Magic Academy is a story-driven casual game where players take over a dilapidated academy and gradually restore it to its former glory from scratch. Players will recruit witches with diverse personalities as teachers, each with their own secrets and traits. Through interactions with them, players will gradually understand and change their hearts, ultimately winning them over and unlocking a series of intimate animations. The game features numerous locations to explore, where you may encounter various story events, engage in fun mini-games, and even battles, earning rich rewards and advancing the plot. The game is constantly being updated, with more new story routes and animated renderings being released continuously, so stay tuned!
Victoria: a spectral, ironic mentor whose dedication proved stronger than death itself. No one knows how she passed away decades ago: not even she does. As her forgotten secrets are revealed, Victoria will have to decide what is more important to her: the frightening truth of who she once was, or her new "life" here and now.
Audrey: an energetic and stubborn inventor, entirely absorbed by the technologies of the ordinary human world. Though born with magic, Audrey prefers to solve problems using cogs, gears, and explosive enthusiasm. Will you assist her in her difficult endeavors, or push her toward embracing magic instead?
Rose: the shy and awkward owner of the local apothecary, possessing an incredible talent for potion-making. Behind her quiet voice and round glasses hides a girl with unusual hobbies. Traditional medicine or experimental potion-making: what path will she choose under your influence?
Lillian: a strong and independent girl who is used to relying solely on herself. Lillian is battling a heavy curse and desperately dreams of a normal, peaceful life. It's up to you whether she manages to overcome it, or instead embraces the curse as a part of herself.
Elizabeth: a rational and sarcastic librarian. An intellectual who prefers the company of ancient tomes over people. Behind her biting remarks and scientific jargon, Elizabeth hides vulnerability and complexes related to her older sister. Will you help her become the best version of herself, or guide her down a different path?
Louise: a determined adventurer, archaeologist, and Elizabeth's older sister. She loves the mysteries of ancient crypts and the thrill of danger. Born without magical talent, she more than makes up for it with a brilliant mind, agility, her trusty rope, and a mask of desperate fearlessness. She is frantically searching for a way to gain the magical spark, but does she truly need it? You will have to answer this question together.

Become the Headmaster of a New Academy: The story begins when you are given responsibility for a once-great magical academy that has fallen into ruin. The estate is damaged, resources are limited, and the future of the institution is uncertain. As the new Headmaster, you must restore the academy and turn it into a respected center of magical education.Throughout the game, you’ll complete quests, recruit talented witches, and make important choices that influence both the academy and the people around you. Every decision helps shape the future of your magical institution.
Restore Your Academy to Glory: One of the most satisfying aspects of Magic Academy is the academy restoration system. The mansion starts in poor condition, but as you complete missions and progress through the story, you’ll unlock new upgrades and improvements.Watching the academy transform from a neglected estate into a thriving magical campus creates a rewarding sense of progression. New rooms, facilities, and opportunities become available as your academy grows stronger.Each completed quest brings you one step closer to creating a legendary academy known throughout the magical world.
Stunning 100% Hand-Drawn Visuals: Magic Academy features a completely hand-drawn 2D art style that gives the game a distinctive and polished appearance. Every character portrait, background, animation, and scene has been carefully designed with attention to detail.The vibrant environments help bring the magical setting to life, while expressive character artwork makes interactions feel more engaging and personal. From academy hallways and enchanted forests to magical creatures and detailed character designs, the game’s visual quality remains impressive throughout the adventure.
Explore Dangerous Adventures: Beyond its visual novel elements, Magic Academy includes an exciting RPG Adventure Mode called Journey. This mode allows players to leave the academy and explore procedurally generated maps filled with challenges and rewards.During your travels, you’ll encounter strange creatures, collect valuable resources, discover hidden secrets, and face dangerous enemies. Since the maps are procedurally generated, each adventure offers a fresh experience with new opportunities and surprises.

The new quest "Behind Enemy Lines" brings us closer to the story's finale and shows Camilla from an unexpected angle.
The new quest "Wonderland?" is the finale of Rose's Personal Conflict.
Shark inquisitor: comics and CG
Olivia has finally received new stock for her shop. Going forward, we plan to give every character their own clothing line (including Tom).
New outfits for Rose, Victoria, and Lillian; the nude version unlocks after buying all the other outfits.
The phrase that opens a shop no longer fades out after your first visit, and it now has its own unique icon.
All cards, effects, enemies, and their actions from the previous iteration have been completely reworked.
On top of the basic shared card collection, we've added 5 themed collections, each supporting its own playstyle:
"Resonance": enemy attacks charge your spells.
"Rage": manage your rage build-up, deciding when to take risks and when to calm down.
"Elements": use poison and fire to make your enemies suffer while you stay safe.
"Runes": gain and spend runic symbols to empower your spells.
"Chain": play lots of cheap spells and manage your deck to give the enemy no room to breathe.
Reworked the card reward logic after battles: a dedicated algorithm now helps you build your deck, offering "starters" for collections you don't have yet and "boosters" for the ones you've already started. Putting together the build you want should be much easier now.
Added rerolls that let you replace the dropped rewards several times per run.
All item effects have been completely redone.
Changed the order of enemy actions: attacks first, then defense, then buffs. This helps avoid situations where a caster buffs an enemy that immediately hits you harder than you expected.
All cards received new unique themed artwork.
All buffs received new icons.
All cards now have matching visual effects.
Health now depends on difficulty: Easy: 150, Normal: 100, Hard: 50.
Deck restrictions have changed: you now need exactly 12 cards to start a run.
A deck can no longer contain more than a certain number of copies of the same card: the limit depends on its rarity.
Penelope is back at the tavern, and you can now buy basic and rare cards from her.
Journey Map
Enemy difficulty now scales with the distance from your starting point. No more running around the map hunting for a "pawn" to start building your deck.
Added multi-tile movement: you can walk to any revealed tile as long as the route isn't blocked by an event or a battle. On phones, the first tap builds the route and the second one starts it.
Added "terms" that shorten card descriptions.
To learn more about a term, hover over it with the cursor or press and hold the card.
Enemy intents now have their own tooltips. You can read them by hovering over an enemy's intent.
A moment after hovering, the tooltip pins itself (on phones, tap the intent), letting you hover over the terms inside it.
Hovering over an enemy's intent now highlights the target of their action.
Some buffs can now be "interrupted" by killing the enemy they are aimed at. The caster's intent then changes to "confusion".
The numbers in enemy intents now account for the buffs and debuffs on both the target and the caster.
Characters now flinch when taking damage.
New shark world: opening, cutscene, comic, its own mobs, loot, and a unique mechanic.
Fully reworked worlds: pixie, elf, dragonkin, goblin, vampire, succubus, cat, aasimar, wolf paladin.
All enemies are now split into groups: some are "common" and appear everywhere, while others appear only in a specific world and support its unique mechanic.
Added new animated characters: fire golem, bat, skeleton warrior, dire wolf, werewolf warrior, werewolf shieldbearer, wolf priestess, shark inquisitor, shark assassin, jellyfish, evil jellyfish, shadow cat, demonic totem, holy golem, weapon crate, slime, evil slime, and mimic.
There should be no static characters left in the game.
All mob actions now have matching visual effects.
Added new sounds for various UI actions.
Added new sounds for all minigames.
Added many new sounds to the Journey mode.
Added unique music and sounds to the Match3 locations.
Replaced the ambient sounds in some locations (for example, the Office).
Added audio to the prologue scenes.
Added audio to the cave scene with Louise.
Added audio to the first scene with Joyce.
Added audio to Lillian's first scene.
Added audio to the scene with Lillian after the party.
Added audio to the plug-testing scene with Lillian.
Added audio to the dragonkin attack scene.
Added audio to Audrey's comics.
Added shared sounds to the Journey scenes for: the rogue cat, the aasimar, the dragonkin, and the ice elf.
Fixes
Fixed the randomization of short sound parameters: sounds should no longer "break".
Fixed the sound selection algorithm for scene audio: sounds are now more varied.
Fixed a possible cause of the map minigame breaking.
Fixed a chance for a mob token to overwrite the player token on the map, which broke the adventure launch.
Fixed a chance for a mob token to overwrite the boss, which broke the run's objective.
Added text effect support to letters, so they no longer display as plain text.
Changed the color of the "memory" effect so it no longer blends into the background.
Fixed being able to play a card with no available targets, which simply sent it to the discard pile.
Fixed being able to save/load the game during minigames, which broke the save.

So this game is interesting. No amount of pointing at all the many poorly implemented parts of it can make up for the fact that I'm having a fun time, so let me try to talk about why:
It's a game about a nepobaby who is having to do real work for the first time when tasked to start a magic academy in some tiny backwater town. The game is set in the harry potter universe in a pretty "who cares" kind of way. imo it's just a way to make the dickgirls a funnier inclusion. The premise is ok, the artstyle is charming and it's has this very oldschool almost point and click vibe about it with it's endless fetchquests, which are the core for the main gameplay loop
Building a rapport with the locals is mostly about running errands for them,in two different ways: At first through a simple candycrush minigame and after a few developments through a slay the spire esque deckbuilder. The candycrush is kind of annoying but it's also one of the only things that passes time while simultaneously doing something, so you might as well. It's the deckbuilding that's a little iffier. It's...not well made
For starters it should absolutely pass the time. And maybe it's supposed to causeI have done about 9 sidequests in a single day and they obviously expected me to be further along in the main quest based on the dialogue on those. But it doesn't pass the time, which breaks the timeflow of the game a bit. But when it comes to the meat of it, it's simply very badly balanced.
I have not foud a single epic card worth using and most of the rare ones are worse than simple commons.In the end, it was mosly about finding a cheesable strategy. Which, though I found pretty easy to do, you can't fault people complaining about the difficulty for not finding these when tooltips are so wrong. Incendio's tooltip reads: "Apply 3 burning".I can only speculate it's not supposed to also do 7 damage (which it does), because it makes the card completely broken, even with the basic equipment loadout, but ESPECIALLY after you find the fire and DoT related equipments, allowing you to make a deck exclusively out of incendio and episkey. This area of the game needs a lot more polish.
That being said, once I found a cheesable strategy and got all the equipment recipes, it just goes back to being a simple minigame.
Enter the map->Look fora building that allows you to remove some useless rares that the equipment puts into your deck:> Run straight to the boss/special NPC. It becomes a much more seamless part of the gameplay loop, and puts the focus back on "talk to these charming characters".
And I can't really complain about that. I like the characters, I like their internal conflicts and the obvious answers that yield each result. I don't even know if the mechanic to make characters behave differntly based on alignment is implemented yet but I'm curious to see where it goes.I'm looking forward to the next addition to the gameplay loop once we start actually having to run the academy.
The game is simple, it's grindy, it's a little broken anda little poorly balanced, but...it's fun,in a bit of a nostalgic way. And I think that's enough
Play centers on managing the academy: repairing its structures, hiring teachers, and deciding how the school develops over time. Alongside these management choices, the player builds individual relationships with the cast, uncovering personalities, backstories, and kinks as the story progresses.
Size:941.60MB Version:0.7.5.2
Requirements:Android Votes:471
Package Name:com.WildPear.MagicAcademy Signature:5222cd440f555c2192a495bc0aaa4106
Content Rating:Mature 18+ · Includes adult Themes
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