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 762 reviews of which 620 were positive and 142 were negative resulting in a rating of 7.7 out of 10. 😊

The game is currently priced at 19.54€ on Steam with a 15% discount.


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.

13 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.
20 hours played
June 2026
Not bad for an Early Access title. A story-driven survival game with plenty of initial content is a solid start. Although I liked Witchspire and my review is positive, I cannot recommend buying it right now on its EA launch day. The overly enthusiastic YouTube reviews for this game are honestly a bit concerning. For instance, people praise the character creator, which is weird because it is extremely basic and only lets you pick from two body types, three voices, a few faces, several hairstyles, change eye and hair color and that is essentially it. There really is not much customization. People praise the crafting but it feels unfinished here. You cannot move furniture after building it and deleting items is clunky. It is great that resources are pulled directly from chests and that is a huge plus. It feels like reviewers did not play much, missed the actual strengths, and chose to praise things that are quite mediocre compared to similar games. I am sure less blatantly promotional reviews will appear over time. I really hope the developers actually polish the game and see it through to the full launch. There is definitely some great potential here and the world is well-designed, but it is just too easy to find flaws in almost every aspect. That is a typical story for Early Access so fingers crossed. P.S. Having played for 7 hours already, I will highlight the main pros and cons. Pros: - The game features a witches and witchcraft theme. Meaning it is not a generic survival game, and the devs tried to blend the lore, crafting, and creatures into a single concept. - The game world is excellent. Exploration is engaging since the environments are beautiful and diverse. There are some simple puzzles as well. They are not tedious and add some nice variety. - Bosses. They are quite good. Not super difficult, but they are interesting and battles against them can be 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 the gameplay properly so that both solo playthroughs and co-op work equally well, and this is great. - The system requirements are quite low. Given the low-resolution textures and overall simplified models, it is no surprise the game runs perfectly on my RTX3060. However, considering this is Unreal Engine and Early Access, the result is quite impressive. - The movement in the game is solid and responsive. Broom flight, double and even quadruple jumps, and teleportation (blinking) feel very satisfying. Cons: - At the very beginning, we are prompted to choose a class (Coven) and a pet. What the class actually affects besides starting clothes and weapons is not explained and remains completely unclear. How the very first pet differs from the others is also a mystery, although the starting text claims it is supposedly special. - There are no torches, no illumination spells, and no night vision. It is not too dark at night, but wandering in the dusk is still inconvenient. And you cannot skip time. - Resources do not respawn! You mine ore and that is it, there is no respawn! You chop down trees and new ones will not grow back. Meanwhile there are tree stump models in the game, but they are just part of the scenery. You can conjure a sparse little grove with scrolls, but visually such trees look different and do not yield the identical resource. Plus there is a narrative dissonance because witchcraft is mythologically mostly an extension of nature or a part of the natural cycle. And the fact that nature gets destroyed in the game with a possible replacement by an imitation is a dissonant element. (Update: according to the patch 0.1.1 notes, trees are supposed to respawn just like flowers and "other resources". So the fact that I cleared out half the woods on the starting island and the trees did not come back seems like a bug. It is unclear about ore, but it is not respawning in my game world.) - 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... The coolest chests found in boss areas also open only once, completely killing any motivation to revisit those zones. - Mobs have auto-aiming attacks. It feels like enemies use target-based combat while the main character uses a non-target system. Arrows, spells, and club swings have a high chance of locking onto the player in both melee and ranged combat. Dodging melee attacks is hard because even if you teleport, the hit still connects from a distance, and while you can run away from ranged attacks, it does not always work. Meaning combat heavily relies on how much damage you can tank. - Resource chains are not entirely well thought out. Perhaps the weirdest thing is that coal is crafted exclusively from wood. You need a ton of it for coal. - The inventory is clunky, as there is no way to stack resources, you cannot sort items, and you cannot quick-stack materials into chests based on what is already inside. There are weird quirks like being able to name a chest, but the text is only visible inside the inventory interface. - Crafting is poorly designed: there is no global snapping grid for building, and deletion happens instantly without any feedback. Meaning you could be flying around trying to place a candle, accidentally right-click, and that is it, a wall silently disappears. - There is no recipe screen. This is annoying. For example, upgrading the Hearth requires resources, including crafted ones, but the upgrade menu gives no information on where to find or how to make a specific item. - The map 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 a broom in a location), and mob spawn areas are not shown. The arrow indicating the player hides under the layer of location icons for some reason, which is why at first I did not always understand where I was when the arrow was covered by another marker. - Despite the diverse world, there is no underwater environment. You literally cannot dive. This is a bit frustrating. - 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. 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 weird motivation when you have never interacted with them. Relying on a backstory when there is no established history is a tough writing challenge and the game has not pulled it off yet. I would like to see some kind of journal with sketches of the past to provide visual anchors alongside the names. (Actually, I was thinking: the fact that we appeared after our friends means we are not the chosen one but rather an outsider.) - 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 making food. Right now, the inability to restore resources and the non-respawning chests are arguably the biggest problem with the game. Because this breaks crafting chains and removes the motivation to backtrack to locations or even remember them. And overall it just feels weird: the total loot inside chests in a location exceeds the available inventory space, and at some point I face a dilemma: return to an unopened chest later when my inventory is free, or drop something I spent ages gathering or that does not respawn just to make room for an amulet or a valuable scroll from an already opened chest. Because otherwise that loot will disappear forever. The rest, like the clunky inventory, is something I can put up with.
8 hours played
June 2026
Witchspire is a very lovely game. From the simple yet colorful art style to the soft melodies playing faintly in the background, this is one of those games you jump into when you just want to relax for a while. After reaching level 18 and spending just over six and a half hours with it, I'm genuinely impressed by how much this Early Access title already has to offer. I called it "literally Palworld but with witches" the first time I saw it, and I was pretty much spot on. One of my buddies even compared the visuals to Genshin. The pause menu survey even asks if you've played stuff like Palworld, Minecraft, Genshin Impact, and Abiotic Factor, so yeah, that tracks. Thankfully, that's not a bad thing. I love games that let me explore at my own pace, build to my heart's content, and generally do whatever I feel like doing. As the designated base ♥♥♥♥♥ of my friend group, it's safe to say I enjoy building. Whether that's extravagant decoration in Terraria or carefully organized houses in Palworld, I enjoy having a place to unwind and get creative. Witchspire immediately sold me on its building system because of one simple feature. When placing structures, you can freely fly around in all directions. No more building temporary towers to finish a roof. No more running laps around a structure just to place a few walls. You simply fly where you need to go and build. I haven't even unlocked the decoration options to really build a base yet, and I'm already looking forward to it. Building revolves around Hearths, which I've mostly been calling Hearthstones because old habits die hard. They serve as build zones and fast travel points, allowing you to quickly move between islands as you progress. My biggest gripe with the system is that Hearths don't seem to prevent familiars from spawning inside them. My first Hearth on the starting island along the beach constantly spawns two Spectres, or whatever those crab things are called, with one appearing inside the Hearth itself and the other right beside it. It's not game breaking, but I really hope the devs patch this and prevent familiars from spawning within Hearth zones. The world itself is majestic too. Simple art with vibrant colors, gentle wind that makes the grass wave, floating rocks on the horizon, beautiful waterfalls with secrets, ancient ruins with pressure plate dungeons. The first starting island is kinda limited for loot, but once you hit the second island (I'm just now prepping to head to the third island), exploring really pays off. Good gear upgrades in chests, rare or stronger familiars to bond with, and occasional one-off stuff like a lucky clover at the top of a tall rock. I've had a great time sightseeing and hunting for new familiars and goodies to boost my stats. The creatures you'll encounter are called Familiars, and they're the game's equivalent of creatures to collect. Unlike Palworld, you don't throw spheres or cast spells to bind them. Instead, defeated familiars have a slim chance to linger (which can be increased with Incense), allowing you to bond with them. Once bonded, you can either have them assist with crafting stations or join your active team of three to call upon when fighting. You start off with one during the tutorial, and it really boils down to which you like the looks of more or which style of attacks you'd prefer. A lot do ranged attacks, some do melee attacks, and some do DOT or AOE attacks. You can rename them too which is nice. Performance has been surprisingly solid. I ran it on High (defaulted for me) with some Ultra options available. For most of my playtime I averaged 60-80 FPS, with occasional brief hitches dropping to 50-60, but it usually recovered within a few seconds. For an Early Access game, I really don't have any major complaints. The audio is equally pleasant. The music stays where background music should stay, in the background. Soft chimes, gentle vocals, and calming melodies blend nicely with the environment without constantly demanding your attention. The combat music is slightly more noticeable, enough to alert you that something wants to pick a fight with you without completely breaking immersion. Leveling gives you Luminaries, which are basically perk points for a combined skill and tech tree. You spend them on inventory upgrades, stat boosts like health, crit chance, or damage increases, or unlocking new craftables like storage chests, farm plots, structures, and crafting stations. The progression feels fair, but since I spent so much time exploring before pushing the story, I actually ended up progressing my Hearth several levels at once, which was pretty funny. Combat starts off fairly simple. Early on, most fights boil down to holding M1 and watching health bars disappear. Dodge is bound to CTRL, transforming you into an orb that quickly shifts a short distance while avoiding attacks. My biggest complaint is that the dodge never seems to evolve. At level 18, I'm near the end of the skill tree and still haven't found upgrades for additional charges or increased distance, which feels like wasted potential. By the time you're on the second island, you'll have options to unlock books, new wands, and new swords. Each weapon has a basic M1 attack and a stronger M2 special that costs mana for binds, stuns, or attack speed boosts. My favorite strategy has been stacking the sword's attack speed buff before swapping to a wand and turning into a magical machine gun. Once I hit level 15 and got some health buffs, I could handle most groups of enemies without issue. First death was to a pack of Shardlings (I think) that all aggroed me. One stunned me, allowing the rest to deleted my health bar with up-close AOE attacks. When you die, your inventory (minus hotbar and equipment) drops on a stone with a flower on top so you can recover it. The only downside is that the game doesn't mark its location, so hopefully you remember where you got killed. As for things I'd like to see added or improved, I hope the devs continue expanding combat. More active combat options, controllable ranged attacks, and better familiar companion mechanics would go a long way toward making fights feel more engaging. Being able to do drive-bys on a broom and blast enemies as I fly past would be pretty funny too. I'd also love to see vanity slots or a transmog system so players can wear their coolest outfit over their ass kicking outfit. More equipment options would be welcome as well. Right now you have two rings, two trinkets, and a necklace, which is nice, but my chests are already filling up with gear that I'd love to use but simply can't justify equipping over my current setup. Giving players the option to spend Luminaries on additional equipment slots could be an interesting solution. Things like shoulder slots for scarves, capes, or other cosmetics would add even more room for character customization. Finally, the map could use another pass for collision fixes. I've managed to walk through textures quite a few times, mostly around rocks and mountains, so there's definitely some cleanup that could be done there. From what I can tell from their Steam page and website, this is the developer's first game, and with over 170 "Envarians" working on the project, they have a sizable team behind it. Based on what I've played so far, I think Witchspire has a real shot at a successful 1.0 release. They've already put out two patches, which is a good sign that they're actively listening to the community through their Discord server and Steam. I've thoroughly enjoyed my time with it and can easily recommend it to anyone who enjoys exploration, base building, progression systems, and creature collecting. Now I just need a few friends to pick it up so we can see how chaotic the multiplayer gets!
8 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.
1 hours played
June 2026
The game seems cool but i cant for the life of me get it to run in my native resolution (2k)and there is no option to change resolutions in the settings so the game sends up looking muddy and not very good. Going to wait till someone has a solution for this. I was looking forward to a new take on the survival genre so i hope its soon.

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Frequently Asked Questions

Witchspire is currently priced at 19.54€ on Steam.

Yes, Witchspire is currently available at a 15% discount. You can purchase it for 19.54€ on Steam.

Yes, Witchspire received 620 positive votes out of a total of 762 achieving a rating of 7.71.
😊

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 15 June 2026 04:08
SteamSpy data 14 June 2026 17:31
Steam price 15 June 2026 05:08
Steam reviews 15 June 2026 04:05

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
7.7
620
142
Game modes
Multiplayer
Features
Online players
4,923
Developer
Envar Games
Publisher
Envar Games, Envar Publishing
Release 10 Jun 2026
Platforms