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Steam announcementView the game on SifterSeptember 27, 2026

Why did Magic Realm end up like this?

Our game was first conceived in 2023, finished development and submitted for review in 2024, and only just passed review now.

At first, we wanted to make a small-scale brick-breaker game. Never expected to be hard-banned for two years, dragging things all the way to today.

In the meantime, I figured — well, since I'm just waiting anyway, might as well add some more content.

And then, as I kept working on it, the story grew from 8 chapters, 30 CGs, and 50,000 words... into 20 chapters, 40 CGs, and 200,000 words.

I know what you're thinking: "Three years and this is what you made?"

Because of... well, certain reasons, we ended up revising the game over a dozen times before the official launch. We were still doing last-minute assembly right up until release.

This led to us fighting ourselves, wasting a huge amount of time and energy, and it also made publishers take a wait-and-see approach. That's on me.

I've seen all the current issues.

I'm not going to say things like "please believe in my future."

So the only thing I can do is start from day one's feedback and fix things one by one.

I'll gradually patch in the follow-up updates.

The following issues will hopefully be fixed before October 1st:

  1. Main menu, combat, and dialogue UI.
  2. Ball physics logic.
  3. Auto-ball and catch tolerance.
  4. Tutorial level changes.
  5. Partial story revisions.
  6. All combat CG stuttering and pause failure.
  7. Crash and preload issues.
  8. Boss EXP absorption — no more picking it up yourself.
  9. Ctrl to fast-forward story.
  10. Load and save.
  11. Steam cloud save and compatibility.

If you're willing, you're welcome to keep watching me update. I'll take the criticism — the problems really do exist.

But after all, we've worked on this for three years. At the very least, it deserves a proper beginning and end.

It really hasn't been easy having you all following along for so long.

One more thing: the game has three endings, triggered based on death count — True Ending: zero deaths; Good Ending: three deaths or fewer; Bad Ending: more than three deaths.

Except for the True Ending, both the Good and Bad endings can be reached by skipping all current combat through failure and positioning.

That's about all I can say.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.