
Magic Encyclopedia: Moon Light
A gentle globe-trotting hidden-object adventure with storybook art and zero time pressure - comfort food for HOG fans, thin gruel for anyone craving narrative depth.
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Screenshots & Media

About Magic Encyclopedia: Moon Light
I have a soft spot for the kind of casual hidden-object game that asks nothing more from you than a quiet evening and a willingness to squint at hand-painted scenery. Magic Encyclopedia: Moon Light is exactly that kind of game, and after sitting with it a while I have complicated feelings about how good it almost is. The core loop is a step removed from standard HOG fare. Rather than hunting named items off a list, you collect scattered fragments of objects - a key split into five pieces, a statue broken across three corners of a scene - and assemble them in a repair panel along the bottom of the screen. Completed items graduate to a Wolf inventory panel on the right side, where they wait to be applied to highlighted hotspots in the environment. It is a small mechanical wrinkle, but it genuinely changes the texture of the searching. Abstract shapes are harder to spot than "clock" or "lantern", so your eyes learn to sweep differently. Across 32 levels and roughly 1,900 objects spread over locations that range from a Mayan temple to a Russian cottage to a South Pacific pearl diver's hut, that slow-burn scanning rhythm becomes its own kind of meditative pleasure. The 18 mini-games tucked between scenes are the other variable. Sliding tile puzzles and matching games show up as expected, but some surprises land well - elemental grid puzzles and liquid-measuring challenges that actually require a moment of thought before the skip button charges. The skip option is there, no penalty, which is the right call for a game aimed squarely at casual players. The crystal-ball hint system recharges on a short timer and covers object locations but deliberately leaves gem hunting unsupported, which creates the one genuinely tense secondary objective: collecting all the gems to power the professor's amulet, with no hand-holding at all. Where the game shows its age is in the story and the options menu. The narrative is functional at best - Katrina and her brother chasing a werewolf-cursed professor across four continents is a serviceable frame, not a story you will think about afterward. The settings are sparse: volume sliders, custom cursor, full screen. No widescreen toggle that actually works cleanly, no achievements, no trading cards (something the Steam community has specifically noted). Object positions are fixed across playthroughs, so replay value is basically zero. And while the hand-drawn backgrounds have genuine warmth - that storybook-illustration quality that the first Magic Encyclopedia established as the series' signature - they do not quite reach the richness that genre rivals from the same era managed. Who is this for? Honestly, for the person who wants a low-stakes, no-clock, drop-in-drop-out experience with art that is pleasant to look at and puzzles that will not humiliate you. It is a decent afternoon of comfort gaming. It is not a showcase for the genre and it does not pretend to be. The pacing is patient, the mood is warm, the soundtrack stays out of its own way. Sometimes that is the whole ask. Kai, Scout Team
Tags
Steam Deck & Linux
Runs great on Linux after minor tweaks. Based on 4 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows XP or later
- Memory
- 256 MB RAM
- DirectX
- Version 9.0
- Storage
- 210 MB available space
- Graphics
- 256 MB 3D video card
- Processor
- 800 MHz
Recommended
- OS
- Windows 7 or later
- Memory
- 500 MB RAM
- DirectX
- Version 9.0
- Storage
- 210 MB available space
- Graphics
- 512 MB 3D video card
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Game Info
- Developer
- Vendel Games
- Publisher
- Alawar Casual
- Release Date
- May 13, 2019