
Go on a journey in Magic Frame - classics inspired Action-platformer. Explore levels and caves, fight bosses, upgrade equipment and enjoy the ambient.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 28 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Reviews
I do not recommend
[h1]飯に興味のない人が作った無味でベチャベチャに水っぽい野菜炒めみたいなゲーム[/h1] 自分の環境ではステージ4で進行不可。 全くおすすめしない。セールで90%OFFの50円で購入。ステージ4まで進んだものの、自分の環境ではジャンプオーブが機能せず進行不可だった。無料ゲームだったとしてもうんち。調整、デバッグ、ユーザー視点みたいなものが非常に低レベルで、そういうのを体験したいならやっても良いだろう。 --------------- ■操作 左右移動:WD or カーソル ジャンプ:スペース 攻撃:R ショップの購入:SHOPを押す --------------- 《ゲーム内容》 ゲーム内容としてはステージ内の敵をすべて倒してポータル(ゴール地点)に行けばクリアというシンプルなもの。ただし、敵が落下した場合は倒した扱いにならないのでクリア不可になる(1面のキノコを落として検証)。 ゲームオーバーは画面外へ出る、ダメージを食らったときにだけ表示されるHPがなくなる、トゲや岩などの一撃死オブジェクトに触れること。他にもあるかもしれない。敵の攻撃はぬるいがトゲなら一発。早すぎて何が起きたのか初見では分からない敵の飛び道具や巨大な敵の攻撃も大したことがなく、とにかく一撃死するオブジェクトが敵。 コインは集めるとショップでアイテムを購入可能。どうやって買うのか? SHOPボタンを押せば買える! BUYじゃないんだ! 《うんち》 そして問題のジャンプオーブ。ジャンプボタンを押してると跳ねる事ができるジャンプ台のような存在。ステージ1から登場するギミックではあるが、自分の環境ではステージ4で機能しない。壁と同じような判定が出るもののジャンプできない。よって進行不可。 他にも、敵に乗っかれる&敵が見失う、死んでもジャンプできる、画面のシェイクをすると外側が作られてないので黒い、などなど気になるが調整を感じられないのでこんなものなんだろう。 頑張って作りましたみたいなゲームには良い印象を受ける場合があるものの、進行不可は見過ごせない。セールではない価格が価格だし全くおすすめしない。
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Bulgarian*, Portuguese - Brazil*, Hungarian*, Vietnamese*, Greek*, Danish* +17 more
Hours played at review time, across 26 reviews with recorded playtime.
Magic Frame, developed and published by Nimos Games, is a compact yet ambitious indie action-platformer that draws heavily from the traditions of classic 2D side-scrollers. It presents itself as a retro-inspired journey through a world filled with traps, monsters, and dangerous terrain, offering players a blend of precision platforming, combat, and light progression elements. At its core, the game seeks to recapture the intensity and satisfaction of older pixel-based adventures—games where mastering timing and learning through repetition were key to survival. It is both a homage and a challenge, a test of reflexes wrapped in nostalgic aesthetics. The visual design of Magic Frame is one of its immediate strengths. The game’s pixel art, though simple, is crafted with a clear sense of purpose. Every environment—from dimly lit caves to ornate ruins—evokes the tone of a mysterious, perilous world. Parallax backgrounds and subtle lighting effects add depth to each scene, giving the impression of a living space beyond the immediate platforming path. The animations are clean and deliberate, conveying weight in every movement, jump, and attack. While it lacks the flashy polish of larger indie titles, it achieves a sense of charm through its attention to small details. The color palette is subdued, which helps emphasize the sense of danger, while the sound design, though minimalist, reinforces the eerie atmosphere through ambient cues and simple melodic loops that fade into the background without overwhelming the action. The gameplay follows a familiar structure but with a focus on deliberate challenge. Players progress through a sequence of stages filled with environmental hazards, platforming obstacles, and enemies that require quick thinking and precise control. Each stage introduces new twists—moving platforms, spike traps, and other mechanics designed to keep players alert. The combat system is straightforward, relying on timing and positioning rather than complex combos. The inclusion of equipment upgrades gives a modest sense of advancement, offering better weapons or defenses as you progress. However, these upgrades never make the player overpowered; the emphasis remains squarely on skill and reaction. Magic Frame is unflinching in its old-school difficulty—failure is common, and progress often depends on memorizing level layouts and adapting to tricky patterns. Boss encounters stand out as the game’s highlights. Each one tests a different aspect of the player’s reflexes and pattern recognition, requiring a careful balance of movement and attack timing. These battles provide a satisfying break from the platforming sections, giving a sense of accomplishment that feels earned rather than handed to the player. However, the difficulty spikes can be abrupt, sometimes leading to frustration, especially when compounded by the game’s limited checkpoint system. It is a design choice that intentionally harkens back to an earlier era of platformers, where perseverance and repetition were part of the experience. Players who thrive on challenge will find these moments engaging, while those seeking a smoother difficulty curve may struggle with the pacing. On a technical level, Magic Frame performs competently but not flawlessly. The game runs smoothly even on lower-end systems, thanks to its lightweight design, but certain quirks in collision detection and object interaction occasionally disrupt the flow. Some players have noted specific issues in later stages, where jump mechanics and environmental elements can behave inconsistently. A few of these problems, such as platform collision errors or excessive screen shake, have been reported by the community, though the developer has responded with patches and updates aimed at improving overall stability and optimization. Nimos Games has shown continued commitment to refining the experience through post-release updates, suggesting a genuine dedication to maintaining the title beyond its launch period. From a design philosophy standpoint, Magic Frame feels like an experiment in pure gameplay. There is little narrative framing or character development—the focus is entirely on moment-to-moment action. The absence of a detailed story gives the game a stripped-down feel that may appeal to purists but leave others wanting more context or motivation. This minimalism extends to the interface and progression systems, which keep distractions to a minimum but can also make the experience feel barebones. In many ways, Magic Frame feels like a throwback to a time when games relied on challenge and mechanics rather than narrative complexity to engage players. Community reception has been mixed, reflecting the game’s narrow focus. Many players appreciate its challenging design, crisp pixel art, and nostalgic tone, viewing it as a satisfying test of endurance for fans of classic platformers. Others criticize its short length, lack of variety, and occasionally uneven difficulty curve. While its Steam rating hovers around the middle, those who understand what it aims to be tend to find value in its simplicity. It is not a game that tries to reinvent the genre but rather one that celebrates its roots—an old-school experience that demands patience and skill more than spectacle. In the end, Magic Frame stands as a humble yet sincere entry in the crowded indie platformer landscape. Its charm lies not in innovation but in execution—the precision of its level design, the clarity of its challenge, and the consistency of its retro aesthetic. It is a game that asks the player to adapt, to learn through trial and error, and to appreciate mastery as its own reward. For those who miss the unforgiving but rewarding design of early platforming classics, it delivers a nostalgic and focused experience. While it lacks the scope and depth of modern genre leaders, it captures something essential about why those older games endure: the simple satisfaction of overcoming a challenge through perseverance and skill. Rating: 5/10
A good game with its own specifics, made soundly and very hardcore. I'm waiting for new levels
Nice platformer. It's more than just an indie game. And the game is chic, an original idea, recommend. It's nice to play, it's a good start for early access, you can make it harder.
Convenient controls, atmospheric old-school game with interesting mechanics and gravity, a cool idea.
Solid platformer. The developer usually answers and watches reviews, so I'll say what I want to see in the game cooperative mode, especially since it was already in old games.
The game is super, moderately difficult and interesting, I advise. 8 out of 10.
[h1] Nota 0/10[/h1] [b] Um dos piores jogos que já joguei em toda minha vida. Vi um jogo de 1 real na categoria plataforma 2d e pensei em jogar. Mesmo com quase nenhuma expectativa, queria jogar um jogo desconhecido, mesmo que não fosse tão bom, mas isso que eu joguei não é um jogo, é um crime contra a humanidade[/b] [h1] Pontos Negativos [/h1] [b][u] Sons [/u][/b] O jogo simplesmente não tem nenhum som, sendo que no trailer ele tinha [b][u] Controles [/u][/b] Você ataca com a tecla "R" e pula com espaço. E não consegue mudar [b][u] Movimentação do personagem [/u][/b] muito não soa natural, você escorrega pelo mapa e seus pulos são Inexplicavelmente desconfortáveis [b][u] Cenário [/u]/[b] As imagens do cenário são horríveis, além de mal feitas são gigantescas, uma pequena folha tem o mesmo tamanho que o personagem principal [b][u] Inimigos [/u][/b] .Um inimigo pior que o outro, tem um que é apenas uma fumaça preta que lança um ataque quase que impossível de desviar, mas isso não é problema já que você precisa tomar literalmente mais de 50 ataques para morrer. Alem de sua "arte" ser muito destoada do resto do jogo .Alem de que todos os inimigos do jogo terem gráficos horríveis e muitos deles estarem flutuando .O jogo também tem vários inimigos gigantes que você derrota na sorte já que os controles são péssimos .Você consegue fica em cima dos inimigos [b][u] Conquistas [/u][/b] As conquistas são péssimas, são sobre você morrer diversas vezes [b][u] Menus [/u][/b] Alem de serei feitos por imagens procuradas na internet, não tem transparência e não pode ser acessado com o teclado. Em algumas ocasiões o menu sai do seu campo de visão [h1] Bugs [/h1] .Após morrer para a pedra seu personagem desaparece, porem ele claramente ainda esta ali, porquê a pedra continua te acertando e te tirando sangue .Diversas vezes você é acertado por um ataque mas não toma dano .Diversas vezes você ataca mas não causa dano .Você consegue travar na ponta de quase qualquer bloco com certa facilidade [h1] pontos positivos [/h1] [strike][b]nenhum[/b][/strike]
Я ещё не прошёл и 3 уровня - но уже могу сказать, прогресс с Dark frame ОЧЕНЬ большой, там 4 кнопки отвечали за простенький в реализации платформер. Тут 4 кнопки отвечают не только за ходьбу, но и за атаку. А так добавились и орбы (Которые подкидывают), и монеты, и враги с боссами, и меню с магазином, и вообще куча всего. Главная проблема которую я сначала заметил - не объяснили как атаковать (На R).
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