I Have Only MP title logo beside a small purple-robed wizard character

Game review

I Have Only MP Review

4 / 10

Developer
PINKPOK
Publisher
PINKPOK
Released
12 September 2026
Platforms
["Windows"]
Genre
RPG

A Wizard on a Timer, Not a Health Bar

I Have Only MP is a casual, wave-survival action game with a mechanical hook right there in the title: instead of a conventional health bar governing how long a run lasts, the player's MP ticks down continuously and acts as the stage's real time limit, while a separate pool of hearts absorbs damage from monster collisions. Clear the stage's swarm of enemies before MP hits zero, or get sent back to base to try again. Higher stages throw progressively larger monster swarms at the player, and the game pitches its progression as a simple, no-frills upgrade system, gather gold, spend it on whichever skill node looks appealing, though the actual upgrade screen turns out to be a sprawling, branching node map that reads considerably busier than that "no complex skill trees" framing suggests. Every fifth stage caps off with a boss fight that, on defeat, rewards "Beans," a currency spent on a cosmetic-item roulette wheel. Developed and published by PINKPOK, I Have Only MP launched on Steam on September 12, 2026, priced at $7.99, and the developer pushed four separate bug-fix and balance patches within its first week on sale.

A Small, Evenly Split Launch

I Have Only MP has drawn 8 reviews so far, split exactly down the middle at 4 positive and 4 negative, for a 50% approval rating on a small early sample. That even split isn't really a coincidence of a tiny sample size, either; the positive and negative reviews describe genuinely different experiences with the same game, split largely along how far into its systems each player managed to get.

A Rough Start That (Sometimes) Opens Into a Satisfying Power Spike

The positive Korean-language reviews, which make up the entire positive side of the pool, describe a consistent arc: a slow, grindy, somewhat unrewarding opening stretch that gives way to a real sense of escalating power once a player clears the first boss and starts spreading skill points across multiple branches instead of pushing one skill straight up. One reviewer who logged over 23 hours describes losing track of time after that first boss fight, adding that while the boss's oversized model can make it hard to judge distance against the player's own character, it never seriously interferes with actually beating the fight. That same reviewer praises the character customization options and the cute designs of the grandfather and slime characters specifically, and credits the developer with fixing minor bugs quickly. Another reviewer frames their early skepticism plainly, describing the build as still feeling somewhat unfinished and wishing for more onboarding guidance and immersion-building content, but says the character design and room for expansion still make it a game worth being excited about. A third describes the exact tipping point in more mechanical detail: builds that only invest vertically in one skill line stay weak, but branching sideways into supporting skills around level 5 causes the character to "explode" in strength, carrying them to level 20 quickly and turning later stages, where monsters pour in from every direction, into a satisfying power fantasy.

Crashes, an "AI-Made" Feel, and a Broken Drop-Rate Node

The negative reviews are considerably harsher, and several converge on language suggesting the game feels undercooked or automated rather than simply difficult. One English-language reviewer, who came in as a fan of incremental games and liked the aesthetic shown in trailers, says they cannot recommend the current build, writing that it "feels as if an AI has made the game," citing a persistent UI typo reading "complate" instead of "complete," a boring early game unlike any other incremental they've played, and a specific talent node advertised to grant a 50% extra resource-drop chance that only worked inconsistently, and stopped working entirely after being upgraded to a 100% chance. A second English-language reviewer reports the game crashing constantly after roughly ten minutes of play, describes a save file that began freezing on load after they switched between levels, flags the game as "SUPER loud" even with every volume slider turned down, and notes that audio settings reset every time a new save is loaded. Two Korean-language negative reviews are the harshest in the pool: one accuses the game of being unfinished "AI vibe coding" not worth calling a finished product and advises against buying it outright, while another says only the character designs redeem an experience that otherwise "feels made by AI," specifically citing a currency reward that drops to a single unit at higher difficulties and a cosmetic roulette wheel that rarely pays out, sometimes requiring ten spins for a single skin.

Verdict

I Have Only MP has a genuinely clever core hook, an MP-as-timer system that reframes the familiar survival-horde formula around resource management rather than pure damage avoidance, and the players who push past its slow opening stretch describe a real, satisfying power curve once skill points get spread across branching upgrades. But the review pool is split for good reason: crashes, save corruption, a broken drop-rate talent node, jarring volume issues, and multiple reviewers independently describing the game as feeling under-supervised or automated in its current state are serious, concrete problems, not just impatience with a slow start. PINKPOK's rapid string of week-one patches suggests active attention to these issues, but at $7.99 today, I Have Only MP is a genuine gamble: the power-fantasy payoff described by its fans is real, but so is the volatility described by its critics, and there's currently no way to know in advance which experience a given purchase will deliver.

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 4 / 10
  • Progression 4.5 / 10
  • Value 4.5 / 10
  • Originality 4 / 10
  • Interface 3 / 10