
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.
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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 833 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Where's my farmable rock candy irl >:[
Only the best magic-school-building wizard-colony-managing game out there! Okay, yeah, so that's a pretty specific niche... but the game is good! There's a very robust construction system, loads of resources to discover, gather, and eventually farm from mystical agriculture, gardening and animal husbandry of the distinctly weird variety. You get a lava pig that makes stone and iron out of wood. After that point, you can pretty much build as much as you want in any direction, including up! What's not to like? Well, the complexity might turn some people off. The concept of Room Keywords for one, like "Towered" which means no other rooms above nor to the sides of this room... but you CAN put rooms just beyond the outer walls, or the roof for that matter. A large part of the gameplay is figuring out how to work around the limitations like that. Or you can just sort of turn them off when starting the game. If that's more fun for you, go for it! "Freeform" mode supposedly eliminates almost all keyword requirements altogether, so you can focus on putting rooms wherever you want them... as long as you can muster the requisite furnishings, that is. See, if you want to make a classroom, obviously you'd need a practice area. Can't just cast fireballs at the floor, unless you're trying to cash in on the school's fire insurance. And if you want a [i]better[/i] classroom, you'll want a blackboard, maybe some bookcases, a bit of fancy decor. You'll also want lighting from windows or torches, or nasty mana-sucking mushrooms will grow. There's a lot to learn, but you've got to admire the dedication of putting this much stuff in a game, right? With research, you unlock new furnishings, refining beasties, key objects needed for useful room types - or to create advanced versions of your existing rooms. Your wizardly staff are somewhat basic at first, but they'll get the job done until you can get some initiates trained into apprentices, and then into [i]better[/i] staff; specialists in one element, or more versatile dual-element wielders, the choice is yours. Each combination has its own perks; fire and water for a hard-hitting steam wizard, for instance. With more skill in an element, your apprentices and staffers will become better at related tasks; fire magic for hunting and defence against invading entities, nature magic for growing and harvesting, water for cleaning (very necessary if you don't want a school full of slimes wrecking everything you've been building)... each element is useful, so you'll want to employ staff with a good variety of skills. There's a lot to do. A lot to keep track of. Much of it can, eventually, be stabilized into mostly automated patterns. Then there's the quests, which come in rather late and mostly consist of reading a bit and then sending some mages off - sometimes with a bunch of materials - to help people out. That's if you can find yourself a dragon to ride... and there is, in fact, an ending of sorts; a final objective, buried deep in the underschool dungeons. Best get your mages ready for combat! Did I mention relics? Yes, there are relics that alter and enhance the stats of the mage equipping them. These can be created through various processes, and enhanced to increase their max level through some quests. Some very powerful synergies are possible, which is quite nice considering what a pain the enemies can be while you're still learning the ropes. Payback is sweet. All in all: A game rich in content, high in complexity, fascinatingly magical and with some fun tactical combat. You should probably think about which difficulty sounds the most fun to you, if you play it. Fairly highly recommended!
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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, Simplified Chinese, Traditional Chinese
Hours played at review time, across 837 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really good fun to play this game! I love managing sims and this one even adds basic combat and puzzle (like how to arrange the rooms to get them working).
I didn't get super far into it because I got a massive headache and struggled to go back to it after that. Some things were a bit tedious but I really enjoyed my time playing it even though it was short! I'd like to come back and try to understand it a bit better the next time!
Incredibly addicting colony sim
the colony sim I needed. I like the kinds of colony sims that really let you focus on your characters rather then automatically just making them disposable labor, and the turn based combat is really fun without being over-complicated. plus the atmosphere is really fun!! but I also have a bias being a long time Don't Starve Together Player. really fun game, happy 20 years Klei!!
玩起来很上头,不停地拆除重建自己的魔法学院
nah
I often bounce back of colony builders but i love this one. Interesting combat is great pace break where in rimworld for example i just didn't feel it. Its great go buy it.
wizards are cool.
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.
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