
This is a brand - new strategic auto - chess game that integrates RPG and roguelike elements. In the world of the Grimoire, players can freely create combinations and indulge in endless battles.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Traditional Chinese, English, French, German, Spanish - Spain, Japanese, Simplified Chinese, Portuguese - Brazil, Korean
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
作者已经跑路。作为拙劣的模仿者,建议还是购买原版,原版还一直有更新
不好玩,羁绊和装备系统枯燥乏味,难度曲线不合理
Magicbook AutoBattler: Contract is a single-player-focused auto battler that blends classic auto-chess foundations with RPG-style progression and roguelike unpredictability. Developed and published by JXGS, the game is built around the idea of mastering preparation rather than execution, asking players to assemble, equip, and synergize a team of adventurers before watching battles resolve automatically. What distinguishes it from many genre peers is its clear commitment to a solo experience, framing each run as a self-contained contract within a magical grimoire rather than a competitive multiplayer contest. The core loop revolves around recruiting adventurers and shaping them into a cohesive squad through careful positioning and equipment choices. Players can field a sizable team, and each unit fulfills a recognizable fantasy role—warriors, priests, thieves, rangers, and more—yet their effectiveness depends heavily on how they interact with gear sets, weapons, and passive bonuses. The preparation phase becomes the true battleground, as even small changes in formation or loadout can dramatically alter outcomes. This emphasis on planning gives the game a thoughtful pace that rewards foresight and adaptability rather than reflexes. Customization is one of the game’s strongest features. A large pool of weapons and suit sets allows for deep experimentation, encouraging players to chase synergies rather than raw stats. Equipment can fundamentally change how a character behaves in combat, turning familiar roles into something more specialized or unexpected. Over the course of a run, players are also presented with blessings, bonds, and random events that further shape their strategy, often forcing difficult choices between immediate power and long-term potential. This layered system ensures that no two playthroughs feel exactly the same. Combat itself unfolds automatically, but it remains engaging because of the clarity with which results reflect player decisions. When a strategy succeeds, it feels earned, and when it fails, the cause is usually traceable back to preparation choices rather than hidden randomness. Boss encounters in particular serve as meaningful tests of team composition and synergy, often requiring players to rethink their approach instead of simply upgrading numbers. Difficulty spikes can be sharp, but they tend to reinforce learning rather than punish blindly, pushing players to explore alternative builds or tactics. The game also incorporates a light narrative framework through its concept of contracts and the magical book that binds each run together. While storytelling is not the main focus, this framing gives context to progression and helps unify the experience. Events between battles add flavor and decision-making opportunities, occasionally presenting moral or strategic dilemmas that affect future encounters. These moments break up the rhythm of combat preparation and add a sense of journey to what could otherwise feel purely mechanical. Visually, Magicbook AutoBattler: Contract is more polished than many indie titles in the genre. Character animations and spell effects bring clarity to battles, making it easier to understand how abilities interact and why certain outcomes occur. The art style leans into colorful fantasy without overwhelming the screen, which is important in a game where readability directly impacts strategic understanding. The interface presents a lot of information, but it is generally organized in a way that allows players to make informed decisions without excessive friction. Despite its strengths, the game does have areas that may challenge some players. The depth of its systems can be intimidating at first, especially for those new to auto battlers or roguelike structure. Tooltips and explanations are present, but the learning curve still requires patience as mechanics reveal their full importance over time. Balance can also feel uneven in certain runs, with luck playing a noticeable role in which options become available, though this randomness is largely in line with the genre’s expectations. Overall, Magicbook AutoBattler: Contract delivers a thoughtful and replayable single-player auto battler that prioritizes strategic depth and experimentation. Its rich customization systems, strong emphasis on preparation, and roguelike structure make it especially appealing to players who enjoy refining builds and adapting to evolving challenges. While it demands time and attention to fully appreciate its mechanics, it rewards that investment with a satisfying sense of mastery and variety, standing as a solid option for fans of solo-focused strategy games. Rating: 7/10
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
不好玩的话,头给你
Purchased game after 7.8 hours on demo. Normal version has a game-breaking bug which unallows you to equip weapons/armor. Once the bug hits, your game & all future games are ruined. *** DO NOT PURCHASE THIS GAME; GAME IS UNPLAYABLE IN ITS CURRENT FORMAT *** Was NOT able to g_ogle an answer. :/
魔法书(核心玩法)挺像炉石酒馆的,整部作品质量中上,就是装备流派少了一些(虽然开了创意工房,但希望制作组能够在原作中进行小补充)。 整体流程30+h左右吧,折后价格很不错,推荐入手。
게임이 한글번역도 그냥 번역기돌린거같고,,게임 창도,, 누르는곳 마우스돼도 변화가없고,,노잼게임등극!!
后期真的是打不动了
Jeu à la traduction baclé mi français mi espagnole, on ne comprends rien, c'est une honte
整体还是不推荐的,因为前面有点幻想感觉前期不爽后期会爽起来,但是玩起来很累操作很多很多完全不符合自走棋的定位,而且后期数值很膨胀,不是秒对面就是对面秒我们,要不就是消耗,但是消耗很难赢基本都是出现打不死的情况就会输,负面buff更是狗屎,百分比减属性越后面越多,带来的那点增益狗都不要。提升后期更是千难万难,但是怪的数值提升一点没慢,角色等级提升的数值低到离谱,纯靠装备,装备池更是一坨,你要有相性的角色加相性的装备才能起来,但是后期根本就刷不起角色,因为会越来越贵,越后面越是在踩钢丝,一点都不爽,最搞笑的是回血流,重伤后期必出现的debuff你出这个流派的意义是啥啊,没伤害又不能抗,后期跟玩传奇一样橙色强化成红色红色加1 加2 加3456789。数值还低成本巨高。怪后面是按倍数的翻debuff是百分比几十几十的扣,能走得远的套路只有几个,还是前期的装备。数值的魅力时刻了。
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Players by region
Where this game's players are, estimated from review languages.
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