
"Magicraft" is a Roguelike game that uses a variety of spells to match unimaginable spell effects, and the construction of ultra-high degrees of freedom cannot even be exhausted by developers.
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About
The legend! The one who pulls out the staff will be the brave one who saves the world!
Magicraft is a magic action roguelike game. The game takes the world invaded by ancient gods as the core, creating an aerial magical fantasy world. The player will be a brave man who strays into this world and pulls out the legendary staff, Crusades against monsters, combines unique spells, defeats the ancient gods, and saves the world invaded by the ancient gods!
Wonderful combination of magic world and action roguelike with dark spoof style!
“Magic: An Otherworldly Life from the Toilet?
Setting foot on an otherworldly continent where powerful magical creatures dwell, you'll progress from novice mage to master, traveling through dense forests, purgatory, or gaps in time and space, and across five chapters to battle the Demon Lord.
Evil and magical creatures will put obstacles in the way of your journey, so please save the increasingly corrupt world from the hands of the ancient gods!
Weave your own magic with hundreds of powerful spells!
The battle with the Demon King requires every effort to utilize your imagination and wisdom, you can reasonably combine a total of one hundred kinds of wonderful spells, colliding with unexpected amazing effects and gorgeous magic, summoner, elemental mage, melee mage? Even the producer can not think of your way through!

Rich roguelike elements, enjoyable combat experience!
100 unique attribute staffs, 80 kinds of powerful relics that can bring various kinds of benefits and change the appearance of the character, 9 initial character sets, and even blacksmith forges and stores to strengthen, each game is a randomized and exclusive new experience!
The deeper you go into the enemy's belly, the more you grow, and the more powerful spells you can use to bring fatal blows to the demons, making the battle full of infinite possibilities!
Interesting bonus levels, challenging mini-games to get props!
In addition to intense and exciting battles, the game also sets up a variety of interesting decryption levels, wizards can rely on their own power and wisdom, solve the puzzles in the map, access to new relics and spells!
Battle monsters by solving puzzles and gain the courage to be able to face monsters head on!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese, German, Russian, Korean, Italian, Turkish, Czech, Polish, Swedish +3 more
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
Hours played at review time, across 85 reviews with recorded playtime.
Reviews
Themes across 85 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
Rating: ⭐⭐⭐⭐⭐ (9/10) – Creative, fast-paced, and packed with endless spell-crafting possibilities. Magicraft is a surprisingly addictive roguelike that lets you create endless spell combinations and completely break the game in the best way possible. The build variety is huge, combat feels satisfying, and every run offers something new. It can get chaotic, but that's part of the fun. *waiting for Magicraft 2 LOL
Magicraft combines elements of multiple other entries in the roguelike genre: Noita, Binding of Isaac, and Hades primarily. While this sounds fantastic on paper, it unfortunately ends up being an inferior version of all of its influences. Let me explain. The biggest borrowed mechanic is the wand-tinkering from Noita. A lot of familiar elements are here - cast delay (how long between each fired shot), recharge time (delay after casting all spells in the wand), spell modifiers, and more. In Noita, this system is well-calibrated to reward players who spend the time to understand how the system works. On earlier levels in Noita, you get low-powered spells, but even these weak spells can be quite strong if you find a wand with the right stats and understand how to tinker with it effectively. In Magicraft, by contrast, the spell balancing is all over the place; on my very first run, I got a spell in one of the early rooms that carried me all the way to the act 3 boss using only my basic starter wand. Yeah, you can still create some crazy combos, but it's less satisfying due to the careless balancing and simplified wand mechanics. In terms of gameplay feel, the strongest similarity is with Binding of Isaac. The combat feels very BoI-esque, and there are other borrowed mechanics like keys-as-a-resource, a post-boss room similar to the "Devil Room" in BoI where you can trade max HP for perks, etc. Here again, though, Magicraft falls short, specifically with the theming. In BoI, the enemies and rooms feel uniquely crafted to fit the theme. Enemies are gruesome and satisfying, often twisted versions of the baby-protagonist Isaac himself; in Magicraft, you're mostly fighting slimes, skulls, snakes, etc; generic, in a word. In BoI, the shop is themed like an arcade with plunky chiptune music, and a (very dead) shopkeeper; in Magicraft, the shop is just a bunch of tables on a carpeted floor with some target dummies in the corner. In BoI, the centerpiece of the Devil Room is a sleeping statue of Beelzebub with creepy background music; in Magicraft, it's a mostly-empty room with a few pedestals on top of a pentagram pattern on the floor. I could go on, but this pattern repeats itself throughout the game. The Hades influence comes primarily via the map navigation, where after completing a room, the player is (sometimes) given a choice between the two next rooms, with no backtracking like in BoI; and also via the upgrade mechanism in between runs, where you acquire different types of currency within a run that can be spent to upgrade a small pool of "Talents" and unlock new Talents (a la the Mirror of Night in Zagreus's chamber in Hades). Given the keys-as-a-resource mechanic, I feel that a BoI map would have actually worked better; there were a few times I found myself obtaining a key right after the room where I really needed it, which is a frustrating experience. But my bigger issue here is the meta-upgrades: in Hades, each upgrade felt immediately impactful; by the time you gained access to the more... esoteric upgrades (increasing the chance of higher-tier boons, e.g.), you have enough of an understanding of the game mechanics to know why that's helpful. in Magicraft, by contrast, some of the starting upgrades are only marginally useful to a new player (such as increased inventory size). Theming is a problem here too - in Hades, the mirror as an object is imposing and a bit mysterious, and the upgrades all have cool, thematically-appropriate names (Shadow Presence, Boiling Blood, Ruthless Reflex, etc). In Magicraft, the upgrades are just... what they say on the tin: "Wand Slots", "HP Boost", etc. That last point also raises another issue with this game - the text/dialogue. It's likely translated from Chinese, and it shows in awkward word choices ("Talents" as opposed to "Skills", "Abilities", etc) and clunky dialog. This actually impacts gameplay as well in some cases; for example, two of the Talents are "Healing Upon Entry" and "HP Room", and I have no idea what the distinction between these is (there are no tooltips). To get to my biggest issue with the game, though - it just doesn't _feel_ good. In each of the other games I mentioned, the movement is refined; your attacks feel punchy and it's satisfying when you land a big hit; the UI is nicely-themed, both visually and in terms of the sound design; and when you have a big moment, such as defeating a boss or entering a new location, it feels like there's an appropriate sense of weightiness to the occasion. In Magicraft, the movement is very simple and doesn't feel good; your attacks just enter an enemy's hitbox and apply damage (or vice versa); the UI and overall visual style feels quite generic; and big moments just don't really land all that strongly. There were a few times where I was fighting a boss and was surprised when the rewards popped up because I didn't even realize that I had just won the battle. It all just feels... kind of 'meh'. So if you've already played the games I mentioned above and want a game that tries to combine the best parts of them, you should consider picking up Magicraft, but don't expect it to reach anywhere near the heights of any of those games. And if you haven't already played one or more of those games, go get them instead, because each of them is far superior to Magicraft.
If you liked Noita you will probably like this game. Loads of options for builds
There are too many anti-build design decisions and lack of specific synergies, it feels like there is no control over progression and its overly reliant on luck. The game needs more variety across the board: common enemies, bosses, wands, relics, and spells. The maps need more rooms between bosses, and certain relics should just be the default way the game is played.
I liked it a lot more than I thought I would. Fun gameplay loop, and the potential for crazy broken builds. Recommendation: increase the transparency of your spells so you can actually see incoming enemy attacks.
这游戏还行,但是处处有问题。比如说显示怪物血量的遗物,视距更远的遗物,让人物脖子伸得老长,我不清楚你们制作组玩过吗???太影响人物位置判断,副作用比正作用都打,简直是这个游戏里诅咒的祖宗,恶心的一批,副作用比诅咒还牛逼。 最后那那几关,那几个怪都是紫的,地图也是个紫红色,我把自己魔法特效都调低了,怪有的子弹也是紫红色,你看得清吗???我请问?要不是拿了个减25%伤害的遗物,谁见着了,真的是牛,总之这游戏还需要优化,而且我不太懂,出那么多皮肤干什么?有这空那空,不如上线玩几把游戏,自己好好体验体验,好好弄个新地图,改优化的优化,中规中矩吧,这游戏。要不是noita玩不懂。继续吧,这游戏还有很大成长空间。
I recently got this game on a sale and im really enjoying how fun an addicting this game is just from the 7 hours i played i definetly recommend these game if you like to create builds
Its a typical bullet hell with some variety... You end up just using 1 spam weapon and 3 auto weapons. Only finished hard mode (easy, medium, hard and ultimate) and there's at least another 10/15 hour of griding to unlock the rest of the upgrades i reckon. If it receives bind of issac treatmeant with multiple paths it'll be good. until then, don't expect anything amazing. 7/10 Worth the price tag
Love this game since Demo version. But I got like 30 music copyright claims streaming this game. Please, make your own music before release a game to the rest of the world, a simple beat without copyright claim is very cheap, even I have some for streaming. Or atleast streamer-mode, maybe? Thank you!
1,建议开个创意工坊 2.加几个快捷键,快捷使用不同的法杖
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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