
Choose fate. Choose story. The fate of the witches is in your hands.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 11 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
⭐好评给到女主的颜值⭐ 三代的故事我猜可能是要通过女主艾露迪去阐述爱这个主题……但是,就15个小时不到的篇幅,你还要引出新人物,推动主线发展,再写感情戏是很难的。导致最后结局一些人的动机坦白或行为我完全理解不了,尤其是女主和男主(存疑)之间的爱,让我感受到了天意的大手在发力。 我觉得蛮可惜的,如果以后有生之年再出一个三代的重制版,我希望能花更大篇幅去讲女主的日常,与男主的日常,与其他同伴的日常,至少讲日常肯定是没错的,反正最终BOSS就只需要作为一个BOSS杵在那就行了。
Really good game, highly recomend especially if you liked WitchSpring R.
WitchSpring 3 Re:Fine surprised me more because of its story than its combat. I went mostly blind, and I think that is probably the best way to experience it. The game gives you enough choices, suspicious characters and little pieces of information to make you actually think about what is happening instead of simply waiting for the plot to explain everything. Eirudy is also a protagonist I ended up caring about, and the story kept giving me reasons to continue even when some of the game systems were already becoming trivial. The progression system is fun, maybe too fun, because it is very easy to break the difficulty if you enjoy training and optimizing. By the late game I was killing bosses like Lightnoceros and Lavalord in around three turns. Most of the main story stopped being a challenge long before I finished it. The optional endgame bosses are where the game finally starts asking for more HP, DEF and preparation instead of just more damage. I actually like the crafting and magic progression. Getting stronger, creating higher-level spells and returning to enemies that previously looked dangerous gives a satisfying sense of growth. But the balance does not really survive an optimized player. My biggest criticism is that this is very much an old-style RPG when it comes to missable content. There are side events that exist only during surprisingly small windows, and there is often no reasonable way to know that you should return to a particular NPC before advancing the story. I missed the Judith event even though I had completed the previous Dark Company quests, simply because I did not know I had to talk to Johannes during one specific period. That also changes what happens to him later. That is not really a meaningful choice if the player cannot know that a choice is being made. It is the kind of design where a blind player is expected either to talk to everyone after every story event or use a guide. There are several smaller examples of this throughout the game: weapons and upgrades tied to particular decisions, side content that disappears, and events whose consequences only become obvious much later. I don't dislike missables themselves, but I would strongly recommend keeping multiple saves if you play blind. The postgame is better than I expected. It is not only “go kill the optional bosses you skipped”; there are additional character events, equipment, upgrades and story follow-ups. Some of those depend on what you did during the main story, which is both interesting and slightly frustrating for the same reasons mentioned above. Visually and mechanically it is obviously not a modern big-budget RPG, and some systems retain their mobile-game origins, but I found the game charming enough that this rarely bothered me. So my recommendation is basically: Play it for the characters, story, exploration and absurdly satisfying character growth. Don't play it expecting a carefully balanced combat challenge. And if you care about seeing absolutely every event, either use a guide or accept that your blind run will miss things.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Simplified Chinese, Traditional Chinese, Japanese*, Korean**languages with full audio support
Hours played at review time, across 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
艾露迪可爱捏
FAdri.
爱玩
小时候玩过,现在入正,不过有没有选择回归旧立绘的选项啊?
先玩的魔女之泉4,再入的3,完全不适应旧旧的老建模和操作、、、艾露迪可爱捏,和派莓是两种不一样的小蛋糕,但是目前为止还没打完,因为男主不是很感冒,而且轮盘操作太麻烦了,每次都要每个按钮轮一遍才能选中,给到npc。
这个系列只要有一天黄毛我就永远打差评(只玩过R 3R,如果其他作没有黄毛那还行,但我玩的怎么全是黄毛)
我喜欢你
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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