
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
Court, cool, très Zelda inspiré, mais trop rapide. J'ai fini l'histoire en 7h, mais ça m'a semblé en durer deux. L'histoire se déroule trop vite, au contraire d'un Zelda qui va avoir plus de temps morts, ce qui ralentit le rythme. Hâte de jouer à la suite
Разнообразие которое обещает разработчик это обман. Игра полностью линейная и все разнообразие сводится к "Бэктрекингу". Плюсом в этому в игре отвратительно сделан баланс, как только тебе дают сильное заклинание, насыпают тонны очень сильных врагов, которые оглушают тебя каждый удар по тебе. Игра G####.
Media

Related
Related
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
Interesting game machanics, and cool story. Not the game of the year, but a good one!
为了让自己写的东西尽量客观,我一般都是在一个游戏玩比较长的时间后才会写评测,但这个游戏我连一个小时都没玩下去就忍不住吐槽了,也许它后面会有比较不错的体验,但很遗憾这头一个小时给我的枯燥体验已经足以让我申请退款了,差评 游戏讲的是一个被禁止魔法的王国里一个突然觉醒魔法天赋的小女孩被活跃于地下的法师组织收留并学习魔法战胜敌人拯救世界的故事,小女孩头一次展示天赋就成功烧掉了自己家的房子然后被村子赶了出去,从剧情描述上看,这个小姑娘破坏力不说多强,但绝对是有的;然而实际游戏中,她对上三个以上的哥布林就得跟老鼠一样被撵得满地乱跑,换我是村长我肯定也把她赶出村子啊,合着这魔法天赋只能用来祸害自己人是吧→_→ 接下来我们看一下这位拥有魔法天赋的少女出厂设置吧。 技能1:挥舞[spoiler] 仙女棒一样的[/spoiler] 魔杖[strike] 发射魔法弹 [/strike] 攻击敌人,攻击范围约等于主角臂展长度。 技能2:搓一个火球[strike] 发射出去爆炸 [/strike] 悬浮在原地等待敌人撞上去,爆炸范围约等于撞上去的敌人的占地面积[spoiler] 说人话就是只能打一个[/spoiler] 技能3:施展冰霜魔法冻结[strike] 敌人 [/strike] 水面,范围大约是身前两步远 技能4:施展防护魔法,阻挡迎面的攻击,施放时可以转向,但不能移动 以上。发现问题了吗?身为一个魔法师,主角竟然连一个可以丢出去的法术都没有,要不是游戏名字里有个mage我还以为我玩的是工兵,你看这四个技能,工兵铲、埋地雷、搭浮桥、堆沙袋,上头甚至连把枪都舍不得发……要命的是唯一一个能算远程技能的火球也并不好用,敌人可不会傻傻往你火球上撞,而是不停围着你乱跑乱跳,更别说游戏初期就已经有了丢标枪的远程怪,那就更不好引了。 战斗体验就是遇到少量的近战哥布林还可以用仙女棒慢慢烫死,遇到近战远程一起出现的时候就只能先用火球慢慢清近战,再想办法打远程,而当标枪哥布林数量增加的时候,从不同角度以不同节奏攻击直接能让你无限坐牢,你开盾不能动,防住了这个怪的攻击又得防另一个怪的,好不容易几个怪都没攻击可以冲上去揍了,然后你发现你TM魔力用完了(没错,4个技能都要魔力才能用),对了,后面还有血量更多攻击范围更大的精英哥布林呢 从我进游戏到卸载的这40分钟里前10分钟解锁了这四个技能的出场配置,后面就全是跑过来被哥布林揍,跑回去被哥布林揍,解锁了无数种挨打的姿势却没解锁一个新能力后,身心俱疲的我终于决定关闭-卸载-申请退款 总之还是那句话,因为时长太短,写的东西难免主观偏颇,但这是我在这个游戏里体验到的全部东西,如果你是那种能忍受前面的极度无聊,等待游戏体验回甘的快乐的玩家,可以无视我的评价自己上手看看或者参考一下其他人的评测建议,否则还是不建议入了,因为它的初期体验真给不了任何能吸引人的内容
Mages of Mystralia, developed and published by Borealys Games, is a vibrant action-adventure that distinguishes itself through an inventive spellcrafting system layered over a classic high-fantasy framework. You step into the role of Zia, a young girl who discovers she possesses magical abilities in a kingdom where magic has been outlawed. Forced into exile after losing control of her powers, she embarks on a journey of self-discovery, mentorship, and resistance against forces that threaten both her world and her identity. The narrative follows familiar fantasy beats—ancient magic, lost knowledge, looming darkness—but grounds them in Zia’s personal growth and her evolving understanding of what it means to wield forbidden power responsibly. The defining feature of Mages of Mystralia is its modular spellcrafting system, which elevates it beyond a standard action-adventure. Instead of handing players a fixed list of spells, the game provides a library of runes that can be combined to alter how magic behaves. Core runes determine the base spell type, while modifier runes adjust elements such as trajectory, timing, area of effect, and conditional triggers. The result is a sandbox-like magical toolkit where experimentation is not only encouraged but required. Players might begin with a simple projectile spell, only to transform it into a bouncing, splitting, or delayed-effect attack capable of interacting with both enemies and environmental puzzles in creative ways. This system fosters a sense of ownership over your magical arsenal, as solutions often depend on how imaginatively you assemble your runes. Combat is built around this flexibility. Enemies vary from elemental creatures to larger, pattern-driven bosses that demand adaptation rather than brute force. Because spells can be tailored to personal playstyle, encounters can unfold differently depending on your chosen configurations. Some players may focus on rapid, direct damage, while others might experiment with crowd control or delayed detonations. This versatility prevents battles from becoming overly repetitive, though the underlying combat mechanics remain relatively straightforward. Dodging, positioning, and timing still matter, but the thrill comes from discovering how a newly crafted spell can shift the dynamic of a fight. Exploration and puzzle design integrate seamlessly with the spellcrafting mechanics. Environmental obstacles frequently require manipulating elements such as fire, ice, or force in inventive ways. Instead of encountering static locks and keys, players are encouraged to think like problem solvers, adjusting rune combinations until a spell interacts with the environment in the desired way. This design philosophy ensures that puzzles feel like organic extensions of the magic system rather than separate minigames. Hidden areas, optional challenges, and collectible upgrades further reward curiosity, making exploration feel purposeful rather than merely decorative. Visually, the game adopts a bright, stylized aesthetic reminiscent of storybook fantasy worlds. The color palette leans toward vivid greens, blues, and warm tones that give Mystralia a welcoming yet magical atmosphere. Character designs are expressive and slightly exaggerated, contributing to a tone that balances whimsy with seriousness. While the graphical fidelity may not compete with larger-budget titles, the cohesive art direction ensures the world feels alive and distinct. Complementing this is a fully orchestrated soundtrack that enhances emotional beats and heightens the sense of adventure, lending cinematic weight to both exploration and confrontation. Narratively, the pacing is steady and focused. Zia’s arc revolves around mentorship, responsibility, and the tension between suppression and self-acceptance. Supporting characters add texture to the world, though the story occasionally leans more on archetype than deep complexity. The lore of Mystralia hints at a broader magical history, yet the game’s relatively compact scope keeps the narrative contained. This brevity works in its favor by avoiding unnecessary filler, though some players may wish for a deeper dive into the world’s mythology. Ultimately, Mages of Mystralia succeeds because of its commitment to player-driven creativity. While its structure follows familiar action-adventure conventions, the spellcrafting system transforms the experience into something more personal and experimental. It rewards curiosity, encourages adaptation, and allows players to define their own magical identity within a vibrant fantasy setting. Though not without minor limitations in combat depth and narrative complexity, it stands out as a thoughtfully designed adventure that values imagination as much as execution, offering a satisfying journey for those who enjoy shaping their own tools in a world of colorful magic. Rating: 8/10
低龄向的感觉
if normal means die by a dumb rabbit then the Game which is like that is just not right programmed. Set the difficulties right and play the game yourself before releasing it. Just a dissapointment like the not skippable texts.
eita jogo que demora pra engrenar, muito diálogo desnecessário, muita andança, missão de coleta x coisas, backtrack de andar no vazio. E nem consegui ver o sistema de magia ainda...
Unlovable main character, poor history line, but overall an enjoyable game due to the spell mechanics.
i want to play this game but it wont let me i got my xbox controler to work for about and hour then it stop connecting to the game but works fine in every other game
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.
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