
Welcome to Magic Research 2, an incremental RPG from the creator of Magic Research. Learn countless spells, face powerful foes, and command a team of Wizards who can cast spells for you as you journey to find or create the Philosopher's Stone.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99 | 616reviews | 93% | — | $147.5K |
| $4.49 | 969ratings | 95% | #37 | $285.5K |
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 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Broadly speaking, I've noticed a split in incremental games in the last few years, between "traditional" idle games, like Cookie Clicker, and the more modern "run-based" approach, where you do a thing, and then buy upgrades to get better at the thing, and then repeat. I think it's reasonable to say that everybody likes watching number go up, so why are traditional idle games falling off while the run-based sub-genre is exploding? My take is: it's a matter of goals. Intrinsic vs. extrinsic motivation. Something achievable. Something unlockable. Feeling of progress. Something to aim for. Direction. You see this kind of talk all over incremental game discussions. Most often in what someone found lacking; in why a game wasn't for them. These are abundant in run-based games -- every shopping trip is an upgrade or two, every boss is a new gear or weapon or system unlock, and the next goal is right there in front of you, go out and do a run [i]but better[/i]. While in traditional incrementals, often the only time the question is asked of the player is in the form of: Do you want to prestige after building 1,000 cats, or 10,000 cats? I bring all this up, because not once in my almost 150 hours of playing Magic Research 2 did I ever feel aimless, listless, directionless, or lost. And that made it, for me, one of the best incremental game experiences I think I've ever enjoyed. There is always something to do, something to unlock, a new system being unfurled, a new boss being summitted, a new rule you're allowed to break, or a combo you're allowed to indulge in. The number of overlapping systems is vast, allowing absolutely broken builds...and the game just rolls with it, grinning as it hands you your victory, unveiling some new challenge, and inviting you to try something new on your next run. And that's just it. Despite being multiple hours each, despite being a traditional idle game in all kinds of ways, that's what it felt like to me -- a run. The learned principles of the modern run-based incremental games, applied to the mechanics of the traditional idler. It's a genius bit of game design, and it's executed on so, so cleverly. I cannot say the game is without flaws. Definitely, the interface could use some help, and the writing is...present. But if you are a fan of crafting builds, managing systems, and unlocking things...or if you're just a second-monitor gamer, I can't possibly recommend Magic Research 2 enough.
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Languages: English
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ファイルをロードすることにより日本語化可能です。 https://github.com/umed0025/magic-research-2-translations/blob/main/ja/translations.json のファイルをローカルに保存 option -> language -> load traslation file 再起動
It's okay. I thought it was compelling in the really early game, when the focus was on all the interlocking idle mechanics, but progression quickly starts to focus on fighting bosses and I found that to be incredibly tedious. Most of the bosses are incredibly difficult and require a lot of trial-and-error to find the specific build combination that can beat it. Idle mechanics take a backseat to switching out gear and spells, and even when I had maxed out every single building I could make with my current caps (in other words, maxed out my incremental/idle progression) I still struggled heavily. When you factor in the prestige system and a huge list of bosses, it gets very tedious very quickly. You have to go through 5 different menus to assemble the right build, then do more trial and error for the next boss, and repeat until you get stuck. Then you have to prestige and do the exact same micromanaging for the exact same bosses to maybe get 2-3 bosses further in. The idle systems are interesting and might be quite fun if engaging with them mattered all that much, but the game ends up feeling very active, surprising difficult, and ultimately rather grueling.
One of the best idle game i've played
At first I was on the fence due to the text heavy nature of the game, this is a prime example of why more games should offer free Demos. Once I was 1-2h into it, I decided "well, I got hooked" and bought it. 100h and 100% achievements later it's safe to say that I regret nothing. Also, as a big plus, your save state from the Demo carries over!
Most of the negative reviews here are already hitting the nail on the head. Great game concept, incredibly enjoyable first couple of hours, but becomes very tedious very fast. I can't speak to the endgame content, because the game becomes too frustrating for me to reach it, but simply UX and QoL improvements could bring this game from a 5/10 to a classic of the genre. In the current state of the game however, I can not recommend a game I can't be arsed to finish.
[h1] Абсолютно великолепная стратегия с глубочайшими механиками и глубоко взаимодействующими системами [/h1] Данная игра - буквально одна из лучших стратегий, в которую я играл. Пускай визуально она довольно простая, но внутри - просто тонна интерейсных механик, которые активно между собой взаимодействуют и вознаграждают игрока за адаптивность и находчивость на протяжении всех 50-80 часов игры (в зависимости от того, хотите ли вы идти на истинную концовку), что не было замечено в играх уже очень давно. Получив развитие со времён своей первой части, буквально каждая игровая система - это возможность для игрока выстроить вокруг неё билд и успешно им пользоватся. Если вы ценитель действительно глубоких игровых систем, в рамках которых игре НЕ ♥♥♥♥♥ на то как вы билдитесь, и вы не обязаны выкидывать всё снаряжение на помойку с новым уровнем - добро пожаловать в игру, в которой буквально любой кусок лута из начала игры будет полезен даже в глубоком лейте, если знать - зачем. Я крайне приятно удивлён тем, что оказывается одного разработчика вполне достаточно, чтобы втянуть тысячи игроков на 100+ часов в игру-текстовый редактор, и желаю всем попробовать данное чудо за 3 доллара. 10 из 10 на кончиках пальцев
求求你出个3吧
I feel bad that I never reviewed this before. Magic Research 2 is, without any doubt, one of the best clicker/idle games of all time. Absolutely sublime.
Tons of interesting mechanics and interplay. Very in depth. Very satisfying to figure out the puzzles of how to proceed effectively.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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