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Magia Exedra First Month Review

4/27/2025

 
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Magia Exedra is the follow up game to my all time favorite mobile game, Magia Record, so when it was announced it’d be a global release it instantly became one of my most anticipated games. I was excited of course to once again have another Madoka Magica mobile game to play daily made by the same developers, but as I learned more I did have two concerns walking in, namely that Exedra seemed to be looking more backwards than forwards with its premise and that I may not vibe with the combat that at first glance looked fairly simple and also since the combat resembled that of another mobile game I didn’t care for. It’s been a month now since Magia Exedra first came out and I have been playing it daily since launch, so I wanted to share my initial thoughts on a game I intend to play long term.

I actually want to start with one of my conclusions before properly diving in, simply that I’m having a lot fun and currently at least I plan to play daily until the game shuts down. I want to mention this upfront, because often when I write my blogs, I focus on games that I enjoy a lot. I tend to write long blogs and often when it’s something that I’m more down on, I regularly decide it’s not worth it. As I’m about to delve into, Magia Exedra is a game that I was already strongly emotionally attached to walking in on a handful of fronts and while I do have a good deal of criticism for it, I don’t want it to be lost that I’m also genuinely enjoying it despite its shortcomings.
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​To start diving into my thoughts on Magia Exedra, I should first elaborate on how I felt about its predecessor Magia Record, which has come in and out of my life in odd ways which has only strengthened my fondness for it. As a side story of the original Madoka Magica anime, Magia Record follows a new character named Iroha Tamaki who is searching for her missing sister Ui in Kamihama, a town where both magical girls and witches are gathering as dangerous rumors begin coming to life. Arc 1 of the story primarily focuses on the many new characters in Kamihama including the friends Iroha makes and the members of a cult they end up clashing with called the Wings of the Magius, but it also features characters from the original Madoka Magica anime whose story in Kamihama is told in parallel in the Another Story campaign. I played Magia Record every day when the English version was active which at first helped me reconnect with my all time favorite anime, but as the game progressed it became its own distinct thing that I in many ways love even more than the original Madoka anime. The extensive cast of characters in particular has really stuck with me (with Iroha being one of my all time favorite characters) and I especially enjoyed going on new adventures with them across the more dramatic main story, a variety of event stories, and in the more personal magical girl stories. I was thus heartbroken when it shut down a year and a half into service, but a few years later it returned to me thanks to an awesome fan translation group, Magia Union Translations, that is hard at work translating the entire game into English. Thanks to their ongoing Arc 2 fan translation, I’m getting to experience an even more grand story with so many new characters to meet and exciting new threads and mysteries to follow and unravel.
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​I had to describe Magia Record first, because sadly Magia Exedra is currently not remotely offering the same kind of story experience which is quite disappointing! Unlike Magia Record which was primarily looking forward over its hundreds of hours of cutscenes, Magia Exedra so far is primarily about reliving the stories of Madoka Magica and its various spinoffs in a visual novel format. The premise of the greater story is you are following the shadow of a magical girl who wakes up without her memories and emotions in a mysterious lighthouse surrounded by a black void. The nameless girl’s only companions are A-Q (a green colored Kyubey) and a thus far silent little bird guy named Nighthawk who hoards treasure and runs a shop. A-Q tasks your character to dive into “windows of memory” to retrieve memsparks which will restore light to the lighthouse. In practice then, the game flow is selecting a level, wandering almost ever forward through dungeons (you can only walk forward or backward and occasionally turn at an intersection for a challenge fight), and then watching cutscenes. While Magia Record had a similar setup of either being in a fight or being in a visual novel cutscene (no dungeons to walk forward through) and worked well, Magia Exedra is so far most frequently kind of dull because if you’ve watched Madoka or played Magia Record, you are just rewatching a lesser version of something you are already familiar with and not experiencing a new story moving forward. There is little discovery and little to spark your imagination when you are just revisiting something you are already familiar with. I’ll discuss the remake elements more shortly, but circling back then to that greater story premise my fear of Exedra looking more backward than forward thus sadly panned out. While I have seen some new story content that I’ll again discuss in more detail shortly, the overarching lighthouse story is honestly even worse than I expected so far walking in because I’ll just come out and say it has gone absolutely nowhere despite how much time I have put into the game so far. Technically the Nameless Girl has become more rounded emotionally, but in terms of where her story is currently it has only gone from her being told to collect memsparks to simply she wants to collect them now by the time credits roll. That’s it! There is nothing here! It’s a further shame too because I like both the Nameless Girl and A-Q from the little bit they have gotten to interact with each other in game and in the fun weekly online promotional comic Magia Etcetera. While the Nameless Girl doesn’t have anything deeper going on so far, at least there are a few crumbs in the relative desert to chew on for A-Q for whether he is up to something or if he is ultimately friendly or not. He’s certainly unique from Kyubey at least.
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​Since I’ve already started discussing the story elements of Magia Exedra, I’m going to first dive into the main story campaign now and then discuss the event and magical girl stories before moving into discussing the gameplay. As I mentioned, the bulk of the main story campaign consists of remakes of Madoka Magica and its various spinoffs. Thus far there is the main Madoka campaign which is fully finished, the first half of the Arc 1 Magia Record campaign, and a long single dungeon campaign for Oriko Magica which was a manga spinoff series I never read. When you finish the main Madoka campaign credits roll and a teaser video plays for more story content to come from the movie Madoka Magica Rebellion and Scene 0 which was an original what if story presented inside of Magia Record before the game shutdown in Japan. From the opening movie of Magia Exedra (and the original teaser video), presumably we’ll get more short campaigns like Oriko’s for Kazumi Magica, Suzune Magica, and Tart Magica. All told, this is an extensive number of stories being remade as a visual novel here!
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The Madoka Magica campaign is in some ways the most involved of them. Despite the show being much shorter than Magia Record, the Madoka Magica campaign is given the relative premiere remake treatment and is far and away the largest amount of story and dungeon gameplay in Exedra currently available. After a fun unique little prologue tutorial sequence that recreates the very start of episode 1 of the show (you get to guide Madoka up the first set of stairs), you are then thrust into the gameplay loop I described earlier for the entire rest of it of picking a level, walking ever forward through dungeons, getting into standard fights and boss battles, and watching some flashback sequences. Unlike the rest of the vast majority of Magia Exedra, the Madoka Magica campaign features full voice acting as it features the voice work from the show. The script literally matches the Blu Ray translation which I was freshly familiar with as I recently rewatched the anime with friends. There are a few images from the anime inserted, some good fresh new ones for the game, some less than hot new ones for the game, and rarely some new 3D cutscenes that recreate a few key scenes from the show like battles with witches in first person and the scene where Madoka talks to Homura for the first time in episode 1 of the show.

Unfortunately, I was fairly bored by all of this! While it’s kind of an interesting thing to see, this is perhaps the worst way to experience the original Madoka Magica story as it is painfully and frequently broken up into very small chunks and you lose all of the cool visuals, atmosphere, and action the anime offers. While I appreciate the same script is essentially there, that also means there are no surprises or fun quirks to latch onto in this version as a result. While I didn’t entirely skip over it, I was frequently tapping the screen to speed up cutscenes which is dire. I would never elect to play through this again as long as the anime is readily available and I certainly wouldn’t recommend it to newcomers either. If I did want some variety, there’s always the manga adaption too which has excellent artwork, doesn’t frequently interrupt itself, and feels worthwhile and novel enough on its own terms.
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The one thing the Madoka campaign really has going for it, are the 3D graphics for the dungeon gameplay. While you are essentially just walking down corridors, they do at least look really cool! The big labyrinths from the show like the Dessert Witch are given lavish 3D recreations and due to the game structure where each labyrinth is essentially given three unique layers and a unique boss room, some of the labyrinths that you only get a glimpse of in the show have expanded sections entirely. It definitely got me wondering if some of these sections were based on ideas that never made it into the original anime or if the artists came up with new ideas entirely for Exedra which is fun to think about. Like the show, many of the new sections really capture and spark the imagination which is far more than I could have asked for walking in. I also got a kick out of the new witches they added to the game. In the show you only see a familiar of the Artist Witch for example, but here in Exedra you get a never before seen labyrinth and the witch herself. Of all the genuine new content in the game, this has generally been the most awesome so far.

With keeping the Madoka campaign in mind as the baseline of sorts, I can sort of roll through my thoughts on the other campaigns more quickly. I was glad to see the Magia Record campaign follows the story of the game over the separate anime universe (the anime ostensibly features completely different versions of the characters that I like less), however it doesn’t feature any voice acting at all which is a colossal bummer given Magia Record featured full voice acting for the main story and also disappointing unlike the Madoka campaign the story is very much edited down with many scenes, including a few of my favorites absent altogether. This is a different kind of disappointment then because unlike the Madoka campaign, I actually would have gladly welcomed a proper remake given at least currently there is no official way to reexperience Magia Record as a proper video game (fans have uploaded the old cutscenes to Youtube and there is a fan made app in development). In a potential full remake, there also wouldn’t be that downgrade element that the Madoka campaign suffers from given a proper Magia Record remake inside Exedra would be in the same exact visual novel format just with different combat. The only true perks in Exedra’s actual Magia Record campaign are again seeing the labyrinths recreated in 3D and perhaps surprisingly a few new unique Live 2D animations for characters. Also, while I can’t say for sure if it originated here as I haven’t seen all of Magia Record, Tsuruno’s Dad has an actual Live 2D model which is kind of wild because he used to be one of the blue silhouette guys I’m guessing for budget reasons despite how frequently he appeared in the story often with full voice acting. 
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The Oriko campaign is perhaps the most interesting of the ones released so far. I’ve never read the manga so this was an all new story for me which I greatly appreciated after primarily playing remake stories. I can’t tell you how well it was adapted as I never read it and sadly it is again not voice acted, but one thing I enjoyed was the cutscenes were notably longer than the ones in the other story modes which made it feel less start and stop. I guess the big issue here was I just didn’t really like the two main characters, Oriko and Kirika. While I liked how off the rails the story got and it was interesting it essentially followed two villains, I didn’t really enjoy or relate to either character’s motivations. I did enjoy characters from the original Madoka series appeared in the story which I wasn’t expecting and they each had some fun roles. I also dug the ending was extra exciting as the final boss fight was tied well into the story and was a menace to overcome. The way the Oriko campaign was handled overall does make me more excited for the other spinoffs, Kazumi, Suzune, and Tart, as at least as a newcomer it felt like I got a thorough adaption here and the visual novel format worked well enough. None of the upcoming stories I’ve read either outside of the first volume of Tart and I don’t have too much knowledge of the characters beyond some of the crossover Magia Record event stories those characters appeared in so I’m excited there is going to be substantial new to me story content to look forward to.

Incidentally, since I’m talking about future content, I am curious about how the other two adaptions will pan out. My big question for Rebellion is largely if it will get voice acting and I guess what they might pick for boss battles given the movie has an unusual story structure. Scene 0 again I’m wondering if it will have voice acting as well as seemingly the Madoka stuff with voice acting is getting in and there are only two extra voice actors for Mabayu and her guardian Sakie. I watched a very quick and dirty translation of Scene 0 last year on Youtube (like a few steps over Google Translate) and it’s…not a great story! I like Mabayu a lot in a vacuum, though if you consider her story as canon, it gets messy very quickly and I don’t think a more thoughtful and enjoyable translation would improve that even if sure it’d be pleasant to have. Still, unlike some of the other remakes, I actually think an edited down version of Scene 0 has potential as there is some fun, interesting stuff there that comes about as it plays with the original Madoka timeline, but it takes a while to get there.
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As for all new content within the main campaign, thus far I’ve only gotten a very small taste of it as it is tied to replaying the game on Nightmare mode (the third and thus far highest difficulty level) which you unlock one new cutscene for when you clear each dungeon. This is unambiguously presented as “what if” content and thus far as I’ve only cleared one dungeon, I’ve only seen one round of it. I can’t say if any of the episodes are connected to each other at this point, but the one I did see so far was much more substantial than I expected, probably more than five minutes, and was a very fun slice of life story with Madoka and Sayaka traveling to another town to look for a hard to find classical music CD store. These segments also lack voice acting outside of the brief lighthouse segment at the end of it which is a shame. Still, if the rest of these short stories are as fun as the first one, I’ll be looking forward to seeing more even if it isn’t as cool as offering a cohesive new adventure or building out a world quite like Magia Record.

While the main campaign is almost entirely looking backward than forward so far, the event stories and magical girl stories are thankfully mostly new here. I can’t speak to the magical girl stories much as I’ve only seen one episode of Madoka’s so far, but it was enough to confirm it’s completely different than her Magia Record story which is exciting. So far, it’s very slow going to actually unlock these stories which is disappointing, but hopefully as the game continues the boss rematch mode will offer more and more XP to unlock those stories faster and the specific XP boosters will be handed out more frequently. As for the events, which I was most looking forward to walking in since this seemed like the most likely source of brand new stories, we’ve only seen five so far, but I’m optimistic here. I kept mentioning the lack of voice acting throughout most of the game so far not just because I was disappointed, but also because two of the event stories actually do have voice acting as they are visual novel adaptions of drama CDs. It’s very rare drama CD’s / audio dramas ever make their way over here, so while it’s technically not new story content, it’s very much new to me and both of those have been good fun. One was another potential version of the backstory between Mami and Kyoko (separate from Another Story) and the other was a fun what if study session / party of sorts with all five main Madoka characters hanging out. I have no idea how many of these exist, but I’d be down for more for sure. As for the other three events two of them were fun what if stuff, including a silly April Fools event that had an elaborate animated dance cutscene, and the other was a Magia Record story that seemingly could fit into the timeline as Mitama and Momoko deal with a parallel world encroaching on theirs. The latter wasn’t too hot, and it’s a shame you sort of needed to have seen five separate Magia Record stories to really get the most out of it making it less newcomer friendly, but otherwise it was pretty cool to get a new adventure centering around a character I didn’t expect to see again.
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​Alright so that’s the story elements of Magia Exedra covered, so now I can dive into the gameplay. Like Magia Record, Magia Exedra is a gacha game and here you are only pulling for characters as you unlock Portraits, the Memoria / accessory equivalent, exclusively through gameplay. Aside from the $18 I threw in at launch primarily to support the game, I’m ostensibly a fully free to play player for gachas since I have no interest in gambling and they never directly sell anything worthwhile so my experience is going to be through that lens. Magia Record had some fairly generous pity systems as every 100 pulls you were guaranteed a five star character and that counter extended across banners. Since the banners also included accessories, the currency for pulls was handed out fairly generously. In Magia Exedra every 200 pulls you are allowed to just outright pick a featured character in a banner, but that extended counter across banners does not exist so to be strategic you’ll probably want to have 60,000 gems saved up before pulling. As a free to play player, about a month in I have over 50,000 gems saved up so I’m getting fairly close to be able to do my 20 ten pulls and get a guaranteed character I want which is exciting. While I thus haven’t been pulling with gems outside the tutorial pull, my first ten pull, and the $18 ten paid pull (Which I got Madoka from! Woohoo gambling!), I actually have been able to pull from the gacha fairly frequently still because Magia Exedra very frequently gives away Magia Keys for completing challenges. These keys, which were not in Magia Record, do not contribute to the guaranteed character counter so there is little incentive to hoard them unless I guess your favorite character isn’t in the normal gacha pool yet. Magia Keys come in three levels, the generic ones, the guaranteed four star or higher keys, and the guaranteed five star keys, so you’ll get a good range of characters from using these. I did want to mention the gacha mechanics upfront because it does factor into combat for better and for worse pretty heavily as unlike Magia Record where dupes opened up accessory slots getting dupes of characters in Exedra opens up game changing abilities for your characters. For a sense of this, getting my second dupe of Homura in particular has essentially doubled her damage output as it gave her a two turn strength buff when she uses a battle skill and a 60% damage increase for her follow up attacks which is wild considering how many more opportunities to attack over other characters she has to begin with.
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I’ll talk about the actual combat now which is thankfully a lot of fun. Fights in Magia Exedra ask you to bring your team of five against whoever you are facing against whether they be familiars, witches, Uwasa, or rival magical girls. Each character is locked into one of six elements and one of six roles. While the elemental affinity of each character isn’t too crucial so far, the roles absolutely matter. There are Attackers, Breakers, Defenders, Buffers, Debuffers, and Healers. My current party for example consists of three Breakers, Lux Madoka, Pluvia Madoka, and Mito, one Attacker, Homura, and one Buffer, Tsuruno, and I have dabbled with having two Attackers, a Defender, and a Debuffer in different teams. Once you are in combat you only have two primary options on a given turn: a single normal attack that gives you a node or using your characters battle skill which costs a node. You enter combat with five nodes (enough to fire off everyone’s battle skill once) and can hold up to six so there is a push and pull to basic combat. All characters outside of the three star characters you will quickly ditch additionally have a magic gauge that rises as you deal and take damage which when full lets you interrupt turn order to fire off a big special attack. Unlike the Trails games S-Crafts, these special attacks are an additional action that doesn’t replace your characters normal place in the turn order, though some do have effects that boost everyone’s magic and grant extra turns and of course if they break an enemy that can significantly set their turn backwards.

In practice, while the combat appears very simple and can be if you dramatically overpower your opponents, there’s actually frequently a lot of things to consider even when the number of possible actions in a given turn are low. In tough fights especially, managing your health, the battle skill nodes, your buffs, your magic gauges, which enemies you target when, when and how you break things, and when and how you max out the break multiplier, can matter so you have to plan ahead to be most efficient and come out on top. My favorite character in combat, Homura, sort of exemplifies how all of this can factor in. Currently as my only Attacker she is the one dealing the most damage to bosses by far with her battle skill and special attack (which deals a lot of damage to one target and decent splash damage to the enemies to the left and right of her main target), but she also has a big extra gimmick to her with her “follow up” attacks that trigger whenever at least one enemy’s break gauge empties or if you max out their break multiplier. The follow up attack targets whoever her or another character was directly targeting, but if the enemy directly targeted dies before her follow up triggers, Homura will then target the next enemy alive with her grenade to your right (or to the left if no one remains on her right). Since some characters can attack multiple enemies at once and there is also the potential Homura’s follow up attack could fill her magic meter, figuring out how to best take advantage of her devastating follow ups is crucial. A further quirk for Homura is that her big special attack where she summons her SHAFT rockets also gives her, often immediately, an extra action, so making sure you have an extra battle skill node to take advantage of that is crucial. That’s just one character on my team; others have interesting quirks as well like Tsuruno’s party buffs given by her battle skill and special attack that can combine together for even more damage or how Pluvia Madoka can boost everyone’s magic with her special attack.
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​Cool designs aside, standard enemies sadly blur together even if the core gameplay is fun, but combat of course is put to the test frequently in the boss battles. Some are fairly straightforward as you merely need to break the boss, raise its break multiplier, and then pound them with your special attacks to triumph. Others however offer some of the most interesting challenges in the game. The Mermaid witch for example is perhaps the most memorable and it makes sense you get a free five star key as a reward for defeating it given the challenge is so high. Unlike most bosses, the Mermaid witch has two phases and while the first one is straightforward the second grueling one is anything but. Every time it attacks it begins stacking a strength and defense buff Debuffers infuriatingly can’t remove (the language says they can remove any buff!) so you know the longer the fight drags on the worse it will be for you. What makes it worse though is that it is also recharging its break gauge each turn so it becomes a real test if you can overpower its healing. Once you finally break it, you can raise the break multiplier as high as 800% damage so it is crucial you come prepared to do that. What I didn’t notice at first and why I was left wondering why when I had sometimes put it in break I was dealing far more damage than other times, is that the Mermaid witch also has a second and even more dramatic damage reduction buff so if you happen to break it while that buff is applied you aren’t going to get much out of that break gauge break so you have to time or delay it strategically amidst everything else. Keeping track of your opponent’s health and its buffs as well as all of your resources and being ready to best take advantage of your moment to really rack up damage is just so cool when it all comes together. I won’t go into full details as it is fun to discover these for yourself, but there are a handful of other cool gimmicks bosses have like shields to break through, familiar summons, and deadly counters to contend with. 
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As I battled my way through the game, I was also frequently thinking about and engaging with the character growth systems because a lot of the appeal of Magia Exedra is heavily tied to numbers and managing resources over time. Each character has roughly seven things to level up: character level, magic level, special attack level, ascension, portraits, Heartphials, and their support characters. Various activities like upgrade quests, events, and PVP, give the resources to level these up and I appreciate it’s more streamlined than Magia Record as you don’t have to deal with weird drop rates for items that don’t apply to every character and resources are clearly tied to each category (the art supplies of course only level up the portraits for example). These systems / activities all feed into each other in satisfying enough fashion as well which is always appreciated though it is of course a little daunting at first as you have to constantly bounce around menus and figure out what everything does. I haven’t mentioned it until now, there is a classic mobile game stamina system, but like other mobile games I have recently played thankfully it is only tied to the upgrade quests (where you can gather EXP and magic upgrade items quickly) otherwise you are welcome to play as much or as little a day as you want (I’ve been aiming to clear one dungeon per day). The other interesting thing about those upgrade quests is they level up as you clear the main campaign and you’ll get more and better rewards as you go which makes it easier to level up more characters faster. A lot of the daily activities you can skip over once you’ve cleared them once which is also a nice QOL quirk older mobile games didn’t always feature. 

There are three limited time activities I want to quickly touch on to wrap up my discussion of gameplay: PVP, Score Attack, and the Tower mode. One of the reasons I actually had faith Magia Exedra’s combat would be good was because PVP in Magia Record remained interesting for an entire year and a half. While the combat is a lot of fun and I’m pleased the character growth part of Exedra is satisfying to work through and isn’t heavily impacted by the gacha, despite how dramatic dupes are with ascension, sadly PVP is just completely whatever here despite the balance seemingly being firm enough to keep it interesting. For whatever bizarre reason, the developers don’t let you fight matches yourself which at first made sense to me since fights can horribly drag on, but due to the way rewards work, I’m finding in practice it’s best to just fight weaker opponents consistently where matches are over quickly anyway and would only be faster if you fought them yourself. Since it is set up the way it is, I just skip over watching all five of my daily fights which is just so whatever. Somehow, I’m in the top 100 players currently for season 2 which might be concerning insight into the game’s health or my team is just awesome, who knows! As for the other modes, Score Attack presents a new boss fight to challenge for a few days at increasing difficulty levels and the goal is to figure out which difficulty your team can best shine in to raise your score as much as possible. It’s a fun break from the standard fighting and I appreciate despite reusing the boss models, the fights themselves do not function as their standard fights. Charlotte’s Score Attack fight for example revolved around it stealing magic from your party even though the normal fight doesn’t feature that ability at all. The Tower is basically just a battle arena against increasingly more difficult enemy teams and bosses. It’s not terribly remarkable aside from seeing the Mirrors labyrinth in 3D, but it is a neat way to see how far your team has come.
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​Before I wrap up, I do have a quick few other topics to touch on. First, I mentioned it earlier, but the presentation outside of the lack of voice acting is generally amazing. The menus are slick, the witch labyrinths are amazing, and I adore how awesome the characters and monsters look. The game looks really good in screenshots (I’ve taken a ton), but it looks extra rad in motion especially in the over the top special attacks. There’s a great array of excellent familiar music from both the anime and Magia Record inside the game and while there is very little so far, I’m happy with the few new tracks here. I really like the theme song for the rad opening movie, Lighthouse, and I’m glad you can hear it in game whenever you want. I’m less pleased however there is no way to rewatch movies in the otherwise very comprehensive gallery mode including that very rad opening movie. Hopefully they fix that soon and also add Lighthouse to itunes. Finally, I do want to mention the Unions feature which so far isn’t very exciting. I’m in one with a friend and all it offers are simple weekly goals to work towards asynchronously. It’s weird how lacking Unions are even for gacha game standards so I hope they have something more for the feature planned down the road.
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After one month of playing, I think I can best sum up my thoughts by saying that while I’m disappointed a lot of the story so far is playing the greatest hits badly, I’m mostly through the bulk of the recap content so I’m optimistic about the future of a game that I want to play long term. I’m moving more into stories that are new or new to me at least and while I’m not sure Exedra is going to hit the same way as Magia Record did as that game was almost always looking forward to new adventures and building out a broader universe over its seven years of life, I think there is potential at least for some fun new adventures ahead even if they sadly don’t have too much exciting connective tissue between them. While they do have a lot of recap content still to make for the main campaign (especially if they ever do Arc 2 of Magia Record), I’m at least hopeful Exedra will eventually do something cool with the lighthouse story as I do like both the Nameless Girl and A-Q. Thankfully beyond that I’m having a lot of fun with the game. It’s so cool seeing these characters, the monsters, and labyrinths I love brought into lavish 3D graphics. While it appears simple, the combat is a ton of fun in the moment as you decide how you will juggle resources and take advantage of combos to navigate fights. Similarly, the character growth systems and resources are a lot of fun to juggle and make use of long term while the gacha gives you new characters to build your teams with and when you pull dupes major buffs to shuffle up your strategies. I have no clue how long Magia Exedra will last and I’m sure it will inevitably break my heart when it inevitably shuts down, but for now one month in I’m excited to keep playing.

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I hope you enjoyed reading my latest blog! Thank you for reading it! I’m always curious to hear what you think, so be sure to reach out and let me know! Also, I’d be curious to know if you are playing and enjoying Magia Exedra. You can find me on Bluesky @justinmikos.bsky.social. Until next time!

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