

Emergent Magic
Charredfire productions · 2025 · Magic, Crafting, Co-op, Physics, Dungeon Crawler
PC
3 user reviews33% · 3
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About Emergent Magic
Uncover Lost Magic
Work as an Archivist Wizard to secure locations and face waves of enemies. Unlock access to greater magic and craft and upgrade your spells to survive the horde.Create your own spells
Features a voxel based spell crafting system with emergent elemental properties that determine the behavior of the spells. Learn how the elements interact to bend them to your will and craft your weapons.Enhance your magic with powerful runes
Apply runes to your spells to modify and enhance them, Anchor runes to lock them in place and, beam runes to project energy, trigger runes to enable elements or even activate a nested spellToss enemies with your might
Feel the impact of your magic, with physics to throw and smash enemies
Face powerful foes
Dash between your enemies in this first person spell-slinger, featuring a variety of enemies that you will have to overcome in unique ways. Summon them to fight for you, copy their spells or craft more powerful versions of your own.Bring a friend
Conquer the world together with PVE and show off your ingenuity with your spellsWhat Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
I immediately wishlisted this game when i saw the name "emergent magic", because im a magic junkie (especially magic creation) and that title (and description) screamed it. I bought it today and my first impressions are: It's clearly a passion game that's rough around the edges. It feels like the core concept is someone's dream game/system and everything else was an after thought. I agree with the first review for this game in that it is unfinished, it feels like it should be marked as early access, but tbh the main core of the game is the spell crafting and from a cursory look it seems fully fleshed out, if occasionally a little clunky and esoteric at first. The combat is surprisingly fun and frantic, starting in the second stage at least, the first stage enemies and spells are too simple to have much fun with. Despite the overall lacking presentation of the game, and a few very minor issues, it's surprisingly solidly built, i was constantly on edge thinking some major glitch would just break my game mid stage but no, the closest i got was when i got stuck in something after dashing into it then getting surrounded on a high wave, but i was able to get out before dying and finish t…1 found this helpful
It's junky. The explanations and onboarding are bad. This is more of a proof of concept than anything else. My game crashed when I died on wave 7, causing me to lose one long hour of testinf. Yet, I support the devs for what they are trying to do. I love crazy magic system and I felt genuine fun testing it. Please put an additional music for combat. F to launch the wave, E to interact please. Please do some video in the game showing the interactions of various magic elements. Don't start with four elements, start with one, then two, etc... Easier way to test and tweak new spells would be great. A clear spawn point for the ennemy too (look at Orc Must Die) With this already, it would be so much better. Best of luck <3
Saw this trailer like eternity ago and immidiately whishlisted. Was super excited once it released, immidiately installed, and immidiately got a softlock in the tutorial level (or at least what i assumed was a softlock). Told myself i need to return to this game later. Today, one moth later, i booted it the second time and yes, it is still completely unplayable. Triggers constantly break, interfase refuses to show things, simply running around the "arena" level and randomly pressing f button somehow clogs my leftmost hotbar slot with infinite stacks of summon cubes that don't go away even after exiting the level. I really like the idea and want to enjoy this game, but it isn't even alpha test ready at this point. Please at least fix the triggers and do something about the spell creation interface. Ability to tinker with already created spells would be nice as both a great visual tutorial (50 paragraphs of floating text isn't something that helps a newbie to understend your deep mechanics, but what scares and allianates them further) and a softlock prevention mechanism (tutorial literally gives you 3 fire, 3 air and no undo button whatsoever). I don't want to be negative about wha…
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