
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
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.
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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| $4M | 4.1K | 80% | $24.99 | |
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| $4.1M | 10.2K | 83% | $14.99 | |
| $4M | 9.1K | 88% | $19.99 |
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| $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
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!
Its good, but unfinished. there is almost zero update from the devs for almost 6 months. It's a good game, until you hit end game. And then its just a repetitive and boring ONI wannabe.
This game has tons of potential... I love the concept... But in case the devs read this, here is what I want from it. I want a game where everything I work on is a boost and a nice or surprising help to me in my play. Lots of great ways forward all leading to good and helpful things. I would really love that. What I got was a game where too many of the things were absolutely necessary for survival. These things are often hard to make and harder for a new player to know that they need them... but worst, there are so many competing things that you need to survive that you can't make them all even if you knew you needed to. And you have to research them first. More competition for my mages time. In the mean time I am slowly dying for lack this one thing. And I don't even know what it is... and If I get that, then I have more things that I must have or die. Again... I do not so much mind the competition for my time... I mind how many things you have to have to survive. They are not nice to have or helpful to have... they are game enders if you do not have them. This leads to a type of play that I hate. Where you have to do things a very specific way or you will die. It's not fun. In the end, I tried slogging through with just the founder ghost... It seems like it can be done... but it's not fun. Three specific things to work on. One. Stone... I find it really too hard to come by considering how much you need it. Two... Roofs. I find them incredibly hard to work with. I had to completely change my style of play just to make roofs more manageable. Oh... and one more thing. Fight defense. I found it very confusing who to throw the shield on or whatever. Most games are much more clear in that regard. Maybe a veteran would laugh at my petty problems with these... but for a newb they nearly have me shelving the game. Update: So I played long enough to get past the starting difficulty spike and started to think... Hmmm... maybe this is fun after all... maybe I should change my review... Only to run head long straight into the if you don't do this stuff our way you can't progress... Meh... I can literally see the fun. But every time I almost reach it the game tells me I'm doing it wrong. If I did not see the potential I would not be frustrated.
人物负面状态是自动无限叠加的,这游戏玩家只能按照标准流程走,如果流程错误,补救付出的时间成本不如重开一把,游戏内容很有趣,但不建议玩
Lots of fun to discover and resource manage. Also one of best UI's I've ever seen. Its really alot of fun well worth the full price, but you must get this game if its on sale.
Mind over Magic — игра от создателей Неголодайки и Oxygen not Included. Симулятор колонии в антураже магической школы, во многом близкий к Кислороду, но идейно сделавший шаг в сторону Amazing Cultivation Simulator. За что в комментариях иногда ругаются: "это уже не выживач, а паззл какой-то". Действительно, проблема выживания перед магами стоит не столь остро, как перед клонами-космоколонистами: и местность существенно более дружелюбная (кислород прилагается), и сами они, как и культиваторы, товарищи живучие. Так что основная задача игрока — обеспечение не столько базовых потребностей в еде, воде и туалетах, сколько качества подготовки самих магов, что нужно для успешного исследования подземелий школы и продвижения по сюжету. А для этого нужно призвать талантливого ученика, обучить его с учётом специализации, снабдить лучшими артефактами и не спешить с выпуском, пока не будут выполнены индивидуальные мини-квесты. Здесь аналогия с Культиватором полная: там тоже прокачать новобранца до золотого ядра можно довольно быстро, но вот качество этого ядра получается никакое. А чтобы было хоть какое-то, придётся и с алхимией, и с фен-шуём заморочиться. Тут тоже идёт постоянная ротация кадров с постепенным повышением среднего качества: набираем новых учеников, тех, кто похуже, выпускаем в большой мир (получая бонусом рандомный артефакт), лучших готовим в преподаватели, преподавателей отправляем на пенсию или в отставку (если выслуги лет для пенсии не хватает, а ставку освободить под талантливую молодёжь очень надо). Игровой процесс аналогичен Кислороду: двумерная планировка поселения, вид сбоку. Добавлено чуть-чуть трёхмерия: карта имеет фиксированную глубину, в которой можно и гулять, и предметы размещать, но вот стены строить нельзя. Также авторы сохранили и усложнили механику назначения комнат. Например, чтобы комнату система обозвала "спальней" и дала бонусы к отдыху в ней, нужно не только поставить туда кровати и украшения (и не поставить ничего лишнего), но и убедиться, что за стенкой не гремит дискотека и не работают артефакторы. А для комфортной работы тех же артефакторов мастерская должна быть в высоту больше, чем в ширину. Башня для продвинутых магических исследований вообще не должна иметь соседей сбоку, а ритуальный зал — снизу. И таких ограничений на форму и соседство у комнат полтора десятка разновидностей. Собственно, почему некоторые комментаторы "паззлом" и обзывают: организовать все нужные для обучения комнаты рационально не так-то просто. И стройматериалы не бесконечные, и, как обычно, затраты на переходы между комнатами хотелось бы минимизировать. Вдобавок, с продвижением по исследованиям открываются новые возможности, и приходится половину школы сносить и перестраивать заново. В целом могу порекомендовать тем, кому хочется почесать мозги, но не хочется постоянно отслеживать десяток параллельных систем, неоптимальность в каждой из которых может оказаться фатальной для поселения. Эта игра к ошибкам относится мягче: например, я на десятый день умудрился положить всех моих взрослых магов в неосторожно начатом бою, и тогда же выпустить всех учеников. Остался один призрак летать над школой. И ничего, призвал новых учеников, обучил, повысил, плюс из тумана пара прибежала, ещё и талантливых. Игра продолжилась, только пара могилок осталась, как напоминание о необходимости здраво оценивать свои силы.
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.
前面15小时是好玩的,复玩性太差了,房屋要求莫名其妙
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