The Magician's Research key art
Unranked Released 2d

The Magician's Research

Free RPG idle: hunt the Mage's Guild's escaped experiments, feed the alchemy lab, and prestige without ever quite starting over.

by Mad Labyrinth Studios · 20 Nov, 2019 · PC (Steam)

The Magician's Research is a free RPG idle about a workplace safety failure: the Mage's Guild's experiments have broken out of the tower, they multiply when you look away, and as the newest recruit you are handed a staff and told to track down, research and dispose of them before they reach the towns. Mad Labyrinth Studios released it on Steam in November 2019 as a free-to-play clicker with a dense web of RPG systems on top, and its reception has settled at Mixed, with the split between players who enjoy the sheer density of currencies and players who bounce off the dated presentation.

It is a game that answers every feature request with another layer. Skill tree? Yes. Alchemy lab? Yes. Faction reputation? Also yes, and the factions pay out permanently.

What the loop feels like

You click an experiment until it pops, heal, potion, repeat, and the auto-clickers you unlocked last prestige handle it while you're away. That's The Magician's Research.

You donate a pile of arcane scrap to the Guild, trade runes and cursed amulets for power, and the alchemy lab quietly brews buffs from whatever ingredients the hunt dropped. That's The Magician's Research.

You prestige, and instead of starting over you restart from the halfway mark of your best run ever. That's The Magician's Research, and the half-stage prestige is its most interesting idea: the reset hurts by design, just not very much.

The Magician's Research gameplay

The systems in the tower

The roster layer comes first: ten magicians, each with unique bonuses, and unlockable support slots that let you field a party of passive bonuses rather than a lone caster. Combat is a staged push against multiplying experiments, mixing clicks, healing, potions and toggles for auto-clicks and auto-move, with weekly-reset quest campaigns layered over the main push.

The economy is where the game gets dense. Liquid Gold funds magical upgrades, Arcane Scrap is donated to the Guild for rewards, runes, dragon eggs and cursed amulets trade into further power, and the alchemy lab combines ingredients into timed buffs. Faction reputation, earned separately with each group, pays out permanent bonuses. Prestige grants two different currencies plus permanent perks, and because it resets you to half your maximum stages rather than zero, the strategic question the game keeps asking is whether to push deeper or recycle more often. Trophies and badges pile permanent rewards on top, login rewards and an idle chest grease the daily loop, and offline progression runs up to seven days, generous by the standards of browser-rooted games in the lineage of Idle Mage Attack.

Where it stumbles

Community reviews are frank about the package around the systems. The premise promises research and lore and delivers little narrative backbone. The ten magicians differ by slivers of passive stat rather than by playstyle, so roster choice feels cosmetic. Pacing drags even when optimized, with stretches where the skill tree is maxed and the multipliers still crawl. And the interface is archaic in the way of its browser-game ancestors, dense with tabs and short on polish. Compared to a modern Mage idle like Grim Clicker, everything here is older, slower and freer.

Playing it today

Free on Steam for Windows, from Mad Labyrinth Studios, with optional in-app purchases and Steam leaderboards. The Steam review board is the main community record; there is no active subreddit for the title.

The verdict

A free, dense, dated grind: half a dozen stacked progression systems wrapped around a clicker, with a prestige rule that respects your history. Worth the download if the spreadsheet scratch appeals and the presentation does not put you off, and easy to skip if it does.

Community

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