$4.99Magic Research Run the school, chase the secrets
Grow a magic academy from scratch, automate its spells and studies, and uncover the storylines that quietly reshape each new run.
Is Magic Research worth it?
Magic Research is worth it if…
- you like incremental games with real goals instead of numbers that only go up
- you enjoy planning automation and assigning apprentices to speed up the grind
- you want a game you can leave running, then come back to with something to do
- you like hunting secrets and unlocking permanent perks across playthroughs
- you prefer clean text and simple visuals over heavy graphics
Screenshots
A school to build, a tournament to win
You start with a newly created institution of magic and one goal: learn everything you can about this power and earn enough fame to enter the Tournament of Magic. That means casting over a hundred different spells, researching the various magical schools to find surprising new uses for them, and accumulating resources to build up the campus. You also manage the people: a team of researchers and apprentices who keep the work going, and who can automate a good chunk of it once you assign them well. The writing has a dry wit to it, and the whole thing plays out as clean, colorful text rather than busy graphics. The question the game keeps asking: what will you discover along the way?
Secrets that change every run
The storylines are the heart of it. Over six dozen of them sit hidden in the game, each one a secret quest with a permanent, game-altering effect: a new school of magic to unlock, buildings already standing when your next run starts, boosts that carry across every playthrough. Finding them is the reason to revisit areas you thought you were done with, since random events only trigger in certain places and are easier to spot once you know what to look for. Each storyline you clear gives the next run a clear goal. When you retire, bonuses based on how far you pushed your primary school make the next attempt faster, so restarting is a decision with real weight rather than a chore.
What should you know before starting?
Can you play it at your own pace?
Mostly, yes. It works as an idler: apprentices automate resource gathering, and progress continues while you are away. But it is not a game you can fully neglect. Clearing new areas and beating bosses is where the real upgrades come from, and some fights reward active play, switching spells and strategy mid-battle. Think of it as an incremental game with bursts of hands-on moments rather than a pure idle experience.
How long does it take?
There is well over 40 hours of content in a full run, and that is before counting replays. Early playthroughs move slowly, especially exploration, and the first retirement bonuses are modest. The pace picks up as permanent unlocks stack: later runs catch up to your old progress quickly and push past it, which is what makes each restart feel worth it.
Is it really just reading text?
It is text-based and minimalist by design, with simple, colorful visuals rather than detailed art. What you read matters, though: quest dialogues carry a light story, discoveries pop up as notifications, and the interface is built around buttons, bars and menus. If you enjoy games where the words do the work, the style fits. If you want animation and spectacle, this is not that kind of game.

















