A very earnest and solid video game. I can't say anything about the atmosphere is particularly exceptional. The world, story, and characters are meh. The 'main' draw of the spells is definitely interesting! And the progression is really quite good for the first half. These runes give some serious upgrades that feel great. And the puzzles are really quite good! Definitely fun to figure out and seeing the new options afforded by these spells. The biggest criticism I'd give is that 90% of enemies can be 'solved' in the same way - especially after the midpoint. The magic system makes it so that most damage dealing methods are pretty equivalent - and in order to do more damage you must spend more mana. So even though new opportunities are afforded by new runes and spells - they don't really serve to change how you might play or deal with enemies. In the end, you are just trading mana for damage. It would definitely be cool to see some more enemy variety or obstacles that reward players for having a diverse set of spells lined up. Or create more interesting/impactful runes. Overall though I enjoyed myself. A solid 7.5/10.
https://youtu.be/ccMOqFeCC-Y Oddly antagonist writing against the player is jarring and the inconsistent fixed camera angles requests frequent adjustments to play.
This game is one of the most enjoyable I've played in years. The puzzles give me huge Zelda vibes and they really do just let you go crazy with the ability to manipulate and shape your own spells. Top it all off with the fact the art style and visuals are pretty damn adorable. If someone was on the fence about purchasing it, I would 100% recommend this game.
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Where this game's players are, estimated from review languages.
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