
Mind Over Magic Review - The Hidden Gem That Deserves Way More Love
Mind over Magic
TL;DR
Mind Over Magic is a brilliant colony sim where you build and manage a magic school while battling an encroaching deadly fog and exploring dangerous dungeons below. Published by Klei (Don't Starve, Oxygen Not Included) and developed by Sparkypants, it just hit version 1.0 after a solid year in Early Access. The building and management systems are top-notch, the fog mechanic adds genuine tension, and the turn-based dungeon combat is surprisingly engaging. This is a hidden gem that deserves way more recognition. Solid 8.5/10.
Summary
Right, so I reckon most people missed this one because it launched quietly into Early Access in December 2023 and only just hit full release in February 2025. Big mistake, because Mind Over Magic is bloody brilliant.
You're running a magical academy that's been cursed, and there's this deadly fog slowly consuming everything. Your job? Build the school, train students and staff to become powerful mages, explore the mysterious Underschool dungeon beneath you, and eventually break the curse before the fog swallows everything whole.

If you ever wanted to become the headmaster of a magic school !
It's got that Oxygen Not Included DNA (same publisher, Klei), but it's more accessible and less punishing. Think of it as a magical Hogwarts management sim meets dungeon crawler, with a proper sense of dread from that constantly advancing fog.
What Makes This Game Absolutely Brilliant
The Building System:
This is where Mind Over Magic really shines. You're building your academy brick by brick in a gorgeous 2D cutaway view, and every room matters. You need classrooms for different magic disciplines (Fire, Water, Earth, Air, Dark), bedrooms so your mages don't collapse from exhaustion, kitchens to feed everyone, workshops to craft wands and potions, and recreational spaces so they don't go mental from stress.

Very detailed building system
What's clever is the room system. Each room type has specific requirements - some need windows, others need blackboards or specific furniture. You can't just slap down four walls and call it a classroom. There's structural support to consider too - build too high without proper support and everything comes crashing down. It's not as complex as Oxygen Not Included's gas physics, but it's got enough depth to keep you thinking.
The customization is mint. You can choose wallpaper, flooring, lighting, decorations - and it's not just cosmetic. Better furnishings improve your mages' mood and efficiency. A luxury bedroom with nice beds and decorations will keep your staff happier than a grim dormitory with basic cots.
The Management Loop:
Your mages have needs, schedules, and personalities. They need to eat, sleep, study, socialize, and not get stressed to buggery. You're constantly juggling priorities - do you send your best mages to explore the Underschool, or keep them teaching classes? Do you focus on research to unlock better equipment, or gather resources before the next fog advance?

The skill system is well thought out. Mages have elemental affinities (Fire, Water, etc.) that determine what they're good at. Fire mages excel at cooking and combat, Water mages are brilliant at alchemy, Earth mages are your builders and farmers. You're building a curriculum that plays to everyone's strengths while covering all your bases.
Students go through trials to level up - complete specific tasks like "eat 10 gutberries" or "cast 50 fire spells" and they earn medallions that boost their stats. Eventually they graduate and you can hire them as permanent staff, which is proper satisfying after watching them grow from clueless apprentices.

You can even make faculties !
The Fog Mechanic:
This is what gives the game its tension. There's a deadly fog that advances periodically, consuming your buildings and killing anyone caught in it. To push it back, you need to fill Fog Aegises with Dark Magic - basically magical shields that repel the fog when it advances.

The fog mechanic was simplified in the 1.0 update, which is good. Now one filled Fog Aegis will always repel the fog when it advances, and it takes longer to fill (30 casts for a novice Dark mage, 4 casts for a master). This creates urgency without being oppressive - you always need at least one competent Dark mage keeping the shields charged.
As you push the fog back, you reveal new resources and biomes to explore. It's a brilliant risk/reward system - do you aggressively push the fog to access better materials, or play it safe and consolidate?
The Underschool - Dungeon Exploration:
Beneath your school is the Underschool - a massive procedurally-generated dungeon full of monsters, treasures, and secrets. This is where the game shifts from management sim to tactical RPG, and honestly? It works really well.

Decent turned base combat
Combat is turn-based. You assemble a team of your best mages, equip them with wands and potions, and venture into the depths. Each mage can cast spells based on their wand's element and their skill level. Positioning matters, terrain effects change tactics, and you need to think strategically about party composition.
The Underschool is divided into biomes - Stone Ruins, Lava Mines, Fungal Caverns, all with unique enemies and rewards. At the end of each branch you'll find special rooms: Oraculums that permanently boost your mages' stats, Foggy Mines for rare crystals, or cursed mages you can rescue and recruit.

The underschool
Boss fights are properly challenging and can be refought for farming materials. The final boss, the Wretched Embodiment, lifts the curse when defeated - but getting there requires serious preparation and a well-trained team.
What's smart is that you control when to engage. The game creates urgency through the "Weight of Malice" - a mood penalty that gets worse over time until you progress through the Underschool - but you're never forced into fights before you're ready.
Version 1.0 Changes:
The full release in February 2025 brought massive improvements after over a year in Early Access. The devs really listened to feedback:
- Simplified Fog Aegis mechanics (much clearer now)
- Better student progression and trial system
- Improved Underschool exploration and loot
- Tons of balance refinements
- Quality-of-life improvements everywhere
- New endgame content and challenges
- Performance optimizations
- Better tutorials and onboarding
The game feels polished now in a way Early Access titles often don't. Klei's influence shows - they know how to make colony sims that actually work.
The Good Stuff
Art and Atmosphere: The 2D pixel art is gorgeous. There's a perfect balance between whimsical and ominous - your cute mages going about their day while this creeping fog threatens to consume everything. Character designs are charming, spell effects are satisfying, and the Underschool genuinely feels eerie.
Depth Without Overwhelming: Unlike Oxygen Not Included which can be brutally complex, Mind Over Magic finds a sweet spot. There's enough depth to keep you engaged for dozens of hours, but it doesn't require a PhD to understand. The learning curve is there, but it's manageable.
Replayability: Different starting mages, random Underschool layouts, various difficulty settings, and multiple ways to build your school mean every playthrough feels different. You can focus on combat, research, farming, or balance everything.
The Dragon System: Later in the game you can raise a Jade Dragon that sends your mages on quests for unique rewards. It's a proper mid-to-late game feature that adds another layer of progression.
Where It Gets a Bit Dodgy
The Learning Curve: While better than Oxygen Not Included, there's still a lot to learn. The tutorials are text-based in the codex, and the game expects you to experiment and figure things out. Some folks will love this, others will find it frustrating. I'd recommend watching a quick guide or reading the wiki for your first run.
Micromanagement Can Get Hectic: Once your school grows large, managing everyone's schedules, priorities, and needs can feel overwhelming. The game gives you tools (group management, task priorities, automation), but you'll still spend a fair bit of time directing traffic.
The developers have improved this significantly from Early Access, but it's still a management sim - if you hate micromanagement, this might not be your cup of tea.
Combat Repetition: While the turn-based combat is solid, it can get a bit samey after dozens of battles. You're often using the same strategies and spell rotations. The game could benefit from more combat variety or an auto-battle option for easier fights you've done before.
Some players preferred the old Early Access auto-combat system where you'd send students into the Underschool and hope they survived - it had more of a "Lovecraftian dread" vibe. The current turn-based system gives you more control but loses some of that tension.
Balance Issues: Even after 1.0, there are some balance quirks. Certain magic types feel stronger than others, some room requirements seem arbitrary, and the difficulty can spike unexpectedly. The devs are still tweaking this with patches, so it should improve over time.
Why This Deserves More Recognition
Mind Over Magic is sitting at 85% positive on Steam with only around 2,000 reviews. That's criminally low for a game this polished and engaging. I reckon it got lost in the shuffle because:
- It launched into Early Access quietly without much marketing
- The magic school management sim niche is pretty specific
- Klei published it but didn't develop it, so it flew under the radar of their fanbase
- It released during a packed period for indie games
But this is genuinely one of the best colony sims I've played in years. If you loved Oxygen Not Included but found it too stressful, or if you've ever wanted to run your own Hogwarts, this is absolutely worth your time.
The building is satisfying, the management is engaging without being overwhelming, the fog mechanic adds real tension, and the Underschool exploration gives you something different to do when you need a break from base-building.
Final Thoughts
Mind Over Magic is a hidden gem that deserves way more love than it's getting. Sparkypants and Klei have created something special here - a colony sim that's accessible enough for newcomers but deep enough for veterans, with a unique magical setting that sets it apart from the competition.
Yeah, there's a learning curve. Yeah, the micromanagement can get hectic. And yeah, the combat could use more variety. But these are minor gripes in what's otherwise a bloody brilliant package.
If you're into management sims, base-building, or just love the idea of running a magical academy while fighting off an apocalyptic fog, give this a crack. It's one of those games that clicks after a few hours, and then suddenly you've lost an entire weekend optimizing classroom layouts and training your mages to conquer the Underschool.
At its current price (usually around A$ 35.95, goes on sale regularly), it's an absolute steal for the amount of content you get. This is easily a 40-50 hour game if you're going for full completion, more if you're into optimization and replays.
Do yourself a favor and check this one out. It's a hidden gem that won't stay hidden forever.
- • Brilliant building and management systems
- • Fog mechanic adds real tension and urgency
- • Gorgeous pixel art and atmosphere
- • Learning curve can be steep for newcomers
- • Micromanagement gets hectic with large schools