
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 420 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If I had to describe the culinary equivalent of this game, it would be "white bread". There just isn't anything really interesting going on. You get a "chosen one" shtick, get a pal- I mean, uh, familiar, and kinda just run off into the hills to do... stuff. There's just nothing to hook you out the gate, which for a survival game in this day and age is kinda mandatory; Palworld, for instance, came out the gates with "Pokemon with guns", Dragonwilds had a remixed RuneScape OST kick in as Velgar swoops down over the valley, etc. Witchspire, on the other hand, immediately fails to take advantage of it's theme. You show up in some pocket dimension, a man screams at you to drink a potion, then you just follow the path until it dumps you in the world. Additionally, instead of putting a spin on the usual survival stuff in a particularly witchy way, they just reskin the usual tools(picks, hatchets, etc.) into different wands that do the exact same thing the aforementioned tools would do. You do get a sickle that "makes spirits chop trees for you" but it's kinda moot because it's basically just the same tool but with less clicking. Familiars are also pretty bland; the closest comparison here would be Palworld. They don't really seem to do much outside of what it says on the tin; your customization and building of them begins and ends with what you can allocate into each one's specific skill tree. No turning Lamballs into gods of hyperdeath here. In terms of having the little nerds do stuff around bases, there's very little to do; the game will outright tell you what familiar you need to do a specific task. Additionally, you won't have any context as to where those familiars actually are. It begins and ends with "you need this and we won't tell you where it is". Familiars are also acquired through raw RNG. You can find or make incenses to increase "bond chance" but unlike other creature catching games, these aren't items that you huck at whatever creature you're trying to tame. Instead, you need to snort that ♥♥♥♥ and assault the local wildlife until either nobody is left standing or you get lucky and get the familiar to drop. Didn't get it? Tough nuts sis, go frolic in the lumberyard until they respawn. The character's voice lines are also... not great. Initially, I thought they were just kinda "meh". Then the second I got out of the tutorial, my witch exclaimed "Loot loot loot loot!" upon picking up my first item. I then promptly deleted that world, remade it, and selected the "Silent" voice type. The voicework outside of the MC though is basically just "ok". Neither here nor there. Can't say I see the purpose of the random lady narrating information I don't have context for yet, though. Apparently I have some friends I'm supposed to be chasing down? Didn't really care to be honest, they're introduced in a short paragraph of a journal. Character customization is also a total bust. You get two body types, two actual faces(the third face is a mask that you can't recolor for some reason), three actual voices(silent is fourth, and it's the best one, no my bias isn't showing what are you talking about), skin/eye/hair color, and hair style. No sliders of any sort to compensate for the lame amount of choices, either. You're gonna look like a Bratz doll, or a really constipated man, no in between. The combat is also just "meh". You can certainly say it's there, but it almost feels... vestigial? Like an afterthought? It just doesn't do anything unique; you hammer left click, you dodge, sometimes press right click as a treat, and maybe even let your familiar get in on the beatdown. Again, nothing really "witchy" going on here outside of dodging being rebranded into a "blink". On top of all that, enemies also just kind of put out attacks with no telegraph and barely any windup, so dodging is completely pointless anyway. It's the equivalent of bashing two action figures together intermixed with eating dandelions off the front lawn. The build mode also falls under the "meh" category. Building definitely happens in it. I do like that the build does some astral projection type thing, similar to the eye of oculus spell in Dragonwilds, where you basically just freecam around. Not much else to say here. Last note I'll make, the art style just isn't for me. Art is obviously in the eye of the beholder and all, but I just can't overlook how closely the art style resembles the likes of Palia, Fortnite, Crowfall(mildly), and too many other games to mention. I just don't feel the game is successful in visually standing apart from those aforementioned games, Palia especially.
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Genres
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 421 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game has spirit and potential, but right now it's in a very very early state. I can't seem to tell what it's trying to be. The aesthetics and low skill floor say it's a cozy game, but the RNG and grind for even basic tames and resources on the easiest difficulty seem like an attempt to create a "hardcore" challenge that just feels like a slog in the absence of deep combat or build mechanics. The lack of simple quality of life genre staples like skill respeccing and storage sorting tells me the devs are either unfamiliar with what survival players want or aren't making it a priority. Look at the lessons learned by every other game in the genre and how they adapted to them; that should be the *baseline* for new entries. Let's not keep reinventing the wheel. Also as other reviewers have pointed out, the game doesn't do enough to set itself apart from every other early access survival crafter. I know it may sound like I'm contradicting myself, but I think they can take what other games did right and, again, set that as the baseline to innovate on top of. People are sick of crafting pickaxes to mine higher tier ores. Make us feel like magic users tackling boring problems with whimsical solutions. I'd love to flip my recommendation around if updates flesh out the game's identity, but right now it has a long way to go.
Maybe one day it'll be worth buying and playing, however currently it is NOT. Needs a whoooooole lot of time in the oven, most early access "early access" game I've seen in a while.
This isn't an early access, this is a blatant beta test: missing basic functions, building system is broken and frustrating, bugs and glitches everywhere. Generally, the game is very promising but this price for a barely tested product is unaccettable.
I am brand new to gaming, I only downloaded Steam last week, This is the only game i have played. And as a beginner and absolutely clueless novice,,,i am obssessed with this game! Love it and cant get enough,
The hype is relatively on point for what's out in early access. The discord says they plan a deeper storyline for full release or updates during early access - which is good since I think it could be better/even more sophisticated - but the storyline isn't where this game shines brightest for me anyway. I say the the best two features are the game's coziness and freedom in base-building. The coziness was smartly engineered through many factors - a few being the low stress/low survival emphasis, and a beautifully whimsical, magical open world. You can proceed through the storyline at whatever pace you choose, and take as much time as you want playing with all the neat crafting and base-building mechanics. I really like this game so far and am impatient for the updates planned in their early access roadmap.
I have played a lot of survival games, so I have a lot of things to say. [h3]Story[/h3] One of the things that stood out the most during my time so far is the story and how it is told. It isn't all that common that I actually care about the story in these games. It is good that a lot of it has voice acting, which makes me care about it so much more. [h3]Gameplay[/h3] The most important thing for me is the gameplay though. - The combat is fun and thanks to different wands and spellblades as well as spell scrolls there is lots of variation. - Harvesting resources is a lot more fun than most survival games, because it uses magic. - Traversal is extremely fun, because you can jump through the air (limited) and fly on your broom. - Familiars are a great gameplay mechanic. They help with crafting and fight alongside you, (also many of them are really cute) - Building and Decorating has a few limitations and I would like to see more styles and object to place in the future, but it already has a solid foundation and I would still play the game even if it doesn't get expanded. [h3]Art[/h3] I like that the game is stylised and can run on lower end hardware. The artstyle feels good and mstly consistent. [h3]Music[/h3] The music fits well with the style of the game and if I were to rate it is under my top 5 soundtracks in survival games.
Maybe it's because the game is still in Early Access. Here's my review. I reached level 17 and just started the third island, Eastell. I dislike that ESC does not pause the game, even though it says it does. I dislike that my Pokemon can't hit ♥♥♥♥. I dislike instantdeath: I got my broom and started flying around to see what treasure I could find on the smaller islands and rock formations away from the main island. I managed to reach one with my broom that I clearly wasn't supposed to access. It was tiny, and I assume it was empty. The moment my feet touched the ground... instant death. And now I can't recover my items because my tombstone is stranded on that death island. I dislike fake choice: Why should I spend my first point in Mining just to unlock the ability to craft a pickaxe when one can already be found in the world (if you're lucky)? Why even give me a choice in the skill tree if some points are mandatory for progression, e.g. ritual candles? On the other hand, I have plenty of skill points.
So far honestly the game is lacking direction and I have a few issues with it. For a co-op game, the fact that loot is not shared between members is really frustrating, only 1 person gets to loot and it takes out the incentive of working together. I love that you can go around and do whatever you want, but a bit more direction would be nice. It is also frustrating to join a friends world, you have to shift+tab and go thru steam to invite someone and it could be smoother and in one place instead of going thru a third party. Also, having your character destroy entire forests for wood and kill all the creatures to maybe get a chance one stays for you to keep is pretty cruel and I don't think it matches the cozy witch vibes. I can see the potential though and will stick around to see what this company has to offer. Love the concept, not loving the current edition but hopeful for the future.
The amount of grind to build a simple house is nuts, you can go and cut down 10 trees to build 3 walls, later you unlock a station to auto harvest that is painfully slow unless you are on an always on server you'd have to leave you game just run for hours and hours, they have rounded walls but no rounded roofs that's how poorly the building is planned out in this game. This should be a demo not a near 30 dollar game.
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