
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.
Modeled estimate, not a reported figure. How we estimate →
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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
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
不好玩,羁绊和装备系统枯燥乏味,难度曲线不合理
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
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。
不好玩的话,头给你
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
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. :/
真的很好玩,好玩不火,作者加油!
可以
good
我的游戏纪录被格式化了= =。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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