Mages of Mystralia Coming to PS4!

Mages of Mystralia Coming to PS4!

When we first announced Mages of Mystralia, we had to be a bit cagey about which platforms it would be available for. We’ve only been able to say that we’re going to release on Steam + console(s). We’ve been talking with Sony for a while, so it feels great to be able to confirm officially that Mages of Mystralia will be coming to PlayStation 4! We officially made the announcement just last week on the PlayStation Blog. Sony has been great to work with. They hooked us up with dev kits even when we had little more than a basic prototype and a description of the game. Although Borealys is a team of veterans from the games industry, Mages of Mystralia is our first project together as a company, so we were really excited that Sony was so supportive when they didn’t necessarily need to be of our new startup. Mages of Mystralia is being made in Unity, which is supported by PlayStation 4. This may sound like it would be fairly trivial to get the game up and running, but it actually took a lot of effort to achieve the performance we wanted. It’s not that the PS4 is underpowered – it’s more the fact that we are pushing Unity to do a lot of things it wasn’t really designed to do. Making sure that all of the scripts and tools, we made would run just as smoothly on a different platform took some time, but we think we were able to get things to a point now that our pipeline will run just as smoothly on both...
Mages of Mystralia Webcomic

Mages of Mystralia Webcomic

When introducing a game to people, it’s often hard to know where to start. Do you talk about the gameplay or the story? In general, if there’s a deep story and great writing, you focus on the story. If the gameplay is trying to do something new and different, you focus on that. In our case, we’ve strived to do both. We’ll go into a bunch more detail about the spell creation system later, but we wanted to give players a sense of the Mystralia universe in advance so they know a bit about the lore and the backstory. As you may have heard, Ed Greenwood (creator of the Forgotten Realms world of D&D and dozens of fantasy novels) wrote the main storyline. We decided to share the entire backstory (which is only touched upon briefly in the game) he created and give people a chance to immerse themselves in that world. We thought to ourselves that a twice-weekly webcomic would be the perfect format to tell that story in, so we worked with two of our favorite webcomic creators to bring this to life: Brian Clevinger (Atomic Robo, 8-Bit Theater) is the writer, and Carey Pietsch (Lumberjanes, Adventure Time) is the artist. If this is the first you’ve heard of it, you should start at the beginning. Once you’re caught up, check back at MagesOfMystralia.com/comic every Tuesday and Thursday for updates. We announced this webcomic at PAX and printed up 1000 physical copies for attendees. They’re all gone now since they were scooped up pretty quickly!  ...
First status update

First status update

We didn’t post on our blog since a very long time, but finally here’s what’s going on about Mages of Mystralia. Mystralia is divided up into multiple regions, each of which with its own contribution to the story, puzzles, enemies and themes. We’re working on each of these concurrently, so almost all of them are only partially done. At this point we have about 4 of the areas either done or close to done: The Haven, Sky Temple (which was heavily featured in the 2nd trailer), Lava Caves, and Mystral Woods. We’ll be showing the game at PAX in Seattle, and our goal is to have Greyleaf Hamlet 100% perfect and polished so people can try a true vertical slice. Lava Caves   Sky Temple   The biggest design challenge right now is getting the spell system UI right. We’ll have more to share on this next month, but this is going to be mission critical, since spell creation is the core of the game. It needs to be deep – meaning that people who really get to understand it can create very specific and complex spells – but it also needs to be simple, so that new players won’t feel intimidated. And it needs to be fun to play around with. So stay tuned for an update on how we’re tackling that!   We’ve been working on Mages of Mystralia for over a year now, so we have a ton to share. You can register to our newsletter to stay update about the game and to have the chance to test our beta when it will be ready!...