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Witchspire on Steam - User reviews, Price & Information

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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.

Witchspire is a early access, adventure and open world survival craft game developed by Envar Games and published by Envar Games and Envar Publishing.
Released on June 10th 2026 is available only on Windows in 12 languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Ukrainian and Spanish - Latin America.

It has received 1,857 reviews of which 1,545 were positive and 312 were negative resulting in a rating of 8.0 out of 10. 😊

The game is currently priced at 22.99€ on Steam, but you can find it for 13.83€ on Gamivo.


The Steam community has classified Witchspire into these genres:

Media & Screenshots

Get an in-depth look at Witchspire through various videos and screenshots.

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System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 11
  • Processor: Core i5-10400 / AMD Ryzen 5 5600G or equivalent
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GTX 1070 / Radeon RX 6600S or equivalent
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 12 GB available space
  • Additional Notes: SSD is strongly recommended. Estimated performance (with DLSS/FSR to Performance): 1080p/60fps+. Framerate might drop in graphics-intensive scenes. Hosting sessions with multiple players will impact performance.

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

36 hours played
June 2026
Early Access Review Witchspire is a gorgeous exploration, survival, magic game with lush, bright, whimsical scenery and a nice storyline (that I have come to be invested in this far!). I have played about 7 hours of this game solo and have found myself loving the vast majority of it but definitely have a wishlist of things that I think would improve the overall experience and gameplay! Pros: - Crafting is fast and very easy - Gathering is awesome with the magic spells of your pickaxe and axe. Very innovative and super fun to use. - Building is really cool, being able to fly above your landscape in an "outer body experience" gives easy vision to your base and builds. - No stamina bar for sprinting and only a small one for flying however the regen is super fast. - Collecting familiars is really fun and I love the concept of collecting their "spirit" and using incense to keep their spirit down longer. - Chests on your base are automatically magic, meaning you can craft from them without having the materials in your character's inventory; which saves a lot of space. - Music is whimsical and calming, exploring is super fun especially when you unlock your broom and the visuals of the game are gorgeous. Cons: - I personally have a hard time reaching the control key to use my teleport/dodge. Although I am aware that I can change keybinds I feel there isn't a key I could use that is close enough to my hand motion that isn't already being used for something else. I like having my dodge on my mouse clicker, however the mouse is used mechanically for your wand spells and healing. - I also am not particularly a fan of having to scroll through my hotbar to use healing potions or food, especially in amongst combat - I really struggle with my orientation when doing this. I would love to have a support/tools hotbar that I can swiftly use with easier keybinds (such as using 1, 2, 3) - Game lag; specifically when it's turning from day to night or night to morning. Things I would love to see: - A sort inventory button, as well as a store duplicates in chest without having to "store all", and a sort chest - A way to hide the HUD (I tried to see in settings if there's a way to do that and from what I've seen there isn't, but I could be missing it?), this game is beautiful and I love to stop and take photos but the HUD blocks out the beauty of it - Custom markers for your map! I like to personally put down markers when I find gathering spots especially for mining - Somewhere to put the familiars you aren't using. Perhaps a playpen or a barn? That way they're not taking up space in inventories or chests TLDR; Gorgeous game and innovative gameplay - few minor issues such as lag and lack of quality of life. Looking forward to the what the finished product will be!
3 hours played
June 2026
Pros: - Fantastic OST - Really cosy setting and well crafted world. You can feel that the map has been handcrafted by a human. - Animations feels snappy and smooth. - Fun gameplay loop of building, exploring and collecting familiars. Cons: - CO-OP doesn't feel that good to play. You only feel like a guest in the hosts game, rather than you progressing together as a group. - Content is sparce and so goes for the upgrade tree. In general a unpolished gem with a lot of heart. Needs improvement with the implementation of the CO-OP.
22 hours played
June 2026
Good for an Early Access title. A story-driven survival game with plenty of initial content is a solid start. Review updated after 21 hours of playtime. Although I really enjoyed Witchspire and my review is positive, I cannot fully recommend buying it right now due to EA. I played over 20 fun hours, beating mostly all current content, and can confirm Witchspire is a true AA-tier title with distinct vision, not an asset flip. I truly hope devs polish the game and reach full launch. There is great potential here and the world is well-designed , but much work remains and funding is never guaranteed. That is a typical story for Early Access so fingers crossed. I updated this review multiple times since devs fix issues fast. Days after launch they fixed my main issue about resources not respawning. I almost deforested the starting island and mined most ore elsewhere, making it a huge problem. Now resources respawn properly, so thanks to the devs. First, I will highlight what the game does well: Pros: - The game features a witches and witchcraft theme. Meaning it is not just another generic survival slop, and the devs actually tried to blend the lore, crafting, and creatures into a single unified concept. - The game world is excellent. Exploration is engaging since environments are beautiful and diverse. There are some simple puzzles too. They are not tedious and add nice variety. The last available island surprised me despite looking like a rough draft with muddy textures. - Bosses. They are quite good. Not super difficult, but they are interesting and battles against them can be quite thrilling. - There are satisfying ways to chop trees, ranging from classic single hits to mass harvesting. - Playing solo is perfectly fine. I think they balanced gameplay properly so both solo and co-op work equally well, which is great. - Movement is solid and responsive. Broom flight, multiple jumps, and teleportation (blinking) feel very satisfying. Delaying broom flight availability on islands as you progress is a solid idea for the gameplay loop. What feels mediocre: - The character creator is basic, offering only two body types, three voices, a few faces, hairstyles, and adjustable colors. After that, players must choose a class (Coven) and a pet. What the class actually affects besides starting clothes and weapons is never explained and remains completely unclear. How the very first pet differs from the others is also a total mystery, even though the starting text claims it is supposedly special. - There are no torches, illumination spells, or night vision. It is not pitch black at night, but wandering in the dusk is a hassle. - There are questions regarding skills and wearable gear effects. There is much room for improvement here. - Keybinds and layout. There is a lack of dedicated hotkeys for healing and scrolls. The hotbar slots are simply not enough for everything, and it logically makes sense to move certain item categories like healing items and scrolls into separate slots with their own keys, but that QoL feature is missing here. Now onto the flaws of the game. I will remind you that this is Early Access, written just three days post-launch. - Chests do not respawn. And this is really bad because I traveled a lot early on with a full inventory, assuming that items would drop again, but how wrong I was... Overall it feels weird, as total chest loot per location exceeds available inventory space, forcing a dilemma of returning to unopened chests later, or dropping grinded or non-respawning items just to make room for valuable loot from an already opened chest. Because otherwise that loot despawns forever. - Combat feels clunky and unfair, essentially boiling down to face-tanking damage with enough HP and potions. Mobs have auto-aiming attacks. It feels like enemies use target-based combat while the main character uses a non-target system. Sometimes it is visually obvious how arrows and spells lock on, with mobs literally shooting them out of their backs. Meanwhile, other attacks like a sweeping club strike or a basic melee swing can hit the player from a massive distance. It is just bad design when it is completely unclear where the hitboxes of the main character and the enemies actually are. - The inventory is clunky, lacking auto-stacking, sorting, and quick-stacking materials into chests based on current contents. There are weird quirks like naming chests, but the text only appears inside the inventory interface. Moreover, the UI looks like a rough placeholder requiring major overhauls. - Crafting is poorly designed, lacking a global snapping grid for building, and deletion happens instantly without feedback. Meaning flying around placing a candle and accidentally right-clicking makes a wall silently disappear. By the way, beds, tables, and similar items are currently useless decorations. - There is no recipe screen. For example, upgrading the Hearth requires crafted resources, but the UI gives no hints on where to farm or craft them. - The map screen is clearly unfinished. The icons on it do not match the art style, there are no no-fly zones (you need to collect orbs in the game to freely fly your broom in an area), and mob spawn zones are not shown. - Despite the diverse world, there is no underwater environment. You literally cannot dive. - The story feels like it has some gaps. The opening and the start of the game fail to explain why you are the chosen one. (Actually, I was thinking: the fact that we spawned in after our friends means we are not the chosen one but rather an outsider.) The questline handles player progression and clear goals well, but narratively it is easy to lose track of what is happening and why because following in the footsteps of friends is a weird motivation when you have never interacted with them. Relying on a backstory when there is no established lore history is a tough writing challenge and the game has not pulled it off yet. I would like to see some kind of lore journal with sketches of the past to provide visual anchors alongside the names. But for now we have a purely functional plot with a supposedly unexpected plot twist at the end of the available content. - The density of points of interest in zones is just not high enough. I mean that a player should feel motivated to raid mob villages or explore ancient ruins for loot either solo or in co-op, and there is a lot of room for improvement here. - Achievements seem to be broken. I received the "Potions for Days - Brewed 1000 Potions" achievement while restarting the game, right on the loading screen. I could not have physically brewed that many potions because at that point I did not even have a cauldron, I was only cooking food. Right now, non-respawning chests and the combat system are the biggest issues. The game features mini-locations with bosses that are clearly designed to be revisited and replayed either solo or with friends, and these areas contain chests with valuable loot. But there is absolutely zero motivation to return to empty chests. Boss fights can also get tedious because of the clunky combat mechanics I mentioned earlier. Other issues like the janky inventory are things you can put up with. It is Early Access, after all. Finally, I want to point out the brilliant design choice of placing the hotbar on the right side of the screen. Such a layout provides a genuine advantage in the context of the game and is definitely one of the standout features of Witchspire, although a UI toggle to move the panel to the left would be a nice accessibility option for left-handed players.
16 hours played
June 2026
"But wait Lalune, didn't you just say no more EA games??" Hear me out, fam!! As of late, I haven't felt very comfortable recommending a lot of games because I feel like the overtly hefty pricetags don't align with the content/quality being produced. I have actively chosen to be more selective with what games I buy and write reviews on. I almost didn't pick up this game but my wonderful friend's YT video sold me on the matter (for some early gameplay, check out [url=https://www.youtube.com/watch?v=0_SVcYQ94vA&t=2287s] Nora's video ). This is one of the most polished EA games that I have seen in a while for a reasonable price. That is what ultimately sold me. From the UI to the breathtaking world. The artwork is very fitting for the whimsical, witchy vibes I was looking for. Reminds me a lot of Palia. World customization is beyond impressive! You can set difficulty but also alter enemy damage, your damage, experience gained, permadeath features, death penalties, loot abundance and shared experience in multiplayer. It really makes me feel like I can shape the experience I want. The character creator is nicely laid out but limited in choices ATM, with only 2 body shapes and 3 pre-made head choices. The starting witch clans are diverse and interesting to read through, with unique outfits that I wish you could customize further (at least pick the colour scheme >.<). Very nice to look at and navigate, but it leaves me wanting more!! The controls and level of customization early on is great!! The UI is just really user friendly and there is an option to remap keys for both KBM and controller. What I am loving so far is the vibrancy of the world. It ranges from hauntingly beautiful at times to colourful, lush landscapes. The exploring is enjoyable and relaxing, with light combat. I do have it on an easier mode because that is the experience I want but you can up the difficulty. You can choose the type of weapon you want to wield, with options between ranged or melee magic depending on what you prefer. You can have up to 3 animal familiars to fight alongside you. They have different abilities that you can build on and control during combat. The tutorial is easy to follow and helpful. The gameplay offers a bit of everything. You can sit back and relax while foraging, crafting and building. If you are feeling more adventurous there is a whole world to explore filled with lore to discover, questing, light puzzles, combat, creature collecting, skill trees to build upon and MOST IMPORTANTLY, brooms to fly!! I appreciate how the skill tree is compact and offers everything I need in one spot. You are not stuck following pre-set paths per se. But instead you can veer off and upgrade what you want, ranging from weapons/abilities, new skills, stats, craftables and recipes. The base building is pretty cool looking. It is like you go outside your body in ethereal form with free movement. It is user friendly and encourages creativity as there are no restrictions with placements. The only downside is that a lot of my items are ending up partially in the ground or levitating. Some sort of snap in, lock in feature might be helpful. I like how your familiars don't just help you in combat. They help you with crafting as well depending on their affinity. I feel like I have barely scratched the surface but I will update this review as I continue playing in the upcoming days as I see fit. Are there some bugs and glitches? Yeah, this is an EA game. But I haven't encountered anything groundbreaking or that interupts gameplay. I was really excited to write this review, so thank you for putting out a solid EA game devs!! For the first time in a long time, I feel 100% confident recommending an EA game at full price. Witchspire has DEFINETLY cast a spell on me ;) Update Wishlist for things I would like to see... - more inventory space - a seperate toolbar for weapons that doesn't fill up with inventory items but is solely for combat items and consumables - a barn or something of the sort for familiars, so it doesn't take up inventory space - some enemies have autolock abilities and there is no counter to it, even if you successfully dodge and parry. Ex. orbs that autolock and follow you. You cannout outrun it, dodge it, destroy them.
15 hours played
June 2026
The game runs great on Steam Deck, so that's already a plus for me So far the game offer a pretty decent amount of things to do as it guide you early on through quest so that's a really nice way to ease newcomers in the game without doing too much hand-holding. Personally I love the exploration aspect of the game since there are points of interest in the game and it does rewarded you with loot for exploring, I'm still on the beginner island at the moment, every location looks pretty handcrafted and is really pretty to look at Combat is a bit basic, at early game it's about switching between different pet using their skills along with using your wands for dmg burst, but I expected that it'll change the more you go into the game since the spell on some wands lingers around and you can switch multiple wands to combo so that's a nice touch to the combat Survival element is pretty minimal at the moment but I don't mind it since I love to be doing the exploring more and don't have to worry about food or water and such I'm not so sure if we have a way to revert the skill point spent after lvl up since I wouldn't want to be stuck with the "wrong build" I do wish to see some villages or city in the world since the ruins and books do suggest that there are people living out there yet so far it's just more ruins and nature lol. Voiced characters are nice but som,ehow I find the voiceline a bit annoying lol. Despite it all I am having a lot of fun playing the game at the moment and I hope this review helps those who're still wondering.

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Frequently Asked Questions

Witchspire is currently priced at 22.99€ on Steam.

No, Witchspire is currently not on sale. You can purchase it for 22.99€ on Steam.

Yes, Witchspire received 1,545 positive votes out of a total of 1,857 achieving a rating of 7.98.
😊

Witchspire was developed by Envar Games and published by Envar Games and Envar Publishing.

Yes, Witchspire is playable and fully supported on Windows.

No, Witchspire is not playable on MacOS.

No, Witchspire is not playable on Linux.

Witchspire offers both single-player and multi-player modes.

Witchspire includes Co-op mode where you can team up with friends.

Yes, there is a DLC available for Witchspire. Explore additional content available for Witchspire on Steam.

No, Witchspire does not support mods via Steam Workshop.

No, Witchspire does not support Steam Remote Play.

Yes, Witchspire is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Witchspire.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 25 July 2026 22:47 UTC
SteamSpy data 26 July 2026 16:35 UTC
Steam price 30 July 2026 11:02 UTC
Steam reviews 29 July 2026 09:49 UTC

If you'd like to dive deeper into the details about Witchspire, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Witchspire
  • SteamCharts - Analysis of Witchspire concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Witchspire compatibility
Witchspire
Rating
8.0
1,545
312
Game modes
Multiplayer
Features
Online players
289
Developer
Envar Games
Publisher
Envar Games, Envar Publishing
Release 10 Jun 2026
Platforms
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