
The world’s most irreverent co-op action adventure returns! In the next chapter of Magicka, players ascend from the ruins of Aldrheim to experience a Midgård almost wiped free of Wizards after the Wizard Wars, with the few that do remain having either gone mad or extremely hostile toward all others
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Aug 14 → 2.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 851 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Its cool but not as cool as the first one, they really needa remaster the first one, its the best!
After reviewing the privacy policy, I am disappointed. The amount of information collected/required in order to play a video game is absurd, and I am saddened to have to refund this game because of it. It seemed like it would be fun to play with my friend, but after seeing that I had to make an account in order to play online, I promptly refused and had to refund the game. In my opinion. Steam should not allow such games that require an external account. Games on Steam should be available through Steam, your Steam account, and nothing else.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian
Hours played at review time, across 856 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its like they sold the IP to a completely new set of devs to make a console version of Magicka 1. They took away many of the things that Magicka 1 fun but also nigh impossible to play with a controller (like the vast number of spell variations). While they were at it, they took away the vast majority of interesting/quirky weapons/staffs. But worst of all, gone is the humor. I frequently got a good chuckle out of everything from the Monty Python references to how the in-game language translated. This has none of that. Even once I got past the fact that its not Magicka 1, its just not really fun. The game seems to be basically: Figure out what element the opponent is using, then cast that shield spell on yourself. Then figure out what the opponent's elemental weakness is, then use that on your sword. Kill them. If you're running low on health, its faster to die and resurrect yourself than to bother healing. Rinse, repeat.
Charming just like the original Magicka 1, while still adding new things and quality of life features. Its in a much better state than Magicka 1 currently is in, if you want the true magicka experience this is a better beginner game to start with, then moving onto a community patched version of the original game.
Dev team are amazing! Submitted a ticket for a broken backend issue regarding account linking. Aside from that, game is as fun as it used to be! Want to be an Invoker in another game with friendly-fire? This is it!
Paradox botched this previously great series badly.
We started the dunka dunka redan. Remember the secret wordur is BANARNER!!
Плохие шутки, плохой сюжет, плохая магика. Если в первой части мы должны победить злодеев и всё, то в этой решили сделать так, что вроде как мы плохиши, а вроде как и нет. В первой части мы должны были одолеть мужика в жёлтом, а в этой подростка с големами. Так ещё и в конце пинать мячи с балкона, как Роналду, с криками ГООООЛ! Сюжет не самая сильная сторона Магики безусловно. Но рофлов и крутизны по сравнению с первой частью тут намного меньше, и само впечатление после игры очень тухлое. Будто игру делали вообще не понимая приколов прошлой части. К сожалению, судя по отзывам, с первой частью игры сейчас тоже всё не гладко. Поэтому для ознакомления с SHADOW WIZZARD MONEY GANG под пивом и друзьяшками на вечерок эта игрулина кому-то пойдёт. Жаль, что игра не оправдала ожиданий
Magicka 2 continues the series’ focus on chaotic spellcasting and cooperative play. The core mechanics revolve around combining elemental inputs to create custom spells, and this system remains both deep and unpredictable. The game expects players to experiment, and as a result, no two encounters feel identical. Combat is fast and often unforgiving. Mastery requires remembering elemental combinations under pressure while dodging enemy attacks. Friendly fire is always on, which can lead to accidental disasters. This mechanic may frustrate some players but also creates memorable moments when coordination works or collapses spectacularly. The campaign offers a mix of linear levels and varied environments. Each stage introduces new enemy types, hazards, and small puzzles to solve using magic. While the story is relatively light, its humor fits the tone. Dialogue and visual jokes target fantasy tropes, keeping the experience playful rather than serious. Co-op is the strongest part of the game. Local and online modes let teams coordinate spells or sabotage each other unintentionally. The difficulty curve feels tuned for groups, and playing solo can be noticeably tougher. Communication improves survival dramatically, as synchronized strategies make a difference in later encounters. Progression is customization-focused. Robes, staffs, and artifacts modify spell effects and passive bonuses. These options encourage experimentation and replay value. Different loadouts can shift your role from offense to support or crowd control, depending on the situation. Visually, the game uses a clean art style with vibrant spell effects. Sound cues for different elements provide clarity during chaotic fights, helping players track what is happening. Performance is stable, and load times are short on modern hardware. Overall, Magicka 2 succeeds when players embrace its playful chaos. It rewards skill and experimentation but can punish disorganization. It is best enjoyed with friends who are willing to learn the system and laugh through the inevitable magical accidents.
Requires a paradox account to access multiplayer. The magic system seems fun but it's too fiddly to properly get a hang of
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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