I'm a bit torn on this one, but I am going to recommend it because I did have my fun with it and it did scratch that itch I wanted. I'll be blunt to make this short at first: If you watch the trailer and are interested in Witchspire, it is worth the price. But for those looking for a quick verdict: +Good building, exploration, movement, and area design. Would recommend for these alone, especially with a friend. -Familiars really need work, loot rewards need balance/better scaling for later areas -Not suuuuper 'Witchy' and more 'Wizardy' -Character classes could use a bit more clarity/individuality The positives I came out with: -Exploration is done really nicely in the beginning. I find it wasn't quite as good in the desert area, but to see what the areas have to offer and to find so many hidden goodies (usually chests) is always a fun time. -Building reminds me of an older Valheim. Not quite as many parts yet, but enough to make a nice looking home- even just out of wood. The materials are not too costly, the resource gathering is quite laid back, and being able to properly build as a ghostly version of yourself (think Astro-projection) does make the process easier. I just wish the pieces had more 'Snap Points' you could cycle through like in Valheim nowadays. -Flying and Movement is done quite well. At first it feels kinda slow, and it's not until you reach your second island that you gain access to flight. If you follow the main quest, you can probably get this in 20min, but I'm a slow-ass bear and took a couple of hours because I was having fun exploring. You have to unlock flight with (nearly) every island, but you can still use your broom to travel along the ground- which is lovely. The jumping I wasn't terribly fond of at first, the double jump was fine, but then I realized... You can have a second double jump. Then a third- fourth- possibly up to 10 with some of the consumables. This made it much easier to explore vertically. Along with the building being outside of 'campfire range', this makes for some great puzzle solving imo. -Islands are designed quite well. I do wish there was less "green ones" because a few of them almost felt the same, just with different familiars on them. The areas were definitely Not copy/paste, but... I felt like they didn't look different enough to really feel like you were exploring a brand new island. Still, good places, good ideas, fun to explore around. Okay, the main negatives: -Familiars. The creature designs are cuuuuute. I'll talk more about them later as a nit-pick, but some are used for your base like Palworld. -Scratch that, some are REQUIRED. Which makes the capturing system a little... Annoying, since it is RNG based. You can dramatically increase your odds, but if you attempt to capture a rare purple 2-Star Familiar you find in the wild and it fails? You're out of luck. It's gone. I don't know how I feel about this, but... While the stats on them can look absurdly good (like +500hp, I think I had one that had a total of +70% Attack speed?)... It runs into my main issue with Witchspire: -Combat. Your main character combat? Fine. I wish some attacks were better, but they are creative and they work well. FAMILIAR Combat though... Ooooof... Mine felt like a buggy mess. You get the choice out of 4 Starters, but you can find all four in the wild at some point in the game. One of them is currently very rare, but they are around and you will likely stumble upon them. The problem is... Okay, story time. I ended up finding a big familiar around in the wild and thought "Huh... I wonder if I can bond with/capture that?" And to my surprise the game let me. Awesome! I equip it, look at it's skills, one of them is a freaking Carpet Bomb. Fly above your enemies and cover the ground in flames. Absolutely sick~ I go and try it out and... I mean, it definitely flew, it definitely covered the ground in fire, but... It didn't do any damage. No status effect, it wouldn't even provoke a wild creature. SO Many of the attacks of the familiars are either incredibly Bad or just do not work at all. -One of them was even removed during an update and still hasn't been fixed. Too many skills are "place down a field of Damage over Time" and these just don't do Enough. 1-6 damage per tick, when my main attack is doing 140+ per swat. That's... Not useful. And when your Familiars only have Two skills... That's half of their kit. Which can absolutely make or break a creature you really really like the look of, but... They're just bad. While everything else in the game is rather good, this is the one area that Really needs work. If you're coming in looking for a 'Creature battler' akin to Pokemon or Palworld, you might just want to keep an eye on this one for now and wait until they fix these up. As for my playthrough... Familiars were just moral support. ...They are quite tanky though, holy balls. If they could keep aggro, that alone would have some use. Anyway, the other 'Negative' I want to leave on is on the theme itself. I bought the game because of the Familiars/Bonding system, yes, but also for the Witch theme. I just felt like a Witch game, really, and this stuck out. The problem is... You could've taken 'Witch' out of the name and just shown me the game, and my first thought would be "Wizard". It is more akin to that of Wizards and Arcane users- which isn't a bad thing. Still fun to run around in a pointy hat casting a barrage of fireballs at enemies... But that's not what I think of when I picture "Witch". I suppose what I'm looking for is a game that leans into Witches like V Rising leans into Vampires. Witchspire isn't really that game, but I have no regrets at all buying and playing it. *After going through the tutorial again:* Oh right. Character Classes exist. ...I couldn't tell you how they actually differ, but apparently they exist.
Review Map › Games › Witchspire
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Witchspire
83%Very Positive
of all 2,201 reviews on Steam85%▲ 2
recommend the game, last 7 days26▲ 53%
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New Steam reviews each day
The last 7 days against the 7 before. Point atTap a day for its counts.
Recommended, last 7 days22Not recommended, last 7 days4Recommend the game, last 7 days85%
| Day | Recommended | Not recommended | Recommending the game |
|---|---|---|---|
| 25 September, 7 days before | 1 | 0 | too few |
| 26 September, 7 days before | 2 | 0 | too few |
| 27 September, 7 days before | 2 | 0 | too few |
| 28 September, 7 days before | 2 | 0 | too few |
| 29 September, 7 days before | 5 | 1 | too few |
| 30 September, 7 days before | 3 | 1 | too few |
| 1 October, 7 days before | 0 | 0 | too few |
| 2 October, last 7 days | 4 | 0 | too few |
| 3 October, last 7 days | 1 | 1 | too few |
| 4 October, last 7 days | 2 | 1 | too few |
| 5 October, last 7 days | 5 | 1 | too few |
| 6 October, last 7 days | 2 | 0 | too few |
| 7 October, last 7 days | 5 | 0 | too few |
| 8 October, last 7 days | 3 | 1 | too few |
Most helpful reviews, 2 to 8 October
Steam’s top-ranked review for and against the game in these 7 days, in English. Votes as they stood when this map was made.
Started playing with my partner, game seems fun so far and I love the style, the blink makes combat fun even early on. Weapons aren't just statistical upgrades, they often come with new abilities which makes finding them exciting, however the excitement is a bit hindered due to problem #2. Review is negative mainly because of problem #6. Things that stick out that I would love to see and am surprised aren't in-game already: 1. Customizable waypoints for your map. 2. Shared loot/chests, it's not fun stumbling upon some loot with friends and only one person gets to enjoy it. 3. Immediately I noticed I was leveling skills passively, for example endurance when I jump/blink, curious I opened my character panel hoping that hovering over said stat would tell me what leveling it up actually does. Nope 3.5. I saw Luck on the 'Luminary' (Skill tree), it isn't explained when you hover it on tree so I had to google it. 4. Cleared a dungeon with my partner, at the end there was a magic stone that granted me a skill point. I'm unsure if we both got the point but she could not interact with it. UPDATE: The skill point is shared with those online. 5. On hovering over cooked items, (Fried egg/Fae fruit for example) the tooltip reads both: "For 15 minutes:" and "Lasts 3 minutes" in the description. 6. After an hour of play some sort of de-sync began to happen every so often where enemies were not where the server recognized them to be, so when I went to attack an enemy, no damage would register, and my pet would end up attacking a 'ghost' while I swung on an enemy who wasn't actually where they appeared, dealing no damage. Restarting my game fixed the de-sync... for now. DUN DUN DUN. I've had to restart my game several times since. 7. Supposedly you cannot unlock the entire skill tree, which is fine although I feel it needs to be mentioned somewhere otherwise points will be spent haphazardly, what is not fine though, is that certain buildables (purely cosmetic) are tied to the skill tree, and you cannot respec your skill tree once points are spent. Not fine. I would rework the system, separate crafting/hearth track from the character upgrade tree. 8. FEEDBACK: At one point I came accross an ore I couldn't mine, there was no immediate feedback (pickaxe swing failing, message popping up) that I was unable to mine it. It just didn't work. Also no feedback or animation for opening chests, interacting with shrines. When chopping trees, the default attack restores a bit of mana! This feedback feels good, and allows you to more consistently use the right-click function that spends mana but cuts trees faster. However, this same system doesn't exist for mining and would be an easy W. 9. Getting a broom is so awesome, and the game frames it as such, but I'd love to see some changes, left shift should give a burst of speed instead of just being sprint but on a broom, think dragon riding in WoW. Also, let me do tricks, I wanna be a barrel rolling wizard, man. Have it give broom exp even. 10. Went to craft a refined pickaxe after farming the resources, returned to base, clicked craft, resources were consumed and.. nothing was crafted. Nothing in the queue, resources just removed. This has only happened once. Restarting the game completely fixed it, but the resources were still gone. A bug in the opposite direction, at one point I crafted vials for potions and it wasn't consuming glass. 11. My starting Familiar, Locto, has an issue where his base attack does significantly more damage than the ones I am able to activate. Which leads to an issue where I'd rather just not use his abilities and interrupt that. 12. Projectiles don't land on the crosshair so you have to adjust your aim accordingly, it's just.. weird, hard to explain. At one point, I was shooting projectiles out of my feet. Could be related to the de-sync issue. PSA: I cannot currently recommend this game if you plan to play it multiplayer, due to reason #6, and even reason #6 was the only thing on this list, it has happened enough times, and has been frustrating enough, that I would not recommend this to someone else right now.
Recommended by playtime
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About the same at every stage.
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Reviews by language
How many of the game’s reviews are in its main languages, with the rest together, and how many in each recommend the game.
| Language | Reviews | Share | Players recommending the gameThe line marks all languages together, 83%. The chip shows how far each language is above or below it. |
|---|---|---|---|
| English | 1,285 | 58% | 88%+5 |
| Russian | 196 | 9% | 76%−7 |
| German | 144 | 7% | 89%+6 |
| Portuguese - Brazil | 107 | 5% | 92%+9 |
| Simplified Chinese | 96 | 4% | 53%−30 |
| French | 90 | 4% | 82%−1 |
| Spanish | 55 | 2% | 84%+1 |
| Korean | 43 | 2% | 56%−27 |
| Other languages | 185 | 8% |
All reviews ever, as Steam counts them. Each language named has its own Steam score; Other languages holds every other language together.
