Magic Research 2

Simulation · Maticolotto

Magic Research 2 icon
977 ratings
4.8
Installs
50K+
Price
$4.49
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Magic Research 2 screenshots

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A rookie wizard's quest to obtain the Philosopher's Stone, a legendary cure-all, drives the premise of Magic Research 2. That single ambition carries an incremental RPG with more than 120 spells, over 250 craftable items and a promised 60-plus hours of play. It is a paid game at $4.49, with no ads and no in-app purchases, so the whole experience is meant to sit behind that one purchase.

The sequel structure is the first thing I'd weigh. The developer notes that playing the original is not required, which matters for anyone arriving fresh, though returning players will recognize the shape of the systems. If you like games that reward patience, planning and repeated runs rather than quick reflexes, this is clearly built for you.

Spells, transmutation and a team doing the casting

You learn and cast spells, study the Elements to find new ways to use magic, and transmute items to support your progress. More than 120 spells and over 250 transmutable items give the loop a lot of surface area, and the developer frames this as a path to mastery rather than a single track.

What appeals to me is the automation angle. You control a team of wizards who cast spells on your behalf, which turns the game into something closer to management than moment-to-moment spellcasting. Combat is described as semi-automated and deep, spread across dozens of areas to explore. For players who enjoy tuning a setup and watching it work, that combination sounds like the heart of the appeal.

The scale also implies a certain amount of reading and decision-making. With that many spells, items and areas, the game expects you to learn its systems and make choices about what to pursue. That is a feature for the right player and a barrier for someone hoping for something lighter.

Storylines, secrets and starting over on purpose

Progression here isn't only about numbers going up. There are over a hundred distinct storylines, each with powerful bonuses, plus a large number of secrets, many of which change how you play. That mix gives the incremental structure a narrative layer, which is unusual for the genre and probably the reason the game is pitched as an RPG rather than a pure idle game.

Retirement bonuses are the other structural hook. You can restart the game and make faster progress each time, which is the classic prestige loop: finish a run, keep some of the gains, begin again stronger. The developer promises over 60 hours of gameplay with a clear ending, and hints that there may be more than one. That combination of a defined finish line and repeatable runs is what I'd expect to keep a dedicated player engaged for a long stretch.

The game is optimized for both phones and tablets, which is worth noting for a title with this much information on screen. The most recent update addressed a crash on start-up when no saved game exists, a fix aimed at first launches.

One price, no ads, no extra purchases

Magic Research 2 is sold as a full version for $4.49. For an incremental game, that is a meaningful difference from the free-to-play model, where progress is often tied to purchases or timers.

Both versions include Export and Import Save, so demo progress carries over. That means you don't have to start over when you move to the full game, which is a considerate touch for anyone who wants to try before buying.

The trade-off is simply the upfront cost. You pay once and get the whole thing, which suits players who prefer to know exactly what they are spending and dislike upsells.

Who this incremental RPG is built for

This is a game for players who enjoy systems. If you like planning spell loadouts, managing a team, collecting and crafting, and watching a long progression curve unfold over many sessions, the scope should keep you busy. The 4.8 rating from 977 ratings and 50,000-plus installs suggest a committed audience, though ratings are always a rough signal.

It also suits people who want a clear endpoint. The game has a definite ending, which is not something every incremental game offers. If you prefer games that respect your time with a conclusion rather than an endless grind, that promise is appealing.

It is less suited to players who want fast action or minimal reading. The semi-automated combat and the volume of spells, items and storylines point to a game you learn gradually. Someone looking for a quick arcade fix will likely find the pace slow, while someone who enjoys optimizing a growing system will feel at home.

A strong pick for patient system-builders

Magic Research 2 is a substantial, self-contained incremental RPG with a clear premise and a lot of moving parts. The combination of 120-plus spells, 250-plus transmutable items, a wizard team, semi-automated combat, over a hundred storylines and retirement bonuses adds up to a game built for the long haul.

I'd recommend it to players who enjoy incremental games with RPG structure, who like reading and planning, and who appreciate a defined ending after a long run. If you want something immediate or light on systems, the depth here will likely feel like work rather than play. For everyone else, this looks like a well-scoped sequel that stands on its own.

The short verdict

A deep, paid incremental RPG for players who enjoy long progression systems and a definite ending.

What's new in version 1.8.6

- Fix crash on start-up when there is no saved game

App specs

  • Version1.8.6
  • UpdatedAugust 8, 2024
  • Downloads50K+
  • RequiresAndroid 5.0+
  • Price$4.49
  • Age ratingEveryone

Magic Research 2: frequently asked questions

Do I need to play the first Magic Research to enjoy this one?

No. Prior experience with Magic Research is not required for Magic Research 2. The sequel is designed to stand on its own, so newcomers can start here without missing the premise.

What do you actually do in Magic Research 2?

You take the role of a novice wizard on a quest for the Philosopher's Stone. Along the way you cast spells, study the Elements, transmute items, manage a team of wizards, and fight through dozens of areas using a semi-automated combat system.

Is there a lot of content, and does the game end?

The developer describes 60-plus hours of play, with an ending that may not be the only one. There are also over a hundred storylines, many secrets, and retirement bonuses that let you restart and progress faster each time.

Can I transfer my progress from the demo?

Yes. Progress from the demo carries over to the full version through Export and Import Save, a feature present in both. That means you can try the demo and keep your progress if you decide to buy.

How much does the game cost, and are there ads or purchases?

Magic Research 2 is a paid game at $4.49. It contains no ads and no in-app purchases, so the full experience is included with the initial purchase.

Pros

  • Over 120 spells and 250-plus transmutable items
  • Semi-automated combat across dozens of areas
  • No ads and no in-app purchases
  • Retirement bonuses reward repeat runs
  • Playable without the first game

Cons

  • Costs $4.49 upfront
  • Heavy systems demand reading and planning
  • Semi-automated combat may feel slow

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