
Become the ultimate fantasy arms dealer. Forge enchanted weapons, fulfill contracts, influence wars, and shape the fate of kingdoms! Master the astral forge, upgrade your gear, use alchemy, dominate the resource market, and rise as the realm’s mythic weaponsmith.
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About

In Magic Forge Tycoon, every hammer strike shapes history. Manage your astral forge, craft enchanted weapons, and decide the fate of warring kingdoms. Will you fuel conflicts or forge peace through your creations? Master the economy, fulfill demanding contracts from rulers and nobles, and carve your name among the greatest blacksmiths!
Select the best weapon patterns, fine-tune every setting, and apply perfect enchantments for unmatched quality.
Find the perfect balance between style and durability to create exceptional weapons.
Increase productivity to optimize your output and craft masterpieces fit for kings.
Purchase new technologies to speed up production and refine your creations.
Upgrade your forge to unlock advanced crafting techniques and boost production capacity.
Invest in research to discover new weapon designs and exotic resources.
Buy and sell materials in a dynamic market influenced by wars, alliances, and resource scarcity.
Stockpile raw materials, anticipate price fluctuations and kingdom conflicts to secure the best deals.
Manage resources wisely—poor investments or shortages can cost you dearly!
Complete contracts for rival factions and watch your weapons reshape the balance of power.
Accumulate Favor Points to unlock better contracts, political perks, and exclusive forge bonuses.
Establish trade outposts in strategic regions to expand your influence and gather crucial intelligence.
Your economic choices can make a kingdom thrive… or bring about its downfall.
Wars, alliances, and economies shift dynamically, presenting new challenges every playthrough.
Every forged weapon leaves a mark on history. Will you be a peacemaker or a war profiteer?
Magic Forge Tycoon blends intuitive gameplay with deep management mechanics in a living, reactive world. Expand your forge, master the trade, and see how your creations shape the destiny of nations.
Add the game to your wishlist and forge your legacy in fire and steel!

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Korean, Japanese, Portuguese - Brazil, Polish, Russian, Turkish +1 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
For the price, it's not that bad, but it needs a LOT of work if the developers want replayability. If Steam offered a Mixed review, then that's what I'd choose, but I'll sway towards positivity for this review. After having finished a run which took about 7 hours, it definitely ended way earlier than I imagined it would. You only get so much time before the score attack mode completes, which is your only opportunity to try for the best score achievements for which I have no clue what score you need to get for that - I got the 2nd best achievement at just shy of 1.3M points. I could have squeezed out more score had I known for sure that it would count forge upgrades and weapon patterns since I had a ton of money leftover, but I had no clue the game would abruptly end like that even with the warning that you're in the final year. Anyway, on to the review. The game is a mix of the game "Codebreaker" with some economic management elements. The weapon forging parts are entirely a guessing game, but as you craft that specific weapon pattern more, you learn more and more about it so you know where the sweet spots are, just like in Codebreaker. This is fine and all, but my biggest gripe and the one that seriously impacts my view of the game is the fact that the game does little to help you with memory. The only things that gets "saved" are the last configurations you inputted for the 3 phases of forging, and [b][i]sometimes[/i][/b] the inputs you have attempted previously -- for some reason, this isn't always consistent and the game doesn't tell you why, but you can absolutely accidentally use an input you have already given and not realize it. What I would like to see is the game providing you with loadouts, especially since you can put 6 different elements on the weapon pattern which changes where you need to put the sliders that are only "weighted" (the slider with the scale icon), and sometimes a faction will request item with an element that you know is considered awful for that weapon pattern, so if you craft with that in mind, then you will overwrite your last-known configuration even if it was a 10/10 mastercraft result. Another gripe that I have with the game are the guild upgrades. A lot of them are useless purchases, [b]especially[/b] since the stock market for personal crafting supplies doesn't unlock until around the time you get Forge Level 2, but there are like 15 guild upgrades (each with 3 tiers of upgrade I think?) that pertain to the stock market stuff that have an exorbitant and increasing cost that don't do anything that helps you - it doesn't affect market prices or increase how many materials you get passively from faction bonuses, all these upgrades do is affect your storage capacity of them. What good do all these upgrades do me when I hardly ever use the automation line because those upgrades are just as outrageous in gold/guild point cost when I need to make sure I don't go bankrupt also? Sure, the automation line is nice for supplementary income, but the main focus is in the forging and completing contracts. That brings me to my next points: selling to the guild as well as the weapon storage (the slots above selling to the guild) and its associated upgrades is a completely useless system. They have practically zero value to you as the player: anything you craft is crafted for a purpose, and early on in the game, you have no reason to sell to the guild nor hold onto any stock, especially when random market sways are... random! The fact that there are upgrades to increase your completed weapon storage capacity that cost an arm and a leg and require Forge Level 2 and 3... just why? Why would you sell to the guild at a guaranteed net loss when you can just sell it to literally any faction for a guaranteed net gain? They feel like dead systems in the game that were forgotten but left in. In the future, I would like to see some upgrades that have meaningful gameplay effects, something the player feels good about when they buy them. The only upgrades that I found were the most impactful were the production speed upgrades (crafting faster helps me prototype new weapon patterns that a contract wants), the batch production upgrades (for contract fulfillment), and upgrade that automatically acquires sales money (this shouldn't even be a thing, all it does is remove unnecessary clicks). To go back to my first gripe, why not provide upgrades that help the player estimate how much each slider could potentially affect the forging meter? One of the biggest issues I had was understanding why red would overtake purple despite me applying "4 red - 1 purple - 3 purple" -- this should be an equilibrium, but it's not. In fact, if you try this logic for Forge Level 1 weapons, it works out just fine, but for Forge Level 2 and 3 weapons, this stops working once you start approaching the extremes of either purple or red on one of the sliders. This is not intuitive at all, so being able to purchase upgrades to assist with this gives something the player to work towards rather than simply having "money go up, good factions stay alive" on your mind all the time. I could think of 20 more upgrades that would be far more interesting and also engaging then what the game currently has. Then there's the clicker stuff strewn about on your island - the thing that Hearthstone popularized for clicking on stuff, but this game rewards you with 1 coin apiece which is very nice for surviving the earlygame. Why not some upgrades for those, like only needing to hold LMB instead of needing me to use an autoclicker or wearing down my mouse's switches? Instead, the game takes those away as you buy guild upgrades - an upgrade should [b]never[/b] detrimentally affect the player, especially if the player is not notified that it would do so. Why not make it so that the forge upgrades gives you better clicker opportunities, or change it up a little, like needing to drag open a cauldron door to let the molten metal pour out into the mold? Give me something for exploring the game world, throw me a bone. Something I want to throw in here: I really have no clue what the player can do when it comes to faction-faction relationships. If there are two factions that I want to get rid of, the only thing that I know to do is to pray that a faction that I like has tensions with them and that tension state progresses into a war, then I feed the side I want with weapons or feed the side I don't want with tainted weapons (from elixirs). However, I don't know if there is even a method given to the player that allows them to sway the opinion of one faction and what they think about another. I don't know how to break tensions between two factions that I like - the game hints that it's possible, but doesn't explain a potential mechanism for doing so. I really feel like this system could be fleshed out a little bit more and provide the player with more/better feedback for their actions as well as give the player more agency to engage with the faction system. Maybe allow the player to bribe the faction, or lobby against another faction, or pay a faction to send spies to economically harm another faction's resource(s) to raise/lower the prices. All-in-all, I know I had a lot of complaining in this review - like I said earlier, I wish I could leave it as a "Mixed" review, but I'll leave it as positive because at least the game was interesting enough for me to play it to completion, and all I spent was $10. I've experienced far worse at far worse prices and time investment. Plus, all of the complaints I ranted about are easy to implement, but it's up to the developers if they want to implement them.
ok
刚开始玩挺上头的,玩法简单,需要自己的一点小构思。不断提高装备的评分会有点小成就感,算是这游戏的一个爽点。不过每日游戏时间差不多一小时就开始腻,适合时间零碎玩家游玩
Soy consciente que el listón está muy bajo en el género. No el Tycoon como tal, sino ese nicho pequeño de juegos en los que gestionas una tienda de fantasía medieval. Swords & Potions comenzó algo muy grande y nadie ha sabido estar a la altura. Pero puedo decir que en este caso, las mecánicas de este Magic Shop me han sorprendido muy mucho. Es de lo mejor trabajado y divertido que te vas a encontrar por Steam. El sistema de política es increíble aunque hecho en falta más profundidad y otros tipos de juego para darle más diversidad al loop jugable. Si el juego te incentiva a repetir la misma Run para puntuar mas alto y probar diferentes formas de juego, quiero que también me den alternativas para alterar artificialmente esa run. Gimmicks que cambien la dirección de la partida desde el comienzo o avanzando cada año. Por lo demás, mis dieces. Me falta una sola run para conseguir el platino, y ahí quedará esperando por actualizaciones
Really an amazing game! Had so much fun finding the right recipes for weapons, trading them and doing low key diplomacy 😁 Highly recommend!
Kinda slow, kinda boring, kinda get constantly interrupted by info about tensions and wars. Yawn.
A charming management sim where crafting magical gear feels rewarding. Progression is smooth, upgrades are satisfying, and the cozy fantasy vibe works well, though pacing can feel a bit slow at times.
I'm not very familiar with this type of game, but I really enjoyed my time with it! Short and sweet
Good tycoon game. A little harder than most to learn but once you do get the hints into the game which takes a few runs to do it is an easy game and pretty much turns into a management sim instead of a you go and pick a city to support thing. The city support thing I never really got what it means though I am sure it is due to my only complete being of supporting only people not at war and not people who are at war. It takes around 1 to 3 hours per run to go from start to finish at 15 in game years. You can continue after 15 years if you want to as I do not see why there is a leaderboard just yout score is taken at 15 years or if you go bankrupt before that. The point system makes little sense to me so not comment on it. The warehouses are useful though it never gives any kind of hint which you will actually use. It is an easy game and I guess that is why it is tagged "Casual". The Exlicer part I never really got into so no comment on that either. Over all a good game with lots of replayablity to it too.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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