
STARDUST: Wish of Witch is a single-player SRPG beautifully crafted in pixel art. Follow the secret of the wish-granting star and join the adventure of the girl “Star” and the mage “Yu”.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.86/day in the week to Jul 30 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
STARDUST: Wish of Witch is a turn-based single-player pixel SRPG that reimagines the charm of classic strategy RPGs for the modern era.
Players traverse battlefields in an adventure centered on stars and fate, growing alongside characters with distinct personalities and stories. A delicately breathing pixel world combined with dramatic presentation delivers a sweeping fantasy journey.
The secrets bound to the stars, the journey of a boy and a girl—and a story of growth along the way.
The tomboyish warrior “Star” and her childhood friend, the mage “Yu”, set out on an adventure!
What awaits them at the end of the road?
Full sprite animations paired with cinematic direction
create a deep sense of immersion, as if you were adventuring in a living world.
Building on the fundamentals of turn-based tactics, a card system expands combat depth and variables even further.
Experience refined strategy that both SRPG veterans and newcomers can enjoy.
Read your opponent’s moves and turn the tide with counters and combos.
Every decision can decide victory or defeat—tense moments await.
Brilliant 2D animations unfold when ultimate skills are unleashed.
Savor the climactic moments that shake the battlefield.
Form a party with colorful companions and draw closer to the truth hidden within the stars.
And along that journey, your story is completed.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 159 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great visuals, okay story, average RPG, but irritating experience with everything else. The game feels like the devs had many ideas, abandoned most of them but still left them in the game (details below). I was really enjoying the demo, the characters felt fresh and the combat had its own interesting twist. But the more I play and the "smaller" the game feel. When you cut all the abandoned mechanics, missing information, confusing skills, etc. what s left is very repetitive tactical combat, not a lot of flexibility in the team building and an okay story with voice acting. Not worth the asked price imo. Overall, I would not recommend. --- Some details --- About the abandoned mechanics: - You have your own room to customize, but the only thing you can change is the carpet. After 20h of playing, I saw 2 different carpets. - You have a Cafe to buy boost for the next mission but the boost is about a 1% increase in stats (usually less). - You have maybe 30 to 40 different ressources (no filter, no sorting), they are only used to build accessories, and if you use all your ressources and money to build/upgrade those, they might provide a 12% to the stat of one of your guy. - The "village" which is your hub is very small, empty and unchanging. NPCs stay the same, gives the same lines... it feel like a ghost town. - The "village" which is your hub is also too big. Each time you want to go on a mission (aka the only way to progress the game), you got to go through 4 different zones and maybe have 2 or 3 conversations about the weather. It s designed to force you to walk back and forth. - There is a map feature to fast travel, but it only works when you are outside buildings for some reason. You might save 15 sec on the full loop for starting a new mission. About the irritating experience: - Most skills are impossible to understand: "attacks all enemies in a range of 5" is actually a skill that does damage in a cross-shaped that s 5-square wide. But "attacks enemies in a range of 5" is a single-target spell with a range of 5 around the caster. So reading skills doesnt help understanding the skill most of the time. - Also, not all information about skills are written. Some effects of certain skills are only readable when in a specific menu outside combat. And even while in the menu, you have to select the skill and open the description. - There are no options for the UI: for example, you cannot see the health of the mobs during combat except at very precise times. I would have loved to see the mobs'health in one quick gaze so I can do the math for damages. - Damages are not calculated in fonction of your target. You have to manually check the stats of the mob to gage how much you ll do. - Maps have invisible walls. For some reason devs decided to have height on fighting maps (like piling crates), but if the height is too high you cannot walk behind it (it s not real 3D). It made a few fights really weird. - Fast travel doesnt bring you where you want to go, it usually brings you at the start of the zone you want to go and a few pixels off. So when you fast-travel to the "Guild", it will not bring you to the Guild but to the door of the Guild... and not exactly to the door so you still need to move around to find where to enter while avoiding talking to the guards. That s something you need to do everytime you want to start a mission btw. I ll stop but there are more things that are botched (freezing game, conversation with people who are not on screen, poor balance, etc.). It s a good base but the devs invested their time in the wrong place (voice acting doesnt make a game).
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Russian, Japanese, Simplified Chinese, Korean*, Traditional Chinese*languages with full audio support
Hours played at review time, across 159 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
꾹 참고 플레이를 해보려해도, 불편한 점이 너무 많다. 시작하자마자 큰 기술도 못쓰고, 첫턴에 유우는 계속 버프나 평타를 해야되는것 단축키 시스템이 생겼지만 생각도 없이 m,k,x 버튼에 할당한 것 스토리는 하루죙일 스타 떼쓰고 징징거리기만 하는 것 적이 어떤 스킬을 가지고 있는 일일히 상세 정보로 봐야하는것(사실 이 부분은 카운터 시스템만 없으면 별 문제 없으나, 기술에 선쿨이랑 쿨타임도 있어 리스크가 큼에도 잡몹들이 각각 카운터를 모두 가지고 있다보니 큰 스킬이 취소당하는 상황이 너무 잦음) 시스템만 짜놓고, 세세한 밸런스 테스트를 안한 티가 너무 많이 난다 파랜드 시리즈 오마주가 많아서 즐겁게 삿으나.. 아직 너무 미완성티가 많이난다
想一出是一出的剧情、为了存在而存在的装备养成、莫名其妙的抽卡系统、需要反复手动刷的资源副本(可重复支线)、唯一可以作为亮点的美术、蹩脚的手柄适配……这游戏无疑是从一个中道崩殂的手机端二游改来的,而且还故意不小心地保留了二游中的糟粕风味,生怕你吃得太香。在休闲战棋里打连击combo的创意蛮好的,演出也真的做得很炫(点名表扬狮鹫战的结算演出)但是魔力回复系统的设计决定了每个角色每一回合使用的行动卡牌(输出套路)基本是固定的,新角色刚入手的那两三场摸索输出模式的战斗是最有趣的,再往后就是无聊的Ctrl C+V,唯二的变化就是怪物从100血的狼人再变成600血的蜥蜴人,以及我方角色从1级戴着+3攻击的饰品变成22级戴着+30攻击的饰品了。那个卡牌附魔玩法也就是抽卡系统刚出来的时候我还小惊喜了一下,结果全是数值提升,完全没有机制质变,我都能猜到这是给抽命座设计的。我也不是什么看不起二游的单机婆罗门,只是净在这看到二游的糟粕了,改单机的诚意严重不足。哦对了,主角一个叫悠一个叫星,这怕不就是悠星的项目吧喂。
파랜드 택틱스의 그래픽 부분만 좋게 닮은 느낌임. 게임 시스템은 진짜 왜 이런식으로 결합했나 싶을 정도로 맘에 안듬... 고전 턴제 게임은 내 파티 인원수 늘었다 스킬 갯수 늘었다 와 이제 스킬 펑펑 써도 돼 이 재미가 있는데 파티인원수 제한, 스킬 갯수 제한, 코스트 제한이 걸려서 아무리 게임을 진행해도 쿨타임 때문에 필살기만 목매고 기다리는 답답한 플레이가 계속 됨. 캐릭터가 파티 인원보다 많아서 상성이 뚜렷한가? 하고 봤더니 그렇지도 않음. 콤보와 카운터 구성 차이인데 잘 때리고 싶어도 이번엔 또 마력제한이 걸림. 무조건 턴에 따라 마력 최대치가 늘어나니 스킬 콤보나 카운터 시스템은 잘 만들어놓고 제대로 할 수가 없어서 엄청나게 재미가 반감됨. 콤보가 많고 카운터가 많으면 뭐하나....마력을 강제로 고정하고 스킬 장착 갯수가 제한이라서 실제 플레이에서 재밌게 머리를 쓰며 마음껏 스킬을 쓸 수가 없음. 게임 플레이하는 내내 모바일 과금압박 RPG에서 과금 안한 거 마냥 갇힌 느낌이었음
잠깐만 이거 왜 정식 출시 게임이야
Great game! The character art and animations are fantastic. The gameplay is exciting. Deck-building, turn-based strategy with fresh counter and combo mechanics that keep battles engaging. The post-game content is also challenging and fun to play. The story is very good, but it's too short. There was so much potential to expand the world, characters, and overall content. I really hope the developers release an expansion DLC or make a sequel. The biggest downside is the UI. It feels unintuitive across the entire game. The battle interface, city navigation, shops, and character management all need improvement. I tried both mouse & keyboard and a controller, but neither felt particularly good.
优点:动画精良,全程配音,人设讨喜,剧情不算雷 缺点:怪物种类少,角色差异大,操作面板不方便,伤害抗性不可视,抽卡机制意义不明,卡组编辑抽象繁琐,猫饭纯属搞笑,经济极其紧张,反复刷怪真想吐,城镇跑图何意味? 总之:建议把战斗删了纯做galgme,建议20元以上别买
优点 -非常王道剧情的作品,整个路线属于开场小故事加女主名字就能猜的八九不离十,但是不影响体验 -像素动画演出和声优出色的发挥,让整个剧情,战斗体验拉升到8分以上,该有的感动依旧能触及人心 -人设讨喜,特别是JRPG这种多个伙伴同心的感觉依旧能在这里体会到,人物设计上没有明显短板,也没有过于模板化塑造人物,特别是文案上可以感受到作者的用心,当然中文本地化翻译的高水平也是重要的一环 -卡牌技能的数量和可操作角色数量在整个流程里带给玩家的新鲜感也是不错的,没有长时间的枯燥期 -这游戏有抽卡系统,能抽到每个角色技能卡的变种,还有抽卡动画十连,而且不需要氪金石,能抽个爽 -粗糙的3个格子的装备系统还算过的起,勉强及格 缺点(虽然写的多,但瑕不掩瑜,玩的还是挺开心的) -数值成长设计水平一般,而且很像手游养成,感觉制作组之前是做手游的 -自由度很低,这游戏推章节式的体验也跟手游差不多,一个主城,几个功能选项建筑,然后就是公会触发主线 -重复刷子内容意义不大,我建议不想刷的直接开CE修改金币、物品数量 -此作品战旗策略性深度不够,更不建议反复刷,男主的卡牌抽到几个高数值AOE后面就是平推,作为战旗,战斗交互和场景交互也基本是没有的,全靠人物技能自嗨,就像mmo一样玩个dps,每个角色在那自己打自己的循环,极少数跟敌人的博弈交互就是角色手里有没有反击技能在受击之前触发,所以基本你只能当做一次性内容玩,没有重复可玩性,制作组显然没有一个对战旗有深度了解的策划,很多关卡也是纯纯在那堆怪让你的AOE技能可以轰个爽而已 -卡牌变种很多设计没上心,特别是大招卡牌的抽卡变种,简直就是纯粹加数值,比如300总伤害给你加到800,简单粗暴,还有其他变种就是简单的加伤害加费用、或者减CD加费用、减伤害减费用等等,但是这方面我是感觉制作组应该是没什么时间继续打磨了,所以硬着上了,可扩展性是有的,但是明显感觉工期不够了 -很多地方都省略了没做,工期不足,这点也体现在最终章的仓促性上,各势力交战的大场面被省略了,世界观埋了很多坑都填不了,只能讲完男女主的故事,只能等续作或者dlc看看制作组后续吧
Six mentally ill fight a Griffin, it's awesome as ♥♥♥♥.
아니근데 왜 dlc이후에 기술 데미지가 안들어가나요.. 버그가 빨리고쳐져야한다고생각해요..
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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