Mittelborg: City of Mages Reviews
Mittelborg: City of Mages is a strategic adventure with elements of rogue-like and resource management. You are crowned to be Chancellor of the city, but this power is a heavy burden. Face tough decisions, fight mystical tempests, look for the cause of upcoming chaos. Will Mittelborg have a future?
App ID | 956060 |
App Type | GAME |
Developers | Armatur Games |
Publishers | Asterion Games |
Categories | Single-player, Steam Achievements, Steam Trading Cards |
Genres | Indie, Strategy, Simulation, Adventure |
Release Date | 20 Jun, 2019 |
Platforms | Windows, Mac |
Supported Languages | English, Russian |

113 Total Reviews
72 Positive Reviews
41 Negative Reviews
Mixed Score
Mittelborg: City of Mages has garnered a total of 113 reviews, with 72 positive reviews and 41 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Mittelborg: City of Mages over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
1238 minutes
This game hides its charm at first couple of cycles, but the more you play - the more involved in the story and the gameplay you get. After a few hours (!) of playing it, I turned it off only to write this review. So, here I am and I recommend you to try this indie jewel. Well, Mittelborg awaits my commands, I must go. See you in the Plains!
👍 : 4 |
😃 : 0
Positive
Playtime:
45 minutes
TLDR: Core game play is pure random chance, which is garbage.
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I will admit I didn't play the game a long time, less than an hour. Which is not normal for me, there honestly isn't much to this game though. But I will go ahead and tell you my experience with the game and let you decide if you want to risk it.
Alright so first.
The concept seemed cool and something new.
The visuals and art work are great.
The music was forgettable, standard issue. Nothing about it stands out, which is fine.
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The stuff above I doesn't really matter to me its like the cover of a book.
Here is my real issue with the game.
It is solely based on random chance.
You have to guess the order of actions to survive. You can spend currency to be told what is going to happen, but not the order.
Alright, so even poker has odds if you know what you're doing. You are shown 4 actions will happen, so there is a 25% chance of each shown action to happen on the first turn, 33% chance on the second turn, 50% chance on the third. Now guess the correct order. The more actions that appear, the lower your chances of guessing correctly early on, and the better near the end of the round.
Now to top it off, even if you guess correctly you are still punished by insanely high damage. You don't make enough income to recover your defenses and buy items and upgrades. You will die by attrition by turn six most of the time.
Alright, next the only thing you really get to do is "move mages." Basically the mages are the choices you get to make. The more mages you have, the more guesses you can make for each round. So you have guessed correctly for five turns now and death is getting close because even on correct guesses you are still taking damage that increases each round. The only way to extend the life of the tree is to "execute a mage." So basically to survive another 2 rounds you loose the ability to make guesses which can mitigate damage.
You can get additional mages, which might make it manageable. However you have to sacrifice items to get a mage. I never managed to get enough currency to buy items, and the few quest items I was given wasn't enough to get another mage.
There is no continuation if you die. Any progress you made to unlock an additional mage, gone. Items you were lucky enough to get, gone. There are traits you can unlock after slogging through the core game play long enough. They carry over I guess, good luck unlocking them though I couldn't stand the game long enough to make it that far.
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There are a couple of things that might make the game worth while.
A: Increase income gain.
B: Decrease the damage of the storm in the early turns.
C: Have a perk or something to show the odds of what order actions will happen.
D: Take everything off the same currency if you don't want to increase income gain.
E: If you're going to force me to die keep some progress from the last game. Upgraded a building, still there. Nearly unlocked a mage, still there.
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As it stands I can't recommend the game in good faith.
Edit: typo
👍 : 2 |
😃 : 0
Negative
Playtime:
877 minutes
There are games, which really require you to focus, to do your best, to be in your personal GOD MODE ON and so forth and so on.
And then there are games you play, when you come back home after a bloody long working day - you are way too tired to show monsters who's the boss, to solve puzzles, to save the world etc. You actually should go to bed, but your brain keeps processing work-related things, and so you can't sleep.
And on such evenings you would play Mittelborg. Easy going and relaxing - you can stop any time and continue any time. You won't be challenged, but you won't be bored either.
👍 : 5 |
😃 : 1
Positive
Playtime:
62 minutes
This is really tedious, frustrating and bland.
The core gameplay is to send your mages to the right places during the tempest. Which means sending them to the gates if the color of the day is red, and to the tower on the right if the color of the day is blue. You send them left if the color of the day is white, and to the bottom left if the color of the day is yellow.
If you send them to the wrong place, you will be hit for 100% damage (red and blue), or miss out on 100% of the reward (white and yellow).
If you send them to the right place, you will take 75% of the damage, or get a reward that is not quite enough to recover from the damage you took on another day.
This is the first game I've played where the tutorial didn't lock me in to doing as I was told (that might be a good thing) and then had a game character scold me for being disobedient. ("You must do as you're told" said the NPC.) That might be why the 'sacrifice' button simply didn't appear when the tutorial told me to press it? Then again, I restarted the game, created a new profile, clicked through to the bit where the sacrifice button actually appeared that time - and then what little chance of survival we had disappeared because I had executed one of only two mages that were available to defend the city.
Let's face it, when you've been going for an hour and you're still waiting for the fun to start, it's probably time to look for fun somewhere else.
👍 : 7 |
😃 : 0
Negative
Playtime:
19 minutes
I rarely leave bad reviews on Indie games. But I have a gamebreaking bug on the game, and the developers have not helped me though I've reached out multiple times, and send bug reports. They directed me to Discord, but my comment there has been ignored since late August. So I have never been able to actually play. Basically the sides the game flicker and make certain parts invisible. Maybe it's good! Definitely don't buy this if you have a Mac.
👍 : 6 |
😃 : 0
Negative
Playtime:
62 minutes
Bought thinking it would have more replayability than it did. each games random and ends up feeling much the same as the last 20 times you played it and died 4 rounds in.
👍 : 5 |
😃 : 0
Negative
Playtime:
266 minutes
Overall the game is Bland, Shallow and in extremely early development (From the looks of things). It can kill a couple of hours but In its current state acknowledge you are investing in what it May become rather than what it is.
Below are my gripes and recommendations for the game developers.
Mittleberg in one word currently feels bland. It uses words like roguelike to define its nature however at present that feels to be a misrepresentation. Yes the game has random elements however it is less working to overcome obstacles and more trying to endure things that happen to you.
In its current state it feels as if there is no agency. Every run I do the exact same things.
Max upgrade the “Adventum” (Resource Generation)
Push my other Two districts to level 3
Max out Both Districts
Send wizards to gather relics and potions
Spend any Extra “Ether” on potions and scrolls.
If I win or lose seems to be governed almost entirely by how accurate I Guess where the Storm will strike. Unless I prep specifically for 7/10 of the events to land specifically on my Barrier I lose. There is no Agency.
It never feels like I am taking a risk for a specific reason. Sending my wizards on a quest is Irrelevant at its best and actively harmful at its worst. The only persistent enhancements between runs are achievements that are entirely passive. The quest popups fail to have any meaning due to a lack of context as well as no definite changes. To often am I given a popup that shows I gained or lost no Ether. Why would I not Feed every wandering beggar if it doesn't cost me any real food.
Suggestions
Add some sort of system distinguishing wizards from one another.
Add a some sort of Lords or Class or something that defines how I play Etc.
Sir Bailey of the Scouting Family has a keen sense of where the storm will Strike but Often forgets to stop by the market when he makes his reports.
Madam Elequina of the Richter Family has a proud history of Winning in Martial and Magical Combats. The damages from these “Victories” have resulted in the invention of the Richter Scale
Wizards could be separated into Schools and Families and perhaps have Stats. Ideally they would be unique enough that a streamer would name them.
Ultimately Things like the Races, Culture, History, Location and lineage could be things that change how it plays even before the player begins making story choices.
Making the storm the result of something or effected by player-esq decisions
Changing City art would Add a lot to add a dynamic Feel
Honestly Don't know what it would take to make the Quests (or Events) interesting
But They aren't really engaging, interesting or impactful.
Would recommend looking at Paradox for some inspiration.
Keep up the Good Work ! :D and Best of Luck
👍 : 3 |
😃 : 0
Positive
Playtime:
208 minutes
The game is very simple. Most of the challenge is not to understand its strategy but to play it over and over again to unlock achievements which grants massive bonuses the subsequent replays. Repetitive and boring.
What is more important is that this game, after 6 months of release, is still bogged down by game-breaking bugs, which make playing really frustrating. I had to abandon the game a few times during good runs because of that.
Without the bugs it would have been a simple little game like many others, which you may or may not like depending on your tastes, but given the current level of quality this is simply a waste of time.
👍 : 6 |
😃 : 0
Negative
Playtime:
43 minutes
Does not feel like a game.
Feels more like spending your time doing nothing more than a swipe in the map to move a mage and a click here and there.
Only funny part are the random events, which anyway after a while seems to be the same.
Cannot re-play too much. Guess it could be good in my phone on a boring time to wait an airplane or a train.
👍 : 5 |
😃 : 1
Negative
Playtime:
53 minutes
Feels like a phone game, not really a 'Roguelike Survival Strategy game' You have one singular currency and three starting 'mages' that are basically +10% bonuses you can allocate around between turns. That's it, you don't get to customize a character or ironically enough even make any decisions at first unless a random event pops up. So you're left going day to day random event to random event until you die, and when you die you don't have any unlockables or extra content for your next game from the looks of it so...
Basically, I don't see any real decisions, especially since the biggest 'strategy' is sending a mage off on an expedition to hope you find the right item you need for the random events that pop up.
Yes sure there is the strategy of risk management and making sure everything is shored up and agents allocated appropriately...but it feels very shallow and honestly not worth the price tag at all in my opinion.
Edit: Some constructive criticism.
Add a tooltip or something on upgrades so players, new players obviously, can strategize and figure out what they are unlocking.
Add a hint or a tip or something to quest decisions so you have an idea of how it might work or what kind of place you're importing lumber from something anything to give context and meaning to the decisions beyond 'Well let's just try to fix the roof with clay and see if it works!'
Have some kind of customization even if it's just choosing your career prior to becoming leader, even if it's just one free upgrade or something it'd add at least a tiny amount of pre-game strategy and well, character to your character.
👍 : 93 |
😃 : 4
Negative