Low Magic Age is a fantasy RPG that focused on turn-based party-based tactical combat. Field of View, Fog of War, Cover, Zone of Control, Charging and Flanking, various and abundant tactical elements are implemented in the game rules that evolved from Wizards of the Coast's Open Game License (OGL).
Recent Reviews:
Very Positive (26) - 88% of the 26 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (738) - 93% of the 738 user reviews for this game are positive.
Release Date:
Jan 10, 2017
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The final pattern of this game will be turn-based tactical combat + adventure sandbox. At present the primary gameplay, turn-based and party-based tactical combat with the Arena mode, has been completed, players who just like combat would be able to get a lot of fun. So we release the Early Access version to collect players' feedbacks. And then continue to develop another core content: the Adventure/Story mode.”

Approximately how long will this game be in Early Access?

“The most difficult part is the combat system that has been finished. We worked on it concentratedly for more than one year. The total development cycle is much longer if included the early stage which used to study and research on various rules.

Fortunately, it has been basically completed. Adding new classes/feats/items, and the Adventure/Story mode is relatively simple. These contents will be finished within six months to one year. At that time, the official version will be published.”

How is the full version planned to differ from the Early Access version?

“The full version of Low Magic Age will be a fantasy RPG game of turn-based and party-based tactical combat, adventure sandbox, main story/random quests, trading and running businesses, role and team development, etc.

More player classes, multi-classing and prestige classes, characterized monsters, magic items and game modes will be added later.”

What is the current state of the Early Access version?

“At this stage, we already have the completed combat system and the exciting Arena mode, with 100+ classical fantasy monsters and 100+ magic items.”

Will the game be priced differently during and after Early Access?

“The price of the official version will be higher than the Early Access version. We are willing to give more benefits to players who grew up with this game and given us long-term support.”

How are you planning on involving the Community in your development process?

“We'll collect suggestions and bug reporting actively from the steam player community. It'll help us to fix those hard-to-find bugs and improve our game. We'll release new game contents timely to the community, and then adjust them based on the players' feedbacks. This mode can help us to make the game more fun and perfect.

Actually, from the beginning of the prototype, we've been maintaining a long-term and intimate connection with our players. Today's Low Magic Age was created by these SLG and TRPG enthusiasts from major forums, post bars and groups!”
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Recent updates View all (61)

March 31

Adventure Mode Beta Branch v0.90.03

v0.90.03 Patch Notes - 4/17/2018

Redesigned most dialog boxes
New option: UI scaling - for higher or lower resolutions (4K, 640x480...)
Auto UI scaling for low resolutions to avoid UI display problems
More optional low resolutions for windowed mode

Record and display original buying price of trading goods
New option: On/off adventure tutorials

Replaced old Input Method (IME) module with native module of operation systems to solve related crash issues of Chinese versions
Fixed no town name bug in Traditional Chinese version


v0.90.02 Patch Notes - 4/09/2018

Improved dungeon exploration
Changed most of dungeon exploration operations from automatic to manual
Added detailed dungeon exploration tips
Added skill progress animations
Added a series of dedicated options of dungeon scene
Changed prompt of treasures/traps that cannot be found due to low search skill from completely invisible to "suspicious place"
Note: after updating, there'll be some logical problems in explored dungeons of old saves. But it's not a big problem, you can continue the adventure.

Added quest indicators on both world map and mini map
Added a series of dedicated options of world scene

Adjusted level difference of player and monsters of current default game difficulty
Adjusted appearance levels of monsters

Added manual save (F5)
Returning to main menu no longer save game automatically

Fixed crash bug caused by quest expiration
Fixed sell bug when overloaded
Fixed confirmation message bug when the town is short of gold
Fixed same wandering monsters bug when new game multiple times
Fixed unreachable Forest Gnomes' Crypt
Fixed log problems when reload game


Note: after updating, there'll be some logical problems in explored dungeons of old saves. But it's not a big problem, you can continue the adventure.


v0.90.01 Patch Notes - 4/02/2018

Added mini map for world scene
Added Discard/Fast Sell feature in Inventory
Adjusted increment of the maximum carrying capacity of supplies & spell materials
Optimized distribution and favored classes of races of adventurers in towns
Adjusted sale of potions in cities
Fixed bug of cast Heal without materials
Optimized frame rate
New option: Load last adventure automatically on startup
Ammunitions auto-reload works for adventure mode too
Added some debug commands in adventure mode (similar to arena mode)


P.S. Recently, it's very difficult to access the Steam forum from our country, so please post your bug reports and suggestions in this announcement directly as comments.

If you encountered a crash bug and you know how to reproduce it. Please zip and email your save (...Steam\SteamApps\common\LowMagicAge\saves\profile_1) with the reproduction method to us at support@lowmagicage.com. It'll be very useful. Thanks again for your help!



v0.90.00 Patch Notes - 3/31/2018

First of all, thank you again for your long-term support and patience! The first beta version of the adventure mode is finally available now.

However, it's still too hasty even for a beta version. Actually, we just released it for those eager and hungry players ;)

At present, only the basic sandbox framework has been completed to show the core game mode. There is no main story line, no world events, and only some of town quests completed. Most descriptions, tips and UI are either still under refining.

So when you play the beta, you may feel that the game content is empty and repetitive. We will continue to improve gameplay, details, and add more interesting new contents!


How to update the beta version?



1. Select Low Magic Age in your library, right-click it and hit "Properties".
2. In the dialog that pops up click the "BETAS" tab.
3. Select "beta - Public beta test" in the dropdown menu. No access code is necessary.

Once confirmed, the update will start automatically.


Completed contents for now:

World Map:
A big explorable continent with various landforms and adventure elements.

Cities and Villages:
Villages, towns, cities, and metropolis of different community sizes. In these places, adventurers can replenish supplies, purchase equipment and other services.

Town Quests:
Cities, villages and other human settlements regularly issue various kinds of jobs and tasks. To help towns accomplish these tasks is an important way to improve reputation and relationship with locals.

Trade Goods and Specialties:
A wide variety of trade goods are distributed all over the world by region and town. Buying local specialties and then reselling to distant regions to earn the difference is a very profitable business.

Dungeons:
Numerous explorable multi-layer dungeons, such as caves and ancient ruins, will be generated when starting a new game.


Other updates:

Adjusted the evolutionary curve of monsters' level
Fixed the problem of Guardian's feats
Dismiss is free now
Increased text brightness of description
Show HP mask on portraits
Fixed some texture bugs


P.S. Recently, it's very difficult to access the Steam forum from our country, so please post your bug reports and suggestions in this announcement directly as comments.

If you encountered a crash bug and you know how to reproduce it. Please zip and email your save (...Steam\SteamApps\common\LowMagicAge\saves\profile_1) with the reproduction method to us at support@lowmagicage.com. It'll be very useful. Thanks again for your help!
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February 19

Adventure Preview #12 (the final one)

Day/Night and Camping



The most direct effect of the day and night alternation to the adventurers is the scope changing of the field of vision. Beware of wandering monsters out of sight when traveling at night.

In the case of sufficient supply, your adventure party can take a rest at any time of the day to restore damage caused by combat and exploration. If there is no rest for a day, your party will automatically consume a supply and take a rest at the end of the day.



Jurisdiction and Subordination



Various settlements will form the relationship of jurisdiction and subordination according to their size. Villages generally belong to nearby cities, and cities may govern a number of villages. The population, prosperity, and various supplies of settlements under the relationship will interact with each other.

Fortresses are an exception. As a military stronghold, a fortress generally belongs to a nearby city, thus obtaining the supplies needed. But fortresses do not have the civilian population, do not accept block trade, and generally do not accept adventurers' visit, unless visitors have considerable prestige and have a good relation with the city which the fortress belongs to.



The Final Preview?

Up to now, 12 previews of the adventure mode have been issued, basically including all the planned contents of the first version of the adventure mode. Of course, there are plenty of details that are difficult to show. We'll leave them to our adventurers to explore and experience personally ;)

The first version is expected to be released in March or April this year. ( Wish all the best in follow-up development. No bug storms, no energy exchanges between planes, and no alien kidnappings, etc. haha ;) :luckylucky:
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About This Game

Low Magic Age is a fantasy RPG that focused on turn-based party-based tactical combat. Field of View, Fog of War, Cover, Zone of Control, Charging and Flanking, various and abundant tactical elements are implemented in the combat system of Low Magic Age.


The game rules are evolved from the Open Game License (OGL), the set of rules based on the pen-n-paper version of fantasy role-playing games of all time, made by Wizards of the Coast.

Normally, you'll create and customize a small party of 4~6 characters: choosing from multiple races, classes, dozens of feats and spells, or choosing a character template directly. And then fight with all kinds of monsters!

Features:

  • Inherited from classic game rules: Evolved from historic pen-and-paper game rules, plus well designed information display UI, clear prompt of hit percent and damage range, help players to learn and immerse in the fantasy world. The innovative combat system, flanking, charging, full-attack, etc., various circumstance bonuses bring more meaningful tactics selections.

  • Classical fantasy monsters: 7 categories, 100+ classical fantasy monsters. Goblins, trolls, giant ants, basilisks and much much more. Different monsters need different strategies and tactics to defeat.



  • Tons of equipment and wondrous items: 60+ common items, 90+ wondrous items, 80+ enchantments. Slashing, piercing and bludgeoning, different weapons against different monsters. Gloves of Dexterity, Counterstrike Bracers, Ring of Regeneration, Belt of Magnificence, Cloak of Thorns, Elemental Gem, collecting powerful magical artifacts to create the hero character in your mind.



  • Well designed skills and spells: Fighters own a variety of martial arts movements, not only basic attacks. All of the arcane spells and divine spells of caster classes are greatly improved, too.

About graphics similarity with another game ToME4:

We purchased and used a tileset of monsters/items from the Norwegian artist Raymond E. Gaustadnes (Shockbolt). He made another tileset for ToME4. So, both tilesets share the similar style and a few same tiles.

Thanks to the Open Gaming License (OGL) from Wizards of the Coast:

It has been stated explicitly by Wizards of the Coast that anyone can make a computer game using the open game content under the terms of the OGL. The OGL can be viewed on the OGL section of their official website, or the help system of this game.

In order to apply a set of rules designed for a pen-and-paper game to a computer game, many rules in the OGL had been adjusted or improved.

System Requirements

    Minimum:
    • OS: Windows XP SP3/7/8/10
    • Processor: 1 GHz
    • Memory: 512 MB RAM
    • Graphics: Intel HD Graphics or better
    • DirectX: Version 9.0c
    • Storage: 200 MB available space
    • Sound Card: Any
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