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Magic Research

Magic Research

by Maticolotto

★ 91%
Price $4.99
Avg Players 26
Reviews 387
Released Mar 22, 2023
AdventureAuto BattlerAutomationCasual
Offline progress
View on Steam ↗

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Build and upgrade a magical academy while researching spells and exploring dungeons in this text-based incremental game. The core loop revolves around managing your school's resources, conducting magical research, and undertaking exploration runs that require strategic gear preparation. Best suited for relaxed play sessions, though progression heavily depends on exploration frequency and micromanaging combat encounters.

About this game

What players are saying

▲ Recommended 0 hrs
Loved this game on mobile and happy to have it on PC and my Steam Deck. Really fun to play when just chilling watch tv. Plus the developer is really nice to blind players so support it :)
51 found helpful Steam ↗
▼ Not recommended 67 hrs
actually the more i think about this game the less i like it. It is WAY too exploration (what the game calls combat) focused, but exploration is limited by your gear, which is also limited by your exploration. As far as I can tell, the ways in which you can speed up exploration are very limited, so you're gated behind large amounts of waiting and boss fights that you have to micro manage on every NG+ that you do. The combat is interesting at times (you have to change your strategy/build to fight some enemies) but it mostly comes down to "wear the best gear" and "equip the accessory that prevents the condition."

The last bit is particularly annoying, because it basically means you lose the accessory slot to fight already challenging enemies. So you gain nothing, lose an accessory slot, and the enemies are still difficult to fight. Why not just...not have enemies stun you for 5+ seconds so that the accessory isn't a must-have?

NG+ generally doesn't do enough to warrant replaying ALL of the content again, so it becomes a huge time sink.
46 found helpful Steam ↗
▲ Recommended 14 hrs
My review for this game is somewhat mixed

Really solid progression/story mechanics and interesting combat/exploration system

However this game is 5$ and the UI is far behind some 8 year old, completely free, zero microtransaction PC incremental games (such as Kittens Game and Trimps). It is very much a game meant for a phone/tablet touch screen and so the PC gameplay suffers. Despite the fact that it costs 1$ more on steam than it does on mobile

The biggest thing the game is missing is tooltips. Most incremental games let you see a description of what a building (or spell) does, how much it costs, and how much of the resources you need for it in a tooltip. Instead in this game you have to click the right arrow button to decide what to buy, and also to reveal the button to add the spell to your favorites/quickbar. And then click it again to minimize it. This results in WAY more clicking than necessary. Would love if the dev added tooltips and put the heart icon to add to favorites/quickbar in the place of the right arrow

The UI also made some obvious layout design choices around phones that aren't great on PC. There is a lot of wasted space causing you to need to use the mouse scroll wheel and click more than necessary. Many games have the buttons to switch between screens ran along the top, which would leave room in the left sidebar to show resources in a less tiny font, as well as see all the resources, combat stats, and buffs without having to scroll. Once you reach a certain window width it would be really nice if it showed 2 columns of buildings instead of just one super wide one. The notifications column could definitely have been kept as a flyout to allow more room for everything else. Also, if you use your full screen at 1080P or higher resolution, there is a massive gap on the apprentice screen between spell names and the + and - minus buttons for assigning apprentices. I had to narrow the window some once I started having 12+ spells in a single school or it was difficult to assign apprentices to the correct spell

Other quality of life features that would be nice: saving the window size after you close the game; having some more hotkeys besides just the combat spells such as C for campus tab, R for research tab, etc

Overall I do recommend the game for incremental and text based RPG fans. I just wanted to get some nitpicks out there on the mobile and unpolished state of the UI

Edit April 9th:

The dev has fixed a few UI complaints I had:
They added a UI scaling option to the steam version. Alternating background colors on the apprentice assignment screen. The game remembers the state of whether your combat quickbar was opened or closed when switching away from the combat/exploration tab
27 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Magic Research 2 is out NOW! Free demo available!

802 days ago
Exciting news! Magic Research 2, an entirely new game from the creator of Magic Research, has just launched! Check out the demo and play the game now! https://store.steampowered.com/app/2864890/Magic_Research_2/ And if you already own Magic Research on Steam, you can complete your collection and get an additional 10% off! https://store.steampowered.com/bundle/41565/Magic_Research_Bundle/ FAQ What is Magic Research 2? Magic Research 2 is an entirely new game of the same genre as Magic Research: an incremental, text-based, auto-battler RPG with a heavy focus on Magic. Play the role of a rookie wizard with a single ambition: to find or create the Philosopher's Stone, a legendary magical item that is said to be able to cure any illness. As you do so, you will learn more than you ever imagined about Magic and about the world around you. What kinds of adventures await you? Magic Research 2 shares some of the core features with Magic Research, such as the concept of researching or studying magic to learn new spells, or the battle system in Exploration. It also shares the same base UI, as it was built using the first game as a base. However, it is an entirely new game. The story, spells, Storylines, items, enemies, etc. are all completely different and built from scratch, and the game has more Storylines and is a little longer. There are also multiple hidden new features that were not present in Magic Research. There are also countless changes from the original, which should vastly change the way you play the game. A little teaser on many things that have changed: Potions are not consumable and are used automatically. Inventory space is unlimited. You can automate item creation. Your spells become much stronger every 10 levels, without the need to unlock any Storyline first. Magic builds should be more viable early game. Storylines are easier to find: many are not random, and there is a hint system for them that unlocks within the first third of the game. There are many, ma...

Announcing Magic Research 2! Demo out now! Full game in less than 2 weeks!

812 days ago
Exciting news! Magic Research 2, an entirely new game from the creator of Magic Research, will be out on Steam on May 21st, 2024. Check out the demo and wishlist the game now! https://store.steampowered.com/app/2864890/Magic_Research_2/ FAQ What is Magic Research 2? Magic Research 2 is an entirely new game of the same genre as Magic Research: an incremental, text-based, auto-battler RPG with a heavy focus on Magic. Play the role of a rookie wizard with a single ambition: to find or create the Philosopher's Stone, a legendary magical item that is said to be able to cure any illness. As you do so, you will learn more than you ever imagined about Magic and about the world around you. What kinds of adventures await you? What is similar / different between Magic Research and Magic Research 2? Magic Research 2 shares some of the core features with Magic Research, such as the concept of researching or studying magic to learn new spells, or the battle system in Exploration. It also shares the same base UI, as it was built using the first game as a base. However, it is an entirely new game. The story, spells, Storylines, items, enemies, etc. are all completely different and built from scratch, and the game is a little longer. There are also multiple hidden new features that were not present in Magic Research. The demo contains one of them, which unlocks towards the end. But even the shared features are quite different. Spells are organized in Elements instead of Schools. Land is limited, and you need to plan what you want to build. Inventory space is infinite and item creation can be automated. Potions are no longer consumable; instead they are equipment that recharges every combat. The list goes on! The best way to understand the similarities and differences is to play the free demo. Ok, but anything particularly exciting...? Many of the pieces of feedback I've gotten for Magic Research was hard to address without a lot of significant work or rebuilding / rebalancing the en...

Posts come from Steam's official announcements feed.

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