Explore, craft, and survive in this Multiplayer RPG Platformer with permanent death! Featuring many Rogue-like elements, Magicite randomly generates each underground dungeon for you and your friends to delve deep into.
User reviews: Very Positive (3,853 reviews)
Release Date: Jun 9, 2014

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Recommended By Curators

"A horribly challenging 2D platformer, that made Simon lose even more of his hair."
Read the full review here.

Recent updates View all (27)

March 30

Roguelands Kickstarter launched

Kickstarter Link:

Hey everyone, you know that super secret project I've been working on alongside Magicite? Well it is finally on Kickstarter!

I'll be updating Magicite along with working on this new game, and I hope you consider supporting it!

Roguelands will feature over 10 times the amount of content and will have some pretty mind blowing lore which explains a lot about Magicite, the Overworld, and the origin of the Scourge.


30 comments Read more

February 27

Magicite 1.6 Released!

Hey all! This is the big multiplayer fix update. I decided to stuff some goodies into this update as well. There's a new race, unlocked only by defeating a new secret boss that is even harder than the Scourge Wall !

Bug Fixes
-HUGE improvements in Multiplayer/Lag.
-Disabled the observation of position/rotation in non-moving objects over the network.
-Rigidbodies of Player Objects are now kinematic if not owned, preventing clients from battling for the correction position of player objects.
-Final boss no longer just disappears upon being killed, added a proper death animation.

Added the Spirit Race!
Added optional boss Spirit Knight Axelark III
Added Spirit Gem
Added Jared's Bear Helm(Unlocked with Cheat Code)
Fire bow nerfed from x2 to x1.25 damage
Scourge Wall now shoots twice as many projectiles with varying speeds

Magicite has really come a long way, and I have all of you to thank for it! I'm really excited by this whole secret boss thing, so if you guys have any other cool ideas for new tough secret bosses please post them below!

As always, thanks a lot for your support.

105 comments Read more

About This Game

Explore, craft, and survive in this Multiplayer RPG Platformer with permanent death! Featuring many Rogue-like elements, Magicite randomly generates each underground dungeon for you and your friends to delve deep into. Chop trees, mine ores, and hunt beasts in order to collect the resources and materials you need to survive the harsh and unforgiving environment. With a ton of character traits, stats, companions, and classes, players will have a different experience each play through! Be prepared to die... A LOT.

Magicite's main influences were Monster Hunter and Spelunky. I loved the resource collection and crafting in Monster Hunter, and of course fighting giant monsters with my friends. Spelunky's brutal yet rewarding platforming was also something that I wanted to capture with Magicite.

  • Randomly Generated Dungeons - Experience a new dungeon each time you play. Expect tons of trees to chop, ores to mine, plants to harvest, and bugs to catch! Oh and giant monsters.
  • Permanent Death - The game logs all of your stats in a play through, leading the way for achievements and upgrades.
  • Crafting System - Combine any two items to create a new one! For example, Wood + Wood = Plank. There are tons of combinations to discover!
  • Combat System - If you plan on just running in and swinging you sword, you're gonna get wrecked. Take time to craft useful items and examine enemy positioning before executing a well timed attack.
  • Unlockable Races, Hats, & Companions - The more you play, more greater chance you'll unlock awesome new hats with a variety of special effects. Races and Companions can also be unlocked to provide different starting items and stats!
  • Multiplayer - Want to put your friendships to the test? This is the game to do it! Permanent death only occurs when the ENTIRE party has fallen. So if your buddy gets knocked out feel free to run over and help him back up. Or not...

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP, Vista, 7
    • Processor: 1.6Ghz
    • Memory: 512 MB RAM
    • Hard Drive: 450 MB available space
    • Sound Card: Any
    • OS: Windows 8.1
    • Processor: 2.4 Ghz
    • Memory: 4 GB RAM
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
    • OS: Intel Mac, OS X version Leopard 10.5.8, Snow Leopard 10.6.3 or later
    • Processor: 1.6Ghz
    • Memory: 512 MB RAM
    • Hard Drive: 450 MB available space
    • Sound Card: Any
    • OS: OS X Mavericks
    • Processor: 2.4 Ghz
    • Memory: 4 GB RAM
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
    • Processor: 1.6Ghz
    • Memory: 512 MB RAM
    • Hard Drive: 450 MB available space
    • Sound Card: Any
    • Processor: 2.4 Ghz
    • Memory: 4 GB RAM
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
Helpful customer reviews
645 of 812 people (79%) found this review helpful
1 person found this review funny
4.6 hrs on record
Posted: January 1
+ Fun, combat is more about moving correctly than having godly equipment most of the time, specially early on.
+ Permadeath (on singleplayer)
+ Cute graphics
+ Challenging
+ Plenty of unlockables with different effects

- Lacks any real game options customization other than resolution.
- A lot of things are unexplained and not very intuitive at first, such as altars (I thought I was buying a very expensive armor honestly) and town NPC crafting. Some items could stand to sell for more, specially potions and crafted items. (Everything seems to sell for the same or about the same price)
- Map randomization is bland, all maps have the same boring, horizontal design with different colors/backgrounds/trees. Could use more vertical variance along with different stage shaping.
- Inventory management sucks since your inventory always feels one row too short, specially when opening treasure
- Crafting system is clunky, time-consuming, and could use improvements (can't combine 2 sticks on the same square, this is made worse by the poor inventory space) Recipes for the more advanced items would also help.
- Need to unlock ANY sort of customization, could add colors to characters?
- Netplay is laggy for the player not hosting if your distance isn't short
- Can revive teammate indefinitely in netplay with 1hp as long as one of you is alive

I really want to like this game but it feels like an early access at the moment. Hopefully newer patches will make the game more fun and polished, but as it is right now it doesn't feel worth a full price.

Edit: I have been unbanned after a discussion with the developer, take that as you will!
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42 of 55 people (76%) found this review helpful
1 person found this review funny
161.2 hrs on record
Posted: January 13
I like this game, but it has a ton of glaring issues. It's not what it should be nor is it what it wants to be, yet.

This is a rogue-lite in its lightest form, providing hardly any differentiation between runs. The differences will be in the traits you obtain at levels 5/10/15, the items you get from chests (which are varied in usefulness, but are mostly similar and few) and of course mob drops/mob spawns. The layouts for each district follow a very strict pattern, involving massive sections next to each other as opposed to the standard 1x1 platform-style stage randomization. Each non-town district would blend into each other if it weren't for the differing biomes, which serve as alternate mob spawn pools for easier access to certain resources often at the cost of an increased difficulty.

Towns in this game currently serve very little purpose outside of a few obvious fantasy tropes. You have the Blacksmith, the Tailor and the Leatherworker, the latter two having static and unchanging names. You also have two shopkeepers which offer normally pointless and randomized items from the shop pool. Tools and weapons being sold are typically out of your price range when you'd need them, and entirely skippable once you have the gold for them. There are sometimes potions on sale, as well as herbs and hilts for treeless runs (I'll mention it later) but other than those the item pool for the shops aren't fantastic. Finally, there's the Hoarder that allows you to sell your items, which you'd think would be absolutely useful... But the sell price for each and every item you'll get ranges from 1-3 gold depending on said item. Weapons don't offer large sell prices, nor do armors. The Hoarder is a very cheap man.

The main issue with shops (again) is that they're normally pointless as far as tools and weapons go. With enough experience and proper door selection, you'll almost ALWAYS find the resources you need to make shops irrelevant. Heck, normally the only thing I'm missing at the end of each run are rings (which fight against a rather large and annoying chest drop pool) and rarely one piece of armor. I can go ahead and find a friend to wear a miner's cap to completely resolve the ore deficiency we may have.

Finally, Altars sometimes also spawn in towns, and are the only non-constant you'll find outside of giant chickens and normal chickens. (They're not worth talking about, food and potion drops if you're curious.) Altars are currently money sinks for the runs that offer their bounties long before the shops care to stock them, which is normally what happens as stated before. Altars cost 500 gold, which is a steep price for what they offer: A chance at a minimal stat buff, debuff or nothing at all. Rarely you'll earn a return to full health which is by far the best result most of the time, but the game is very stingy with both the spawn rate and good results of the Altars. By the time you have the money to trigger an Altar, you may not even find one... And sometimes they'll spawn when there's clearly no way you could have the money already without chopping every tree down. Normally, it's not worth the min-maxing.

... Min-maxing... Forgot about that. This game's mechanics are often lacking fluidity. Min-maxing is something that seems to be discouraged, due to the Scourge Invasion mechanic (a mechanic Spelunky players will find familiar, but irrelevant) and the rewards often not being worth the effort. Most of your min-maxing is for gold, from chopping tons of trees to continuing to break open each ironite ore deposit even when ironite is otherwise out of uses. Your reward for gold farming is, again, Altars and the occasional shop item before you have the chance to forge it.

Forging is relatively self-explanatory, but crafting can be a little tricky. Crafting is done via shift-clicking two items like an awkward Bejeweled puzzle. It's an easy mechanic, the issue is just the recipes at times. A lot of the early crafting recipes build off of each other, which provides cohesion and ease of access to tools and weapons. Some of the later items are either wiki bait, or "Oh, I didn't know that existed!" items. It can get awkward, but with enough thought it's not too bad. There's not too many crafting recipes to memorize, so once you have the main ones you're set.

Combat is simple. Grab a weapon, attack. If you want to use an item, hold it in your hands and right-click. Every item can be left-clicked with to hit enemies melee-style, and that's based off of your ATK stat. Staves and Bows can be right-clicked with to cast spells/shoot arrows, which are based on MAG and DEX respectively. Typically, people break down their runs to three classes. (it's often necessary with the lack of inventory space if you're somewhat new to the game still) With the speed of some mobs, and the fact that a lot of mobs in the game fly, melee is at a huge disadvantage. Ranged players will be able to aim their shots from afar, without aggroing enemies and easily taking out a majority of the mobs they'll see. The downside to Ranged play is that walls can often prevent shots, and by the time you get past the wall they'll have seen you. With the addition of the Fire Bow, you won't be having any issues with damage should you find it. Resources for arrows are normally quite plentiful as well.

Mages are strong. Too strong. Fireball shoots horizontally, moving forward seemingly infinitely and even passing through walls. While this is a powerful weapon, there is the downside of accidentally killing enemies and having their xp despawn if you're not careful... But honestly that's the only con to it, which is absurd. Bolt is pretty much the god staff, allowing you to shoot directly both above and below you. With jumps, timing and practice, this is normally the superior option. There's also a strange bug that makes each shot hit the target enemy once for each player in the run, which Fireball is unable to do. Frostshard is more of a melee supplement, offering additional damage that's halved from your current maximum mana. Mages are normally a distance away from their enemies, so it normally provides little to no benefit... If it costed one mana like the other two staves, it might be worth the effort of even using. Summon Zombie is also an option if you find it or use the Scourgeling race, but against flying enemies it's worthless.

Speaking of races, each race has it's own specialties. However, some are clearly superior to others. Typically you'll want to unlock the best races early on to put yourself at ease. Some races such as the Qualogg provide utility instead of immediate additional power.

Unlockables for character creation include the aforementioned races, the hats and also companions. Like races, there are a few certain hats and companions which are obvious choices once unlocked over the other ones, which is unfortunate. Each unlockable set has at least one thing that's insanely challenging, but most are either freebies or based on RNG which is really unfortunate.

The game is simple. Once you know what you're doing, it's as easy as going through the motions. You'll get all the items you need to beat the final boss, and you'll always win even if you're not a seasoned veteran. The skill cap is so low I feel like I'm in a hobbit hole.

If you want a game to play with friends when you're bored and you don't have better options, this is a nice game to pick up. (just be weary of multiplayer issues such as de-syncing) If you want a fully featured game with proper balancing and potential for failure even after learning it's mechanics and practice, you'll want to wait on your purchase of this game. I still recommend it, just don't expect wonders in it's current state... I'm sure with time the balance issues will be ironed out and the game will have more to accomplish and do.

Sean Young, if you're reading this I do hope you can find some ways to take care of these issues.
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46 of 63 people (73%) found this review helpful
1 person found this review funny
14.5 hrs on record
Posted: June 10
This game had lots of potential. I really wanted to like it, but it just needs polish. My biggest issue is no controller support. I bought the game over a year ago because the Dev's claimed controller support was comming soon. Guess what, its still not here.

My other issue is the dev's apparent attitude, I dont post often, but I do search forums, and have read other reviews. When doing so I noticed something concerning, most topics with critism were quickly cut short, for example with the controller issue I mentioned, there would be posts telling people to stop talking about it, it was 'in the works, but as I said, this was almost a year ago.

Also the game is repetitive and just doesnt play like its fully developed. Inventory lacking, item explainations are poor, and promised feature as still absent. Normally I am pretty patient with a small dev, but based on the dev's behaviour, lackluster performance, and bad attitude I would just avoid this.
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75 of 118 people (64%) found this review helpful
15.0 hrs on record
Posted: January 1
Beneath Magicite's colorful rogue-lite veneer lies a surprisingly grindy platformer. Random stat gains and % effect items are exceedingly, almost excessively balanced - it's very rare to find yourself too low on any one stat, or for an item to fail to activate within the desired margin of error. This is not a flaw in and of itself, but coupled with the repetitive level generation, playing through Magicite quickly becomes a stale experience. The crafting system is quite shallow, and biomes contain virtually-identical enemies varying only in stats and artistic style. The races, abilities, hats, and companions all add some replayability, but since there are only three viable playstyle archetypes, these diminish in relevance, as advanced strategic combinations are not possible.

Magicite has the depth and simplicity of a mobile game, but with the time commitment of a much more robust game. A few hours of enjoyment may be had, but this is not a game that will tantalize you with additional progression for long.
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23 of 37 people (62%) found this review helpful
1 person found this review funny
19.5 hrs on record
Posted: February 23
Whilst I have never played this game solo, I can say beyond any shadow of doubt that it is well worth it for the multiplayer. Everything is balanced perfectly.

When somebody mines an ore node, an ore drops for every player. If you have one dedicated miner/crafter then everybody becomes relatively kitted out in a reasonable amount of time. Yes, RNGesus can come in and declare you unworthy of the correct ore nodes, and when it happens it sucks, but it's rare enough that it doesn't ruin anything.

The controls are tight, very tight. When you glub up, you know it's because YOU glubbed up. The only thing I wish is that I could rebind things a little more. Like having the dash be a double-tap instead of hitting E and Q. It feels strange to me personally, maybe it works for you though.

You will die, and you will die a lot. You'll keep coming back though. Grab a few friends and let the good times roll.
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