
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 2,515 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 893 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I absolutely adore this game! All the characters are so precious and the ending was not what I expected. I love the story and it even brought me to tears a few times, be it from laughter, or from a sentimental scene. I really hope they bring over the rest of the games and I look forward to seeing what else this developer cooks up.
Super fun and cute! :)
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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
推
Honestly the most fun I've had in a while with turn based combat games that allow for multiple play styles. Although the intro was quite long, I didn't end up getting tutorial fatigue like I do with a ton of other games. Also I love that there's a pet section where I can collect little guys and in one instance-- an actual guy ;)
很不错,画风讨喜,养成系统有点意思。
只能說基本上推薦,但這黃毛真的是... 我可愛的派莓才不要配這個臭黃毛 劇情其實可以在更好還是有點轉折太倉促了 跟黃毛也沒什麼基礎然後就一起了 但遊戲除了劇情有點不這麼能理解外全都很棒 劇情比較見仁見智了,整體是很優質的希望製作組趕快端新遊戲
깔끔하고 어렵지않고(보통난이도) 아기자기하고 재미있었음 논란에 대해선 대처가 참 아쉬웠다
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. :)
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.
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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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