Magicraft 표지 이미지게임 정보 / ROGUE BY ROGUE
한 판만 더.

Magicraft

슈팅액션 전투협동 모험Hades류

원문 · 영어"Magicraft" is a Roguelike game that uses a variety of spells to match unimaginable spell effects, and the construction of ultra-high degrees of freedom cannot even be exhausted by developers.

ROGUE BY ROGUEV1

자체 평점

77.0/ 100
전체 공동 순위 #41
자체 리뷰 / RBR V1

이 점수의 이유는?

원문 · 중국어 간체

法杖组合把创造力落在可操作的规则上,强于其首领和事件变化;随机掉落及满屏特效是需要接受的取舍。

01

핵심 게임플레이

가중치 25%8.0 / 10
원문 · 중국어 간체

根据资料评估:逐房间战斗与奖励使试验法术容易获得即时反馈,构筑成型后的满屏攻击也会削弱主动躲避和敌人交互。

02

빌드와 전략

가중치 25%9.0 / 10
원문 · 중국어 간체

根据资料评估:法杖施法顺序、修饰与融合形成有意义的组合逻辑,是主要优势;少数强势效果及普通遗物的取舍仍不均衡。

출처01 ↗
03

다회차 플레이 가치

가중치 20%7.5 / 10
원문 · 중국어 간체

根据资料评估:随机法术使每局需要调整施法组合,谜题房也打断清怪节奏;精英、首领和事件变化不足限制长线新鲜感。

출처01 ↗
04

무작위성과 공정성

가중치 20%6.5 / 10
원문 · 중국어 간체

根据资料评估:较宽容的失败代价支持试验,但快照存在核心法术掉落决定强度及最终首领偏重特定套路的反馈。

출처01 ↗
05

완성도와 편의성

가중치 10%6.5 / 10
원문 · 중국어 간체

根据资料评估:动画与练习区域支持试验,特效透明度可调整;本地化、手柄整理法杖与部分崩溃报告降低易用性。

출처01 ↗
평가자
원문 · 중국어 간체
Rogue by Rogue · AI 资料评测
평가한 버전
원문 · 중국어 간체
具体构建未知;以所引资料描述的版本为准

평가 범위와 한계

원문 · 중국어 간체

基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。未复现快照所述平台输入或崩溃问题;评分对应资料中的体验范围,不承诺所有当前流派均衡。

평가 근거 자료 02

  1. 01
    보관 자료
    원문 · 중국어 간체

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的具体玩法优缺点(Tier list Part 3 (2025)、Top 10 of 2024 (#9))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。

    보관된 외부 자료 보기 ↓
  2. 02
    웹 자료
    원문 · 중국어 간체

    Magicraft — Steam 官方商店页

    2026-10-08 访问。确认了组合施法、法杖遗物、角色起始套装和解谜奖励房。该页不作为实测性能或缺陷已修复的证据。

    원문 보기 ↗
YOUTUBE + BILIBILI / VIDEO

영상 리뷰

영상 3개

언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.

평가 근거 자료

참고할 만한 다른 목소리.

자체 점수에 미반영

보관된 외부 리뷰와 커뮤니티 자료는 서로 다른 버전을 다룰 수 있습니다. 외부 의견과 평점은 별도로 표시합니다. 영상의 전체 맥락은 원본에서 확인하세요.

플레이어 의견 요약

원문 · 영어A top-down action roguelite from Wave Games (published by bilibili) where you build wands by slotting spells and modifiers into ordered sequences, blending Noita-style wand crafting with Binding of Isaac room-based dungeon crawling and a Hades-like hub.

원문 · 영어Players receive Magicraft very warmly: Steam shows Very Positive at about 92.8% across roughly 16.9k reviews, with many reviewers describing it as Noita meets Binding of Isaac in a friendlier package. The spell-and-wand tinkering, build variety and screen-filling power fantasy are the main draws, and long-playtime reviewers (100 to 700 hours) are common. Criticism centres on RNG-dependence, balance (poison and multicast dominance), long runs with repetitive multi-wave rooms, visual clutter late game, and on some machines crashes, hangs and localization problems. Critic coverage is essentially absent: Metacritic has no critic reviews, and OpenCritic has no findable listing. It left Early Access (launched Nov 2023) with 1.0 on Nov 1 2024 and has kept receiving free updates, costume DLC and crossovers, but a few reviewers worry about an unfinished feel or later-patch stability.

플레이어가 칭찬한 점

  • 원문 · 영어Wand crafting: slotting spells, modifiers and staff perks into ordered sequences lets players build absurd, emergent synergies, and many reviewers say it is easy to lose hours in theorycrafting
  • 원문 · 영어Friendlier take on the Noita/Isaac formula: forgiving enough that dying feels less punishing, while still escalating to chaos late game
  • 원문 · 영어Breaking the game is encouraged: overpowered builds are a feature and the game then escalates challenge to meet them
  • 원문 · 영어Large content pool: about 100 staffs and 80 relics, multiple character sets, puzzle side rooms, and a practice area for testing already-found spells
  • 원문 · 영어Humor and charm in the art, town and writing, plus good animation and enemy/level design noted by several reviewers
  • 원문 · 영어Accessible hardware demands: reviewers note it runs on an older non-gaming laptop, and there are options to tone down spell-effect visibility
  • 원문 · 영어Generous free updates, free DLC packs (e.g. Dave the Diver content) and crossover content; reviewers describe the game as feeling complete
  • 원문 · 영어Strong value: priced around $12 with many hundreds of hours reported by the most engaged players

플레이어가 비판한 점

  • 원문 · 영어Heavy RNG dependence: good runs hinge on getting the right spells and relics, and several reviewers feel skill and judgment count for too little
  • 원문 · 영어Balance: a reviewer with a DPS breakdown claims poison stacking is the dominant meta for beating the final boss; others say a lucky early spell can carry the entire run while some spells are nearly useless
  • 원문 · 영어Endgame visual mess: multicast and nova-style builds cover the screen so you cannot see enemies or your own character
  • 원문 · 영어Runs get long: multiple high-HP waves per room, shops, upgrade rooms and puzzle rooms add up and some reviewers find it grindy
  • 원문 · 영어Technical problems reported by some players: hangs and freezes (one reviewer blames a 2024 patch), crashes after recent updates, and bad input under Linux Proton
  • 원문 · 영어Localization issues: some English wording is unclear and German UI text overflows and swaps languages, with complaints that the developer is unresponsive on this
  • 원문 · 영어Controller support is weak for wand/inventory management and certain spell mechanics; keyboard and mouse are recommended by experienced players
  • 원문 · 영어Some reviewers call it an inferior, dumbed-down blend of Noita, Isaac and Hades that gets boring fast

차별화된 특징

  • 원문 · 영어Noita-like wand logic (cast delay, recharge, ordering, modifiers) inside a room-by-room Isaac-style structure with keys, chests and a max-HP-for-perks room
  • 원문 · 영어Staff types that impart their own perks, and wand modifiers with odd effects such as reversed casting direction or random colors that apply rider effects
  • 원문 · 영어Hades-style town hub with humor and meta-upgrades plus unlockable character sets and difficulty tiers
  • 원문 · 영어Combat requires dodging bullet-hell patterns while spell builds escalate into screen-filling spectacle
  • 원문 · 영어A side path granting Epic relics for no-physical-damage play, paid for with max HP (a tip shared by a reviewer, not official documentation)
  • 원문 · 영어Crossovers and collaboration content such as Dave the Diver and Lost Castle 2

의견이 갈리는 점

  • 원문 · 영어Difficulty and forgiveness: fans call it a gentle Noita/Isaac while critics complain about luck-driven spikes and a bullet-hell dodge requirement
  • 원문 · 영어Balance: some love that it lets you break the game, others feel it makes spell choice shallow or punishes experimentation
  • 원문 · 영어Depth versus derivative: some call it a perfect blend of inspirations, others an inferior version of Noita, Isaac and Hades
  • 원문 · 영어Run length and content: replayability is praised by hundreds-of-hours players but called short or repetitive by a few

반복과 부담

  • 원문 · 영어Late-game clutter: so many projectiles and effects that tactical play gives way to mashing the cast button
  • 원문 · 영어Long multi-wave rooms with high-HP enemies, plus slow shops and puzzle rooms
  • 원문 · 영어Meta-progression depends on unlocks and money; one 280-hour player says there is little to spend currency on after buying every upgrade, while another calls low-unlock runs a gacha-like feel
  • 원문 · 영어Losing a large share of runs on harder difficulties to bullet-hell bosses, with difficulty spikes from some stages (the third area is called out as annoying by some)
  • 원문 · 영어Inventory and wand juggling is tedious on controller
  • 원문 · 영어Crashes, hangs or freezes on certain setups

기대하는 개선 사항

  • 원문 · 영어Streamline run length: fewer repeated waves per room and quicker shops and upgrade rooms, without just raising enemy HP
  • 원문 · 영어Fix balance outliers, including poison and multicast dominance, weak spells, and spells that do not interact as their descriptions suggest
  • 원문 · 영어Reduce randomness or give players more control over getting needed spells and relics, and remove anti-build design choices (e.g. more rooms between bosses, key and chest luck)
  • 원문 · 영어More variety in common enemies, bosses, wands, relics and spells, since some reviewers feel the pool runs thin after many hours
  • 원문 · 영어Better spell targeting or aim assistance for range-limited spells, and improved controller handling
  • 원문 · 영어Polish localization and translation, and improve stability after patches; also update in-game and wiki info for relics and spells, which reviewers say is outdated

원문 · 영어Early Access began Nov 1 2023 and 1.0 shipped Nov 1 2024. Steam reception has remained very positive through and after EA, with reviewers who followed it from alpha calling it complete and praising free updates. Recent Steam announcements (September) describe patches v1.2.42 and v1.2.43, a Lost Castle 2 crossover with a new Rune Mage set, 4 crossover spells, 2 bosses and 6 relics, a global leaderboard restored for Nightmare 3, a 25 percent base-game discount, and fixes for freezes with specific relic combos. The Steam forum shows crash and save-loss reports following recent updates, and some users say a 2024 patch triggered chronic hangs. The Metacritic user score of 6.1 rests on only 11 ratings and contradicts Steam's sentiment, so treat it as noise. PC (Windows) only on Steam; Steam Deck reportedly works well; no console ports announced; Linux via Proton has reported input problems.

보관된 제작자의 의견 2

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 3 (2025)

원문 · 영어Magicraft is an action roguelike built around crafting wands instead of using fixed weapons, heavily inspired by Noita but with a conventional Hades-like run structure of biomes, rooms and bosses. He finds it chaotic, fun and very approachable compared to Noita, since it is far less punishing outside the wand system. He enjoys building broken wand combos, though runs get somewhat repetitive late, the vibe and music disappoint him, and the roguelike layer (relics, events, bosses) could be deeper. It was in his 2024 top 10, and he lands it in A tier.

제작자가 칭찬한 점

  • 원문 · 영어Wand-building system is wildly creative and lets players make absurd, chaotic builds
  • 원문 · 영어Much more approachable and less punishing than Noita, a gentle intro to the wand-crafting idea
  • 원문 · 영어Mid-game is the sweet spot where you discover cool wand combinations
  • 원문 · 영어Expanded wand types, including wands that cast spells on their own
  • 원문 · 영어Broken builds are achievable fairly quickly, not after very long play
  • 원문 · 영어Roguelike elements outside wands (relics, potions, characters) are pretty good
  • 원문 · 영어Very satisfying and something he would return to

제작자가 지적한 문제

  • 원문 · 영어Gets a little repetitive by mid-late game once builds are broken
  • 원문 · 영어Relics could be more numerous and interesting
  • 원문 · 영어Wants more run variety: more events and more unique bosses
  • 원문 · 영어Goofy tone and uncharismatic protagonist clash with the epic fantasy look; vibe not for him
  • 원문 · 영어Seems to lack its own composed music, which he calls a shame
  • 원문 · 영어Final biome's special twist would work better spread through the run than only at the end

설계에 대한 관찰

  • 원문 · 영어Wand crafting as the core gimmick, making creativity the main source of power
  • 원문 · 영어Noita-style emergent chaos packaged in a traditional action-roguelike room/biome structure
  • 원문 · 영어Self-casting wands add another layer of build experimentation
  • 원문 · 영어Simpler, less punishing outside the wand system, making the mechanic more accessible

변경된 의견

원문 · 영어Not a re-rank; he notes it was in his top 10 of 2024 and covers it only briefly here, having discussed Noita in his first tier list.

원본 영상 보기 ↗

원문 · 영어Top 10 of 2024 (#9)

원문 · 영어Magicraft is a top-down action roguelite in the Hades vein where spells and weapons are craftable wands, heavily inspired by Noita's wand system. It dials back Noita's difficulty and complexity in favour of chaotic, satisfying gameplay. He finds the spell fusing and synergy system, starting characters, meta progression and biome pacing strong. Drawbacks are repetitive gameplay once the screen fills with spells, limited elite and boss variety, and a goofy fantasy tone that didn't work for him. Overall he calls it a very fun, satisfying game and ranks it ninth of the year.

제작자가 칭찬한 점

  • 원문 · 영어Wand crafting with a huge number of ridiculous spell combinations
  • 원문 · 영어Fusing and upgrading spells adds diversity without needing a huge spell pool
  • 원문 · 영어Spells synergize with each other well
  • 원문 · 영어Choice of starting characters and meta progression keep it exciting
  • 원문 · 영어Good pacing; each biome feels like a new world
  • 원문 · 영어Decent enemy variation and a reward at the end of every room keeps runs fulfilling

제작자가 지적한 문제

  • 원문 · 영어Gameplay gets repetitive since it is easy to fill the whole screen with spells
  • 원문 · 영어Wants more elites and boss variety
  • 원문 · 영어Relics are not very interesting compared to spells and wands
  • 원문 · 영어Story and tone (goofy mixed with fantasy) did not connect with him

설계에 대한 관찰

  • 원문 · 영어Takes Noita's wand-building idea but lowers difficulty and complexity to focus on chaos and fun
  • 원문 · 영어Spell fusion/upgrade as a simple way to add diversity without many spells