Compara los precios de The Masked Mage en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por ERMedia. Publicado por Plug In Digital. Lanzado el 13/10/2018. Disponible en PC, Linux. Géneros: Adventure, Indie.

Pixel-art atmosphere and a fairy companion carry this boss-free 2D wanderer, but thin world design means you need to come in hungry for mood, not mechanics.

I want to love small, quietly ambitious projects like this one, and The Masked Mage has the bones of something genuinely tender. You play as a last-of-his-kind magician searching for the source of a world gone magicless, and a fairy named Rose attaches herself to you early on, forming a companionship that gives the story its only real warmth. That setup, a lone figure crossing ominous mountains, old temples, and ancient forests in search of something intangible, is exactly the kind of premise I find myself rooting for. The pixel art is where ERMedia's craft shows most honestly. The parallax environments layer beautifully, the animations carry a handmade weight, and the backdrops shift in tone as you move from forested lowlands into darker, more cavernous spaces. The soundtrack sits mostly in the background as it should, adjusting tension when the atmosphere calls for it without ever overselling the moment. Neither element is groundbreaking, but both are clearly intentional, and that intentionality counts for something in a one-person production. Here is where honesty earns its keep though. The metroidvania label attached to this game sets expectations that the design does not meet. There are no boss encounters, no gating abilities that recontextualize earlier spaces, and no map system worth the name. Players in the Steam community have specifically called out the map as a weak point, and they are right. The world is open, but openness without signposting or rewarding discovery becomes aimless wandering. Collectibles exist (artifacts, pixie dust, memories scattered through the world) but they do not feed back into the experience with enough weight to pull you forward. Enemies are present but trivially dispatched in a single hit, so the combat loop is essentially decorative. The developer is transparent about this, framing the game as closer to a 2D walking simulator than a traditional action-platformer. That honesty is appreciated, but the walking-simulator classification still demands that the world itself be rich enough to carry the pace, and here the spaces feel thinner than the art style promises. There are also some technical rough edges. Controller compatibility has caveats baked right into the developer's own notes, with certain gamepads simply not functioning due to engine limitations. Bugs around zone transitions were reported post-launch and patched over multiple updates through 2020, so the worst of it appears addressed, but the game remains a small production with small-production tolerances. Who is this actually for? Players who genuinely want a quiet, pressure-free pixel world to drift through for a few hours, who do not need a challenge and respond to atmosphere the way some people respond to ambient music. If you have ever finished a lo-fi RPG Maker game and appreciated it more for the mood than the systems, this is in that neighborhood. If you approach it as a metroidvania, you will likely feel shortchanged. Approach it as an illustrated mood piece with light platforming, and its quieter merits become visible. Kai, Scout Team

The Masked Mage

The Masked Mage

13 oct 2018ERMediaPlug In Digital
GamerScout opina

Pixel-art atmosphere and a fairy companion carry this boss-free 2D wanderer, but thin world design means you need to come in hungry for mood, not mechanics.

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I want to love small, quietly ambitious projects like this one, and The Masked Mage has the bones of something genuinely tender. You play as a last-of-his-kind magician searching for the source of a world gone magicless, and a fairy named Rose attaches herself to you early on, forming a companionship that gives the story its only real warmth. That setup, a lone figure crossing ominous mountains, old temples, and ancient forests in search of something intangible, is exactly the kind of premise I find myself rooting for. The pixel art is where ERMedia's craft shows most honestly. The parallax environments layer beautifully, the animations carry a handmade weight, and the backdrops shift in tone as you move from forested lowlands into darker, more cavernous spaces. The soundtrack sits mostly in the background as it should, adjusting tension when the atmosphere calls for it without ever overselling the moment. Neither element is groundbreaking, but both are clearly intentional, and that intentionality counts for something in a one-person production. Here is where honesty earns its keep though. The metroidvania label attached to this game sets expectations that the design does not meet. There are no boss encounters, no gating abilities that recontextualize earlier spaces, and no map system worth the name. Players in the Steam community have specifically called out the map as a weak point, and they are right. The world is open, but openness without signposting or rewarding discovery becomes aimless wandering. Collectibles exist (artifacts, pixie dust, memories scattered through the world) but they do not feed back into the experience with enough weight to pull you forward. Enemies are present but trivially dispatched in a single hit, so the combat loop is essentially decorative. The developer is transparent about this, framing the game as closer to a 2D walking simulator than a traditional action-platformer. That honesty is appreciated, but the walking-simulator classification still demands that the world itself be rich enough to carry the pace, and here the spaces feel thinner than the art style promises. There are also some technical rough edges. Controller compatibility has caveats baked right into the developer's own notes, with certain gamepads simply not functioning due to engine limitations. Bugs around zone transitions were reported post-launch and patched over multiple updates through 2020, so the worst of it appears addressed, but the game remains a small production with small-production tolerances. Who is this actually for? Players who genuinely want a quiet, pressure-free pixel world to drift through for a few hours, who do not need a challenge and respond to atmosphere the way some people respond to ambient music. If you have ever finished a lo-fi RPG Maker game and appreciated it more for the mood than the systems, this is in that neighborhood. If you approach it as a metroidvania, you will likely feel shortchanged. Approach it as an illustrated mood piece with light platforming, and its quieter merits become visible.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayercontroller-supporttier:sub-5Walking SimulatorPixel Art AtmosphereBoss-FreeFairy CompanionMood-First DesignLow CombatExploration-FocusedShort Playthrough

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
512 MB RAM
Storage
250 MB available space
Processor
1GHz

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Información del juego

Desarrolladora
ERMedia
Distribuidora
Plug In Digital
Fecha de lanzamiento
13 oct 2018

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¿En qué plataformas está disponible The Masked Mage?

The Masked Mage está disponible en PC, Linux.

¿Cuándo se lanzó The Masked Mage?

The Masked Mage se lanzó el 13 de octubre de 2018.

¿Quién desarrolló The Masked Mage?

The Masked Mage fue desarrollado por ERMedia y publicado por Plug In Digital.