
Design, build and manage your magic school to explore what lies below. Study lost arcana, grow exotic plants, brew potions, and raise undead servants -- only you can prepare your fragile students to harness their Mind Over Magic.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Sprache | Oberfläche | Ton | Untertitel |
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| Englisch | |||
| Simplified Chinese | |||
| Traditional Chinese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Oxygen Not Included (ONI) proved to me that I am not a very smart person. I enjoyed ONI, wanted to play it, wanted to be good at it - but I just couldn't really pull the complexity together to understand all the systems and advance very far in it. This game gives a form of that gameplay loop (though very different) that is a lot more accessible for me and very enjoyable. I am glad that I've played ONI and Rimworld, because without those experiences the learning curve for this game is going to be tough (specifically the systems around schedules and meetings needs). The tutorial for the game is bare bones and isn't doing much for you. However, the nested tool tips are well done and the descriptions are pretty clear. With all that being said, I am loving this game and enjoying the process of playing it. Clear objectives, lots of flexibility, great community management, good visuals,
Neat little game that reminds me a lot about Oxygen Not Included but with a magic twist. It works generally well and I like the graphical style. This is one of these games where you can easily forget how late it is. Some criticism: - I am missing some kind of goal to play towards. Building your school feels kind of aimless. - Not a fan of the fog mechanic. It isn't engaging the player, you just press two buttons on occassion and thats it. - Building a big school is seemingly not very effective because of how long the characters have to walk. I found stuffing people into tiny rooms is much more effective. - There doesn't seem to be much replayability. The "map" stays the same, the events are all kind of samey and the underschool basically also got the same stuff, just in different places. - There is weirdly little whimsy for a magic school. Yes, you have spell effects, but those are bas
a cool twist on a rimworld/oxygen not included formula. low skill floor, high skill ceiling. keyword system keeps things fresh and interesting without the need to forever explore and expand. pawn stat randomisation and relics give something to chase for. events and difficulty are highly customizable, providing a range of challenge options. a very easy recommend.
a little over a hundred hours and here's my take: I recommend it for: 1. Those who love the building mechanics of Oxygen Not Included but are not rocket scientists. I'm an anesthesiologist, so I do handle volatile gases and its physics, but ONI is just too much sometimes. This is perfect for those like me. 2. Those who love building colonies where you can eat without a table. Yes, it's okay to eat without a table. I don't recommend it for: 1. Those who have played Let's School and Spellcaster University. This isn't a school sim since there is very little that goes into the gameplay of faculty, courses, class room management, and teaching-learning activities. 2. Potterheads. This isn't Hogwarts Legacy, not even close.
Let me start by saying this: The game is fundamentally good. It's got engaging mechanics and is very management focused, though it's extremely grindy. Knowing this I was tempted to make this review positive. This game however, isn't what I was expecting. But let me make it obvious that there is almost no non-linear development in this game. There's no real customisation of your school. There's no meaningful house system. You can't specialise in certain types of magic because every single type of magic is mandatory in some way for progression and everything is laid out in such a way as to gate the rest of experience behind getting better magic in everything. Even the building system is strangely linear - you are forced to build rooms in certain locations. Want a dormitory of a certain kind? It has to be in the middle of the building, so you're not allowed to build an interesting structur
This is a really solid game and it really fills the light management niche quite nicely. It's fun to play around in if you like designing and the requirements for all the different types of rooms and spaces in the school vary enough to keep things interesting. It manages to offer a little challenge for those who like adapting on the fly while still being engaging enough for those that like to tear everything down and rebuild in a more organized, modular fashion. As opposed to Oxygen Not Included, the game doesn't require you to delve into the management of pipes and material transport systems (which was my least favorite part of ONI). There's basic farming and production limits and storage but that's about the extent of it. You can quickly craft little zombie bots to do a lot of your hauling for you which frees up your teachers and students to teach and learn and dance in a circle aro
Structured threads, verified dev answers and player expertise without chat noise


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