
Witching Stone is a puzzle game matched with a deckbuilder! Customise your spellbook and weave spells with coloured stones.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0/day in the week to Sep 8 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.99 | 175reviews | 93% | — | $71K |
| $13.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a roguelite with some gem-matching mechanics. Building synergy and launching 6 spells with 5 matches can be very fun and satisfying. That is not every experience, however, such is the nature of roguelites where the difficulty scales crazy fast and the brutality of the randomness adds to the loss count and playtime. Instead of banging my head against a wall trying to make the starting character work on a high enough difficulty to advance more unlocks, I will simply say I got my money's worth and call it here.
発想は凄い良いんだけど、今のままだと運ゲーの極み 初期マップからボードのストーンを変える敵が多い上に、その攻撃回数が多すぎる どれだけ考えててもストーンを使用不能に変えられたら戦略もクソもない 2面のモグラとか毎ターン一列変えてしかも超ダメージとかもうゲームじゃない 3面までどうにか耐えて、そこで出現するぶっ壊れスペル出る事を祈るだけになってる
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Top
Extremely unbalanced and heavily dependant on RNG. On so many occasions you will be forced to take damage because there isn't even a single block icon on the board, amongst the many enemy icons that damage you, or just inaccessible to you. If you don't get a healing spell or block spell early on, you're pretty much screwed through no fault of your own. Yeah the graphics are cute, but it doesn't make the game any less frustrating to play. So many other better roguelikes to play, this one just wastes your time and needs seriously re-balancing. First game I have ever rage uninstalled.
難度相當高的回合制策略Rogue,除了對於資源的選擇把控需要精打細算之外,還有各種DeBuff要明白如何破解,是一款需要花相當多時間琢磨的遊戲。 不過撇除掉熟練的部分,遊戲的運氣成分也占比很大。 [b]-獲得的技能類型要看運氣,你可能一整把都可以完美錯過防禦或輔助型技能[/b] [b]-地牢商店販售的商品也要看運氣,且不具備刷新功能[/b] [b]-難度選擇的模式也是看運氣,隨機端出「6個降低or提升難度」的詞彙混雜在一起[/b] ...最要命的是真結局的條件需要玩家在+2難度進行遊戲。 雖然遊戲有收集型成就可以解鎖一些機制,但多半只是不同流派的影響,基本上對於初始開局沒有太大差異。 總之就是個難度很高的回合制策略Rogue。
不错的回合制游戏,比我想象的优秀很多. 如果能继续更新玩法与添加更多我想这个游戏会更优秀. 对于此游戏的销量我深表遗憾.
[h1]攻撃そのものが楽しいデッキ構築ローグライクパズル[/h1] ローグライク&デッキ構築系のゲームは、強いカードと弱いカードがある程度固定しがちなんですが、このゲームはカードの「コンボのつなげやすさ」が重要で、かなりランによって採用するカードが変わります。 コンボを繋げる、すなわち攻撃すること自体が楽しい素晴らしい発想のゲームです。 ……が、「ローグライク&デッキ構築」というジャンルはあまりにも流行りすぎて、本当にライバルが多い。 光るものはあれど、粗削りな部分もあるこの作品は、荒い部分もキッチリ詰めてある名作の競合相手に押されて、それで埋もれてしまっているように見受けられます。 でもこの「攻撃すること自体が楽しい」ローグライク体験は他にあまり見ないもの。 デモ版だけでもぜひぜひ。
突然发现是文殿生存的作者,那么文殿生存有机会汉化吗
Awesome :)
[h1] 悪い点 [/h1] [h2] マップが単調 [/h2] DiceFolkと同じようなマップだが、最初から全て見えているし存在するイベントの種類もほぼ固定でバリエーションが無い。ランダムイベントがほぼ存在しないのでマップ上の楽しみが少ない。 [h2] 敵の強さの関わらず報酬が一定 [/h2] 雑魚も強敵も報酬は通貨1個で全く同じ。強敵をはただ強いだけで倒す旨味が全くない。 [h1] 良い点 [/h1] [h2] バトルが楽しい [/h2] パズルを崩して行動するので毎回頭を使う必要がある。呪文の組み合わせ次第で少ない手数でいくつも呪文を唱えることも可能になる。バッジとの組み合わせによるコンボはやはり楽しい。 [h1] 総評 [/h1] せっかく出来の良いバトルも報酬の少なさのせいで楽しみが薄い。バトルに慣れたらそれ以上新しい展開が望めずすぐに飽きてしまう。これはやり込む気になれない。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
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| $71K | 448 | 57% | $7.99 | |
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