A darkly whimsical management sim where magic meets bureaucracy, and apprentices meet walls.
The Fool’s Apprentice was developed and published by The Planar Danse. The studio was founded in 2020 and has two previous games, Skulltide and Apollyon: River of Life, that is based in the same universe as The Fool’s Apprentice.
The Fool’s Apprentice casts you as Arcanist Tharn, a blue-blooded mage whose teaching philosophy boils down to “toss first, ask questions never.” Your prestigious magic academy is less Hogwarts and more Hunger Games with spellbooks, where apprentices are less students than test subjects with delusions of grandeur.
The curriculum? Pushing the limits of Arcanoscience even at the cost of your apprentices’ lives. It’s Dead Poets Society if Robin Williams had telekinesis and zero accountability. The dark humor lands perfectly—nothing says “academic rigor” like yeeting an underperformer into the Void to “stimulate independent research.”
Welcome to Golwyn’s Arcane Conservatory, where progress is measured in charred apprentices and bribed officials. Your mission? Revolutionize runic magic while keeping the public from torching your doors. Every breakthrough requires dangerous experiments that might vaporize a student or three, but coddling them stunts growth.

It’s a devil’s bargain: sacrifice lives for research or risk becoming obsolete. The Runic Viewing ceremony becomes your grim graduation pipeline; push apprentices through too soon, and they’ll disintegrate; wait too long, and they’ll quit. This isn’t education, it’s alchemy, turning flesh into arcane progress with a little side of plausible deniability.
At its core, The Fool’s Apprentice is about balancing risk versus reward. Apprentices arrive with randomized Skills (like Portalsmithing or Hexcraft) and Traits (e.g., Noble or Reckless), which dictate their behavior.
Assign them to Stations to research magic, but beware: failures maim, and successes are hard-won. The Rune Viewing, a lethal graduation ritual, hangs over every decision. Push an apprentice too soon, and they’ll die; delay too long, and they’ll quit. It’s a brutal metaphor for academic burnout.
Resource management is fiendishly complex. Your Conservatory runs on three currencies: Arcanum (magic bling traded for upgrades), Influence (public approval hanging by a thread), and Research (gained by your apprentices and their breakthroughs). Expand your facility with new Stations and Rooms while juggling apprentice tantrums and “accidental” immolations.
The key aspects read like a villain’s to-do list: Bribery for corpse disposal, New Spellcraft, and Runic Viewing as your high-stakes talent show. Knock an apprentice unconscious to pause their decay? Sure, why not? The game revels in these absurd-yet-logical systems.

The loop thrives on emergent storytelling. One playthrough might see you carefully nurturing a prodigy; another might devolve into Weekend at Bernie’s-style corpse disposal. The Ambitions system adds depth: overeager apprentices demand early Rune Viewings, while the disillusioned slack off. It’s a masterclass in player-driven narrative, where every choice has cascading consequences.
In a little more depth, Arcanum is a must to get new stations and to upgrade things around the conservatory; you get more Arcanum, and the more students you have, the a little quantity over quality. Influence is a little different. It’s your lifeline; lose it, and the city burns your Conservatory down.
The math is absurdly simple: graduate apprentices and you’ll gain Influence, any dead apprentices will give you negative Influence and Bribery costs. Bribery is the duct tape holding this circus together—turn corpses into write-offs and “accidents” with enchanted donations. Meanwhile, Runic Viewings serve as both graduation and Russian roulette, because nothing says “prestigious institution” like a 70% mortality rate.
The Performance system is a darkly brilliant twist on morale. Apprentices lose motivation over time, but failures at Stations accelerate the decay. Successes grant small boosts, while critical successes (or skill upgrades) provide larger reprieves. The kicker? You can physically knock them unconscious to halt decay—a ludicrous but mechanically sound exploit. It’s the perfect metaphor for the game’s ethos: brute-force solutions are viable, but they’ll cost you.
Bribery is another highlight. Each apprentice’s death incurs debt, which erodes Influence. Paying off officials (with escalating costs) lets you sweep scandals under the rug. The catch: Bribery is a stopgap, not a solution. Run out of funds, and the city turns on you. It’s a tense mini-game of resource triage, where ethical bankruptcy is the path of least resistance.

The Rune Viewing is the game’s pièce de résistance. This voluntary trial (read: Russian roulette) determines an apprentice’s fate. High-skilled apprentices might survive and boost your Influence; the underprepared die horribly. The risk/reward calculus is delicious: do you graduate a mediocre apprentice for PR, or gamble on a prodigy? Either way, the Conservatory wins; you just lose souls along the way.
While the tutorial is in-depth about important things in The Fool’s Apprentice, such as currency and how to take in apprentices, as well as how the facilities and basic running of the Conservatory are easy to grasp, how to stop an apprentice from blowing themselves up in the Advanced Artifice room is another story.
The learning curve is a cliff, and the UI is your rickety harness. Key systems are buried in tooltips or trial-and-error. Mid-game grinds as you recycle the same things over and over, and as much fun as it is zapping research thieves into oblivion, the grind can get boring after an hour or two.
The Conservatory is organized into eight distinct rooms, each designed to hone a specific magical discipline. These chambers offer unique advantages and drawbacks, tailored to their specialized purpose. Take the Portalsmithing Chamber, for instance—equipped with dedicated workbenches for mastering dimensional rifts, but requiring a hefty 130 Arcanum to unlock.
Need to expand your facilities? Visit the Portal Shop to purchase additional work stations or decorative enhancements. While some decor serves purely aesthetic purposes, others—like enchanted tapestries or resonance crystals—provide tangible benefits, subtly boosting an apprentice’s chances of success. Choose wisely; every investment shapes the future of your arcane academy.

In terms of graphics, The Fool’s Apprentice leans into a stark, utilitarian aesthetic that perfectly complements its dark academia satire. Unlike traditional fantasy RPGs with lavish spell effects, this interface embraces a deliberately clinical look, think arcane bureaucracy meets a cursed spreadsheet.
The monochromatic menus, dominated by dense text and numerical stats, evoke a magical lab manual gone rogue. Although it’s not all dark and cold, the colourful world created beneath the Dark Academia UI makes it feel almost inviting and whimsical if you ignore the occasional Apprentice death being announced.
The Fool’s Apprentice’s sound design excels at creating immersion. The soundtrack perfectly captures the arcane academy atmosphere, and crisp sound effects bring every spell and interaction to life. The compositions are clearly crafted with care, blending seamlessly with the game’s aesthetic.
However, the limited track variety becomes noticeable over extended play sessions. While initially effective, the same melodic motifs eventually lose their impact through repetition, leaving the soundscape feeling more repetitive than it should after hours of gameplay.

Overall, The Fool’s Apprentice is a visual and conceptual masterpiece, weaving dark academia and moral decay into a strategy game unlike any other. Its haunting art style and intricate runic systems immerse you in a world where every breakthrough demands sacrifice, yet the experience is slightly marred by a slow grind and a soundtrack that loops into monotony.
While the repetition may test your patience, the game’s depth and ethical dilemmas linger long after you’ve closed the tome. For those willing to endure its deliberate pacing, it’s a grimly rewarding journey into the cost of arcane ambition.