
Step into the ultimate open-world witch adventure. Befriend and battle creatures, and conjure up a sanctuary alongside other witches in co-op or single-player.
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About
Prepare to get lost in the hand-crafted world of Witchspire: a co-op open world witch adventure where you and your friends have been chosen to save corruption from spreading through the world. Grow your powers, explore a vast world and form bonds with the creatures around you.

Survival Made Magical
Call forth forests when you’re short on timber, spirit jump up ledges, blink out of the way of attacks, and send out magical pickaxes to harvest resources. You won’t starve, but resources can help you along the way to replenish and bolster your power.
Befriend Diverse Familiars
The wilderness is filled with fascinating creatures, defeat them in battle and collect their spirits. Build long-term bonds and guide their growth to support your play style and needs.
Conjure a New Home
Use astral projection to untether yourself from gravity, allowing for free movement as you build the perfect home to suit your coven’s needs.
The Ancients & Corruption
The Witchspire calls to you as its chosen one. Keep your wits about you, be wary of falling meteors, the ancient creatures of this world and the vile corruption that spreads beneath the surface.
Find Your Strength in Numbers
Dive into a cosmos of customization where a branching tech tree, player levelling, and varied crafting options give every witch a part to play in uncovering the mystery of the Witchspire. Start on your path with unique outfits and abilities by joining a coven, from the brave Cloudpiercers, to the mystical Foretellers.

Engagement
Reviews
Themes across 426 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is so good I can't wait for the release
I played during the beta and I had fun. The game was still very early built and had a lot of basic room to grow... I had a lot of choice things to say about the combat, familiar drop rates and general gameplay... Now playing the Early access I can see that A LOT of polishing has been done. The broom is perfect and working to use it in a new area feels great, maybe to easy. The voice acting is great and I really like the game. However, I am recommending it only because I saw a lot of positive changes from the beta and believe the devs will continue in that direction. This should have split-screen play. There is no reason for it no to, it isn't a graphically demanding game. The combat is still too familiar(pet) based. basic attack, MP charge attack, and your actual skills are familiar abilities... This feels bad, non-magic, and cluncky. It's a witch game... why do i need to carry a full book for 1 spell just to cast it once and be out of mp? It's a waste of inventory. Wands are vastly better than swords, the RNG is too heavy. You RNG for a familiar to linger, RNG to catch it, RNG for a color change or astral with RNG that it will be a good tier with RNG stat bonuses... I really like the games direction, but it needs to push more or it will not last. The survival craft genre is saturated. Pick up the creativity. Make this standout. I really have high hopes.
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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*, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Ukrainian, Spanish - Latin America*languages with full audio support
Hours played at review time, across 427 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is a lot of fun, would love to have a pin feature on the map and compass for those who struggle with directions. It would also help kids who are playing, find where they want to go.
good
puzzles, creativity, exploration, cozy, great pacing! I'm having a blast!
The networking quality is very poor, near impossible to enjoy multiplayer. Please improve.
This game has a lot of potential, but I'd wait to buy it. There are a lot of game breaking bugs, inconsistencies, and oddities that make the game difficult to play. - Resource Drops: Abysmal, right off the bat. You can adjust this in the settings, but even then adjusting them doesn't feel like enough. At base, you get 3-4 logs per tree you cut down, no matter the size of the tree. This leads into: - The amount of resources and steps needed to craft ANYTHING. The amount of byproduct you get for crafts feels terrible. There are skills that you can take to increase the likelihood of getting extra stuff, but this does not apply to things like ingots, bricks, and planks. 9 times out of 10, you're going to need planks to craft walls, furniture, and crafting stations which means hours of grinding to get anything that you need. On top of which, you are likely to LOSE about half of the items you gather because half of it can, and will, get stuck under the ground or in the water. At least if it's in water, you can just go into build mode and fly under the water to get those items. This does not work for items stuck below set pieces or the ground. - Fighting just feels bad. I don't recall seeing a single shield, and defensive spells are tied to a wand and an AOE? I've had this wand and it just doesn't do much to mitigate damage. Healing foods are basically non-existent compared to the number of "Overhealth" foods and "Overhealth" just gives you a bigger health bar. Both are kind of useless. I would rather see food offer buffs such as more magic damage, or magic resistances. -Crafted gear is not recommended by a number of online guides, and getting a set of armor that's beneficial in a fight is a crapshoot tied to gambling. Luck doesn't appear to affect your odds of a good roll. Endgame gear, bought from a merchant, is subject to this gambling and it's expensive (2k gold for just one piece of armor). It's been my experience that you get more bonuses tied to a percentage chance of getting extra items from logging than anything beneficial in a fight (this is with 200+ luck). I would rather see armor sets with set stats that can be bought, at which point making them expensive is fine. I'd also like to see the luck system go away because it serves no other purpose than to make things annoying in its current state. - There are armor sets for everything from getting extra items while cooking to logging. This just clogs up precious inventory space with sets that you'll never use because there are already skill nodes that do the same thing as the armor sets (specifically cooking and crafting potions) or they're just plain useless. - Certain skill nodes require a ridiculously high level of Bonding, which is unobtainable unless you craft up a ton of incense (needed to up your abysmally low chances of getting a new familiar) and catch hundreds, if not thousands of familiars that will quite literally do the same as armor sets -- sit inside a chest and take up inventory space. There are only 3 crafting stations currently that require 2-3 of the same type of familiar. - Both my SO and I have spawned under placed Hearths rather than on top of them multiple times. Since my SO runs the server (they have a better computer), I've run into the issue of teleporting back to home base and everything is just... straight up invisible. The familiars are the only thing that can be seen and the game WILL act as if there's no building there at all. This is not just a me problem; there are multiple discussions about this exact bug in the forums. - Which leads me to building: meh. There are no flat places to build and almost every crafting station is going to demand a flat spot to build, including your hearth. Spawning under the hearth seems to be tied to not having it placed on flat ground. About the only flat "ground" you'll find is... water. You can build over water without much issue, so... that's good, I guess? - Snap Mode in building is... a time. Pillars don't snap to wall edges, and they don't always snap at floor intersections as you might expect them to, but to the middle of a floor piece. Placing them without snapping mode is just as bad if not worse, because lining things up perfectly is impossible. You do have a sort of "creative flight" mode while building, but your character glows a BRIGHT white that makes seeing thing difficult at times. While you do get the materials back for destroying objects or walls, there is no "replace" mode, meaning that you if you want change out walls for others, you have to destroy and rebuild everything from scratch. - Building sets do not match or go well together at ALL. Some sets are straight up missing essential pieces, like a thin piece of roof for making eaves or filling in gaps that cannot be filled by a larger piece. The "brick" building set isn't even brick -- it's adobe, and there IS a difference. The bricks that we think of are usually fire dried (kiln fired), while adobe is sun dried and typically covered over by a layer of stucco for that smooth appearance, which is what appears in game. Considering that we have to actually bake the bricks in a kiln, they are NOT adobe. Not only that, but the adobe texture is only on the outward facing wall, while the back texture is wooden boards, so you can't make a cohesive room with this set, considering that at least one wall of every room is going to have the adobe texture on it. Not to mention that if you use smaller wall pieces, the wooden textures don't blend as there's this really weird border on the top of smaller walls. If you use the stone building set, whatever you do, don't expect your gable walls to meet the actual roof. They won't. I've tried. On top of that, every other build set has the same texture on both sides and the one set (the rustic one) that you COULD use for the inside walls made using this "brick" build set do NOT match the boards on the back of the brick walls. - Exiting build mode has a non-zero chance of either sticking you inside an object or inside a wall. I've exited build mode a number of times to find myself suddenly stuck inside a chest or a wall, forcing me to teleport back to the hearth or use the "unstuck" button. Again, there's a lot of potential here, but I highly recommend waiting until these issues are solved.
I played this game with 3 of my friends and we all enjoyed the game very much, I think that the spells could be better used to player as in you can only use the spells at the start. (If you pick Lux you can only use Lux) I also think that you can duel wealed weapons better. Thanks!
Really nice and fun cozy game. Combat is pretty decent and the graphics and gameplay are pretty good. Right now you choose between either spell caster or a spellblade. Hopefully maybe they will add more in the future. There are some quality of life improvements that need improvement but they are aware and working on them. The main complaint I have is the compass and direction of where your objective is isn’t clearly displayed. It can be confusing and leave you lost at times. I do like how you capture your familiars as it’s random and leaves you searching for that really good one to capture and make yours. The tree where you spend your points isn’t bad but I believe they said that they will be expanding on it as well in future updates. Overall I’ve been having fun. I made it to the second biome and there are more coming in future updates. I do recommend checking it out especially if you’re a fan of survival type games and exploration games. So far I give it a 7.5/10. Will probably go higher with future updates in early access
Really love the vibe, art style, and current biomes. Cosy, relaxing game!
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