Compare Worlds of Magic prices across 50+ stores and find the best deal. Developed by Wastelands Interactive. Published by Conglomerate 5. Released on 3/19/2015. Available on PC, Mac, Linux. Genres: RPG, Strategy. Metacritic score: 52/100.

A budget-tier Master of Magic tribute with genuinely interesting bones, 8 races, 13 spell circles, 7 planes, buried under a passive AI, a 90s UI, and a 46% Steam approval rating that tells its own story.

My spreadsheet instincts told me to set expectations carefully before booting this one up, and they were right. Worlds of Magic arrived in 2015 as a Kickstarter-funded spiritual successor to the 1994 Microprose classic Master of Magic, with one of MoM's original designers on the team. The ambition is real and visible: the numbers alone are staggering on paper. Eight playable races, High Men, Dwarves, Draconians, Orcs, Gray Elves, Dark Elves, Unhallowed, and Myrodants, each with their own building sets and unit rosters that look genuinely distinct from one another. Seven procedurally generated planes of existence, each with unique terrain modifiers. Over 400 spells split across 13 spell circles, from fire and air to shadow. A forging system that lets heroes carry custom magical weapons and armor. Forty-plus disciplines that shape your Sorcerer Lord before the first turn is taken. On the overworld you are managing cities, directing armies, and researching your spell book, while pitched battles drop you into a separate tactical board, think a rough, low-budget approximation of the kind of grid combat you see in Final Fantasy Tactics. The scope, for a small Polish indie studio working on a fraction of the budget that Age of Wonders III or Endless Legend had, is genuinely impressive. Here is where the honest accounting starts. The AI is passive to the point of being a non-obstacle on many difficulty settings, and unintuitive interfaces make even routine decisions feel like guesswork. Reviewers at launch flagged AI turns freezing mid-game, saves corrupting, and tactical combat not functioning correctly at release, issues serious enough that the 52 Metacritic score reflects a release that felt unfinished rather than merely rough. The 54-page manual arrived as a post-launch patch rather than being in the box, which tells you something about the release cadence. The hint system only covers absolute basics, so new players without prior 4X experience will feel adrift fast. For veterans of the genre, though, the picture shifts slightly. The pre-defined Sorcerer Lords let you skip the overwhelming character creation screen and get to a working game quickly, which is genuinely smart design. The planes system gives each run a different strategic texture, choosing the Fire plane versus the Shadow plane meaningfully changes what resources and threats you face. The arena mode, where you can set up and run custom battles in isolation, is useful for learning the tactical layer without staking a full campaign on it. Hotseat local multiplayer is present, though online play is absent. If you can get over the early-2000s presentation and keep a backup save habit, there are sessions buried in here that capture something of the old-school, no-handholding 4X feel that fans of MoM specifically miss. The race asymmetry, Dwarven buildings looking nothing like Gray Elf buildings, with units that feel genuinely different, is one area where the developers' attention shows clearly and is undersold by the game's overall reputation. The uncomfortable truth for anyone shopping right now: the Steam user verdict sits at 46% positive across more than 400 reviews, and a more polished successor in Planar Conquest exists. If the MoM itch is what you are scratching, you would be better served looking at Planar Conquest first, or at Age of Wonders III for a more finished take on the fantasy 4X formula. Worlds of Magic is the kind of game a committed 4X hobbyist will extract value from at the right price, but it requires patience, an acceptance of bugs, and the willingness to treat the manual as required reading. Diego, Scout Team

Worlds of Magic
RPGStrategy

Worlds of Magic

Mar 19, 2015Wastelands InteractiveConglomerate 5
GamerScout Says

A budget-tier Master of Magic tribute with genuinely interesting bones, 8 races, 13 spell circles, 7 planes, buried under a passive AI, a 90s UI, and a 46% Steam approval rating that tells its own story.

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About Worlds of Magic

My spreadsheet instincts told me to set expectations carefully before booting this one up, and they were right. Worlds of Magic arrived in 2015 as a Kickstarter-funded spiritual successor to the 1994 Microprose classic Master of Magic, with one of MoM's original designers on the team. The ambition is real and visible: the numbers alone are staggering on paper. Eight playable races, High Men, Dwarves, Draconians, Orcs, Gray Elves, Dark Elves, Unhallowed, and Myrodants, each with their own building sets and unit rosters that look genuinely distinct from one another. Seven procedurally generated planes of existence, each with unique terrain modifiers. Over 400 spells split across 13 spell circles, from fire and air to shadow. A forging system that lets heroes carry custom magical weapons and armor. Forty-plus disciplines that shape your Sorcerer Lord before the first turn is taken. On the overworld you are managing cities, directing armies, and researching your spell book, while pitched battles drop you into a separate tactical board, think a rough, low-budget approximation of the kind of grid combat you see in Final Fantasy Tactics. The scope, for a small Polish indie studio working on a fraction of the budget that Age of Wonders III or Endless Legend had, is genuinely impressive. Here is where the honest accounting starts. The AI is passive to the point of being a non-obstacle on many difficulty settings, and unintuitive interfaces make even routine decisions feel like guesswork. Reviewers at launch flagged AI turns freezing mid-game, saves corrupting, and tactical combat not functioning correctly at release, issues serious enough that the 52 Metacritic score reflects a release that felt unfinished rather than merely rough. The 54-page manual arrived as a post-launch patch rather than being in the box, which tells you something about the release cadence. The hint system only covers absolute basics, so new players without prior 4X experience will feel adrift fast. For veterans of the genre, though, the picture shifts slightly. The pre-defined Sorcerer Lords let you skip the overwhelming character creation screen and get to a working game quickly, which is genuinely smart design. The planes system gives each run a different strategic texture, choosing the Fire plane versus the Shadow plane meaningfully changes what resources and threats you face. The arena mode, where you can set up and run custom battles in isolation, is useful for learning the tactical layer without staking a full campaign on it. Hotseat local multiplayer is present, though online play is absent. If you can get over the early-2000s presentation and keep a backup save habit, there are sessions buried in here that capture something of the old-school, no-handholding 4X feel that fans of MoM specifically miss. The race asymmetry, Dwarven buildings looking nothing like Gray Elf buildings, with units that feel genuinely different, is one area where the developers' attention shows clearly and is undersold by the game's overall reputation. The uncomfortable truth for anyone shopping right now: the Steam user verdict sits at 46% positive across more than 400 reviews, and a more polished successor in Planar Conquest exists. If the MoM itch is what you are scratching, you would be better served looking at Planar Conquest first, or at Age of Wonders III for a more finished take on the fantasy 4X formula. Worlds of Magic is the kind of game a committed 4X hobbyist will extract value from at the right price, but it requires patience, an acceptance of bugs, and the willingness to treat the manual as required reading. Diego, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementstrading-cardstier:sub-5Master of Magic Spiritual SuccessorTactical Battle BoardSorcerer Lord BuilderSpell Circle CustomizationHotseat MultiplayerPlane SelectionHero ForgingOld-School 4XPassive AI

System Requirements

Minimum

OS
Vista 64bit
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
3 GB available space
Graphics
HD Graphics 4000
Processor
Core2Duo 2GHz

Recommended

OS
W8 64bit
Memory
8 GB RAM
DirectX
Version 9.0c
Storage
4 GB available space
Graphics
Nvidia Geforce GTX 460 or AMD equivalent
Processor
i7

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Reviews & Ratings

Metacritic
52

Game Info

Developer
Wastelands Interactive
Publisher
Conglomerate 5
Release Date
Mar 19, 2015

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Worlds of Magic is available on PC, Mac, Linux.

When was Worlds of Magic released?

Worlds of Magic was released on 19 March 2015.

Who developed Worlds of Magic?

Worlds of Magic was developed by Wastelands Interactive and published by Conglomerate 5.

Is Worlds of Magic worth buying?

Worlds of Magic holds a Metacritic score of 52/100, making it one of the standout RPG titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.