
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 834 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good foundation, but still need more polishing.
It's a very nice game, just not for me.
Midden Jelly /10
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 |
|---|---|---|---|---|
| $4.1M | 10.2K | 83% | $14.99 | |
| $4M | 8.9K | 84% | $19.99 | |
| $4M | 4.1K | 80% | $24.99 | |
| $4.1M | 8.9K | 97% | $19.99 | |
| $4.1M | 3.5K | 43% | $29.99 | |
| $4M | 9.1K | 88% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $35.4M | 31.5K | 95% | $29.99 | |
| $9.3M | 31.4K | 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 838 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
“Mind Over Magic” เป็นเกมบริหารจัดการแบบโคโลนีที่ให้ผู้เล่นบริหารโรงเรียนเวทมนตร์ ผู้เล่นรับสมัครนักเรียน จัดตารางเรียน สร้างห้อง และกำกับเวลา ระบบการเล่นมุ่งเน้นประสิทธิภาพ การตัดสินใจแต่ละขั้นส่งผลต่อทรัพยากรและการพัฒนาของนักเรียน จังหวะการเล่นให้รางวัลกับการปรับแต่งอย่างต่อเนื่องมากกว่าการขยายตัวรวดเร็ว ระบบก่อสร้างเป็นแบบโมดูล ผู้เล่นวางเฟอร์นิเจอร์ ประดิษฐ์วัสดุ และอัปเกรดอาคารเพื่อปลดล็อกความสามารถใหม่ การจัดวางพื้นที่ส่งผลต่อประสิทธิภาพการผลิต การสร้างในแนวตั้งเพิ่มพื้นที่แต่เพิ่มเวลาเดิน เกมระบุเงื่อนไขห้องอย่างชัดเจน ลดความคลุมเครือ ส่งเสริมการวางแผนและการปรับปรุง การจัดการนักเรียนเป็นแกนหลัก นักเรียนแต่ละคนมีคุณลักษณะ ระดับความเครียด และสายเวทเฉพาะ การจัดตารางเรียนเพิ่มทักษะแต่ใช้ทรัพยากร การพักผ่อน ความบันเทิง และอาหารป้องกันความเหนื่อยล้า การละเลยเพิ่มความเสี่ยง สมดุลระหว่างวิชาการและขวัญกำลังใจสร้างแรงกดดันเชิงกลยุทธ์ เน้นการติดตามตัวเลขมากกว่าบุคลิก การต่อสู้เกิดขึ้นระหว่างการบุกรุก นักเรียนร่ายเวทโดยอัตโนมัติตามการฝึก คลื่นศัตรูกดดันแนวป้องกัน ความสำเร็จขึ้นกับการเตรียมการล่วงหน้า ความล้มเหลวทำให้บาดเจ็บและชะลอความก้าวหน้า แม้มีช่วงความยากพุ่งขึ้นแต่รูปแบบคาดเดาได้ การต่อสู้จึงสะท้อนการเตรียมระยะยาว ความก้าวหน้าปลดล็อกคาถา อาคาร และงานวิจัยใหม่ เพิ่มตัวเลือกและความซับซ้อน เส้นโค้งการเติบโตราบรื่น ระบบเชื่อมโยงกันโดยไม่กดดันผู้เล่น ช่วงท้ายต้องการความเชี่ยวชาญ จุดอ่อนของการวางแผนต้นเกมจะชัดเจน กระตุ้นการเล่นซ้ำ งานนำเสนอมีความชัดเจน ตัวละครมีรูปแบบเฉพาะ และเอฟเฟกต์สื่อประเภทเวทได้ดี UI แสดงข้อมูลสำคัญอย่างราบรื่น เสียงประกอบเรียบง่าย เอฟเฟกต์เสียงยืนยันการกระทำโดยไม่รบกวน การทำงานมีเสถียรภาพ โดยรวม “Mind Over Magic” มอบวงจรบริหารทรัพยากรและพัฒนานักเรียนที่มีโครงสร้าง จุดแข็งคือระบบชัดเจน ความก้าวหน้าต่อเนื่อง และการประสานกลยุทธ์ จุดอ่อนคือความซ้ำเป็นช่วงและผลตอบแทนด้านเนื้อเรื่องจำกัด ผู้เล่นที่ชอบการปรับแต่งระยะยาวจะพบความลึก ส่วนผู้ที่ต้องการเสรีภาพหรือเนื้อเรื่องเข้มข้นอาจหมดความสนใจเร็ว
4/10 to 6-7 in early/mid game. Cool ideas, but not polished enough for me. Early game: fun, cool mechanics, when you put room together it looks nice. Mid game: trying to pull out how the ♥♥♥♥ do you combine all of the different room with different keywords and how then can even connect to each other + finally realizing what is the end game of this game and trying to move into it is making the game interesting. Late game: micromanagment hell, changing anything breaks so much that everyone who used this room will start having ptsd and trying to destroy everything and themselves. Also priorities in this game is soo bad, to cook a person need to go collect the ingredients and then go to the station, because delivery can't deliver to station, only to chests, so they go one by one which make it ineficient and because the keywords don't let you combine rooms easly it's nearly impossible to build anything that won't have this problem. I kinda liked this game, it had purpouse, even though: - the "creative" part of this game is lacking - can't tell where on the wall is door, stairs, etc is soo painfull - "luxury" items are so limited that most of the rooms look the same but the thing what just told me to get away from this game were: - bad priority system, even though I prioritized my mages to do certain things they would rather run around doing anything, had to force gathering/certain jobs myself and manage it myself otherwise they wouldn't do it ever and when I raised priority everyone would come do it - notification system is horrible, they notify you and stop game if mushroom appears and if somebody is dead, but they don't care to show you on read or anything if somebody is unconsious and WAITING for revieve, yes you mages will put others in bed, but to revive them you need to SPECIFCYLY WAIT FOR THEM TO PUT THEM INTO THE BED AND GO CLICK REVIVE, OTHERWISE THEY WOULD DIE - changing any major room, like sleeping coursters for students takes ages and students in meantime will die like flies, because they live day from day, if one day sucks for them, then oh boy next they they will be dying After changing dificulty to 3x resources gathered and no conviction (morale system) it was an autoplay, way more enjoyable, but still, it made it more or less an idler game. Also the combat system while cool idea it's not polished. You have 8 levels of element, but mostly have 3/4 skills, it could be way more advanced, but it's very basic, dmg, like 4 types of buffs, that's it. And it's only 3 bossess, so the "sandbox game" is not much sandbox, after killing last boss you have option to "win the game".
“Do you admire Hogwarts Legacy? Create your own academy—one that raises students into the mightiest professors. Motto: Power is taught. Mastery is earned.”
I love Klei's games and Oxygen Not Included is one of my favorites. If you're expecting a game like that, this is far less intuitive, believe it or not. The game pushes you to build rooms, but doesn't give you the space to do so. Apparently, laying foundation, which is needed to expand, is further into the research tree. This is never explained in the tutorial
Played for only an hour and... this game is so boring. I am not the biggest factorio fan or anything remotely close, but I do enjoy my fair share of city builders (like laysara, tropico, simcity, etc). This game... has a similar art to don't starve, but the gameplay itself is incredibly tedious and lacking. In other games, you have some ways to fasten up the grind... here you can't. You'll be spending most of the beginning just farming stones and waiting for resources to pop out... as you cannot store them for some reason. They need to fix the storage stuff, it's silly how I have to wait like ten minutes in real life... to get the required mats to craft whatever I need. Most games have skipable tutorials, this one doesn't and you also don't know what your end goal is. I understand you're supposed to explore and combat in the basement area, but the things to do on the surface are extremely lacking and repetitive, you don't wanna come back to this game (if you wanna make it an autoplayer, at least give us the tools to do so). Refunded, there are better city builders and roguelikes out there. On a sidenote, if you want a "casual" game experience, this game isn't meant for you. Even from the beginning things are really convoluted. They throw a bunch of resources at you, expecting you to farm them over and over, except you end up using the same 3 of the 10 you start with. COmplexity is part of the fun in these games, you're supposed to unlock things slowly, and get introduced to different/better resources over time, not start with all the available resources right from the get go.
Like the building and management aspects of Oxygen Not Included but HATE the engineering aspect? Vaguely like the magic school theme? Then this is the game for you! I do enjoy ONI, but there comes a point where your base becomes less of a colony and more of a science experiment, with gases choking out your colonists because you didn't consider how the atomic weight of chlorine would effect your base 50hr in. This game has all of the fun bits of ONI (to me at least), with many less parts that make you want to punch your monitor. In addition, the combat element is unique and a neat way to break up the game. It does get a touch tedious in the late game when you are kinda doing nothing much but spamming combats to get to the end, but it is a very small pacing issue in an otherwise excellent game.
好玩,有趣
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.