
Garden of Witches is a cute roguelike action game full of danger. Help the protagonist, Sil, as she tries to round up her unruly fellow witches and save the Garden.
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About
Garden of Witches is a fast-paced action roguelike where you’ll experience exhilarating combat, precise mechanics, and the thrill of crafting powerful synergies. To beat the game, you’ll need to prepare carefully, master enemy patterns, and strike with style. Shape your build from a randomized pool of spells, upgrades, and relics, and outsmart the other witches that stand in your way.
The Garden is slowly deteriorating, and it’s all thanks to the idle and selfish witches who’ve lost their sense of duty. To save the Garden, you must beat some sense into them and round them up for the tea party.
A fading sanctuary. Rebellious witches. Secrets hidden behind the curtain of dreams. Emotional graphics and immersive storytelling breathe life into a world on the verge of collapse.
You play as Sil, the Thread Witch. Wield giant scissors to protect your precious sanctuary and persuade the other unruly witches to gather for the tea party. After each battle, you’ll face critical decisions, choosing spells, upgrades, and relics that define your playstyle. Harness the mysterious power of witches and “persuade” the other witches in the garden with your own unique and strategic combat style.
Every witch has distinct attack patterns, and they won’t go down easily. Study their movements, time your counterattacks, and use everything in your arsenal to win them over. Precision and quick thinking are your keys to victory.
Even if you hit a wall, don’t give up! Each death is a step forward, unlocking new abilities and permanent growth.
In the current Early Access version, you can enjoy the following content:
The full main story (5 chapters)
A deep combat system built on flexible attribute-based builds
A progression system that highlights strategic elements such as attribute synergies, relics, and weapon variations as you progress through each chapter
Light endgame content focused on record achievement
Looking ahead, we plan on adding new areas, bosses, endgame content, and a variety of additional features one by one. We’re committed to delivering a game experience that continually evolves with consistent updates and improvements until our game is ready for its 1.0 release.
Your feedback will shape the future of our game. We hope you will join us and be a part of the journey.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese, Korean, French, Italian, German, Spanish - Spain
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
最初に持ってく魔法選択できるようになったし 引き直し回数もめっちゃ多いしでランダム性がほぼ無いので 如何に強いビルドを考えるか、探すかという感じなんですけど 強いビルドを見つけるとナーフされます ナーフどころか削除された魔法もあります ローグライク要素を見なければ アクションとしては結構歯ごたえがあって楽しいです ただチャレンジモードは糞 このゲーム雑魚戦が強化の為の踏み台でしか無く作業的なので チャレンジはその割合が非常に多くてやってられない 直ボスだったり ボスラッシュとかあったらよかったのにと思いました
I liked everything about it and I can't wait for more content to play.
沒辦法給中評 給個好評鼓勵一下 畫風、劇情可愛 想體驗遊戲的還得再想想 肉鴿部分一眼望到頭 寥寥無幾的武器、技能、流派 非常無趣 而且不只局外成長,連局內也有很多選項是純數值提升 中後期小BOSS、BOSS有明顯不合理的攻擊判定&攻擊慾望 配上不特別點CD/疊層完全不夠用的閃避堪稱吃屎體驗 還有煩人的關人技能 加上完全不平衡的數值 部分流派爛到流湯 隔壁已經在連續自走砲一發1W3起跳了 但都打這個數字了,打個挑戰後日談還是刮痧刮老半天 很難想像其他流派要怎麼玩 玩家的機體強度完全跟不上中後期關卡BOSS血量粗暴的提升 曲線非常有問題
게임 재밋었습니다 에필1까지 엔딩다봣구요 개선사항이라면 1. 어려움이라면 어려움을 해야하는 보상같은게 있음합니다 . - 게임을 딱 켯을떄 난이도 조절 탭이 있더군요 - 굳이 더세고 더 체력이많은 몹을 왜 잡아야되나? 하는 의문점이 먼저 들더군요 - 그래서 난이도는 보통으로 클리어했습니다 - 추후에 왜 난이도가 어렵지만 어떻게든 깼을떄 무언가 성취감이 있는게 있으면 도전할거같습니다 2. ZXC 조작감 - 손구락이 너무 오밀조밀하게 모여있더라구요 굉장히 구리다고 볼수있습니다 - 그치만 개발자가 만든 스킬셋과 공격키 회피키에 무언가 철학이 있다고생각하기에 크게 바꾸진않고 - 모든 ZXC 키를 ASD 로 바꿔서 플레이햇습니다 3. 피격감 개선 요망 - 이겜 하면서 거슬렷던 요소가 패턴에 온통 맵이 시뻘개서 어디로피해야되는지 모르겟는건 그렇다 치는데 - 제가 맞앗는지 피햇는지 구별이안가 체력바를 수시로 보게끔 만들더군요 - 필요없는 시선이동을 유발하니 맞았을떄 아야 하면서 음성을내던지 반짝거리던지 방법은 많다고 봅니다. 4. 몹이 죽었을때 - 체력바가 꽉차길래 뭐지 버그인가? 부활하나 ? 회복능력이있나? 착각이 되는 상황이 좀 있었습니다 - 알고보니 몹을 잡은 자리에 똑같은 몹이 생성되는 거였습니다. - 죽엇다랑 생성되었다는 경계의 이펙트는 확실히 있지만, - 이런 빠르게 움직이는 게임 안에서는 시각적으로 명확하진않더군요 - 초반에나 좀 거슬리는 사항이지만 죽인 그자리에 생성되는 몹에 - 시선을 떼지못하는 순간이 있어 살짝몰입이 꺠진다는점도 있엇습니다 컨텐츠느니 뭘 만들어서 놀자느니 그런건 모르겠어서 다른분들이 잘아실거같고 더 잘됬으면 바람에 정성들여 개선사항들고 리뷰합니다 재밋게 플레이했습니다 감사합니다
まじで作り直せ
You can pet the cat
作为从漂流少女开始就一直在关注team tapas的玩家,看到魔女庭院demo立刻就愿望单和购买了(虽然现在才发评论) 在魔女庭院之前,team tapas还制作过两款游戏:《漂流少女》和《勇者食堂》,发布在手机平台,属于放置类游戏。《魔女庭院》也意味着他们将向着pc端口前进。 三个作品的画风都很治愈清新。 team tapas非常喜欢做一个无口或者少口的少女主角(《漂流少女》的钓鱼少女,《勇士食堂》的老板娘和爱兰),本作的茜尔也不外乎(吗?)。team tapas对角色的塑造可以说算的上炉火纯青。短短的剧情,通过对话和动作就可以把角色塑造得丰满,角色们都有自己的记忆点。 说回魔女庭院,我可以给出8分吧 魔女庭院的战斗系统比较简单,构筑方面机制类较少,数值提升类较多,不用费心研究太久。如果有动作游戏的基础,我觉得过关方面不会太有阻碍,技术力高的玩家也可以选择困难模式挑战自己。 魔女庭院的故事则也延续了team tapas一贯的轻松感。 扣除两分则是因为游戏性其实稍弱,不过配合剧情来体验就很不错。 总结起来便是,魔女庭院算得上是一款轻松的肉鸽作品。
It's a very cute game. The soundtrack is okay. The artwork style is really adorable, unsurprisingly since Team Tapas has also made a mobile game with really pretty artwork before (Bistro Heroes). About gameplay though, there is a lot of perfectly timed dodging involved but getting hit by enemies or bosses doesn't kill you instantly, You might take like 3-6 damage per hit, so it's still playable. You come back stronger every time you die. The Chapters seem short to me but it's still fun to see the story play out. I recommend this.
incredible game, I have never found a rougelite as entertaining.
刚玩几分钟退出来了,BMG还是牛逼,特别是带耳机
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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