
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 | 6.9Kreviews | 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 893 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
like
這是一個溫暖人心的好作品
不好玩
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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 896 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A True Hidden Gem. While everything about this game is okay to decent, the character writing is fantastic. Story was engaging start to finish, great characters. Not grindy, satisfying but easy to break gameplay once you get creative. The solutions to puzzles range from, of course, to, wow, why would that work!? In the best way. As an aside, doesn't natively support HDR, so I had to use RenoDX to make it look correct.
16小时过主线 个人评分:7.5 / 10 不错的养成游戏,两分扣在剧情上。 简评:作为第一次玩本系列的玩家,感觉优点部分,日配挺好,美术建模也很不错,养成部分是强引导的游戏模式,并非类似《火山的女儿》养成方法,坏处是缺少了一些自由性,好处的强引导有很好的方向性,没什么问题,养成曲线基本OK主线过下来没有特别需要刷级的地方。 缺点就是这个剧情:①男女主的感情线过于突兀,不排斥这种游戏出现男女主恋爱桥段,但前戏不够,尤其是确立感情前还是敌我身份关系,很显然仅一个男主长得帅,女主就直接抛掉一切去爱,理由并不充分。不止于此,女主的一些想法也过于幼稚,是你是养女儿游戏,幼稚点正常,但你说要将拯救世界的大任于这样一个幼稚或者说是愚蠢到极点的角色,看着看着容易拳头硬。放在现在的环境下,就这种角色能活着到最后都是奇迹了。 ②剧情代入感差,体现在游戏战斗部分打的再好,剧情部分照样说是大劣势,而且是反复出现这种桥段,就每一场主线剧情战你都得赢,至于说剧情里真的赢没赢你别管,就过于出戏了。可能这部游戏作为重置作导致了当年游戏的设计上有部分是过时的原因?可能吧 总结:本作瑕不掩瑜,7.5分推荐,有明显问题,但是游玩过程中脑子强行屏蔽忽略这些剧情上的漏洞,可以玩的下去,而且玩下来确实是有非常不错体验的。
全実績解除済み。 凡ストーリー、良育成システムのRPG ただ、こちらが強くなったぶんだけ、一部の敵も強くなるかも。 まあ、弱い武器で戦闘開始して1行動目に持ち替えるとかすれば高難易度も行けるかな 結構楽しんだんだけど、定価ではどうだろうって感じではある。
好玩,派莓可爱,喜欢,露娜可爱,喜欢
It's a very upbeat and fun game. Not a fan of turn-based combat because of how slow it is but the combat system was fairly interesting to learn and use. The world and characters was beautifully constructed with the appearance of an oldschool PS2 JRPG. It doesn't have an English VA option, but it isn't very dialogue heavy.
Underrated game, to be fair. It makes me smile and it strangely reminds me of home. But maybe underated fits our protagonist well. The gameplay is not Final Fantasy level, but at the start of the game it gives you a good pacing to find what's most important to invest in. Honestly, this game is very forgiving, it is cozy, and it's something you play when you want to escape. Just make sure you keep your pies close.
Witchspring R is a suprisingly fun jRPG with a tried and true story of good and evil, prophecy and lost memories wrapped in a charming and cheerful package that reminds of 90s lighthearted cartoons and anime. The graphics, music, character design and the way it tells its story all contribute to this feeling. In a way it's a modernised old-school design executed really well. The story deserves a special shoutout because it pulls off simple and efficient, while also being interesting and emotional. The characters follow the same pattern, they're fantasy staples you'll immediately recognise, yet they're just written well enough that they managed to surprise me with some interesting growth or backstory I wasn't expecting out of them on a few occasions. The positive review writes itself really. [h3]Combat and systems[/h3] The combat system is pretty interesting too. It's a standard turn based/timeline style, but with enough interesting options that it doesn't feel boring or too derivative. It offers a weapon (strength) and staff (magic) paths that let the player solve combat differently, each offering some skills and strengths unique to that path. For example - sword attacks are multiple hit chains that can jump to other enemies when the original one dies. While staff attacks can be aoes with triggered effects. Different weapons have different scaling and can have unique skillls or effects. Some weapons can be evolved into magic or strength routes depending on the materials you feed into them. Oh and they can be tempered at the blacksmith too. Your party consists of pets that auto-cast their skills, some of which have more unique abilities than just dishing out damage. Another interesting thing is that there aren't levels in the classical sense. There are three systems that you level, but they only have 5 (or 6) levels each and grant the player stat boosts and combat skills when reached. Base stats are developed separately - Pieberry can accumulate training sessions over time that she can spend on various training activities that award different combinations of stats. There are 8 of them and each has its own sime mini-game that rewards perfect execution with some bonus stats. You can accumulate up to 5 of those sessions to spend at once, meaning you play one minigame randomly chosen out of the activities you selected. Oh and completing the same one 2 or 3 times with perfect score opens up a harder version of it with a better boost - this way I never got bored of them. Did I mention there's crafting? Yup, not a very complicated system tho, but another one that just adds up to the variety of the game. There's quite a lot of going on here, none of it is particularly deep or groundbreaking - it's just well put together and fun to engage with. [h3]QoL[/h3] It's worth mentioning that Witchspring comes with quite a lot QoL that makes the gameplay not a chore. There are waypoints near all the important areas (and maps), mobs are static and respawn on a timer (that you can see) so you can chose if you want to engage with them or not (most of the time). Losing a battle allows you to retry immediately or revert back to the last autosave (just before the battle) so you never lose progress which opens up trying optional basttles just to see what the challenge is. Your underling can gather some materials when you sleep to advance time. The recipes don't require a lot of ingredients so you can easily craft whatever once you can access the next zones materials. And those training minigames can be skipped too, though you get a smaller boost if you don't play them. [h3]I do have a few small gripes with the game, though[/h3] First, it's very inconsistent with its tutorials to the point that you can potentially miss how certain things work. For example the game never outright tells you that you can summon multiple companions in combat. It tells you that you can summon one to follow you around and mount it, but the only indication you can have more is a note on combat level description that says "pet capacity". On the topic of pets, it keeps unsummoning them ALL THE FREAKING TIME. Cutscene? Unsummon. Certain map transitions? Unsummon. Teleport home? Switch to the home pet (and you cannot put some pets into your house so if you want to stick with one of those for the default you're out of luck). It's even more annoying that summoning costs mana so you're just paying summoning tax constantly. Luckily there are hp/mana replenishers on practically every map, but it's still annoying. The combat is a bit on the easy side too, on normal difficulty you can break the game 2/3 through and already clear the toughest optional battles. Not saying you can just bulldoze them with whatever, but coming up with a viable strategy isn't particularly challengeing. And last, but definitely not least is that most of the game's side-activities are very much missable with the game barely giving any hints of their existence. One could argue that the game rewards exploration, but that only works for some of these. For example you can get a side-quest from most story npcs after certain points of the story by simply talking to them - I like that. Having to use a certain item from your inventory at a certain location with barely any clue anywhere or having to go somewhere at a certain point in the story for a trigger is the type of old-school jprg bull that I don't like. I like not being spoon-fed everything, but the hints could be communicated a bit better, ok? These issues are not really severe enough to ruin the enjoyment of the game of course, they're simply grating because the game is so well made otherwise. :)
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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