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Why did Magic Realm end up like this?

魔法之境 Magic Realm · Community Announcements · September 27, 2026

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

[p align="start"]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.

[p align="start"]In the meantime, I figured — well, since I'm just waiting anyway, might as well add some more content.

[p align="start"]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.

[p align="start"]I know what you're thinking: "Three years and this is what you made?"

[p align="start"]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.

[p align="start"]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.

[p align="start"]I've seen all the current issues.

[p align="start"]I'm not going to say things like "please believe in my future."

[p align="start"]So the only thing I can do is start from day one's feedback and fix things one by one.

[p align="start"]I'll gradually patch in the follow-up updates.

[p align="start"]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.

[p align="start"]If you're willing, you're welcome to keep watching me update. I'll take the criticism — the problems really do exist.

[p align="start"]But after all, we've worked on this for three years. At the very least, it deserves a proper beginning and end.

[p align="start"]It really hasn't been easy having you all following along for so long.

[p align="start"]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.

[p align="start"]Except for the True Ending, both the Good and Bad endings can be reached by skipping all current combat through failure and positioning.

[p align="start"]That's about all I can say.

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