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Magic Academy: Development Progress

Al3rmo

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Magic Academy has grown significantly lately, both in terms of its main story and gameplay. Today, we want to take a closer look at the systems and content that have already been added to the project.

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🔮 The Second Festival Reveal - MAGIC ACADEMY

Al3rmo

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Become the Director of a brand-new Magic Academy, restore a ruined estate, and gather the most talented - and troublesome - witches in the world under one roof.

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✨ The game features:

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New Game in Development: Meet Noel

wild.pear.games

“Hey, pack! On your feet!” — Miku plans the strategy, Lina handles the theory, and Noel keeps things moving. Meet our dog girl, a high-energy tomboy and the main source of momentum in our new venture. Noel is attending college on an athletic scholarship, but a personal condition keeps her from competing. She has redirected that bottomless need for action into work: she handles deliveries, promotion, and any problem that calls for muscle. She sincerely considers the whole team her “pack.” She is direct, incredibly tactile, and has no concept of personal boundaries. But there is one problem: Noel is used to athletic camaraderie and becomes completely lost when her concern for a teammate starts looking suspiciously like romantic attraction. It throws her off completely! What is your first impression of Noel? And what would you trust her with first?

Update 0.7.5 (Resonantia): Livelier Dialogues, New Scenes, and More Sound

wild.pear.games

Hello everyone! It's time for a new Magic Academy update. In this version, we've added a new text FX/SFX system, continued our work on audio, added Japanese translation, added new story content, and fixed Gallery unlocks for the Personal Conflict endings.

What's New in This Update

New Content

  • Added a new quest with the Lightbringers.
  • Added a new scene with Rowena.
  • Continued Elizabeth's romance storyline with new comics about her new interest.
We also expanded familiar storylines with three additional scenes:

Additional Scenes

  • Audrey at the beach during the beach episode.
  • Victoria and the cursed box.
  • Rose and the protagonist in the nighttime forest.
If you have already completed the relevant quests, you do not need to replay them. Load a save where those storylines are complete, and the new scenes will unlock automatically in the Gallery.

Text & Dialogue Presentation

  • Changed the text reveal effect. Characters now fade in through opacity instead of appearing instantly.
  • Added text FX: color highlights, shaking, flashes, and other effects for important words, emotions, and scene beats.
  • Added text SFX. Sounds can now trigger when specific words appear in a line.
  • Added dialogue box effects. The text box can now shake when a scene needs to emphasize a sudden action, impact, or sharp moment.
  • FX intensity and behavior can be adjusted in the settings.

Audio

  • Added new sounds for interface buttons.
  • Added new sounds for the Path Search, Runes, Wiring, Potions, and Spells minigames.
  • Added new sounds and effects for the Match-3 resource game.
  • Added new hover and click sounds for location objects.
  • Added new sounds for the Journey map: player token movement, clicks, events, and battles.
  • Added new sounds for the Journey inventory panel.

Localization

  • Added Japanese translation.

Gallery & Fixes

  • Completing any ending of Personal Conflict now unlocks all ending scenes from that storyline in the Gallery.
  • This fix also works with old saves.

What Comes Next

We have already started working on the next update. Our current focus is Journey: we want to make card battles clearer and more convenient, rework the cards, and improve the readability of combat information. At the same time, work continues on the main storyline. We will begin sharing more details about the next update over the coming weeks. Thank you for playing Magic Academy, sharing your feedback, and supporting the development!

Devlog: Journey Rework, Part 1: Cards and Builds

wild.pear.games

Hello everyone! The latest version did not reveal any unexpected issues that would force us to change plans for emergency fixes, so the team has already moved on to the next patch. And now we are returning to Journey. We have not given this mode a major pass in quite a while, and over time it has become much clearer where card combat needs better readability. We want to make the cards easier to understand both visually and mechanically, while improving the overall comfort of playing the mode. This is our current direction, not a promise that the entire scope described below will make it into the very next patch.

Cards and Builds

  • We want to replace the current mixed card pool with shared cards and five distinct builds.
  • Blood Magic: convert your own health into a resource that empowers spells.
  • Berserker: become stronger at the cost of increased incoming damage while managing a new Rage value.
  • Summoner: summon a minion and control it through cards.
  • Poisoner: focus on Damage over Time, weakening the enemy, and surviving while temporary damage does its work.
  • Chain: use cheap or free cards, card draw, cost changes, and effects based on the number of cards played.
Which of the five builds would you try first? What card interactions would make it feel truly distinct?

Meet Lina: Food Technology, Debt, and Almost No Secrets

wild.pear.games

Hello! We are continuing to slowly reveal our new game in development. Last time we showed the forceful Miku. Today, Lina steps onto the stage much more quietly.

Meet Lina

Lina came from an agricultural prefecture. She used to teach food technology at a college, and she was good at it. Then one very personal problem cost her that career. Now she has debts, a talent for awkward silences, and a sharp need to start over. Lina is painfully shy about the way she looks. It is easier for her to lower her eyes, apologize in advance, and pretend she takes up less space than she really does. But in our story, she will have to learn that her uniqueness is not a reason to hide. It is an advantage. Do not let her constant uncertainty fool you. Lina is not just a cute quiet girl. Her knowledge of recipes, ingredients, and food technology is the practical foundation this new venture can grow from. What is your first impression of Lina? And who would you rather trust with the business: forceful Miku or quiet Lina?

New Game in Development: Meet Miku

wild.pear.games

Hello! We are starting to slowly reveal our new game in development. The title stays secret for now, but today we can show the first character.

Meet Miku

Miku is the protagonist's former classmate and his first partner in a new venture. She tries very hard to look mature, composed, and strictly professional. She teases the protagonist, always has a sharp answer ready, and hides her own embarrassment behind sarcasm and dry remarks. But under that deliberately businesslike tone, there is an old affection she would never admit to directly. Miku is proud to be "the very first one" who stood beside the protagonist at the start of his new venture. For her, it is important to be not just first, but absolutely indispensable. There are many ways to be jealous. Miku chooses the productive one: work harder, prove her value, and pretend all of this is purely about business. What is your first impression of Miku? And looking at her, what do you think our new game is actually about?

Devlog#46: Words Have Weight

wild.pear.games

Hello! Dialogue in Magic Academy used to simply appear on screen. Read it, click, move on. In the next patch, text becomes part of the scene direction.

Dialogue Text Effects

  • Letters now appear more smoothly through per-character opacity.
  • Specific words or phrases can be animated or highlighted with visual FX.
  • SFX can trigger on a specific word, not only at the start of a line. If someone hits a table, the sound can land exactly when the right word appears.
  • The dialogue box itself can react too, for example shaking when a hit or sharp moment lands.
Right now we are proofreading dialogues and placing the new FX and SFX by hand. The goal is not to turn every line into fireworks. Effects should support the scene: a pause, a hit, a strange word, or an emotional slip.

Elizabeth

We are actively assembling the next patch, and the comics for Elizabeth's romance route are already finished. In those episodes, she will reveal her... let's say, completely new interest. No details yet. The surprise should survive until release. We are getting the update ready for release, and we are looking forward to the moment when you can discover Elizabeth's secrets and feel how dialogue works now.

Hotfix 0.7.0.1 and Future Plans

wild.pear.games

Hello! Update 0.7.0 includes a major dialogue proofreading pass, emotion setup for characters, and a new in-scene movement system that lets characters move during dialogue, making scenes feel more dynamic.

Hotfix 0.7.0.1

Hotfix 0.7.0.1 also releases today. It includes fixes for issues found by our Professor tier players:
  • Slightly reduced build size through resource optimization.
  • Added a memory card name for the scene with Ravena.
  • Restored the Rose scene unlock where she falls near the wardrobe.
  • Fixed the swapped unlock order for two Victoria photo scenes.
  • German proofreading pass for forms of address and umlauts.
  • Skip reward button returned to its previous position.

What's Next

After this update, we are actively moving on to the next patch. Expect the continuation of Elizabeth's romance and Rose's personal conflict. We are also closely watching the scene-art vote that started earlier and have already selected several candidates. And one small hint to close the post: another game is currently in development. It is still too early to show anything concrete, but we will gradually start revealing more details soon. Professor tier subscribers will be able to access early versions for initial feedback. Thank you for staying with us, and thank you for your feedback and support.

The Shark Girl Is Moving, and We Are Choosing Scenes for New Art

wild.pear.games

Hello! Remember the Shark Girl Inquisitor from the previous post? The stern boss you chose for Journey in the community vote? She is no longer just standing on concept art. She moves, breathes, and looks ready to bring her own shark-flavored order to the battlefield.

Making the Midgame Richer

While the Inquisition stretches its fins, we have shifted the team's main attention to another important task: making the middle of the game feel visually richer. The goal is simple: the middle of the game should feel more alive, not just longer. We are looking for scenes that need a strong visual accent. We do not want to draw "just pictures" for the checklist. We want to add art where it actually strengthens the moment.

Tell Us What Needs Art

We are collecting votes in Discord: Join the poll on Discord Here on Steam, we would also like to hear your suggestions in the comments.
  • Which character should definitely receive new art?
  • Which specific midgame scene, dialogue, or quest needed an image instead of only text?
Good art takes time, so the most requested idea is not promised for the nearest patch. But we will use your suggestions while planning the next art pass.

Justice With Fins: The Vote for the Next Journey Boss

wild.pear.games

Hello! You chose this yourselves. And judging by the result, our Journey mode is about to become a lot more dangerous, and a lot toothier.

The Vote

Recently, the community voted for the next Journey boss in two stages. First, you picked the race. Then, you picked the class. We knew you could produce an unpredictable result, and you did not disappoint.
  • Winning race: Shark Girl.
  • Winning class: The Inquisitor.
  • Final concept: Shark Girl Inquisitor.
Meet the winner: Shark Girl in the class The Inquisitor. Yes, a Shark Girl Inquisitor. A blue-skinned enforcer with a tail, fins, a sword, and a red-and-black outfit.

In Development

We are already turning this combination into a real character. The battle art is finished, and she looks severe enough to make you think twice before attacking. The artist has now started work on her full scene. We are not ready to name the exact patch yet: she will appear in one of the future updates once everything is done. We do not want to rush it. The court of the inquisition must be perfect. What do you think we will take from her as a "trophy"? Thank you for staying with us, supporting the project, and taking part in its development.

Monthly Update: Audrey, Elizabeth, and scenes that move

wild.pear.games

Hello! This update is about scenes that have become less static and more alive. Audrey's romance storyline receives two new stages, Elizabeth's "Inner Conflict" reaches its finale, and many story moments now have better staging, movement, and sound. We also cleaned up a good number of practical problems: Journey preparation, scene conditions, UI refreshes, gallery unlocks, and a balance issue that could block progress on easy difficulty. Here is what changed:

New Content

  • Added two new stages to Audrey's romance storyline.
  • Added the finale of Elizabeth's "Inner Conflict" storyline.
  • Added new CG scenes for Audrey and Elizabeth.
  • Added new memories to the gallery.
  • Added new backgrounds and staged scenes for story episodes.

Journey

  • Fixed an issue where a recipe could drop repeatedly even after the player had already acquired it.
  • Improved the refresh behavior of the Journey preparation screen after editing a deck.

Audio

  • Added a large new batch of sounds: UI, foley, magic, ambient sounds, monsters, character voices and vocal reactions, and sounds for adult scenes.
  • Improved the sound design for several comics and interactive scenes.
  • Looping sounds now stop correctly when exiting a scene or changing states.
  • Updated and cleaned up part of the project's audio structure.

Dialogues and Scenes

  • Updated the dialogue staging system.
  • Characters can now use more flexible screen positions, movements, entrances, exits, and speaker transitions.
  • Improved character emotions, movement, and positioning in several old and new scenes.
  • Interactive scenes can now play sounds when switching to specific states.

UI and Quality of Life

  • Fixed focus issues in text fields and Journey code input windows.
  • Improved button sound behavior.
  • Fixed several cases where the interface did not update after player actions.

Quests and Logic

  • Updated access conditions for certain locations and interactions.
  • Fixed several trigger and completion conditions for quest scenes.
  • Fixed NPC display issues after returning from a Journey.
  • Fixed the quest object and indicator refresh for the wire mini-game.

Balance

  • Reduced the magic stone requirement for the "Wall Restoration" project from 2 to 1. Previously, completing the tutorial on easy difficulty could break progression because of reduced rewards.

Bug Fixes

  • Fixed issues with starting and ending certain dialogues.
  • Fixed launch errors for specific dialogue-layer scenes.
  • Fixed scaling and positioning issues for certain characters.
  • Fixed various issues with backgrounds, transitions, and scene settings.
  • Fixed several issues with gallery and scene unlock conditions.
  • Fixed certain location interactions.
As always, thank you for playing and for reporting the odd places where magic behaves a little too much like unfinished code. It helps us make the next version cleaner.

Update 0.6.6.1: text, translations, and Rose scenes

wild.pear.games

Hello! Magic Academy has grown so much that we can no longer fit all the news into a single post. So let's start with the most practical part: today we are releasing a small update, 0.6.6.1, and we will talk about it first. Here is what's included in this patch:
  • Finished proofreading the in-game dialogues: caught and fixed several hundred more inaccuracies.
  • Added translations for all supported languages, including Arabic.
  • Fixed the Lightbringers Camp: loading an autosave in this location no longer breaks progression.
  • Fully voiced Rose's "Pollen" scene.
  • Added voice acting for Rose's "Hide-and-seek" scene.
  • Added voice acting for Rose's "Catalyst of Desires" scene.
  • Added voice acting for Rose's "Searching for Her Roots" scene.
With this done, we are switching back to active development of the next version. Most likely, it will bring the development of Audrey's romantic storyline and the continuation of Elizabeth's personal conflict. And while we are writing code and drawing pictures — tell us in the comments, what would you be most interested to read about in regular Steam devlogs? We could talk more about the characters, the story, game mechanics, or perhaps you'd like to know something about the inner workings of our development?

Monthly Update: Lightbringers and First SFX

wild.pear.games

Monthly Update: Lightbringers, sound, and cleanup

Hello everyone! A month has passed, so it is time for a new development update. While the Steam release is still being prepared, we are keeping these patch notes here so you can follow what is changing in Magic Academy. This time you can hear one of the biggest changes right away: our SFX designer has joined the project, and the first results of her work are already in the game.

New Content

  • Added the “Diversion” story branch and the Lightbringers quest chain.
  • Added the finale of Lillian’s personal quest. The curse has never been this strong.
  • Added a new location: Lightbringers Camp.
  • Added new dialogue backgrounds for the forest and caves.
  • Added a comic for the finale of Lillian’s quest.
  • Added a CG scene with Lillian.
  • Added two CG scenes during the main story.

Journey

  • Added a preset system for Journey preparation.
  • You can now save deck and equipment loadouts, apply them later, duplicate them, rename them, and delete them.
  • Added preset import and export via code.
  • Added preset validation: the game now warns you if a loadout contains locked cards, unavailable equipment, an invalid code, or exceeds limits.

Sound

  • Added new UI, foley, magic, clothing, and adult-scene sounds.
  • Updated the SFX playback system: regular effects, UI sounds, and voice/vocal sounds now use separate audio sources.
  • Added pitch and volume variation for SFX so repeated sounds feel less identical.
  • Added sound transitions for interactive scenes.
  • Improved the sound design for Rose’s greenhouse scenes.

Gallery and Scenes

  • Updated unlock conditions for several gallery scenes.
  • Added refusal options and alternative outcomes for some Joyce scenes.
  • Fixed issues with Audrey’s scenes appearing in the gallery.
  • Fixed visual character artifacts in several scenes.

UI and Quality of Life

  • Fixed the menu opening during the Tub mini-game.
  • Fixed several issues with typewriter text, fonts, and punctuation in dialogues.

Quests and Logic

  • Performed a major proofreading pass on dialogues, quests, and descriptions. Around 1,000 lines were fixed or rewritten in each language.