
Mind Over Magic is a colony sim set at the site of a cursed magic school. Build and optimize your own magical academy, train powerful Mages, and master mighty relics in order to battle through the Underschool, a mysterious underground dungeon that holds the key to liberation from a deadly curse.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Mind Over Magic is a colony simulation game developed by Sparkypants and published by Klei Publishing.
Build and optimize a magic school while keeping powerful mages alive and inspired. Prepare them to explore the horrors of the Underschool, a deadly subterranean gauntlet. Study lost arcana, grow exotic plants, brew potions, and raise undead servants. But don’t forget to stop the deadly fog from consuming everything in its path.
Build the ultimate magic school, brick by brick. Design every room to fit your vision. Unlock new furniture, wallpaper, lighting, and decorations to personalize every detail. Experiment with layouts to discover hidden efficiency bonuses and create the perfect balance of design and function.
Beneath your school lies a mysterious labyrinth filled with dark secrets, deadly magic, and ghastly creatures. The deeper you explore, the greater the rewards—but danger doesn’t always stay underground.
Research and discover mystical beasts to serve your school and unlock powerful new resources. These creatures require food, affection, and magical care to grow into valuable allies, providing rare materials for crafting and construction.
If you're truly ambitious, tackle the challenge of raising a dragon to aid your school. Dragons demand specialized students to become caretakers, but in return, they grant your mages the ability to embark on daring quests beyond the school walls—uncovering secrets, gaining unique powers, and shaping the future of your academy.
Bend the arcane to your will. Practitioners of Dark magic animate undead helpers known as Quilted—specialized constructs that gather resources, tend to plants, repair damage to your school, and mine valuable materials.
Make the most of your day by reducing travel time in your ever-growing campus with the power of flight. Strategically place broom racks to make traversal a breeze.
Enhance your students abilities with powerful gear, such as potions, relics, and increasingly powerful wands, each granting distinct magical advantages. Customize their daily schedules and assign teachers to shape their magical growth.
Magic isn’t just for combat—what your students learn and the tools they wield also determine how effectively they contribute to your school’s daily operations. Build a curriculum that fosters the ability to both survive and thrive.
Shape the future of magic by customizing your students' education. Apprenticed students can multiclass to wield a diverse array of spells, or strive towards single discipline mastery to unlock devastating ultimate abilities, powerful enough to face the dangers of the Nexus.
Reality is tenuous in the Nexus, a fractured realm of pure magic deep beneath the school. Your mages will need every advantage to battle powerful enemies, reconstitute its crumbling fragments, and break the curse for good. Train wisely, for only the most skilled mages can withstand the challenges that await beyond the veil.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 832 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As a big ONI fan, I saw a new colony sim game by Klei and bought it immediately. I came expecting some Oxygen Not Included type gameplay, and was a bit disappointed. Maybe that is an unfairly high bar to meet, but I simply wasn't too impressed with this game. The turn-based combat was too simple and the base-building aspect felt too restrictive. The game needed more time in the oven I think.
Клей держит... марку! Залипательно, интересно, мило, душевно, лампово и все то, за что я люблю ONY здесь тоже есть. Рекомендую всем и каждому! (П.С. написано под воздействием, т.к. игру номинировал и нужен обзор для ачивки)
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4M | 4.1K | 80% | $24.99 | |
| $4M | 8.9K | 84% | $19.99 | |
| $4.1M | 7.3K | 94% | $14.99 | |
| $4.1M | 4.2K | 62% | $39.99 | |
| $4.1M | 10.2K | 83% | $14.99 | |
| $4M | 9.1K | 88% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $35.4M | 31.5K | 95% | $29.99 | |
| $9M | 30.3K | 94% | $9.99 | |
| $1.4M | 2.2K | 80% | $21.99 | |
| $1.4M | 2.3K | 81% | $19.99 | |
| $1.2M | 1.8K | 70% | $19.99 | |
| $809.8K | 1K | 85% | $19.99 |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese
Hours played at review time, across 836 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏内容重复,前期有一些新鲜感,战斗有一些策略性,然而科技树:华丽唿哨一堆装饰毫无用处,完全是为了浪费时间“ 越玩到后期约让人沮丧 ,并且很无聊,捏着鼻子通关以后我终于可以开心卸载了。
Очень хочется эту игру попытаться полюбить, но она страдает одной проблемой, из-за которой для меня плохой игрой является Frostpunk. Эта "симулятор колонии", вдохновлённый Rimworld и Oxygen not included. Буквально во многих аспектах. Приоритетность задач, отсутствие прямого контроля, уборка, распределение обязанностей и тд и тп. Вот прям 1 в 1. Играл в вышеуказанное - сразу поймёшь что к чему здесь. Только вместо колонии у нас школа магии. И мне совершенно не хочется расписывать особенности конкретно данной игры из-за ключевой проблемы в её геймдизайне, которая вскрывается на первых минутах. Моя основная претензия к фростпанку (и особенно к продолжению) - это не симулятор колонии со строительством, это "пазл". У геймдизайнеров есть четко продуманный план (и далеко не всегда очевидный) какой набор зданий и в какой последовательности тебе нужно сделать на старте. Встречаясь с проблемой в rimworld и oxygen, ты можешь Improvise Adapt Overcome. "Ага, вот че я сделал не так, вот как оно работает, я потерял что-то, теперь давай восстановимся с учётом моих новых знаний" Вот во фростпанке, и вот здесь, такого нет. Не понял задумку разрабов - рестарт. Потратил лишнюю единицу какого-то ресурса - рестарт. Поставил не то исследование первым - рестарт. У тебя нет возможности решать проблемы. Ты либо делаешь "правильно", либо идёшь на рестарт. И.. это не то, что я ищу в такого рода игр, сори. МОЖЕТ БЫТЬ этот старфилд раскрылся бы на 40ч. Но если на первых часах ты встречаешь сразу несколько кокблоков, отправляющих тебя на рестарт - то кто сказал, что такого не будет на 5-10-15? Пока я не научусь играть чётко так, как сказал разраб? Я лучше в это время в нормальную игру поиграю, лол А эт мусор.
前面15小时是好玩的,复玩性太差了,房屋要求莫名其妙
最开始是好玩的,但是到后期就有点烦人了,后期资源效率低,需要不断地刷遗物和遗物等级
"Mind Over Magic Language Packs Find community made language packs and, someday, much more!" No updates in a year and the workshop never finished. Promises made, promises undelivered.
This game is good. it's kind a quirky. but it's also very unrefined. there's a great deal to it which is new and interesting but there's little tutorial and some of the systems don't quite fit their intended purpose. it feels more like a colony survivor rather than a school simulator and doesn't really have the things which are needed to really give the school simulator as a concept a fair run for it's money. the vibe is good, the graphics are servicable but gameplay friction points prevent it from really being a great game. I'd love to get a sequel if one is ever made and I believe it deserves a sequel. Note, I got this on special 50% off and it does consume a lot of time. (it's a colony sim, if you know you know) So lets get into a detailed critique, because someones worked hard on this thing and they deserve feedback: Style: Strong - game's got spooky vibes, there are races of people who are all weird everything seems to be halfway between Oxygen Not Included and The Nightmare Before Chritmas. Very good. Graphics: Good. this is a colony sim so fidelity isn't super important but the charachters read well and the graphics carry over the vibe of the place really well. Sound: servicable, it gets the job done but is rather repedative. it doesn't feel like a focus of the game. Learning to play: Bad. there is little tutorial in the game and the game starts you out in quite an awkward position with very limited resources and little clear direction. Needs work. Pacing: Long, I would even go so far as laboured. it takes a long time to do things, to get your wizzards up to the appropriate skill levels and to get to those end game standards. it's too long, it could be made faster with a few changes but this is largely a balance issue combines withthe games fundamental design. Gameplay: Mixed.... it mostly just feels like a rehash of ONI or rimworld and there's a lot of similarities and it attempts to do it's own thing. however it's just an attempt, the game lacks the gumption to fully commit to different systems which could really give it an edge. it's good when it could have been great. some other items: Wizzard power levels: your mages, gain magical abilities which are represented by stats, each of those stats is a linear boost to that skill. having a quadratic boost (as a quantative gain) or rather at certain milestones getting entirely more substantial abilities can really sell the magic in this game about magic. ie. Mid range wizards can just use items in nearby chests without having to open them, or have AOE skills, or simply be far more capable. Hitting a new skill milestone should be a magical feeling, not just a 6 ticking over to a 7. Timetables: the existing shedule tool needs a *whatever* option. if my people feel the need to feed and they're doing *work* they should be able to grab snacks. Also this is a game about a school there should be an option to set up timetables. Advanced Ligtening magic a 3pm on a thursday? Initates introduction to magic with Clair in the beginners auditorium at 9AM every day? the game needs that, particularly in late game where there's 7 apprentice learning platforms and 1 basic one, each of which consumes a staff member duing teaching hours. the game is too survival and not enough school. The student counts are very low, the amount of initiates are often outnumbered by the number of staff so it doesn't feel balanced in the way it probably should. I would like it if the Initiate count was about 3 per staff member. The survival elements should probably be eased up (or powerful wizards making them mostly trivial) so that the player can focus on providing good education to the kids. Setting: Largely nonexistant. there isn't really much outside the school but having a reputation system, allowing graduates to leave the school and then return later, letting there be competing schools and outside polities can add more texture to the game. Rooms: Brilliant, the requirements for rooms in this game is a genuinely fantastic addition to the old colony sim formula and means that each school is shaped and functions differently based on randomly rolled requirements at the beginning of the game. that said it'd be nice if there were more room types so that the progression isnt Basic no tech classroom -> Nice minimal classroom -> Endgame specialist rooms. in short the game is good and clearly was done to a limited budget (which is fair, Devs have to eat) but it's unrefined and a sequel could really be great.
简易版缺氧,适合我这种有点脑子但不多的人,而且自建魔法学院哎,我可抗拒不了这个
It's like Oxygen Not Included most of all. If you like ONI, then you will probably enjoy this game. Other comparable games that I have played include Rimworld or in some ways the Sims games. After 20 hours I have to say this game does some things really well. It isn't without its' flaws, but I was able to delve into it and learn solely through the in-game codex and sub-menus. There are a few things I looked up online, only to find out I just missed it in the codex. The game is fairly forgiving and allows you to change the difficulty at a whim, so if you end up with things too difficult you can tone it down or vise versa. I received the game as part of a bundle so that it was discounted and am at this point satisfied with my purchase, but I will continue to play and gain more value out of this purchase.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.