1. Mind Over Magic
  2. News

Mind Over Magic News

Mind Over Magic 1.0 Update and Launch February 12th!

We're ringing the bell—it's time to get back to class!

Just over a year ago, we launched Mind Over Magic into Early Access. Since then, we’ve heard your suggestions and feedback and worked to improved the game with new systems, experiences, and content. It’s truly been an amazing experience for us.

If you’re new to Mind Over Magic, you might enjoy looking back at what has been added during Early Access. Check out our roadmap here.

With our roadmap nearly complete, we're thrilled to announce the next big step! On February 12th, we'll be releasing our 1.0 Endgame Update.

[h3]Update Highlights[/h3]

  • Break the curse on your school in the final Underschool battle.
  • Trade with the Ember Dragon and embark on new quests.
  • Dig into The Codex and learn about everything in the game.
  • 82 Achievements to earn!

We want to extend another huge thank you to all our Early Access players! It's been an absolute joy to connect with you. Your feedback, support, and kind words fueled the magic in MOM.

[h3]Play Now![/h3]
Get a head start now and prepare your school for greatness! Sharpen your schedules, train your students, and ensure your school is the envy of the magical world by launch day.

Mind Over Magic Store Page

Roadmap Update and Dev Notes

It’s been an amazing year working on Mind Over Magic with you all. So many people sent us thoughtful feedback and detailed bug reports, and we loved seeing Discord, Steam, and Reddit debate the nuances of the game. All of that was critical to understanding how players felt about the game and helped shape where it is going, leading us to now… the end of the Early Access roadmap!

Our updates early this year were about improving or extending parts of the game that were holding back the experience. It was such a great feeling to see more and more players engage as we launched each update.

While we have ongoing improvements to make throughout the game, the Ultimates Update was the start of expanding on the game's foundations. Enter the Nexus brings new places to explore and sets the stage for one more major update on the current roadmap. We did deviate a little from the prior roadmap on Nexus, however.

You may have noticed that Fog Aegis Lines don’t exist in the update and disappeared in this roadmap revision. This was a feature intended to be part of a set of features that depended on the Nexus gameplay going a certain direction. As we started implementing, we determined that wasn’t working gameplay-wise, so we took things in a different direction.

We’ve added some more specifics about what will be in Endgame to the roadmap. These are less about changes in the intent and more that we have better information to explain things now that we’re closer. We did, however, bump this update from January to February. We set an aggressive roadmap for Early Access and it's been an extra challenge for the team to stay on track while also delivering all the extras we got excited about. With each update, our deadlines have gotten a bit tighter, so we are giving ourselves a moment to breathe and time to polish things up for Endgame.

We hope you enjoy the rest of your holiday season… and that you get some time to play some Mind Over Magic!

-- Sparkypants

Enter the Nexus: Balance, Improvements, and Fixes

[h3]Fixes and Improvements - 1/3/25[h3]

  • Mages who refill Mana during an Emergency-level errand will fully refill their Mana before returning to their errand
  • Fix some rare exceptions


[h3]Fixes and Improvements - 12/23/24[h3]

  • Fix Dark Ultimate sounds for some Mages
  • Fix for gaining Potion Slots on Human Sidequests
  • Fix Staff Lounge in Book of Rooms text overflowing in some languages
  • Nexus visual improvements
  • Potion Up a Sleeve, Potion Up Another Sleeve, Pain Resistant, Pain Tolerant, and Pain Immune statuses all fixed to be kept on a Mage when they are Hired.


[h2]Enter the Nexus Fixes - 12/20/24[/h2]
  • Fix a crash related to using the infinite Nexus hall and repairing saves broken in this way.
  • Fix for a Cultist body not being customizable.
  • Shortened Volatile Sentry death animation.
  • Fixes and improvements for visuals in the Nexus combat space.

Enter the Nexus: The Underschool grows deeper!

Enter the Nexus


[h3]Battle new enemies in the Nexus.[/h3]

[h3]Reroll Trials, Mages' Relic Affinities, and Relic Powers at the Altar of Fate.
[/h3]


[h3]Reality is tenuous in the Nexus. Your Mages must reconstitute the crumbling bits.
[/h3]


[h3]Nexus Gateways connect key points in the Underschool.
[/h3]


[h3]We've made many other fixes, balance, and QoL changes in this update. Cheers to everyone who entered the Nexus to test it in Beta/Prerelease.[/h3]

[h2]Up Next[/h2]
[h3]Endgame[/h3]

  • You can expect a new introduction to the game and improved help to learn the game.
  • The Nexus will grow even further to reveal who or what created the curse afflicting the school.
  • Tons of bug fixes and QoL.


[h3]You may notice some deviations from the roadmap in this release. We'll post a roadmap update along with dev notes discussing our choices in the next few days. Have fun in the Nexus![/h3]

[h3]Full build notes below. Happy Holidays![/h3]



[h2]The Nexus[/h2]

  • New Underschool rooms to explore in the Nexus zone.
  • Infinite Hallways give endless rooms to battle for Mages of all Levels.
  • The Altar of Fate allows customization of Relic Slots, Relic Legacies, and Uncompleted Trials.
  • Nexus Gateways allow traveling directly to key points in the Underschool.
  • Three new enemies to battle.
  • The Nexus will grow even more in the Endgame update.


[h2]New Quests / Jade Dragon[/h2]

  • Complete quests in the Human and Vivified lands at the Jade Dragon. Mages can gain extra potion slots and immunity to pain!
  • Blooming, Hatching, and raising a Jade Dragon takes a little less grinding now.
  • Blooming does not require planting any plants nearby, but now requires Apprentices.
  • The baby and juvenile stages require 3 days instead of 4 to grow.
  • The Affection Need now fills in 2.5 hours of work instead of 6.

[h2]Seasonal[/h2]

  • It's Holiday Season!

[h2]Quality of Life[/h2]

  • Plots and Planters now have a Harvest (or Chop) Limit that can be set. When you have more than the limit of a Reagent, Mages will not Harvest that plot or planter.
  • Plots and Planters no longer display a Harvest icon when growing or waiting for Harvest. Instead they show a Disabled icon when harvest has been disabled by pressing Cancel Harvest. This was both a visual and performance improvement.
  • Mages should now much less frequently get stuck behind furnishings when Assembling.

[h2]Gameplay and Balance[/h2]

  • Dragon Wok recipes that require Crabbage, Meat, Jumping Nuts, or Rock Candy output two meals per cook instead of one.
  • Fine Kitchens now allow a Gruel Pot so that you do not need a lower tier kitchen as well.
  • Standard Difficulty will no longer get multiple Invasion, Breathstealer, or Bramblespawn events on the same day.
  • Slightly nerfed enemies in higher level parties that appear from Corrupted Mana Lanterns because they were a bit harder than intended.
  • Made the deepest Corrupted Mana Lanterns wait a little longer before appearing.
  • Attuning is now about 75% faster than before.
  • Staff can now use the Statue Carvery and Easel.

[h2]Fixes and Improvements[/h2]

  • Adding text to Mage Needs regarding whether they pause/change during sleep.
  • Statues and paintings of founder ghost should look like the ghost looked at time of painting/sculpting, not like the original dead mage looked like.
  • Don't allow Shapeshifting setup when having a Break.
  • Turn off Idle changes being logged in the Logbook to avoid some spam.
  • AIs not controlled by the player (ie, croa) will ignore Never player priorities on entities/errands.
  • Changed "Enemy Level" text for battle start UI to say "Recommended Mage Level" to more accurately describe what that means.
  • Added a multiple effect icon for Job Type Priority buttons to handle the case where several effects are active and not just a Love or Hate.
  • Red feed alerts now all share the same sound to make it more clear when an important event is occurring.
  • Audio mix improvements across all sounds.
  • Founder ghost now properly changes faction when using the Magic Mirror.
  • Mages will now properly do Low Priority Tasks before filling Mana. If they are below 50% Mana and Idle, they will still fill Mana. Thanks, @Ugly.
  • Updated visuals for Crystal Prophecy and Crystal Portent.
  • Perf improvements related to shadows that help large schools.
  • Remove debug recipes that could appear on the Meals UI.
  • Fix the Quest UI sometimes overflowing.
  • Fix for Messy Meddlers missing their status icon in Advanced Combat.
  • Fix for hover text link explosion on Periodical Kiosk.
  • Fix for Wolfkin using some incorrect animations (Hunt, for example.)
  • Fix for Mana Lantern sometimes looking like it's empty, but still allowing a charge.
  • Fix for issue where sometimes Shrinks could not be stored after cancelling an Un-Shrink.
  • Fix Disable World Camera Shake not being saved between sessions.
  • Added linked text to Attuned, Painter, and Sculptor Trials to make it more clear where to accomplish them.

Magic Mirror Update: Balance, Improvements, and Fixes

[h2]Magic Mirror Fixes - 12/2/24[/h2]
  • Fix games where objects in storage got set to NeverUse priority, which was locking up certain Haul tasks.
  • Attempt to fix hardware/driver specific bug where the fog on the left half of the world is inverted.
  • Fix AI lockup when starting a low-pri task will cause a high-pri task to be momentarily available, which then becomes unavailable when the low-pri task is cancelled.
  • Solemn Brazier can now change colors.
  • Fix for missing cultist outfit variants.
  • Fix for memory leak when repeatedly loading games.