
MESMALIE is an occult adventure game. A magickal incident in your personal life brings you to a small witches' coven in the middle of nowhere. Here, you'll learn to tame your ability... though, not without some bumps along the way.
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About
An occult visual novel with point and click mechanics.
You wake up to a fire in the middle of the night. This was probably caused by your Magick, which you have very little control over...
To tame this ability, you decide to take matters into your own hand, and end up at a small witches' coven- a decrepit house in the middle of nowhere. Mesmer, one of these witches, greets you at the door, and thus your Magickal training commences,,,

,,, though, not without a few bumps along the road.
A handcrafted point & click narrative with branching dialogue and impactful choices
Three "sessions" with distinct gameplay styles to train your magickal ability
Many interactable objects to practice your Magick on
A convenient chapter select system, allowing you to hop into any desired story beat
Ending variations for abandoning the story in the middle
An enchanting original soundtrack
Secrets! Lots of them...



mesma,,,
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 888 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
i will never stop thinking about mesmer for the rest of my life. thanks
good 7/10 game. mesmer is a good character, with a nice inner and outer conflict. i appreciate how her stimming is just natural in the story, and that alongside her speaking style [spoiler] and the undertone of "this person is going to kill you but you can tell she's still nice and genuine" [/spoiler] makes her enjoyable whenever she's on screen for the protagonist, [spoiler] i don't understand the purpose of building up their identity, the game ending with hearing their voice on call, just to not reveal their name. it feels like there was a conflict of interest between writers, though there's no credits button so i can't check; if rain is the only writer, then it feels like sticking to an old plan for the game unnecessarily. there's similar incongruency in other points, like the protagonist being able to recite the ritual and know it's on the fridge before actually knowing the ritual or that it's on the fridge. it's doing the sort of gag undertale does, but in that game it works because saving and loading is the bedrock of its narrative, while this isn't the case here; you can still make a funny meta joke if your game doesn't have a metanarrative, but if it messes with the understanding of one of your characters i'd say don't do it. to be clear though, i like the protagonist and their deal. it's enjoyable how they're relatively unopposed to murdering mesmer compared to the deer, and how they have the option to sort of berate her in session 4 or be nice; it characterizes their inner self well [/spoiler] [spoiler] speaking of session 4 though, it's a bit strange. it's hard to really explain, but it doesn't seem cohesive exactly. mirphie characterizes the conflict as being a communication issue, where none of them would really want it if the other didn't, but you also have malady who's very down with it; this sort of thing would happen in real life, but i guess i would prefer if the story was more focused about what actually went wrong here. cage creature is interesting and i like them but i can't really deny they're decently just meant for exposition because figuring out how to communicate all of the information was difficult. i don't think it'd be bad if less things were said, really. like cage creature says, their name doesn't really matter, and similarly i think the details of the ritual buildup don't exactly matter, those characters' ghosts can just be present over the story instead like with the forest and eye plants, what matters is how mesmer has reacted to it. session 4 in general is the meh-est part of the story, i think if you're going for an unlockable true ending that it should have a major reveals like undertale does while here we don't really learn anything new, but it was still good in general because the characters are just entertaining [/spoiler] minor, but for people with hand issues, it'd be a good idea to have a 'magick' setting that can always be turned on so you don't have to alternate between right and left click. this is already the case in some segments but allowing the player to just turn it on anywhere would be nice again though, i liked the game, there's just more point in saying my flaws with the game than my praise. i hope the devs can well learn from the experience here in whatever they make in the future
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Languages: English
Hours played at review time, across 888 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I had never heard of Mesmalie until it popped up on my Steam calendar a few days before release and caught my eye with its art style, and I'm very grateful that it did. An amazing game with a great soundtrack, adorable art, fun minigames, and a memorable story about a charming coven of witches. It’s a relatively short game, but it never feels rushed or incomplete, making the most of its runtime and also offering replayability through different endings and secrets to find. Mesmer was a quirky, mysterious, and surprisingly fleshed-out character who was the highlight of the game, and became even more interesting on a second playthrough. I definitely recommend doing a second playthrough to experience the full story, as many things are easy to miss the first time around, and the game certainly deserves a replay.
False advertising. Only one of the three witches from the coven greeted me, and she turned out to be an amateur who was using me to complete a ritual. I did not tame my magik. In all seriousness, I kind of wish there was more of the point-and-click aspect and a stronger sense of progression with your pyrokinesis. The demo made it seem like you'd gradually learn to control and develop your abilities, unlocking new techniques as the story progressed. Instead, what you get is closer to a Greek tragedy, where you're slowly being set up to take the fall for someone else's mistakes. That's an interesting premise in its own right, and I can appreciate what the story is trying to do, but it wasn't what I was looking for when I started playing. I went in expecting a coming-of-age journey centered around mastering a dangerous power, with the mystery and character interactions supporting that progression. But spoiler alert, only Mesmer grows as a person. It's not necessarily bad, but it left me feeling like the game advertised in the demo and the game I ended up playing were aiming for very different experiences.
Mesmer cute
I'm so glad I stumbled upon this gem! It had me hooked from the very first seconds with its visuals and soundtrack and within a minute the writing had completely won me over as well =) It's beautifully written - funny, natural and full of heart. I believed every single moment unfolding on the screen. I think this is the best one I've played this year! I want to become part of the coven! 😄 As Xenomorph says - I'm not a man, I'm a witch" https://www.youtube.com/watch?v=9LA62PS-dy8 PS In the demo it was mentioned that the animals didn't stay for long because the cages wouldn't stay locked. That little explanation seems to be missing in the full release
I really liked the game, got to the end but didn't finish the game yet. Love the art and silly dance Mesmer does, story is quite engaging and I can't wait to see what's the true ending will be:) The only thing I didn't like so far is casting magick on Mesmer(gonna have to come back to it eventually:[ )
Worbly...
undeniably charming, stylish, and with a wonderful ost that i'll be stealing for my own nefarious purposes (ttrpg sessions)
mesmer pretty
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