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Full notes
Full Magic Research update
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What changed
- Gameplay
- Store
- UI and audio
Magic Research changes
Exciting news! Magic Research 2, an entirely new game from the creator of Magic Research, will be out on Steam on May 21st, 2024. Check out the demo and wishlist the game now!
https://store.steampowered.com/app/2864890/Magic_Research_2/
FAQ
What is Magic Research 2?
Magic Research 2 is an entirely new game of the same genre as Magic Research: an incremental, text-based, auto-battler RPG with a heavy focus on Magic. Play the role of a rookie wizard with a single ambition: to find or create the Philosopher's Stone, a legendary magical item that is said to be able to cure any illness. As you do so, you will learn more than you ever imagined about Magic and about the world around you. What kinds of adventures await you?
What is similar / different between Magic Research and Magic Research 2?
Magic Research 2 shares some of the core features with Magic Research, such as the concept of researching or studying magic to learn new spells, or the battle system in Exploration. It also shares the same base UI, as it was built using the first game as a base.
However, it is an entirely new game. The story, spells, Storylines, items, enemies, etc. are all completely different and built from scratch, and the game is a little longer. There are also multiple hidden new features that were not present in Magic Research. The demo contains one of them, which unlocks towards the end.
But even the shared features are quite different. Spells are organized in Elements instead of Schools. Land is limited, and you need to plan what you want to build. Inventory space is infinite and item creation can be automated. Potions are no longer consumable; instead they are equipment that recharges every combat. The list goes on! The best way to understand the similarities and differences is to play the free demo.
Ok, but anything particularly exciting...?
Many of the pieces of feedback I've gotten for Magic Research was hard to address without a lot of significant work or rebuilding / rebalancing the entire game. But since I built a new game from scratch, I was able to act on much of it:
Potions are not consumable and are used automatically. You can automate item creation. Your spells become much stronger every 10 levels, without the need to unlock any Storyline first. Magic builds should be more viable early game. There are many, many more synergies between equipment, and more ways to reach very high numbers, so there is a lot more complexity in builds. Storylines are easier to find: many are not random, and there is a hint system for them that unlocks within the first third of the game. The list goes on!
Will progress in the demo transfer to the full game?
Yes! The demo is essentially the beginning of the game, including the first 4~8 hours of content. Once the full game releases, if you decide to purchase it, your progress should transfer automatically. The demo is free, so if you're curious about the game or can't wait, you should check it out now!
Source
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