
Craft magical weapons. Uncover synergies. Unleash your creativity. A top-down weapon-building roguelite dungeon crawler. Jump into the Magic Well, gather powerful scrolls, build your magical weapon and fight unique ink monsters your way!
Modeled estimate, not a reported figure. How we estimate →
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About
Jump into the Magic Well to enter the world of books. Traverse procedurally generated arcane dungeons, fight unique ink monsters and become a powerful wizard who gathered all the wisdom.

Combine magical scrolls and spells found in the books to craft a customizable magic gun as you descend deeper into the well. Create a single, devastating projectile unleashing immense destruction in a single strike or trigger a chain of projectiles one after another. Experiment with builds to reach mastery.

With each run, unlock new items, spells and dungeon rooms that permanently expand future playthroughs. Level up your wizard and adapt your builds to face new challenges.
Every run is a unique experience. Unlock new scrolls, discover powerful spell combinations and synergies and create builds that best suit your playstyle.
Create a custom magic gun using powerful spell combinations
Procedurally generated levels ensure no two runs are the same
Fight ink monsters and challenging bosses
Unlock dozens of scrolls and magical items
Easy-to-learn combat system
Hi! We're Adrian and Krzysztof, two friends creating this game. We've put a lot of love and determination into making our dream come true with our very first title - Wish Me Well.
Please keep in mind that we're very small studio at the beginning of game-creating journey and while we've done our best to give you the best possible experience it may have its flaws.
Thank you for giving us and our game a try and have fun playing it!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, Polish**languages with full audio support
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
Need more time to cook. Way too RNG reliant to get anything going and way to unforgiving in tiny rooms and bullet hell. You have 6-8 hits and it's over and few chances to get health back. It's very punishing without giving to you enough tools to deal with it. Won't refund but will come back and see in a few months if anything has been updated.
Cool game and very much like Magiccraft... but missing some QoL things. Some suggestions: 1. Let us adjust the opacity/transparency of our projectiles/magic. Or maybe add an option to outline enemy or their projectiles. I got hit many times because I couldn't see what is on the screen because my own magic fills most of the screen lol But no seriously I can't see what needs to be dodged, especially the jumping enemies in the last stage. 2. The magic spells should show us how many adjustment slots it has, such as some magic has 3 slots, while some has 4 or 5. This is a key mechanic of the game and should be displayed, not having us pick up things and test. 3. Encountered a bug when I press the "confirm (A)" button on the controller to interact with the inventory, the selected spell isn't highlighted, making me think that I didn't highlight it... but I can still swap and change things. So the spells are selected, but they are not highlighted. 4. The "synergies" are not explained? Or that I've picked up some spells that says "new synergy" or something in the corner, but then I don't know what interacts with it? Some spells are shown with a white arrow or green arrow, but even that is very vague. Why not just show us? 5. The spells effected by the green effects should show the updated info... or maybe you can show the original value and the updated value. Not sure how the devs can do it cleanly, but it'd be nice to see what the new effects are. 6. The test dummies should show max dps as well as max dmg per hit. Right now it only shows current dps, which we can't even see when there are lingering projectiles. 7. Generally, it seems we need more slots on the spells to do crazier combos, like, just having three slots on the rocket is understandable since it's stronger, but even the weaker scatter shot also having three slots is pretty weak at later levels. 8. Maybe more terrain difference, room changes depending on the map? Moving to differetn areas pretty much feels the same and plays the same. 9. Having only one upgrade level for each spell seems restricting. Sometimes we got lucky and can get 3 +level spells of the same type together, but we can't upgrade further. The idea is to get more slots, but some spells are just better. 10. Performance can be pretty bad when pushed slightly. Also need a way to clear projectiles from the current room when ended so that performance would tank less. This game has potential and the system seems interesting. So far, it's a bit too much like Magiccraft and I wish it has better/different mechanics. Still fun tho, but definitely can be better in many ways.
nice game. I have a lot of fun and waiting for the cotent one main suggestion: If you reroll an +Item it should become an +item like before
I would really like this game, but the difficulty for me is just too high. I am not very good at these types of games where there are so many projectiles coming at you that you can't avoid them. Having 2 to 4 of those guys that shoot 5 balls at a time showing up all the time just makes this game impossible for me to play, especially with only 3 lives. I really like the idea and the combos - what little I can get - are really cool, but this game was not made for someone like me in mind. If you're good at dodging 10-15 projectiles, then this is a good game for you. Update 6/12/26: After the last 2 updates, I can now get to the boss about every 3 out of 5 runs. I have played games for decades, and I admit I'm not good at dodging things, but this one is really hard for me. I also don't have the reflexes I used to have. Still can't recommend. When they add an option to not be so many projectiles coming at you, maybe I'll recommend then.
I bought this hoping it would be similar to Magicraft... it is and it isnt. Maybe there are more spell options and modifiers you get later in the game, but the initial options that you get each and every time are extremely limited. Elemental effects do not graphically change anything. The Modifiers are extremely limited. The Triggers are not practical, at least not for the projectile type you get to choose from... Which in the initial game is 1 or if you are very lucky 2 different projectile types... The Bosses are fine if not overly chunky.
アーリーアクセス開始時点で実装されているボス3体を倒した時点でのレビュー。 呪文を組み合わせて作った魔法で戦うローグライト。 Magicraftによく似ているが、アーリーアクセスの現状ではコンテンツ不足は否めない。 コアのシステムは間違いなく面白いので、コンテンツが充実すれば非常に面白くなると思います。 今後のアップデートと正式版のリリースを楽しみにしています。
its a fun little roguelite. It is a bit lacking in spell variety but the combo sytem makes it worthwhile. One note, if you are playing on controller the LB button will open your inventory when using the Hand of Greed. So if you RB to scroll right you wont be able to scroll left.
Cool game, i like the concept with building your own weapon, but it's kinda annoying that if you take damage you'll need luck to get healed. The attacks also feel nice and impactful especially the rocket, kaboom... On the other hand the sound design is nice, I liked it.
Macht Laune
Noita meets Enter the Gungeon.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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