
WitchSpring R is a story-driven RPG combining elements of collecting, simulation, and battling. Experience the joy of training a young witch and accompany her on a grand adventure!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 2/day in the week to Aug 11 → 2.57/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
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 8.2Kreviews | 96% | — | $5.2M |
| $19.99−50% | 1.1Kratings | 96% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 892 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
첨에 좋게 적었다가 아무래도 단점도 많은데 이건 아니다 싶어서 수정함. 이겜 편의성이 ㅈ같은 부분이 좀 있음. 그래서 사놓고 한참을 안 함. 이건 게임 많이 하는 사람 입장으로서 상당히 기본적이고 중요한 부분임. 요즘 유저들 좀 하다가 편의성 ㅈ같으면 바로 지우는 사람도 많음. 제작진이 좀 귀담아 들었으면 해서 쓴소리좀 적음. 수집 노가다 요소가 있는 겜에서 아무리 잘 만든 컷 씬이나 애니메이션도 유저 입장에선 수십 수백번 보게 된다는 걸 제작진은 이해를 못 했을까? 초반에 전투 컷씬이나 워프 애니등 캔슬 안되는 거 보고 바로 거부감 빡 옴 컷씬과 애니로 수백번 게임 흐름 끊길 미래가 보였기 때문에 개인적으로 제일 에러인 부분은 빠른 전투를 하면 무조건 펫에서 내린다는 거임 빠른 전투로 전체 맵 한바퀴만 파밍해도 탓다 내렸다 탓다 내렸다를 ㄹㅇ무의미하게 반복하며 x키를 수십번 수백번 눌러야함 내 손가락 관절 수명을 아주 제대로 갉아먹는 ㅈ같음임. 이게 조작 시스템을 보니 플스로 냈다가 PC로 넘어온 거 같은데 PC는 마우스라는 편안한 수단이 있잖음? 마우스 올리면 아이템 정보 팝업 띄우는 정도는 아주 기본적인 편의성인데 조합 재료 정보를 보기 위해서 편한 마우스를 뇌두고 굳이 조합 리스트에서 '자세히 보기'를 눌러서 거기서 또 '필요한 재료'를 눌러서 그 다음 또 커서를 아이템에 놓고 버튼을 눌러야 볼 수가 있다는 게 별로임. 조합법을 둘러볼 때 보통 한 두개만 보는게 아니라 여러가지를 정리하면서 보는데 조합법 딱 10개만 본다고 해도 거쳐야 하는 쓸모없는 중간단계가 수십번 마우스를 놔두고 바보짓 노가다를 하게 하니 솔직히 대충 이식했네 싶은 느낌이 빡 듬. 그럼에도 위에 적은 모든 단점을 상쇄할 수 있을 만한 재미 게임성 스토리 연출 캐릭터성 완성도가 있음. 그래서 더욱 아쉬움. 정말 갓겜이 될 수 있었는데 저런 기본적인 데서 인디겜의 향기가 남. 플레이 타임이 엄청 긴 게임도 아닌데 이런 '무의미한 불편함'들이 자꾸 겜 하다가 끄고 다른 겜 넘어가게 만들기도 함 제가 이 겜 플탐이 긴 이유가 게임 흐름 끊길 때 옆 모니터 유튭 깔짝이다가 그대로 유튭 쭉~ 볼 때가 많아서 다 공갈 플탐임.... 어제도 엔딩만 보고 삭제하자는 맘으로 켰지만 장장 7시간을 같은 자리 세워두고 다른 짓만 함.... 이런 단점이 2회차나 DLC는 안해야 겠다는 결심을 주기도 함.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean*, Japanese*, Simplified Chinese, Traditional Chinese, French, German*languages with full audio support
| $39.99 |
| 115ratings |
| 94% |
| — |
| not modelled |
| $39.99 | — | — | — | 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.
Hours played at review time, across 895 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
喜欢吃屎的有福了,什么jb狗屎剧情,从头到尾就在那倒贴一个一直要杀他的人,最后jb有用什么真心感化,我真qnmlgb了。自己养成的角色一天天倒贴一个臭jb黄毛。为什么不杀了他,因为他长得帅!?其他勇士就全部是坏b丑b?能想出这剧情家里该请高人了。不是不让有男主,对于男女主的感情线刻画能正常点吗?从头到尾jb在倒贴,说你长得好帅好帅。日内瓦 退钱
司马编剧不会写能不能换换别人?最傻逼的就是剧情,每一代都是
派莓可爱捏,露娜可爱捏,卡娜可爱捏,利维亚可爱捏,伊蕾内可爱捏,蕾娜可爱捏,布莱克乔伊可爱捏,黄毛滚远点
给我这个开局挂冰减速,第二回合直接开盾免伤,没血了直接用鸟打药,回合数不够直接用宠物回合数,没血操作失误直接触发复活甲的柔弱小魔女看笑了
一晃十年过去了,没想到小时候在手机上玩的那个让我难忘的游戏还能以这样的方式回归。 或许是因为记忆的滤镜的影响,我觉得魔女之泉R更像是一个大众化的佳作,而不是记忆中少数人的神作。 现在我还能记得那个游戏,有着100天的限制,根据派莓100天内的行为会有不同的结局。虽然这个机制在二代就没有了,或许是考虑到大多数玩家不喜欢这种紧凑的节奏感吧。。。但是100天的这个设定,无疑给故事增加了一层宿命感。 那时候的派莓,因为从小缺乏与人类的沟通以及被人类的厌恶,性格更加古怪,更像是一个小魔女。但是她仍然愿意去解决矛盾,这也是她独特的魅力。在魔女之泉R中,对这些设定进行了大众化的修改,也让故事失去了些许韵味。 最后还有那个粗糙却完美的bgm,特别是破碎的遗迹之中的音乐,带来了一种厚重的历史与宿命感,让人不禁悲伤,又产生了对遗迹背后秘密的好奇。重制版的音乐换了一种方向,更偏向于表现神秘感而失去了那种悲伤。 最后还有魔女之泉R中男主的戏份减少了很多,被转移到了其他角色身上,让他失去了很多魅力,这也是一个遗憾。 但是不管怎么说,魔女之泉R都是一款优秀的作品,美术风格也十分优秀。 它只是去掉了那份沉重,让故事变得像是童话一样完美。
我完全没听说魔女之泉,没玩过他任何一作。买这款主要是美术风格非常符合我的点。塌下心来慢慢体验这款游戏,它竟然完全没有缺点,整个体验轻松休闲,如同一场永远不会醒来的梦。 我看来看去,会给差评的人也就那么几类,永久性失去童心的人,被生活压到喘不过气的人,心浮气躁着急投胎的人,还有就是把派莓当自己女儿养的人。
我真的受不了这游戏的傻逼编剧了!!!十多年了吧,还他妈的这种傻逼送女儿剧情。开开心心养女儿,每次到最后都要白给,心都碎了。这部还直接倒贴!!!我要3代的黑暗线!!!鲨鲨鲨鲨鲨鲨全都给你鲨了!!!
I've been really enjoying this game, but at first, I couldn't put my finger on WHY, exactly. Eventually, though, I had an epiphany - and so, instead of just going on about the game's features and whatnot, I'll tell you how the game FEELS. Imagine, if you will, a game that you played, many years ago, on a PS2, or maybe the GameCube or the O.G. Xbox. Back when the advancement of technology had just opened up a bunch of new possibilities for game-developers, and bloated budgets plus corporate meddling hadn't closed a bunch of other ones off yet. It was a fresh and original JRPG that surprised you at every turn, becoming a formative childhood memory. Since then, it's had half a dozen sequels and several remakes, remasters and whatnot, and you still play both out of nostalgia, all while grumbling about how the WitchSpring franchise has been dumbed down under the guise of 'streamlining', and lost the harsh edge that its world and characters once possessed in the name of mass appeal and family friendliness. This? This is that original game, from the greatest generation of gaming, but with PS4-level graphics... or, late-PS3 at worst. Not that it matters, with how stylized it is! It's a game full of exhuberance, driven by real creativity, almost shouting "Hey, look what we can DO now, isn't it NEAT?" Rather than being Just Another JRPG, it refuses to ever simply stick to the formula, doing everything just a LITTLE different - from how you level up, to how your party works, to how enemies work, ensuring that it doesn't feel QUITE like anything else. After looking around a bit, i eventually found out WHY it had that feeling. The developers, apparently, started out making smartphone-games back when THAT had its golden age, then ported one of those games to PC, and after enjoying modest success there, decided to take the leap and make their next game specifically for PC and modern consoles. That energy - the exultation of someone who's stepping into a new and much bigger world - that is what gives WitchSpring R its fundamental appeal. Oh, and just to make one thing clear... looking at the screenshots and the artstyle, you may find yourself assuming that it's a 'kiddie' sort of game, a low-stakes, cozy adventure! It's not. It's VERY not. As I hinted at earlier, this game has an edge that it refuses to compromise on. The setting and the backstory are honestly downright grimdark - however, that world is seen through the eyes of an energetic young girl who simply REFUSES to be broken by it, clinging to notions of hope, friendship and happiness, no matter how many people call her foolish and naive for it. Someone willing to challenge a status quo that most consider immutable, and challenge a corrupt authority no matter how overwhelming it may seem at first glance. Honestly, I think we could all use some of that energy, these days.
画风精美,女儿很可爱,培养要素齐全,女儿很可爱,普通难度无需特地肝材料也能轻松通关,女儿很可爱。 起初对感情线有点不满,一路看到结局还是释然了[spoiler](死灵法术是可以这么玩的吗,太童话了)[/spoiler],你们仨把日子过好比什么都重要。
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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