Compare Mages of Mystralia prices across 50+ stores and find the best deal. Developed by Borealys Games. Published by Borealys Games. Released on 5/18/2017. Available on PC, Xbox. Genres: Action, Adventure, Indie. Metacritic score: 74/100.

Build a fireball that bounces off walls, spawns a homing clone, then freezes whatever it touches - the spell board alone is worth the price of admission for anyone tired of pressing 1-2-3 in an RPG.

My first instinct when I loaded Mages of Mystralia was to ignore the main quest entirely and just sit in the spell crafting screen. That instinct was correct. Borealys Games built something rare here: a system where constructing a piece of magic feels like its own puzzle, separate from whatever you plan to do with it once you walk out the door. Four base spell types - Immedi (melee burst), Actus (active projectile), Creo (terrain-altering), and Ego (self-affecting shield or dash) - sit on a triangular rune board, and you slot modifier runes into the available connection points to change their behaviour. Add a Move rune to a basic fire orb and you have a fireball. Stack a Homing rune on top of that and it tracks. Layer a Duplicate rune and it splits mid-flight. Nest a conditional trigger so that on impact it spawns a freezing Creo patch, and suddenly you have a spell that no preset ability menu could ever hand you. The satisfaction is real and it never fully expires, even late in the run. The adventure wrapped around that system is solid, if familiar. Zia, a young exile with uncontrolled magic, works through a Zelda-patterned world of connected zones, environmental puzzles, and boss arenas. The isometric camera is fixed but readable, and the controller mapping - each spell type on its own face button - makes switching in combat instinctive. Ed Greenwood wrote the story, and it carries a lightness that suits the bright, saturated art direction well. Zia herself has a quietly sarcastic edge that makes the quieter dialogue moments land better than the genre average. The soundtrack leans soothing and adventurous in turns, with boss tracks that ramp up appropriately, though a couple of reviewers noted the music can disappear into the background during longer exploration stretches. The honest caveats worth naming: the game front-loads its difficulty and then bleeds it away. In the early hours, a few goblins with a basic fireball feel genuinely threatening. By the final third, an optimised spell board of chained Igni, Aqua, and Aura triggers can fill the screen with projectiles, and most enemy encounters stop asking anything of you. Completionists who hunt every Soulsbeads upgrade and Rune challenge will actually accelerate this power cliff faster than the game expects them to. The Trials arena offers wave combat for 100% hunters, but even that becomes routine with a good spell loadout. Backtracking for optional collectibles - Scarabs, Seeds, scattered Rune puzzles - also asks more of your patience than the sparse fast-travel points justify. The story, meanwhile, lands its character beats unevenly; the ending in particular closes on an unresolved note that clearly anticipated a sequel that has not yet materialised. None of that cancels the central draw. There are three difficulty modes including a permadeath Archmage option that reintroduces tension if the standard run feels too forgiving. A typical playthrough runs eight to twelve hours, and a completionist loop pushes closer to twenty. For a small studio's debut-scale project it is polished, largely bug-free, and built with genuine craft. The spell board is not a gimmick bolted onto a mediocre adventure - it is the whole point, and it earns every minute spent with it. If you have ever felt cheated by RPG magic systems that just unlock spells from a list, this is the corrective you have been waiting for. It does not reach every height it aims for, but what it does well it does with a quiet confidence that stays with you. Kai, Scout Team

Mages of Mystralia
ActionAdventureIndie

Mages of Mystralia

May 18, 2017Borealys Games
GamerScout Says

Build a fireball that bounces off walls, spawns a homing clone, then freezes whatever it touches - the spell board alone is worth the price of admission for anyone tired of pressing 1-2-3 in an RPG.

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About Mages of Mystralia

My first instinct when I loaded Mages of Mystralia was to ignore the main quest entirely and just sit in the spell crafting screen. That instinct was correct. Borealys Games built something rare here: a system where constructing a piece of magic feels like its own puzzle, separate from whatever you plan to do with it once you walk out the door. Four base spell types - Immedi (melee burst), Actus (active projectile), Creo (terrain-altering), and Ego (self-affecting shield or dash) - sit on a triangular rune board, and you slot modifier runes into the available connection points to change their behaviour. Add a Move rune to a basic fire orb and you have a fireball. Stack a Homing rune on top of that and it tracks. Layer a Duplicate rune and it splits mid-flight. Nest a conditional trigger so that on impact it spawns a freezing Creo patch, and suddenly you have a spell that no preset ability menu could ever hand you. The satisfaction is real and it never fully expires, even late in the run. The adventure wrapped around that system is solid, if familiar. Zia, a young exile with uncontrolled magic, works through a Zelda-patterned world of connected zones, environmental puzzles, and boss arenas. The isometric camera is fixed but readable, and the controller mapping - each spell type on its own face button - makes switching in combat instinctive. Ed Greenwood wrote the story, and it carries a lightness that suits the bright, saturated art direction well. Zia herself has a quietly sarcastic edge that makes the quieter dialogue moments land better than the genre average. The soundtrack leans soothing and adventurous in turns, with boss tracks that ramp up appropriately, though a couple of reviewers noted the music can disappear into the background during longer exploration stretches. The honest caveats worth naming: the game front-loads its difficulty and then bleeds it away. In the early hours, a few goblins with a basic fireball feel genuinely threatening. By the final third, an optimised spell board of chained Igni, Aqua, and Aura triggers can fill the screen with projectiles, and most enemy encounters stop asking anything of you. Completionists who hunt every Soulsbeads upgrade and Rune challenge will actually accelerate this power cliff faster than the game expects them to. The Trials arena offers wave combat for 100% hunters, but even that becomes routine with a good spell loadout. Backtracking for optional collectibles - Scarabs, Seeds, scattered Rune puzzles - also asks more of your patience than the sparse fast-travel points justify. The story, meanwhile, lands its character beats unevenly; the ending in particular closes on an unresolved note that clearly anticipated a sequel that has not yet materialised. None of that cancels the central draw. There are three difficulty modes including a permadeath Archmage option that reintroduces tension if the standard run feels too forgiving. A typical playthrough runs eight to twelve hours, and a completionist loop pushes closer to twenty. For a small studio's debut-scale project it is polished, largely bug-free, and built with genuine craft. The spell board is not a gimmick bolted onto a mediocre adventure - it is the whole point, and it earns every minute spent with it. If you have ever felt cheated by RPG magic systems that just unlock spells from a list, this is the corrective you have been waiting for. It does not reach every height it aims for, but what it does well it does with a quiet confidence that stays with you. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaSpellcraftingRune SystemIsometric AdventureZelda-likePuzzle CombatFemale ProtagonistMetroidvania-litePermadeath ModeEd Greenwood

System Requirements

Minimum

OS
Windows 7 64-bit
Memory
4 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
GeForce GTX 560 Ti or equivalent
Processor
Intel Core i5 2300 or equivalent

Recommended

OS
Windows 7+ 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
GeForce GTX 760 or equivalent
Processor
Intel Core i7 4790 or equivalent

Reviews & Ratings

Metacritic
74

Game Info

Developer
Borealys Games
Publisher
Borealys Games
Release Date
May 18, 2017

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