
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 63 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Красивая хорошая игра первые 2 часа. Потом тебе просто в лицо кидают мобами, которые спамят. А у тебя мана заканчивается и смерть. Карта отвратительная. Я все секретки буду запоминать, которые пока не могу открыть?) Давайте-ка вы сами, разработчики) 4 из 10
This is a brilliant game, and one produced with a deep love for the medium. I found its "normal" mode to be a little easy, especially once you fully grasp what the spell-building system can do, but the hard mode beefed up the challenge, not by simply adding more life and damage to the enemies, but by dramatically changing things up - new placements, new patterns, new attacks, new effort, clearly made by the devs to give the players a new experience. The music is catchy, the graphics, while cartoonish, are well done and convey a feeling of the world and its story eloquently. The controls are spot on. Some people may not like even the minimal backtracking that goes on, and fair enough, I suppose, but the design makes doing so as easy as it can be without directly forcing you to advance. There are several side quests to be done, and various clever exploration or spell puzzles to unlock them. I thoroughly approve of this game.
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 | — | — | — | $0 |
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 63 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's a cute game that gets more complex as you gain runes to modify your spells. The first two hours of the game dragged me a bit, but after you gain a couple or interesting runes, the spell combination possibilites explode and the game becomes so much fun! This game is for you if you like puzzles, dungeons and combining mechanics (spells). The characters, the music and the story are quite charming, too. However, bare in mind the game is a bit umpolished and controls can feel a bit clunky sometimes. If that's not a problem, go ahead! Regarding the difficulty level, I was very hesitant. Archmage was a bit scary, reading the comments, but I was also afraid that the first level was too easy. After playing in Archmage, my conclusion is that Archmage is not that hard (if you have experience with other action games), but the first two-three hours can be tough because you have to spam the same basic spells over and over and enemies require two many hits before going down. However, after you finish the ice "temple", everything changes as you get access to tons of spell combinations and strategies. I would even say that the last part was too easy, as some spell combinations resolved entire boss battles without me doing more than going in circles and letting the spells do the rest. Also, the end is a cliffhanger to a sequel that hasn't released yet.
DO NOT PLAY ON ARCHMAGE FIRST PLAYTHROUGH. IT IS NOT FUN. IT IS NOT THE INTENDED GAME DIFFICULTY. I haven't finished the game yet, and I don't know if I will. I'm torn. I was pleasantly surprised with this game, but as it went on, it just got more and more difficult and hasn't been fun for half of the playthrough. I only JUST found out that the difficulty I chose was a post-launch update for a much harder mode. When you start a new game, it gives you the impression that this is the intended difficulty, and the base difficulty is a story mode. You also cannot change the difficulty mid-playthrough. Pretty much all of my issues with this game are the unnecessarily difficult combat and horrible enemy/boss encounter designs. I had a huge rant in my head ready for how disappointing this game became just because of that, and now my feelings are mixed knowing the intended experience isn't like that. Do I want to start from the beginning now? Not particularly. However, based on what I assume the intended experience is, I do think this is a great and underappreciated game worth trying!
Na plus jest ciekawy system magii, w którym składamy zaklęcia z mniejszych kawałków. Jest sporo efektów i one działają zwykle zgodnie z oczekiwaniami, tzn. na przykład dodając efekt duplikacji do kuli ognia będziemy mieli czar, który rzuci kilka kul ognia naraz. Na minus to przede wszystkim konstrukcja rozgrywki. Poruszamy się po świecie złożonym z plansz (np. las). Każda taka plansza ma umieszczonych przeciwników, którzy w nieskończoność się regenerują po każdym nowym załadowaniu planszy. Więc za każdym razem jak nasza postać pójdzie do sąsiedniej lokacji albo wczytamy grę albo zostaniemy pokonani to wszyscy przeciwnicy na danej planszy pojawią się ponownie. To kompletnie zabija uczucie progresu. Najlepszy sposób na przechodzenie gry to używanie zaklęcia do szybkiego poruszania i omijanie wszystkich przeciwników, których jesteśmy w stanie. Ogólnie to powoduje, że gra jest powtarzalna i przez większość czasu przedzieramy się przez te same tereny i widzimy tych samych przeciwników. Sztucznie wydłuża to rozgrywkę. Nie pomaga tu też fakt, że od pewnego momentu nie ma większej logiki w tym, jakich przeciwników spotkamy. Więc jak spotkamy gobliny to będzie to od razu miks wszystkich rodzajów elementów i w szczególności któryś z goblinów zawsze będzie odporny na jeden z naszych czarów. Zestawy obecnie używanych czarów można zmieniać, ale w trakcie walki jest to irytujące. Co gorsza gra potrafi na nas rzucić przeciwników, na których nie mamy kontry (np. mamy 2 żywioły dostępne, a przeciwnik jest odporny na nie). To w połączeniu z odradzaniem się stworów powoduje, że w którymś momencie odechciewa się walki z tymi potworami. Dodatkowo jeden z potworów blokuje możliwość rzucania zaklęć. Nie byłoby to złe, gdyby to było rzadkie spotkanie, ale jak już wspomniałem, od pewnego momentu zestawy potworów nie mają logicznego sensu i losowo w hordzie przeciwników do pokonania pojawia się taki, który blokuje zaklęcia. W grze o rzucaniu zaklęć nie możemy rzucać zaklęć... Tworzenie czarów jest całkiem fajne, ale nowe skladniki czarów zdobywa się na tyle powoli, że po jakimś czasie to ja używałem praktycznie zawsze tego samego. Podsumowując, pomysl na mechanikę gry jest całkiem fajny, ale konstrukcja świata i dziwne wybory techniczne powodują, że gra rodzi frustrację.
Завлекает и довольно интересно
Excellent game with pleasantly refreshing action mechanics. What it lacks in story (it is not bad - just ok) is made up for in every other area. Giving the player full control of how the attacks/actions behave is amazing, and using that control to solve puzzles is quite nice. If the player gets stuck they may interact with an object to help guide the puzzles (it does not give the solution away). Looking forward to the next entry in the series!
I understand that this is a very old game, but of the 5 hours that I played it the game was very frustrating. The enemies in the game don't lose aggro when you try to just run away from them instead of fighting them. You're never fighting just one enemy at a time, it's always like 5-10 goblins at a time. The delay of trying to attack and using your shield defense is frustrating as well, there's not even a cooldown and I don't run out of mana it's just an annoying delay that gets me killed half the time.
A cute little game for shorter experiences. It features Zelda-esque puzzles that are fun, while the story is kept simple and unremarkable but that’s ok, nothing more, nothing less. The game isn’t very long. I spent about 14 hours to achieve 100% completion. For a small studio, that’s okay. I’d definitely recommend it over not recommending it, especially if it’s on sale.
Best customizable magic system! Simple game but SO FUN.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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|---|---|---|---|---|
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