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Academagia: The Making of Mages similar games & best alternatives

Academagia: The Making of Mages

PC (Microsoft Windows) • 2017

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Quick resume

Academagia, the greatest of the ancient schools for wizards. Build the legend of your mage with thousands of options, emergent storytelling and endless replayability. The definitive version of the magical life simulator is at last on Steam!

Global score

71/100

Genres

Adventure, Indie, Role-playing (RPG), Simulator, Strategy

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    Pros

    • Massive content and replayability
    • Deep character customization and roleplaying
    • Engaging narrative and worldbuilding
    • Immersive magical school setting
    • Freeform magic and skill systems

    Cons

    • Steep learning curve and complex mechanics
    • Clunky and unintuitive ui
    • Only first year available, sequel uncertain
    • Overwhelming amount of text and stats
    • Some bugs and lack of polish

    Motivations

    • Autonomy

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      "Players have extensive freedom in character builds, mastery selection, and playstyle customization, allowing personal control over actions and strategies."

      Capsule for TROUBLESHOOTER: Abandoned Children TROUBLESHOOTER: Abandoned Children

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    • Competence

      Game with the same Competence vibe

      3

      "Game involves stat-building, skill management, and time/resource allocation, providing tests of skill and feedback."

      Capsule for How To Date A Magical Girl! How To Date A Magical Girl!

      "The game involves skill building, stat management, and overcoming complex challenges with feedback on performance, though some mechanics are confusing."

    • Competition

      Game with the same Competition vibe

      0

      "Game modes include skirmish and multiplayer, but competition is not strongly emphasized; focus is more on personal and cooperative play."

      Capsule for Aurora Dusk: Steam Age Aurora Dusk: Steam Age

      "While there are some competitive elements like dueling and cliques, the focus is more on personal progression and roleplaying than direct competition."

    • Continuation

      Game with the same Continuation vibe

      3

      "Many players report long sessions and replayability, with habitual play and continued engagement."

      Capsule for Equilinox Equilinox

      "Players report long play sessions, high replayability, and habitual engagement despite a steep learning curve."

    • Cooperation

      Game with the same Cooperation vibe

      1

      "Some social elements and community sharing exist, but gameplay is primarily individual and self-directed."

      Capsule for Sensei! I Like You So Much! Sensei! I Like You So Much!

      "Some social interactions and clique-building exist, but gameplay is largely individual and self-directed."

    • Creativity

      Game with the same Creativity vibe

      4

      "Strong creative expression through character customization, modding support, and multiple story paths."

      Capsule for WORLD OF HORROR WORLD OF HORROR

      "Strong emphasis on character building, spell customization, and multiple roleplaying paths supports creative expression."

    • Domination

      Game with the same Domination vibe

      -2

      "Interactions with NPCs are complex but balanced; no evidence of player exerting superiority over others."

      Capsule for Long Live The Queen Long Live The Queen

      "While players can bully or dominate NPCs, the game generally encourages balanced social interactions without heavy emphasis on exerting control over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "The magical school setting and fantasy story provide an immersive escape from real life."

      Capsule for Magical Diary: Horse Hall Magical Diary: Horse Hall

      "The immersive magical school setting and rich storytelling provide strong real-life escape and fantasy immersion."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of personal interest and intrinsic motivation, not obligation or external pressure."

      Capsule for Persona 3 Reload Persona 3 Reload

      "Players engage voluntarily out of personal interest and intrinsic motivation, not obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "High novelty exploration through diverse roles, unique abilities, and complex social strategies encourages experimentation."

      Capsule for Untrusted Untrusted

      "High novelty and exploration of different skills, spells, and story paths encourage experimentation."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore new areas, discover lore, secrets, and new characters within the game world."

      Capsule for Garten of Banban 3 Garten of Banban 3

      "Players discover new adventures, secrets, and lore in a large, detailed world."

    • Expression

      Game with the same Expression vibe

      3

      "Character customization and roleplaying choices allow for personal expression within the story."

      Capsule for The Necromancer's Tale The Necromancer's Tale

      "Character customization and roleplaying choices allow for personal expression, though limited by text-based presentation."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strongly rooted in imaginative fantasy fiction with gods, magic, and mythical creatures."

      Capsule for Pillars of Eternity Pillars of Eternity

      "Strongly rooted in imaginative fiction with magic, mythical creatures, and a fantasy school setting."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Some sense of community and shared experience, but mostly individual play with limited social connection."

      Capsule for b b

      "Some community feeling through cliques and friendships, but mostly individual play."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills, knowledge, and strategies over time with meaningful learning opportunities."

      Capsule for Survivalist Survivalist

      "Players develop skills, knowledge, and character progression over time with meaningful learning."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity involved; sedentary text-based gameplay."

      Capsule for Choice of the Deathless Choice of the Deathless

      "No physical activity involved; sedentary, text-based gameplay."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention for stat management and story progression, not suited for casual or background play."

      Capsule for Dandelion - Wishes brought to you - Dandelion - Wishes brought to you -

      "Requires focused attention to manage stats, skills, and story choices; not suited for casual background play."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Some social interactions and relationship building exist but limited emotional depth."

      Capsule for Mount & Blade: Warband Mount & Blade: Warband

      "Some social interactions and relationship building exist but are limited and mostly surface-level."

    • Leadership

      Game with the same Leadership vibe

      -3

      "No leadership roles; player controls all characters equally without managing others."

      Capsule for Time Rifters Time Rifters

      "Players mostly manage their own character; leadership over others is limited and indirect."

    • Progression

      Game with the same Progression vibe

      4

      "Strong emphasis on leveling up characters, acquiring new classes, equipment, and abilities."

      Capsule for Penny Arcade's On the Rain-Slick Precipice of Darkness 3 Penny Arcade's On the Rain-Slick Precipice of Darkness 3

      "Strong emphasis on accumulating skills, spells, and character upgrades over the school year."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Generally relaxing and satisfying gameplay, though some players note frustration with UI and micromanagement."

      Capsule for Voxel Tycoon Voxel Tycoon

      "Described as relaxing and absorbing, though some frustration with UI and complexity exists."

    • Sensation

      Game with the same Sensation vibe

      -2

      "Text-based with minimal sensory stimulation; emotional engagement is more cognitive than sensory."

      Capsule for Wayhaven Chronicles: Book One Wayhaven Chronicles: Book One

      "Limited sensory stimulation due to text-based nature; mostly calm and steady emotional engagement."

    • Status

      Game with the same Status vibe

      0

      "Some social recognition via achievements and leaderboards, but mostly individual-focused."

      Capsule for The Binding of Isaac: Rebirth The Binding of Isaac: Rebirth

      "Some recognition through social standing and cliques, but not a major focus."

    • Story

      Game with the same Story vibe

      5

      "Highly narrative-driven with deep lore, character development, and interconnected plots."

      Capsule for The Legend of Heroes: Trails of Cold Steel III The Legend of Heroes: Trails of Cold Steel III

      "Highly narrative-driven with extensive lore, character interactions, and story choices."

    • Strategy

      Game with the same Strategy vibe

      3

      "Requires planning, resource allocation, risk assessment, and team management, though mechanics are not deeply complex."

      Capsule for Through the Darkest of Times Through the Darkest of Times

      "Requires planning, skill management, and decision-making, though some mechanics are complex and unintuitive."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense in combat and story, but overall moderate tension."

      Capsule for GreedFall GreedFall

      "Some suspense in adventures and duels, but overall moderate tension."

    • Value

      Game with the same Value vibe

      4

      "Players report high replay value and satisfaction for the price, especially given ongoing updates."

      Capsule for Mud and Blood Mud and Blood

      "Players report high replay value and satisfaction relative to price, despite some UI and update issues."

    • Violence

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      -1

      "Combat exists but is not the main focus; constructive activities like building are prominent."

      Capsule for No Man's Sky No Man's Sky

      "Combat exists but is not the main focus; many constructive and social activities predominate."

    • Survival

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      0

      "No strong survival or threat avoidance mechanics; gameplay is stable with low risk."

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      "Some risk in adventures and social conflicts, but no strong survival mechanics."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. It leans lower than usual among comparable games on Sensation, Leadership, Violence.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026