
Develop a prestigious university of mages. Build rooms, train your students, fight orcs, slay the bureaucrats, manage your budget... a director's life is not a quiet one.
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.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 7 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 4.3Kreviews | 83% | — | $3.2M |
| $8.75−65% | 59ratings | 82% | — | not modelled | |
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 799 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
等制作组什么时候愿意好好更新优化游戏了再改成好评
It's a pretty fun game. It gets a bit repetitive. I would have liked it more if the dungeon part was constantly there. The mechanics are nice and the campaign is fun to play but it's a bit barebones. I feel like there could be some other gameplay elements added.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Simplified Chinese, Traditional Chinese, German, Spanish - Spain, Japanese, Polish*languages with full audio support
| $19.99 |
| 48ratings |
| 83% |
| — |
| not modelled |
| $9.99−50% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 807 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
⭐ Steam Review — *Spellcaster University* **The Good** * Most of the game is fairly intuitive and easy to pick up. * The magic system is straightforward while still being creative and interesting. * The pacing is brisk without feeling overly rushed. * The card system is genuinely interesting and enjoyable to interact with. * The core gameplay mechanics aren't particularly difficult to understand. **The Bad** The graphics are very *“cartoony”* and, unfortunately, I found them rather dull and uninspiring. This is obviously subjective, but the visual style just didn't do much for me. My biggest problem, however, is the **save system—or rather, the lack of one.** If you're going to have decisions that are **permanent, irrevocable, and potentially capable of killing an entire playthrough**, then you really need a robust save system that allows players to think carefully about those decisions and experiment with different options. Taking a major risk shouldn't mean potentially throwing several hours of progress into the garbage because there was no opportunity to save beforehand. The **economy** also feels badly imbalanced. If the game is going to meticulously track your expenses and continually increase the amount of money required to keep your academy running, then I feel it should at least have a clear way of tracking my income—and, more importantly, a reasonable way of **generating more income**. Instead, there seems to be surprisingly little opportunity to actually make money, despite the ever-growing mountain of things that require upkeep and staff members who require salaries. The primary solution seems to be cramming more students into your school, which doesn't feel like a particularly satisfying economic strategy. The result is an economy that feels less like something you can manage and more like something you're constantly trying to keep from collapsing. And then there are the **dungeons**. The dungeons are, quite frankly, **s**t.** There is no reliable way to determine how difficult a dungeon actually is. An encounter labeled *“Easy”* can apparently still march in and slaughter your best students—the same students you've spent hours carefully training and developing. And when that happens, **you have no recourse.** There's no meaningful way to save beforehand, no way to reconsider the decision, and no way to recover from an unexpectedly disastrous encounter. An “Easy” dungeon can effectively turn into *“Congratulations, several hours of your progress are now gone.”* Finally, there's the **RNG-heavy nature of the card system.** I actually like the card mechanic itself, but the randomness can make it feel as though whatever strategy you want to pursue is ultimately determined by the luck of the draw. If you draw well, your game goes smoothly. If you draw poorly, you're stuck dealing with an incredibly frustrating clusterf**k of bad luck that can eventually force you to start over after several hours of play. **Overall** *Spellcaster University* has quite a lot going for it. The core mechanics are accessible, the magic system is creative, the pacing is good, and the card mechanic can be genuinely fun. Unfortunately, the combination of **permanent consequences, limited saving, questionable economic balance, brutal dungeon RNG, and card-draw dependency** really killed the experience for me. I can see the game underneath all of those problems, and I think there's a genuinely good game here. But when a game can erase hours of progress because of an “Easy” encounter or a bad sequence of random cards—and gives you no meaningful way to protect yourself from that—it becomes less challenging and more frustrating. **A decent game with some genuinely good ideas, but the design decisions surrounding saving, RNG, dungeons, and the economy ultimately ruined the experience for me.**
I just finished my first campaign, and I absolutely love this game! That being said, there are several small things that I'd like to see changed/fixed... The good: - The general concept - I loved building my universities! - The unique aspect to each level - from the bard to the monk to the giant turtle, every level had its own delightful twist! - the cards and the building system - overall unique and very fun! In general, I had a great time playing this game! The bad - - The tutorial was very quick, I had to watch several YouTube videos to really understand what was going on or what to do. I'm still not really sure how to manage a lot of things or how to get certain careers out of my students. I would've preferred a whole tutorial level, maybe one that could be played as a prequel? Something that teaches you things like ways to organize students in houses, how to stack rooms, how to achieve stars, etc! - I couldn't move rooms around once I placed them. I've seen a bunch of other people mention this, and let me tell you, I had some funky looking castles where I really regretted certain rooms. Unstacking would also be nice, but I think that might remove the challenge of it. Maybe on easier difficulties? - The ending of the campaign was a little underwhelming. I would've liked to see at the very least a few zombies and the lord of Evil come to the university and get destroyed, but instead the level just ended. Overall I highly recommend this game, especially for the price! The few complaints I have could probably be addressed if I just buckled down and did my own research, but I do prefer learning hands-on instead of through youtube videos!
It's a cute little game, full of wild characters and adorable animals. I'm not yet at the optimization stage; I'm still playing every card and accepting almost every student regardless of background, just to see what everything looks like and what happens. Eventually, I'll probably start trying to focus and optimize more to achieve certain goals. But for now, I'm just having fun seeing all the crazy shenanigans and hijinks that the characters and animals get up to!
Told my students to sleep in a coffin. They woke up as vampires. Then the inquisition got upset that I was teaching vampires. 9/10 One major complaint: You cannot delete any rooms or move any already placed rooms. You have to be very careful when building. This seems like a major oversight for a game like this. Otherwise the game is fine.
[h3] 한글 지원 됩니다! [/h3] 설정 들어가면 한글 있고 번역 퀄도 상당히 좋아요 게임 내 도움말도 아주 잘 되어 있음 [b]전략적으로 카드를 사용해 마법학교를 경영하는 게임[/b] 일정 시간이 지나면 어둠 군주가 학교에 쳐들어와 박살을 내는데 이게 1사이클 학교가 박살나면 장소를 옮겨서 처음부터 다시 학교를 키우고 또 박살나고 이걸 7번까지 반복해서 최종적으로 어둠 군주를 몰아내면 이기는 게임 세 개의 카드 중 한 개를 골라 적용하는 식으로 카드로 건물 설치, 건물 강화, 아티팩트 뽑기 등등을 할 수 있음 학생들을 모집해 학생들이 생산하는 골드와 각종 마나로 카드를 구매할 수 있으며 학생들이 졸업하면 직업에 따라 학교에 영구적 or 일시적으로 적용되는 보너스를 줌 [b]이 보너스를 7사이클 동안 쌓아야 함[/b] 학교 주변의 세력과 틈틈이 관계를 다져야 하고 필수적으로 발동하는 퀘스트들도 처리해줘야 함 어둠 군주에게 학교가 박살나면 당연하지만 졸업보너스를 제외한 모든 게 초기화 되어 다시 시작해야 함 어둠 군주가 쳐들어오는 시간을 늦출 수는 있지만 아예 막는 건 7사이클 전까지 불가능 난이도 조절 가능하고 아예 군주 침입 없이 즐길 수 있는 무한 모드도 존재 7사이클동안 계속 했던 거 반복해야 된다는 게 지겨워서 호불호는 많이 갈릴 걸로 예상 초기화되어 다시 시작할 때마다 빠르고 최적화 된 루트 찾는 재미가 나름 쏠쏠했음 카드 종류가 많아서 여러 조합해보는 것도 잼썼고 망하기 전까지 얼마나 많이, '잘' 졸업시킬지 머리쓰는게 잼써서 은근 중독성 있었음 전 넘 만족스럽게 즐겼어요bbbb
I started playing this game expecting it's gonna be about knock-off H*gwarts, however, it turned out to be a knock-off Unseen University. Money well spent. I really like the artstyle and the presentation that lets you spy on all the activity that's going on - even if the gameplay does get repetitive at some point, those fun little details really help. I wish there were some QOL improvements to the gameplay, like demolishing or rearrange some of the rooms (for some manner of fee/penalty even), and the soundtrack is really bad (obviously not asking for Jeremy Soule but they didn't even remotely try with this game), but those are just nitpicks and overall I'd say the game offers a good blend of challenge, laid-backness and fun.
I've played a lot of this game, and it's generally great. However... The pathing is ♥♥♥♥♥♥. Sometimes, if you place your buildings in a certain way (which you won't know until it happens), your students (or worse: teachers) will get stuck trying to get somewhere. And they will sprint all out to get there. On the spot. Going nowhere... This happened to me most recently in the Volcano region, which has an increased incidence of fires. When a room has a fire, it completely shuts down. There were two fires, and teachers were assigned to both fires. They were stuck. So not only were both of those rooms shut down, but ***the rooms those teachers teach in*** were also shut down because the teacher was stuck on a task. I haven't run into this bug before, that I recall, but it's game-breaking. There are complaints about broken pathing in the forums going back several **years**. I recommend against buying this guy because of this, and I will not put a penny towards the DLC until I see that it's fixed. (if you read this, Dev: I will happily update my review once I see that this is fixed (ie on my end))
gameplay loop is pretty basic. managed to complete the game in 1st run w/o any reload. min-maxxing in this game is pretty shallow and in some of your runs you'll always be forced to pick the worst option because you're trying to play for a goal and the game is forcing some faction bonding element into you. most interesting part is probably the dungeon run, which are more like minigames.
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.
Related
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