Mages of Mystralia - BorealysGames
From Mages to Echoes: An Epic Journey
If creating a game is an adventure, meeting the players is the true reward. Your enthusiasm for our last title has been contagious. It inspired us to push further, to come back with something new. And today, that’s exactly what we’re doing—bringing you a brand-new chapter in the world of Mystralia.

The End of One Story. The Beginning of Another.
With Mages of Mystralia, our goal was to bring a little magic into the world. We wanted players to experience the thrill of spellcrafting firsthand. And your presence here proves this idea resonated. But launching our first game didn’t just satisfy our curiosity—it fueled it. We felt there was more to uncover in this magic system. New possibilities waiting to be explored. All we had to do was push a little further.

The Drive to Go Further
Mages of Mystralia offered a linear experience: story, combat, puzzles—the adventure was more or less the same for everyone. But magic, at its core, is about creation. Experimentation. In short, anything but linear. To take our system further, we had to embrace unpredictability and discovery. That’s the foundation of our new approach. A drive to give you more. More freedom. More flexibility. More magic.

New System. New Genre.
But what does more really mean? More spells, obviously. But above all, more combinations. Every change to the spell had to reshape it. You know how it goes: one drop too many of frog’s saliva, and boom—everything blows up. That’s what we wanted. To see a small tweak create a big change. To get players excited about the possibilities. To spark their creativity. And for that to work, we needed a genre that would truly showcase our new system. We needed to build a rogue-lite, to let players craft new spells each run.

Another Meeting with You
So here’s the story. Mages was our bridge to you—a way to connect our passion with yours. And now, we’re about to cross that bridge once again. Soon, we’ll introduce you to a brand-new game. A new story. New factions. New lands to explore. But all within the same universe, with the same excitement, driven by the same wish we had from the very beginning: to bring a little magic into this world.

🚨 Our first Steam Playtest for Echoes of Mystralia is live NOW!
Echoes of Mystralia Steam Playtest

We can't wait to see you again. 😄

The Borealys team

Mages of Mystralia - EmyBorealysGames
Greetings friends and fellow Mystralians 🧙

It's been many springs since we've shared any news with you... the suspense has reached its peak!

What's up at Borealys Games?
First, the Borealys Team wishes you a Happy New Year 2025!✨

Recently, the studio moved into new offices in Montreal. A place where we are happy to meet, share and grow together. The Borealys team is hard at work developing a new opus: Echoes Of Mystralia, which we announced last summer. Today, we are excited to share some fresh updates with you!😊

https://www.youtube.com/watch?v=jgpEMeEddMA

Join the first Steam Playtest of Echoes of Mystralia: Try our Convention Build from February 14th to 27th, 2025.

Welcome to the Convention Build of Echoes of Mystralia, the sequel to Mages of Mystralia! You will step into the shoes of Mazarim, a Watcher of the Cycle of Memories, as you embark on a thrilling adventure in a vibrant, roguelite action-RPG experience. You will try our pre-alpha demo where you will find a new version of the spellcrafting system you discovered in Mages of Mystralia. You will be immersed in a fast-paced action roguelite, with a touch of RPG. You will learn to channel your inner magic to embark on a spellbinding journey to save Mystralia's memory!

We also want to extend a heartfelt thank you to everyone who shared a recommendation for Mages of Mystralia, you are all amazing! As our most valued ambassadors, we are happy to offer you the opportunity to test Echoes of Mystralia! 💜🎮

What is the Convention Build?
The Convention Build is our first playable demo. We're giving you the chance to try it out from the comfort of your own home, from February 14th to 27th, 2025.

How it works?
First, you’ll need a Steam account. If you don’t have one, visit the Steam website and click “Join Steam” to sign up. It’s free!
To participate you just have to register on the Steam Page here: Echoes of Mystralia Playtest

How to register?
To register for the playtest of Echoes of Mystralia on Steam, follow these steps:

1. Log In to Steam:
Open the Steam client and log in with your new account credentials.

2. Join the Playtest:
Look for announcements regarding the Echoes of Mystralia playtest. This may be through social media, the game’s official website, Steam’s community announcements but above all on our Discord Server.

3. Opt-In to Playtest:
Follow the instructions provided in the announcement to opt-in for the playtest. This usually involves clicking a link that leads to the game’s Steam page, where you can request access.

4. Check Your Library:
Once you have registered, keep an eye on your Steam Library. When you will be selected for the playtest, the game will appear in your library, and you’ll be able to download and play it during the specified dates.

5. Provide Feedback:
We craft games FOR players, and we strongly believe that working hand in hand with our community can only bring out the best. That's why we look forward to your feedback on our Discord Server. Enjoy your adventure in Echoes of Mystralia!

Our playtest is open to everyone, and we hope to see many of you there!


See you soon!

Warmest regards from Borealys Games 💖
Mages of Mystralia - [deleted]


Hello Mystralians!

It’s been a busy year for us. After bringing Mages of Mystralia to three different platforms, 7 store fronts and in 11 different languages, the comments and kind words from all over the world have been overwhelming. This whole post-launch “era” has rekindle our affection for the world of Mystralia, in which we poured our hearts. As we wrapped-up our latest patch, featuring the “Hardcore Mode”, we started working on ideas, concepts and prototypes on how to bring Mystralia to a whole new level. We want to give this world another shot, with a new and better game and we are hoping that you will partake in this creative process.

What did you like and dislike about Mages of Mystralia? What were your favorite aspects of the game’s story and universe? Do you have ideas or suggestions that you would like to see implemented in future instalments in the series?

We invite you to reach out by email: info@borealysgames.com

For the occasion, we’re putting the game on sale to try to get as much feedback as possible from new Mystralians. Spread the word! Help us make Mystralia better ^^

Cheers,

Pat Mondou
Creative Director
Borealys Games
Mages of Mystralia - Anthony
You have been a lot of people playing the game since the launch last year and we are very grateful for that. Today we are deploying a big patch containing the following changes, which we hope will improve even more your playing experience.

Additions / Changes
- Added the Hardcore Mode, same as the Archmage Mode with permanent death.
- Added localization for the Japanese, Hungarian, Polish and Korean languages.
- Changed the video playback system to avoid jittering in some cases.
- Improved tutorials comprehension in the spell book.
- Revised the Chinese localization.

Optimizations
- Optimized every levels in the game to better support low hardwares.
- Optimized every spell particle systems to reduce lags.

Fixes
- Fixed a crash preventing the game from launching with conflicting resolutions.
- Fixed various crashes when loading a new level.
- Fixed typos in many languages.

Misc
- Upgraded to Unity 5.6.6
Mages of Mystralia - Anthony
Today we are deploying a patch containing the following fixes:

- Fixed the black screen at game launch in some cases.
- Avoid beeing stuck when killing the slime queen during it's special cutscene.
- Avoid the player from falling during the Clovis fight cutscenes.
- Avoid the player from being able to bypass the Sky Temple in some cases.
- Fixed some occlusion problems in Mystral Woods.
- Upgraded to Unity 5.5.5.

We hope everybody is enjoying the game so far.
Mages of Mystralia - Anthony
Today we are deploying a patch containing the following fixes:

- Fixed the black screen at game launch in some cases.
- Avoid beeing stuck when killing the slime queen during it's special cutscene.
- Avoid the player from falling during the Clovis fight cutscenes.
- Avoid the player from being able to bypass the Sky Temple in some cases.
- Fixed some occlusion problems in Mystral Woods.
- Upgraded to Unity 5.5.5.

We hope everybody is enjoying the game so far.
Mages of Mystralia - BorealysBill


PS: Detailed patch notes available below, please restart your client to get the update!

Greetings Mystralians,

We are excited to officially announce that the Archmage Mode patch is now deployed on Steam. Since the game launched last May, we've been working hard on this big patch for Mages of Mystralia.

With the Archmage Mode patch, Mages of Mystralia now offers a much more challenging gameplay experience, if you so choose, that will put your skills to the test, adds keybind remapping for keyboard and mouse and adds more bug fixes than you can count.

So what is the Archmage Mode exactly? It is an optional harder difficulty mode which contains harder battles, smarter new enemies and more complex puzzles. First, we’ve added 4 new enemy types - one for each element - that are only found in the Archmage Mode. These enemies not only deal more damage than typical enemies, they approach the player differently, they can add elemental effects to their attacks and they anticipate your actions better.



Also, most of the optional puzzles sprinkled throughout the game which test your spell crafting skills and require you to design interesting spells to achieve a specific goal have been ramped up in terms of complexity and will require players to use more advanced spell crafting techniques in the Archmage Mode.



In addition to these new challenges, we have added some new side quests and locations for you to discover on your adventure.

We hope you will enjoy this new update and that it will give you a chance to dive into the world of Mystralia and achieve spell crafting mastery!

Patch Notes

Archmage mode (harder difficulty)
- Performed a major balancing pass on enemies and bosses (Stats buff, changed bosses patterns, etc.).
- Added an Elite Imp for each elemental type (Elite imps deal elemental damage based on their type: earth, fire, air and ice).
- Improved enemy behaviors (eg. Treant’s roots now have a ranged attack (both modes), Wild Boar Imp throws three barrels instead of one (Archmage only), Ghost clones now throw projectiles (both modes), etc.).
- Added different secret room puzzles that require more thinking.
- Adjusted enemy spawns (More and/or different enemies spawn in every fight in the game).

Added/Enhanced sidequests
- Reworked the farmers, the fisherman and flowers side quests.
- Added new puzzle room for the chest puzzle in Mystralia (Gaia's wand). The player may now enter a small dungeon and has to avoid being caught by the guards to get the wand.
- Improved side quests (GhostBuster, Wares, etc.) to make it easier for players to understand what they need to do and where to turn in their quests.
- Added an '!' over NPCs who are waving at you for a sidequest.

Wand Balancing

- Negation wand: Still ignores enemy resistance but now has an overall damage reduction.
- All elemental wands (Fire, Gaia, Aura, Aqua): Now ignore the resistance of their specific element.


Keybind remapping
- Added keybind remapping for keyboard and mouse.
- Changed casting Creo on keyboard and mouse to only require casting with the Shift key by default instead of the Shift-clicking.

Misc
- Upgraded to Unity version 5.5.4.
- Decreased game launch time.
- Tweaked balancing in Normal/Mage mode.
- Reduced the 'turn' animation length when doing a 180 degree turn.
- Improved keyboard movement.
- Changed quickspell to work on the first keypress when using mouse and keyboard.
- Lowered Health drop rate probability.
- Added a training room in Haven where players can test their spells on training dummies.
- Added a shortcut from the old port to the upper city in Mystralia so that players don't need to go through the sewer every time.
- Fixed game breaker when quitting game just after the ghost battle in the the crypt.
- Fixed corrupted saves issue when the player quits the game then activates a save afterwards.
- Added video playback being affected by the master volume slider.
- Fixed achievement failing to unlock once for whatever reason would prevent the player from unlocking the achievement forever.
- Fixed shield staying up forever when holding the shield, not letting go, and being hit by enemies.
- Added additional audio feedback during the Treant and Ghost Queen boss fights.
- Added lanterns in the Mystral Wood, the Rise, the Sky Temple and the Greyleaf Village.
- Reduced hint cost.
- Clarified the game's ending.
- Fixed player being able to reflect light even when the source of light is “turned off”.
- Fixed player being able to walk on water during the Ghost fight in the the Highlands.
- Fixed seeing radial timer feedback on switches in the game over screen.
- Fixed many cameras.
- Fixed many collisions.
- Fixed many typos.
- And many more minor fixes and tweaks.
Mages of Mystralia - BorealysBill


PS: Detailed patch notes available below, please restart your client to get the update!

Greetings Mystralians,

We are excited to officially announce that the Archmage Mode patch is now deployed on Steam. Since the game launched last May, we've been working hard on this big patch for Mages of Mystralia.

With the Archmage Mode patch, Mages of Mystralia now offers a much more challenging gameplay experience, if you so choose, that will put your skills to the test, adds keybind remapping for keyboard and mouse and adds more bug fixes than you can count.

So what is the Archmage Mode exactly? It is an optional harder difficulty mode which contains harder battles, smarter new enemies and more complex puzzles. First, we’ve added 4 new enemy types - one for each element - that are only found in the Archmage Mode. These enemies not only deal more damage than typical enemies, they approach the player differently, they can add elemental effects to their attacks and they anticipate your actions better.



Also, most of the optional puzzles sprinkled throughout the game which test your spell crafting skills and require you to design interesting spells to achieve a specific goal have been ramped up in terms of complexity and will require players to use more advanced spell crafting techniques in the Archmage Mode.



In addition to these new challenges, we have added some new side quests and locations for you to discover on your adventure.

We hope you will enjoy this new update and that it will give you a chance to dive into the world of Mystralia and achieve spell crafting mastery!

Patch Notes

Archmage mode (harder difficulty)
- Performed a major balancing pass on enemies and bosses (Stats buff, changed bosses patterns, etc.).
- Added an Elite Imp for each elemental type (Elite imps deal elemental damage based on their type: earth, fire, air and ice).
- Improved enemy behaviors (eg. Treant’s roots now have a ranged attack (both modes), Wild Boar Imp throws three barrels instead of one (Archmage only), Ghost clones now throw projectiles (both modes), etc.).
- Added different secret room puzzles that require more thinking.
- Adjusted enemy spawns (More and/or different enemies spawn in every fight in the game).

Added/Enhanced sidequests
- Reworked the farmers, the fisherman and flowers side quests.
- Added new puzzle room for the chest puzzle in Mystralia (Gaia's wand). The player may now enter a small dungeon and has to avoid being caught by the guards to get the wand.
- Improved side quests (GhostBuster, Wares, etc.) to make it easier for players to understand what they need to do and where to turn in their quests.
- Added an '!' over NPCs who are waving at you for a sidequest.

Wand Balancing

- Negation wand: Still ignores enemy resistance but now has an overall damage reduction.
- All elemental wands (Fire, Gaia, Aura, Aqua): Now ignore the resistance of their specific element.


Keybind remapping
- Added keybind remapping for keyboard and mouse.
- Changed casting Creo on keyboard and mouse to only require casting with the Shift key by default instead of the Shift-clicking.

Misc
- Upgraded to Unity version 5.5.4.
- Decreased game launch time.
- Tweaked balancing in Normal/Mage mode.
- Reduced the 'turn' animation length when doing a 180 degree turn.
- Improved keyboard movement.
- Changed quickspell to work on the first keypress when using mouse and keyboard.
- Lowered Health drop rate probability.
- Added a training room in Haven where players can test their spells on training dummies.
- Added a shortcut from the old port to the upper city in Mystralia so that players don't need to go through the sewer every time.
- Fixed game breaker when quitting game just after the ghost battle in the the crypt.
- Fixed corrupted saves issue when the player quits the game then activates a save afterwards.
- Added video playback being affected by the master volume slider.
- Fixed achievement failing to unlock once for whatever reason would prevent the player from unlocking the achievement forever.
- Fixed shield staying up forever when holding the shield, not letting go, and being hit by enemies.
- Added additional audio feedback during the Treant and Ghost Queen boss fights.
- Added lanterns in the Mystral Wood, the Rise, the Sky Temple and the Greyleaf Village.
- Reduced hint cost.
- Clarified the game's ending.
- Fixed player being able to reflect light even when the source of light is “turned off”.
- Fixed player being able to walk on water during the Ghost fight in the the Highlands.
- Fixed seeing radial timer feedback on switches in the game over screen.
- Fixed many cameras.
- Fixed many collisions.
- Fixed many typos.
- And many more minor fixes and tweaks.
Mages of Mystralia - Anthony
We’ve just deployed a big bug fix patch.

Notably, we’ve upgraded our Unity engine which should fix most rare system specific crashes that some players have been having.

- Upgraded to Unity version 5.5.3.
- Fixed Creo spells not being able to unlock the "kill 5 goblins with one spell" achievement.
- Fix directional pad not working with the Steam’s default controller configurations.
- Improve player movement responsiveness.
- Added remaining Kickstarter statues.
- Fixed Purple Soulbeads being lost forever sometimes.
- Increased duration of quickspell menu when playing with keyboard and mouse.
- Replaced mp4 video with a wmv video for improved compatibility.
- Fixed chandelier in the Greyleaf Hamlet blocking the player forever.
- Fixed bug with player’s Ego shield staying up when the player gets hit while holding the shield sometimes.
- Fixed Negation Scepternot working on Scaald.
- Fixed current location of the player on the map not being displayed if the player finished main storyline.
- Updated many collisions.
- Fixed typos.
- Removed “localization is a work-in-progress” popups.
- Fixed player getting stuck in the settings menu in a specific edge case.

NB: Please restart your Steam client to force the detection and download of this patch.
Mages of Mystralia - Anthony
We’ve just deployed a big bug fix patch.

Notably, we’ve upgraded our Unity engine which should fix most rare system specific crashes that some players have been having.

- Upgraded to Unity version 5.5.3.
- Fixed Creo spells not being able to unlock the "kill 5 goblins with one spell" achievement.
- Fix directional pad not working with the Steam’s default controller configurations.
- Improve player movement responsiveness.
- Added remaining Kickstarter statues.
- Fixed Purple Soulbeads being lost forever sometimes.
- Increased duration of quickspell menu when playing with keyboard and mouse.
- Replaced mp4 video with a wmv video for improved compatibility.
- Fixed chandelier in the Greyleaf Hamlet blocking the player forever.
- Fixed bug with player’s Ego shield staying up when the player gets hit while holding the shield sometimes.
- Fixed Negation Scepternot working on Scaald.
- Fixed current location of the player on the map not being displayed if the player finished main storyline.
- Updated many collisions.
- Fixed typos.
- Removed “localization is a work-in-progress” popups.
- Fixed player getting stuck in the settings menu in a specific edge case.

NB: Please restart your Steam client to force the detection and download of this patch.
...

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