Compare Magicraft prices across 50+ stores and find the best deal. Developed by Wave Games. Published by bilibili. Released on 11/1/2024. Available on PC. Genres: Action, Adventure, Indie, RPG.

If you've ever wanted to wire a projectile chain so broken it makes the developer doubt their own code, Magicraft is the roguelike that hands you the soldering iron and steps back.

I went in expecting another top-down roguelite with a thin gimmick and came out three hours later having just watched a swarm of butterfly projectiles trigger a chain of secondary explosions that cleared a room before I could blink. That first accidental chain reaction is Magicraft's handshake, and it's a firm one. This is a twin-stick action roguelite built around a modular wand system that asks you to slot spells and modifiers into left-to-right sequences, letting each effect cascade into the next like a logic circuit you designed yourself. That system, quiet as it looks on paper, produces emergent chaos that very few games in the genre can match right now. The core loop runs across five chapters of procedurally arranged rooms, with combat encounters, optional puzzle rooms, shops, and blacksmith forges filling out each run. You carry multiple wands simultaneously and switch between them mid-fight, so a dedicated summon wand can flood the arena with friendly units while a second wand charges a slow, high-mana nuke. The nine starting character sets each nudge you toward different playstyles, and the 80-plus relics layer on top, bending rules in ways that compound fast. A relic granting automatic spellcasting on one wand while another relic boosts mana regeneration globally can quietly redefine your entire approach mid-run. The final chapter shifts into something closer to a boss rush, and the step-up in pressure there is deliberate and satisfying, pushing you to actually commit to a coherent build rather than coast on whatever the first four chapters handed you. The wand-building has depth that rewards patience. Spells fire left to right and their effects inherit whatever modifiers sit to their left, so positioning is everything. A ricochet modifier placed before a multi-cast dramatically changes what you're outputting versus those same two slots in reverse. Community players have charted poison stacking, mana-cranking infinite-cast setups, and screen-clearing "Wand Recipes" that border on absurd. The game does not hold your hand through any of this, and the in-game tooltip system earns some fair criticism for being inconsistent, occasionally leaving you to figure out stacking mechanics through trial and error rather than explanation. Some translation roughness carries over from the original Chinese text, which adds friction in the early hours for players new to the genre. Visually, the hand-drawn aesthetic reads cleanly even when the screen fills with particle effects, and the way collected relics appear physically on your character, a grimoire on your back, elongated ears, a floating spirit companion, turns the build-crafting into something you can see as well as calculate. The dark, Lovecraftian tonal undercurrent sits alongside a light comedic energy that keeps the whole thing from feeling oppressive. It is an unusual register, but it works. The rough edges are real. Early-game pacing can feel thin if you rush through before your wand has any complexity. Occasional balance wobbles with late-game relics mean some runs feel solved too quickly while others hit a wall through rotten luck. No invincibility frames on hit can turn a dense enemy cluster into a sudden death that feels unfair rather than instructive. None of that undoes what Magicraft gets right: a spell-assembly system with genuine creative depth, a community already producing builds that its own developers say they never anticipated, and the distinct sense that the game was made by people who actually wanted to find out how weird the output could get. Kai, Scout Team

Magicraft
ActionAdventureIndieRPG

Magicraft

Nov 1, 2024Wave Gamesbilibili
GamerScout Says

If you've ever wanted to wire a projectile chain so broken it makes the developer doubt their own code, Magicraft is the roguelike that hands you the soldering iron and steps back.

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About Magicraft

I went in expecting another top-down roguelite with a thin gimmick and came out three hours later having just watched a swarm of butterfly projectiles trigger a chain of secondary explosions that cleared a room before I could blink. That first accidental chain reaction is Magicraft's handshake, and it's a firm one. This is a twin-stick action roguelite built around a modular wand system that asks you to slot spells and modifiers into left-to-right sequences, letting each effect cascade into the next like a logic circuit you designed yourself. That system, quiet as it looks on paper, produces emergent chaos that very few games in the genre can match right now. The core loop runs across five chapters of procedurally arranged rooms, with combat encounters, optional puzzle rooms, shops, and blacksmith forges filling out each run. You carry multiple wands simultaneously and switch between them mid-fight, so a dedicated summon wand can flood the arena with friendly units while a second wand charges a slow, high-mana nuke. The nine starting character sets each nudge you toward different playstyles, and the 80-plus relics layer on top, bending rules in ways that compound fast. A relic granting automatic spellcasting on one wand while another relic boosts mana regeneration globally can quietly redefine your entire approach mid-run. The final chapter shifts into something closer to a boss rush, and the step-up in pressure there is deliberate and satisfying, pushing you to actually commit to a coherent build rather than coast on whatever the first four chapters handed you. The wand-building has depth that rewards patience. Spells fire left to right and their effects inherit whatever modifiers sit to their left, so positioning is everything. A ricochet modifier placed before a multi-cast dramatically changes what you're outputting versus those same two slots in reverse. Community players have charted poison stacking, mana-cranking infinite-cast setups, and screen-clearing "Wand Recipes" that border on absurd. The game does not hold your hand through any of this, and the in-game tooltip system earns some fair criticism for being inconsistent, occasionally leaving you to figure out stacking mechanics through trial and error rather than explanation. Some translation roughness carries over from the original Chinese text, which adds friction in the early hours for players new to the genre. Visually, the hand-drawn aesthetic reads cleanly even when the screen fills with particle effects, and the way collected relics appear physically on your character, a grimoire on your back, elongated ears, a floating spirit companion, turns the build-crafting into something you can see as well as calculate. The dark, Lovecraftian tonal undercurrent sits alongside a light comedic energy that keeps the whole thing from feeling oppressive. It is an unusual register, but it works. The rough edges are real. Early-game pacing can feel thin if you rush through before your wand has any complexity. Occasional balance wobbles with late-game relics mean some runs feel solved too quickly while others hit a wall through rotten luck. No invincibility frames on hit can turn a dense enemy cluster into a sudden death that feels unfair rather than instructive. None of that undoes what Magicraft gets right: a spell-assembly system with genuine creative depth, a community already producing builds that its own developers say they never anticipated, and the distinct sense that the game was made by people who actually wanted to find out how weird the output could get. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaWand-BuildingSpell ChainingTwin-Stick CombatSummon BuildsMana ManagementElemental Status EffectsBoss Rush EndgameRelic SynergiesLovecraftian Tone

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Reviews & Ratings

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Game Info

Developer
Wave Games
Publisher
bilibili
Release Date
Nov 1, 2024

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