
Magic Research is a text-based incremental game about Magic. You are the headmaster of a newly-created institution of Magic. Will you be able to lead your school to win the prestigious Tournament of Magic?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 416reviews | 91% | — | $74.7K |
| $3.99 | 2.1Kratings | 94% | — | $553.8K |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Katsuni's and Marshbouy's reviews are correct - exploration is actually just a grind. It's great to play the demo to see where the game came from and try levelling up some of the original skills, but I wouldn't bother finishing the whole game because combat sucks in this version. Buy if you want to support the dev; but even if the original story is kinda cool, just play MR2 (the sequel) instead - it is superior in pretty much every way.
Numbers go up. Dopamine. This game has a satisfying progression loop and "offline time" system. The end of the game is achievable**, which is not always the case with clicker games. **likely in much fewer hours than I have on record. I left the game open but untouched overnight several times, but that's not the most optimal way to progress. Depending on your current cycle state, using the "offline time" system is more efficient.
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Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Оригинальная, полностью законченная короткая, но насыщенная idle c элементами РПГ. Рекомендую каждому любителю жанра, кто ищет игру на пару недель, а не лет или дней. + Глобальная прокачка за счёт разовых достижений: прогресса в игре, убийства боссов, квестов, прокачки навыков и иногда удачи. + Удачное сочетание idle фарма рядовых врагов и сложных активных битв с боссами, которые больше похожи на головоломку. Забеги - испытания, полностью меняющие требования. + Игра платная, ощущается завершённой. В отличии от idle про бесконечно растущие цифры, которые заканчиваются только когда разработчику надоедает добавлять новый контент, тут конец - это полностью реализованная концепция. + Игра не стилизована под РПГ, все усилия разработчика вложены в геймплей. Может однажды появится idle в который интересно играть и приятно смотреть, но пока надо выбирать. PS Если игра зашла то рекомендую Your Chronicle. Схожая концепция, только на порядок больше контента и с ним продолжительности.
Great polished incremental game with a fun story, very worth
Excellent incremental/idle game! You need to pay attention at some parts if you are going for 100% achievements, but it can be really fun just idling too.
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good game
[i]Magic Research 1[/i] is a fantastic short form game. It has the length of the likes of [i](the) Gnorp Apologue[/i], [i]Max Manos[/i], or [i]Increlution[/i], but the depth and structure of a true idle game. [h1][i]Magic Research 1[/i] is genius; here's why.[/h1] The subtleties of how all different systems come together and the subtle interconnections are going to be difficult to describe in text - and [b]the full game [i]IS[/i] the game the demo suggests it is[/b] - so let's focus on the highlights. [h2]Genius offline progression[/h2] The game finds [b]the golden mean[/b] between [b]full offline progression[/b] of idle games and absolutely [b]no offline progression[/b] of the short-form incrementals, and it works [i]perfectly[/i]. After being offline, you receive Time Pieces, which then can be used to, in the order of decreasing efficiency: instantly gain 25 minutes of time-consuming research, speed up the gamespeed x2, speed up x5, or just skip 10 minutes forward. This incentivises the player to "spend" offline time on the most time-dependent aspect of the game, while allowing the impatient players to barge through the more active parts anyway, and also both alleviating pains in late-game completionism and supporting niche idle farming use cases. Which leads us to the next point: [h2]Genius balance of idling and attention[/h2] Firstly, [i]Magic Research 1[/i] works both when you're playing it attentively with a few moments where you put it in the background, while also allowing for extensive idling to maximise your stats or over-sow for a big harvest. Secondly, as you progress, [b]your undivided attention[/b] is needed for one or several bossfights per run, but eventually you only need it for the last two bosses. And you only need to beat them once, without [i]completely[/i] cannibalising most of your loadout slots just to beat them. [i]<wheeze><hack>Melvor Idle<kheh><ergh-choo>[/i] [h2]Genius hint system[/h2] A huge part of progression is completing storylines, which appear in place of generic random events when quite specific - seldom even semi-random and [i]unexpected[/i] - preconditions are met. Instead of using blind experimentation or having to dig up guides, you eventually unlock a way to get tasteful hints, increase the appearance chances, and even trigger them instantly - but you need to arrange your loadout for that and steer your metaprogression to make these more effective and efficient. And, in a nice touch, you [i]never[/i] get hints for events that are still gated off and are impossible for you to complete, which prevents spoilers. [h2]A satisfying ending[/h2] This is not exactly a sign of genius, but you'd be surprised how rare a good ending is in the conjoined twins of a genre that's idle/incremental games. (It helps the writing in general flows nicely.) And, y'know, the lead-up/[u]final challenge[/u] is actually significant ([i]<shakes fist at [url=https://steamcommunity.com/id/dragomok/recommended/2237970?snr=1_5_9__402]Outpath[/url]>[/i]) and follows reasonably from the premise of the story ([i]<shakes fist at [url=https://steamcommunity.com/id/dragomok/recommended/1473350?snr=1_5_9__402](the) Gnorp Apologue[/url] that is not an apologue>[/i]). You got to appreciate two-eyed people in the land of the blind where even the rare one-eyed man tends to have advanced cataracts, y'know? [h2]It's not all rosy[/h2] Of course, there are some negatives. [olist] [*]The [b]post-game challenges[/b] honestly sound to me [b]grating, stressful, painful[/b]. This means I'm never going to get 100% achievements, but I'm completely okay with that after 18 days of fun journey to the ending. [*]Some random events allow you [b]to pick unethical/evil choices[/b] but these seem to have [b]no consequences at all[/b]. [*]There are some [b]minor flaws that are completely improved in [i]Magic Research 2[/i][/b] (limited inventory being a mild nuissance, no option to wait until fully healed before fighting the next enemy, some other tiny things I haven't realised were iffy until MR2 fixed them) but they are so small that they mostly faded from my memory before I rechecked them. [/olist] "Some" is not a lot. [hr][/hr] [h2]In conclusion,[/h2] [i]Magic Research 1[/i] is a great game to play on its own, a good entry point for the idle game genre (before moving on to, say, [i]Unnamed Space Idle[/i], [i]Territory Idle[/i], [i]Idle Wizard[/i], or [i]Antimatter Dimensions[/i]), and it's going to make you appreciate [i]Magic Research 2[/i] even more.
déjà joué sur tel, très bon petit idle, vraiment prenant mais une pause de trop longue durée peut être fatale, l'IU n'aidant pas vraiment.
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