
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 832 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
One criteria that matters a lot to me is: have you finished the game? If you did not have enough interest/engagement to finish it, even if the game seemed cool to you, I'll remain sceptical. So I start with saying, I have finished this one. I still have not solved the mystery, why some faults I can forgive to some games, are so annoying to me in others, that I refused to play because of them. This one have a number of such faults, but for whatever reason it was easy for me to overlook them. For my taste the game is an absolute eye candy, and I enjoyed every moment spent in the magic academy with my mages. What else to like: sane building system, that makes sense, challenges on several levels: mage conviction (read happiness - if happiness is too low the mage dies) management, magic school diversity management (you want to have mages strong in each school, but there are variation in how you combine schools), relics management (relics seriously augment individual mages and global school (if on display) capabilities) and student trials. The combat in the game mostly allowed me to stay ahead of the curve, that is to have a team of combat mage, that easily wins the encounters the game is throwing at you. While there is some pressure to move on in exploration in the form of MAGE score that decrease the conviction (read happiness) bonus with time, it did not feel drastic. On the default settings I felt I had more than enough time to build up my mages to prepare them to any level of an encounter. Additionally, the time on-ground battles are always optional, they give nice rewards, but you can always skip them without a penalty, if you feel you are not up to it. The game penalizes you for mage deaths in battle, making the mage's revive timer shorter and shorter after each death, until you can no longer revive them in time, but since you can save at any time, e.g. before a battle, and reload if something goes wrongly, this is not really an issue. End game also brings quests, but they are a bit less exciting. This brings us to the drawbacks: the game is really really slow, there is literally no reason not to run it on max speed from the get go. If there were no other speeds but the max the game would not have change at all, and the late game "quests" are obscene in how long a timer (even on the max speed) they have. You send your team away, and then you wait... and wait... and wait. Quests are also often upgrade relics but the game does not give you a good way to show relics affected/unaffected by quest, so it is really tedious to find the best characters/relics to go on a quest. It is clear that they put a lot of work in QoL with the custom groups and schedules and generally clean and tidy UI, but unfortunately it is still not enough. My pet peeve is inability to mark a camera position and then return to this position later. The UI for selecting mages for a battle also could use improvement: it would be nice if selected mages would go to the top, and that if you hover over a mage their record would be highlighted in the list, they do mark selected mages in the list with an icon, but it is still inconvenient to scroll via entire list to find them. AI is what makes or breaks a game like this. In the case of this game, it is not without a flaw: sometimes the mages just do not obey the priorities you set, for example mage with a lower teaching priority can snatch so needed lesson from a mage with higher teaching priority. It is also often a case in mid-game and later when the mages spend most of their time walking between the jobs, but actually doing nothing: either they never arrive to their job constantly changing direction to another one (probably because some else is getting the job), or, if they arrive, instead of finishing the job they do it for one second, and go do something else. The good things, that with priorities on each object, each job type and manual orders that override everything, it is usually possible to coerce a mage in doing what you want them to do. I recommend the game for those who could enjoy extremely low pace the game offers, one can only enjoy that, if they enjoy somewhat repetitive activities, especially during the end game. If you want an arbitrary cut off point: play until you get the dragon, and call it a game. Will I play again? Not right now. May be in a few months. There are some speed run achievements to get and also I have a better idea now how I want to develop both my mages and my academy. However the first playthrough felt quite exhausting, so I need some rest.
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Languages: English, Simplified Chinese, Traditional Chinese
Hours played at review time, across 836 reviews with recorded playtime.
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I like it even more than Oxygen Not Included. Even if the game feels unfinished like it is early access. Unfortunately there are no update anymore.
Tuve que dejar de jugarlo porque cada vez que sonaba un Break yo sentía que me estaban partiendo el corazón… y no de manera poética, sino como si el juego me dijera: ‘ah, ¿le tienes cariño a este personaje? Pues toma, Dragged away’. Intenté configurar las prioridades como un jefe de proyecto alemán con Excel abierto… pero nada, los muñecos hacían lo que querían. Si quería disciplina me habría comprado un Tamagotchi, al menos ese hacía caso cuando lo alimentabas. En Darkest Dungeon si muere alguien dices: ‘vale, las estadísticas me han apuñalado por la espalda, lo acepto’. Aquí no, aquí los personajes tienen voluntad propia: básicamente se comportan como compañeros de piso que ignoran las tareas del hogar. Tú pones las normas, y ellos dicen: ‘sí, claro, en un rato lo hago’, y al minuto ya están todos muertos. Y lo peor no es eso: lo peor es el efecto dominó. Pierdes a uno y luego caen todos en fila como si fuera un sketch de los Hermanos Marx, y te quedas mirando a la pantalla pensando: ‘¿pero quién rescata ahora a mis niños pixelados?’. Spoiler: nadie. Porque a nadie le importa tu dolor.
Took me a long time to understand the mechanics past the tutorial. The learning curve is steep. After 50 hours I was still learning details about the classes, advancement and races.
Your stupid ♥♥♥♥♥♥♥ "rooms" requirements are insane and super annoying. An auditorium has to be suspended over nothing to get the "elevated" requirement fulfilled but no where do you explain that beyond a few obtuse words that don't lead to that understanding. I've spent the last half hour googling and searching and trying to understand exactly what stupid ♥♥♥♥♥♥♥ thing I failed to do just to retire a ♥♥♥♥♥♥♥ pawn. This is insulting. At this point I feel like you should pay me to play this ♥♥♥♥♥♥♥ game. In what ♥♥♥♥♥♥♥ world does "elevated" mean that there is nothing below it? I absolutely hate a game that makes you have to follow the dumbest ♥♥♥♥♥♥♥ heuristics with no ♥♥♥♥♥♥♥ eloquence to speak of. If your game requires a ♥♥♥♥♥♥♥♥ google search in order to understand then there is nothing intuitive about it. Technology is judged by how intuitive it is to use. In other words, in trying to design a pencil you designed a ♥♥♥♥♥♥♥ abacus, you idiots. Do better. ETA: oh yeah... and ♥♥♥♥ your stupid ♥♥♥♥♥♥♥ mushrooms that interrupt the gameplay every five ♥♥♥♥♥♥♥ minutes.
总体来讲,还是很耐玩的,算是我玩的最长的游戏之一。 经营建造 + 战斗 + 带一点点的刷宝 玩起来还是很上头的。 有一说一,游戏底子是挺好的,但总觉得还差那么点深度。比如刷遗物能出的词条也太少了,固定变量感觉好像也就那样,如果是词条浮动为力量+30~60,这样每次刷其次都更有动力;饰品作为游戏里面唯一的装备,其实是可以分白蓝紫橙暗金这种品级的,这样玩起来也更有意思。游戏设计了三个BOSS,其实都可以有自己的独特的遗物,比如像暗黑破坏神里那大秘境似的有一些独特的遗物,随机性再强点、花样再多点,你们省开发,可以给怪物加各种随机buff,也算是增加可以玩性了。 还有怪物种类也不够多,等级上限也比较低,推开迷雾后出现的愤怒水晶,希望可以有等级浮动,有罕见的概率刷新出等级更高的愤怒水晶,或者带有特殊词条:比如血量、速度、力量翻倍的词条,打败可以拿到有额外一个词条的遗物。但是这一点其实可以慢慢来,要是能做得再复杂点,不然到了后期,尤其是科技树全点完之后,真的特容易腻 ,就算打到学院最里面,也还是老一套重复操作,没啥新鲜劲。 科技树点完了,也可以增加那种可以重复研究,带来随机惊喜的设计,要不然科技树点完,真的会有那种游戏已经结束了一大半的感觉。我是希望可以有控制天气的科技,这样一方面可以增加新鲜感,一方面我希望天气带来的影响,也可以影响怪物的等级或者怪物的buff,最后影响怪物的掉落变量。 其次是对于我这种建筑党,装饰品还是太少了,很难搭出那种丰富有特点的室内装饰。 建议墙壁火把可以取消降低豪华度的设定,因为很多室内的装潢是需要一些墙上的灯光的,有了这个限制,很多地方都搭配不好。然后就是物品的配色系统也可以加入,也能加入一些新鲜感。 不同的室内词条其实可以增加一些额外的效果的,比如:安宁豪华度高了,降低火元素的暴躁值。惊悚豪华度高了,降低娱乐下降的速度,这样也算是给玩家一些其他的追求。 关于教师的部分,角色达到8的技能等级,能做的事情还是太少了,我希望可以有那种可以培养很久很久树,这样生技能就有发挥的余地,或者有个黑暗之门,可以让暗技能8的人去召唤强力的怪物,用来挑战。水系的可以去炼金出+人物等级上限或者技能上限的终极药水。风系8级可以自己飞行,去特别特别高的地方,去完成独特的仪式。因为这个游戏有太多上限和边界了,摸清了就腻了。 剧情的部分,我希望可以有故事模式和独特的老师,比如幽灵校长的学生,好的学生过来进入带来帮助;不好的学生过来进攻,这个对于你们开发来说应该也不难。有这种法师VS法师的肯定会更好玩。我觉得游戏是艺术的载体,如果希望往别人讲好你的故事,最好有一个特别的故事和剧情。现在做游戏解读的博主还是挺多的,你没有故事,人家也无从下口去介绍你。 最后为什么我会玩将近400个小时,很大程度是因为,这个游戏玩了一段时间,然后就很长时间不玩,这样自己就又有新鲜感了,就又可以玩了,所以游戏本身的质量是没有问题的,最好玩的反而是,最开始三个老师和几个学生的时候,但是游戏很缺乏惊喜和随机事件。玩过几把每个人都能总结一套运营的思路,就和流水线没有什么区别了。 这款游戏陪伴了我很久很久,希望游戏可以继续更新,越来越好。
Refunded. It's a bunch of stress with no enjoyment. Too punishing. It's like Oxygen Not Included but more cryptic and less fun. Seems like it could be great from the trailer but it's a slog too much of the time.
In my opinion, this game is basically identical to every other colony sim building game. You never really feel like you're running a school, you never really have full classes of students or anything like that, instead it just feels like a big house that happens to give magic lessons. The whole magic thing also doesn't tie that much into the gameplay, other than being able to get new resources or fighting enemies, which happens in very controlled rpg-like battles. 99% of the game is just getting resources and redesigning your building to meet requirements, which I found extremely boring.
Absolutely spectacular! I usually hate party member management, but they did it right in this game. Just enough to provide an incredible number of combinations, but easy enough and important enough to make it worth while. Loved the room upgrading and am especially grateful they weren't strict about foundation. I mean, there's a weight distribution system, yet you can still stack rooms and hang them over ledges: true magic school design. I've seen a lot of folks complain about the combat and I feel that was one of them more annoying aspects. It just didn't feel as open as the rest of the game. Very strict rule set. With that said, it wasn't annoying enough to take away from the rest of the game. A lot of depth to the game too. Every time I felt I was getting near the end game there was another layer. Solid job!
Could be a great game but the updates are too few and far between. Until that changes its a no from me, im getting too old for early access games that stay in development for 10 years, or get released unfinished.
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