About the Game
Garden of Witches is a fast-paced action roguelike where you wield giant scissors and use witchcraft to bring down other witches in the Garden. You’ll need to master enemy attack patterns, create powerful builds, and fight to bring together all the witches before the Garden falls apart.
Beat Witches into Submission
As the Thread Witch, you need to gather all the witches for an annual tea party ritual, but they aren’t going to attend the tea party willingly. Face distinct bosses with their own personalities, transformations, and attack patterns. Learn how each one fights, and find the opening you need to beat them into submission.
Unleash Your Choice of Witchcraft
Choose your favorite Scissors, Spells, and Special Skills from your Armory and personalize how you fight to save the Garden. While going through the Garden, you will be able to strengthen the abilities you love with Imprints and Relics and reshape how familiar skills behave from run to run.
Bond with Your Coven
Explore a hand-drawn world of mesmerizing witchcraft and wayward witches, each with their own unique domain. Get to know them through the game’s main five-chapter story arc and continue your journey through a three-part epilogue arc.
Japanese Voice Cast

Defy Death and Return Stronger
A witch’s death does not end their story. Return stronger with permanent upgrades and knowledge of your past runs. Then experiment with other Spells and refine your favorite builds while pushing your mastery of witchcraft. Once you reach the peak, put your craft to the test by customizing the difficulty of the Garden.
Round up the witches. Save the Garden.
And try not to get yourself killed along the way, even witches don’t like dying too much.

Screenshots
9 imagesVersion Information
Steam Patch Notes
Official update history
Greetings from Team Tapas!
We have fixed additional sound and visual issues and improved the presentation of certain areas and objects.
Sound and Visual Improvements
Improved an issue in Epilogue 2 where the death sounds of some Normal Monsters would not play correctly or could sound unnatural.
Fixed issues where some character and weapon effects were not displayed correctly or appeared unnatural.
Improved the animations when approaching and obtaining Crafted Artifacts in Epilogue 2.
Improved lighting and visual presentation in certain story sequences, including the ending of Epilogue 2.
Graphics and Map Fixes
Fixed issues in certain areas where objects, shadows, walls, and other visual elements could appear incorrectly positioned or displayed.
Fixed an issue where reward objects were positioned incorrectly in some rooms.
Fixed an issue where some title graphics were not displayed correctly when playing in Simplified Chinese.
Bug Fixes
Fixed an issue in certain story sequences in Epilogue 3 where the character's movement could be blocked, preventing further progress.
Fixed an issue during the final boss sequence in Epilogue 3 where the character could face the wrong direction under certain conditions.
We are still working on polishing the game even more, but thanks to your reports, we have been able to tackle these issues one by one. Thank you for your patience and for playing our game until now!
Greetings from Team Tapas!
We've prioritized fixes for newly identified issues, along with sound and visual improvements that we could address quickly.
Patch Notes 1.0.3
Sound & Visual Improvements
Enhanced the sound effects for obtaining Artifacts in Epilogue 2.
Adjusted some of Nahatra's voice lines to make them clearer.
Adjusted some of Fiena's combat-action voice lines that sounded too similar to one another.
Adjusted sound balance so that the BGM is less likely to overpower other sounds during combat.
Shortened the display duration of the map shown when entering a new area in Epilogue 2 so that it no longer obstructs the player's view during combat.
Bug Fixes
Fixed an issue in certain story sequences in Epilogue 3 where the player could get caught on an obstacle before reaching the designated position, causing the sequence to loop indefinitely and prevent further progress.
Improved an issue where the frame rate could temporarily drop significantly when certain effects or objects appeared for the first time.
Fixed an issue where Flower projectiles could occasionally fly toward an incorrect location even when enemies were nearby.
Fixed an issue in Epilogue 2 where the Curse selection object could reappear when revisiting a Curse Room that had already been completed.
Fixed an issue in Epilogue 2 where Crafted Artifacts appearing after defeating a mini-boss could overlap with other rewards.
Fixed an issue in Epilogue 3 where using Ambush at certain locations could move the player outside the map.
Upcoming Update Plans
For now, our highest priority is fixing issues reported since launch and improving the overall stability of the game.
At the same time, we're also preparing new challenge content and cosmetic features so that there's more to enjoy after completing the main content.
The following plans are currently in development, and the schedule and details may change depending on development progress and testing results.
Update 1.1.0 — Targeting Mid-to-Late September
With update 1.1.0, we're aiming to add an outfit system and new endgame Challenge Modes as soon as possible.
After 1.1.0, we'll also consider expanding these Challenge Modes and adding more outfits depending on player feedback and our development schedule.
Outfit System
We're planning to add a system that allows you to change your character's appearance.
Some outfits will be obtainable through story progression, while others will be rewards for meeting specific conditions in the new Challenge Modes.
[img src="{STEAM_CLAN_IMAGE}/45149819/905b91851b27c7dfc4ebf60aac2594cf3b9a0878.png"]
Fearless Mode (Working Title)
※ The name and concept was inspired by League of Legend's Fearless Draft mode.
This is a long-form challenge where you'll need to think carefully about when to use each piece of your repertoire as you take on multiple chapters in succession.
Using all of your strongest builds early may make later chapters much more difficult, so planning your builds across the entire run will be more important than in existing Challenge Modes.
Clear the Challenge Modes for the Main Story and Epilogues 1, 2, and 3 in succession.
Weapons, Spells, and Special Skills used in clearing a previous Challenge Mode cannot be used again in later Challenge Modes.
After clearing a Challenge Mode, you can save your progress before starting the next one and continue later.
On Hardcore difficulty, dying or quitting the game will reset the entire run.
Reaching certain score and difficulty requirements will reward you with outfits.
Clearing higher difficulties or Hardcore Mode will unlock corresponding Steam achievements.
Boss Rush Mode (Working Title)
This is an expanded version of Epilogue 3's Challenge Mode, where you choose a single build and see how far you can make it through a series of consecutive boss battles.
Build your loadout through Shasha's Mirror, then take on multiple bosses in succession.
After defeating a boss, you can save your progress before starting the next battle.
On Hardcore difficulty, dying during a boss battle or quitting the game will reset the run, so you will have to start from the beginning.
Reaching certain score and difficulty requirements will reward you with outfits.
Clearing higher difficulties or Hardcore Mode will unlock corresponding Steam achievements.
New Challenge Mode — Targeting October 30
After 1.1.0, we're planning another new Challenge Mode with a very different style of gameplay from what we currently have.
We're currently calling it "Rule Breaking Mode" (working title), and we're targeting an October 30 update while conducting early development and testing.
Rule Breaking Mode (Working Title)
The current progression systems in Garden of Witches are designed to make the direction toward a strong build relatively easy to understand, even for players who aren't particularly familiar with roguelikes.
We think this has the advantage of lowering the barrier to entry and allowing players to focus more on the story and learning boss encounters. At the same time, we also feel that this can limit some of the freedom and enjoyment that comes from creating extreme or unusual builds.
Rule Breaking Mode is intended to loosen many of those restrictions and focus on the fun of creating much more aggressive, powerful, and complex builds.
Many of the existing rules surrounding Attributes, Imprints, Relics, and other progression systems will be significantly changed.
You'll continue acquiring items with new abilities throughout the run.
We're aiming to allow far more effects to stack together, creating much stronger and more complex builds than usual.
As the player grows stronger, enemies will also scale more quickly and gain a variety of powerful enhancements.
Rather than placing a low ceiling on growth, we're aiming for a mode where you can continue becoming stronger over a long run.
However, this mode is still in the early experimentation and testing stage.
As builds grow stronger, we expect the number of projectiles and effects appearing simultaneously to increase significantly, so there are still performance and optimization challenges that we need to work through and test.
We also still need to verify whether the current concept will actually be fun when played. Depending on our testing results and any issues we encounter during development, the rules or progression structure may change substantially, and some parts of the plan may be reduced or changed altogether.
For now, please consider what we've described here as the direction we're aiming for rather than a finalized plan.
We'll do our best to turn it into a mode where you can enjoy building and growing Sil in ways that aren't normally possible in Garden of Witches.
Other Plans
Since late October is also close to Halloween, we're considering adding some small Halloween-related content or other types of cosmetic features.
We're also preparing an OST update and additional Japanese voice recording for the Epilogues.
Our priority, however, will remain on reliably delivering the new Challenge Modes and Outfit System.
We're continuing to review the issues you've reported since launch, and alongside these updates, we'll continue to review and address additional bug reports and suggestions as they come in.
Thank you to everyone who has been playing the game and sending us your feedback and reports.
Thank you,
Team Tapas
Greetings from Team Tapas!
We’ve released a hotfix to address several additional issues we’ve identified.
Patch Notes 1.0.2
Fixed several visual-related issues occurring during combat and story sequences.
Made an additional fix for an issue where the Singing Scissors achievement was not unlocking properly.
Fixed an issue in Epilogue 2 where the location of a room containing a Crafted Artifact, once revealed using the Crafted Artifact Detector, would be reset upon starting a new run.
We’re continuing to review issues reported since launch and will address additional bugs as they are identified.
Thank you.
Team Tapas
Greetings from Team Tapas!
Over the weekend, we have been looking into the bugs reported since launch, including the level reset issue where people were losing their upgrade points. We sincerely apologize for the delay in our response, especially regarding this bug, as identifying the cause took longer than expected.
In this 1.0.1 update, we have prioritized fixing the critical bugs identified so far, along with resolving a few other issues that could be addressed quickly.
Patch Notes 1.0.1
Fixed a data-related issue affecting some users who played the Early Access version.
Fixed an issue where the game would freeze upon opening the options menu in Challenge Mode Epilogue 1.
Fixed an issue where the player's level and upgrades would repeatedly reset.
If there is a record of you reaching the max level (70) in the past, your level will be restored to 70.
Otherwise, your level will be restored to an appropriate level for the chapters currently available to you.
Fixed an issue where the game would freeze if the player revived at the exact same time as clearing the final boss of Epilogue 1.
Fixed an issue where the Singing Scissors achievement would not unlock properly even after acquiring the Singing Scissors.
Fixed an issue where the Singing Scissors achievement would unlock even without acquiring the Singing Scissors.
Fixed an issue where the player's movement would not stop properly during certain cutscenes in Epilogue 2.
Fixed errors related to certain story texts and visuals.
Optimized various effects and visuals.
This week, we will focus primarily on stabilizing the build and fixing any additional issues that are identified. We really appreciate everyone who has taken the time to report issues and make suggestions!
Later through a separate announcement, we will provide details on what we are preparing for future updates once they are organized.
Thank you so much for being patient with us and we hope you will continue to enjoy Garden of Witches.
Greetings from Team Tapas!
Here are the patch notes for version 0.9.3.
Bug Fixes
Challenge Run scores from version 0.8.2 did not reset following the 0.9.2 update
Since this is not a critical issue, we have decided to maintain the current scores for now.
We plan to reset them during a future Challenge Run update or system overhaul.
Fixed an issue where the notification icons for Challenge Run chapters were not displaying correctly
Fixed an issue where errors and performance drops occurred under specific circumstances during the Chapter 3 third area boss fight
Fixed a bug where Auto-Cast Imprints would fail to activate if an attack animation was canceled
Fixed various text, translation, UI, and system-related bugs
Balance Adjustments
Chapter 2
In the first area’s boss fight against Abigail, we have reduced the Damage over Time (DoT) of her Triple-Tornado attack during her transition from Phase 1 to Phase 2.
Relic
Pocket Monster
Before: Increases All DMG by 5% for every 1 Relic held.
After: Increases All DMG by 4% for every 1 Relic held.
Ocular Lens
Before: Increases Weapon Crit DMG by 10%.
After: Increases Weapon Crit DMG by 15%.
To wrap up, we’d like to thank everyone who quickly reported these issues and bugs. We will continue to improve the game to provide a more stable and enjoyable gameplay experience for everyone.
Thank you.
— Team Tapas
0.9.3_b168 (hotfix)
Fixed an issue in version 0.9.3 where imprints that automatically cast spells on critical hits were not functioning properly.
We are currently conducting a thorough review of the systems related to these imprints, and will respond promptly if any additional issues are identified.
We apologize for any inconvenience caused.
Greetings from Team Tapas!
We thank everyone who participated in the recent 0.6.0 beta test. Based on your valuable feedback, we have now updated the standard version of the game.
0.6.0 Patch Notes
System Updates
The following changes will be applied with the update:
If you have saved the game in the middle of a run, Sil will return to her home in the corresponding chapter.
High scores from the Challenge Chapter will be reset.
However, records achieved in version 0.5.n will be saved separately and may be displayed through a different UI in the future.
※ Progress made in the 0.6.0 beta will also be reset.
If you have learned the counterattack skill, the special “Underwater Map” that appears under specific conditions starting from Chapter 2 will no longer appear.
When selecting a reward to remove a tag, you can now choose and remove any tag from all existing tags.
Dice Shop
When replacing a spell’s attribute upgrade, the selected attribute will no longer appear among the choices.
Fixed a bug where after getting all four scissor attribute upgrades, only the attribute selected for replacement would appear as an option when trying to switch attributes.
Chapter Rework and Difficulty Adjustments
Due to this round of balance changes, most builds now deal significantly more damage. To compensate, enemy health has been increased across all chapters. Additionally, the activation timing of new mechanics introduced in each chapter has been moved forward by one chapter, allowing new players to access core systems more quickly. For Chapter 4, no new systems will be introduced yet, but side missions and rewards will be added in a future update.
Chapter 1
Synergies are now available starting from Chapter 1.
The number of floors per domain has been increased by 1.
The enemy health scaling curve has been adjusted as follows:
First battle: No changes.
Final boss: ~260% increase.
Chapter 2
Relics and the dice shop now appear from Chapter 2.
The enemy health scaling curve has been adjusted as follows:
First battle: No changes.
Final boss: ~203% increase.
Chapter 3
Players can now select new scissors starting from Chapter 3.
The enemy health scaling curve has been adjusted as follows:
First battle: ~10% increase.
Final boss: ~61% increase.
Chapter 4
The enemy health scaling curve has been adjusted as follows:
First battle: ~13% increase.
Final boss: ~68% increase.
Boss Attack Pattern Difficulty Adjustments
Some high-difficulty attack patterns have been toned down to make them easier to avoid. For Nahatra’s second phase in Chapter 4, since the difficulty of her attack patterns has been reduced, the damage she deals has increased. This change is intended to discourage players from simply ignoring her attack patterns in favor of clearing the fight by tanking hits.
Nahatra
First Phase: Added warning indicators to some of her attack patterns.
Intermission Phase: Adjusted the position of the safe zone during the final explosion pattern to make it easier to reach.
Second Phase (Chapter 4): Lowered the difficulty of various attack patterns but increased damage to maintain the overall difficulty of the battle.
Chloe
Intermission Phase: The health of the spider cocoons has been reduced by ~30%.
Balance Adjustments
Difficulty
Compared to Normal mode, the lack of invincibility frames (i-frames) during dashes in Hard mode made it difficult for players to attempt higher difficulties. As a result, we’ve decided to add i-frames to dashes in Hard mode as well.
※ We are currently considering the addition of a new Nightmare difficulty in the future, where difficulty cannot be changed and dashes will not have i-frames, as originally intended.
Hard Mode: Added i-frames to dashes
Sil’s Base Stats
To create a smoother first-time experience while encouraging more natural retry loops, we’ve reduced Sil’s base health but improved other aspects of her gameplay. Additionally, we’ve slightly increased her movement speed and improved the invincibility duration after taking damage.
Increased base movement speed from 5 m/s to 6 m/s.
Reduced base health from 50 to 25.
Increased the player’s invincibility duration after taking a hit from 0.3 seconds to 0.5 seconds, with a gauge now showing the remaining invisibility duration.
Adjusted the way Sil takes damage so that the player will not take multiple hits simultaneously in the same frame.
Fixed an issue where invincibility frames were not applied properly when hit during the use of Butterfly Step.
Upgrade Table
We have adjusted the beginning structure of the upgrade table and the value of certain enhancements to align with Sil’s new base stats and the attack speed of each scissor variant.
Row 1, Column 1
Before: Scissor attack speed +0.25 attacks/sec
After: Scissor attack speed +0.2 attacks/sec
Row 1, Column 2
Before: Max HP +10
After: Max HP +5
Row 1, Column 3
Before: Movement speed +0.5 m/s
After: Movement speed +0.25 m/s
Row 2, Column 1
Before: Scissor attack speed +0.25 attacks/sec
After: Max HP +10
Row 2, Column 2
Before: Movement speed +0.5m/sec
After: Movement speed +0.25m/sec
Scissors and Skill Adjustments
We have adjusted the effects and values of various buffs to improve their viability. For Magic builds, players can gain stacks of Spell Rampage from critical hits with magic scissors and use a stack of Spell Ramage to increase the damage of a skill. For Sharpness builds, the maximum amount of Sharpness that can be gained has been increased, allowing Broken Scissors and Giant Scissors to dish out more damage than before.
Increased Sharpness Max Count: 200% → 400%
Reworked Spell Ramage functionality:
Before: Increased the damage of a skill based on how much Spell Ramage you had and reset after use.
After: Skill damage deals +30% damage and consumes 1 stack of Spell Ramage.
Increased Spell Enhance Max Count from 50% → 60%
Scissors
We’ve increased the base attack speed of all scissors to improve the feel of the first playthrough of the game. Broken Scissors has also been modified to be the best choice for builds that focus on close-range sustained damage. On the other hand, Giant Scissors’s Sharpness efficiency has been decreased to balance out the increase in overall Max Sharpness Count.
Normal Scissors
Attack speed: 1.5/sec → 1.8/sec
Giant Scissors
Attack speed: 0.8/sec → 1.1/sec
Sharpness efficiency: 3x → 1.5x
Magic Scissors
Attack speed: 1.5/sec → 1.8/sec
Spell damage bonus: 30% → 60%
Bug fixes:
Fixed an issue where repeated casts under certain conditions wouldn’t charge the critical hit counter
Fixed a priority issue where pressing both spell and scissors buttons would cast scissors first
Broken Scissors
Functionality changed:
Before: Attacks the enemies with Scissors. After a fixed number of hits, the next attack will be a Critical Hit.
After: Attacks the enemies with Scissors. After a fixed number of hits, the next attack will be a Critical Hit. Additionally, Sharpness Max Count is increased by 400%.
Damage: 40% → 80%
Attack speed: 3.5/sec → 2.8/sec
Hits required for critical: 2 → 1
Attribute Changes
We have adjusted the Magic attribute for scissors so that it aligns with the effectiveness of the Spell Rampage buff.
Magic
Before: When Scissors inflict a Critical Hit, increase spell damage by 30%.
After: When Scissors inflict a Critical Hit, gain 1 stack of Spell Rampage.
Ambush
To improve its synergy with Butterfly Step, its Flower attribute has been reworked.
Attribute Changes
Scissors
Before: When Ambush inflicts a hit, 90% of Scissors damage is inflicted as Additional Damage.
After: When Ambush inflicts a hit, 120% of Scissors damage is inflicted as Additional Damage.
Flower
Before: Spawn 2 Flowers upon hit.
After: When casting Ambush, Flowers within a radium of 5m wilt. For each wilted Flower, recover 1s of cooldown.
Counter Attack
We’re improving the usability of Counter so it becomes a viable option in more builds. Over time, we’ll continue to tune it to provide stronger effects in the hands of skilled players.
Base Ability
Before: Blocks most damage for 0.25s. Upon blocking an enemy attack, become immune to all damage for 0.5s and attack all nearby enemies.
After: Blocks most damage for 0.3s. Upon blocking an enemy attack, become immune to all damage for 0.7s and attacks all nearby enemies.
Cooldown: 16s → 15s
Attribute Changes
Scissors
Before: When Counter inflicts a hit, gain 100% Sharpness.
After: When Counter inflicts a hit, gain 150% Sharpness.
Cooldown
Before: When Counter inflicts a hit, decrease the cooldown of other cooldown based skills by 2s.
After: When Counter inflicts a hit, the Cooldown of Counter is reduced by 3s.
Summon Doll
We increased Summon Doll’s attack range so the skill handles attacking groups of enemies better. To balance its high utility with Scissors and Sharpeness builds, we have slightly reduced its damage output.
Base Ability
Attack range: 3m → 5m
Attack width: 0.8m → 1.5m
Attribute Changes
Scissors
Before: When a Doll inflicts a hit, 45% of Scissors damage is inflicted as Additional Damage.
After: When a Doll inflicts a hit, 20% of Scissors damage is inflicted as Additional Damage.
Sewing Wheel
We originally designed this skill as a core spell for Charge builds, but it no longer fits that role. So we’ve removed its built-in additional Charge.
Base Ability
Charges: 1 → 0
Needle Shot
We’ve enhanced certain attributes to bring this skill closer in performance to Shadow Surge.
Attribute Changes
Cooldown
Before: When casting Needle Shot, the Cooldown of all other Cooldown skills is decreased by 1s.
After: When casting Needle Shot, the Cooldown of all other Cooldown skills is decreased by 1.5s.
Thread
Before: Needle Shot shoots 1 additional Needle.
After: Needle Shot shoots 2 additional Needles.
Crow
Before: When casting Needle Shot, up to 3 summoned crows are removed. Cooldown is decreased by 15% per removed Crow.
After: When casting Needle Shot, up to 3 summoned crows are removed. Cooldown is decreased by 30% per removed Crow.
Butterfly Walk
In anticipation of future buffs, we’ve slightly increased the speed the gauge charges up.
Base Ability
Gauge charge speed: 130%/s → 150%/s
Attribute Changes
Scissors
Before: When Butterfly Walk inflicts a hit, gain 1% Sharpness or each 2% of Gauge charge.
After: When Butterfly Walk inflicts a hit, gain 1% Sharpness or each 1% of Gauge charge.
Leech
We’ve adjusted various attributes to shift this skill’s role towards generating resources or buffs more efficiently.
Attribute Changes
Scissors
Before: Duration of Leech increases by 0.5s whenever you land a hit with Scissors
After: Every 1s while Leech is inflicting damage, gain 30% Sharpness.
Thread
Before: Every 2s while Leech is inflicting damage, cut 1 Thread and deal bonus damage every second.
After: Every 2s while Leech is inflicting damage, shoot 1 Needle at all enemies within 5m.
Flower
Before: Leech withers every Flower it touches and its duration is increased by 0.5s per withered Flower.
After: While Leech is inflicting damage, spawn 1 Flower every 2s.
Crow
Before: Every 3s while Leech is inflicting damage, summon 1 Crow.
After: Every 2s while Leech is inflicting damage, summon 1 Crow.
Fireball
Previously, Fireball was a bit too effective as a general-purpose spell. We have rebalanced it to better fit into Fire builds.
Base Ability
Damage: 1100% → 850%
Cooldown: 16s → 12s
Attributes
Scissors
Before: When Fireball inflicts a hit, 270% of Scissors damage is inflicted as Additional Damage.
After: When Fireball inflicts a hit, 120% of Scissors damage is inflicted as Additional Damage.
Cooldown
Before: The Cooldown of Fireball is decreased by 4s.
After: The Cooldown of Fireball is decreased by 3s.
Flower
Before: When Fireball inflicts a hit, spawns 4 Flowers.
After: When Fireball inflicts a hit, spawns 3 Flowers.
Synergy Buff Adjustments
4 Scissors
Adjusted this synergy to account for the buffs to Sharpness.
Before: Sharpness Max Count is increased by 200% and Duration is increased by 100%.
After: Sharpness Max Count and Duration are increased by 100%.
6 Scissors
Due to changes with the Beast Gloves relic, the calculation method for Critical Hit DMG has been revised.
Before: Scissors damage is increased by 50% and Critical Hit DMG is increased to 100%.
After: Scissors damage is increased by 50% and Critical Hit DMG is increased by 100%.
2 Magic
To increase overall spell damage, synergy buffs for getting 2, 4, and 6 Magic attributes have been buffed.
Before: Spell damage is increased by 10%.
After: Spell damage is increased by 30%.
4 Magic
Before: Spell damage is increased by 10%.
After: Spell damage is increased by 30%.
6 Magic
Before: Gain 1% Spell Enhance every time a Spell is used.
After: Gain 2% Spell Enhance every time a Spell is used.
6 Thread
We buffed this synergy to make Thread-based builds more viable.
Before: When the Threads connected to a target are severed, each severed Thread inflicts 200% of Needle damage. When Threads reach Max Stack and a new Thread is connected, base Threads are severed.
After: When the Threads connected to a target are severed, each severed Thread inflicts 700% of Needle damage. When Threads reach Max Stack and a new Thread is connected, base Threads are severed.
Relic Adjustments
Jewel Scarab
Previously, this relic had an overly punishing debuff compared to other relics. Now, it has been slightly buffed.
Before: Inflicted with the Curse of the Jewel Scarab, decreasing all damage dealt by 30% for the next 3 battles. When Curse of the Jewel Scarab is removed, all damage is increased by 20%.
After: Inflicted with the Curse of the Jewel Scarab, decreasing all damage dealt by 20% for the next 3 battles. When Curse of the Jewel Scarab is removed, all damage is increased by 20%.
Dream Catcher
Before: Increases all damage by 0.3% for each 1 Dice used.
After: Increases all damage by 0.5% for each 1 Dice used.
Smiling Ouija Board
Before: All damage is increased by 4% per tag removed.
After: All damage is increased by 5% per tag removed.
Cracked Swan Doll
Due to its high power as a Tier 2 Relic, we reduced the number of relics you could gain.
Before: You may choose to forfeit the next stage’s Relic and select this stage’s Relic 3 times.
After: You may choose to forfeit the next stage’s Relic and select this stage’s Relic 2 times.
Glass Butterfly
Buffed to provide better return relative to its risk.
Before: All damage dealt is increased by 15%. However, all damage received is increased by 50%.
After: All damage dealt is increased by 25%. However, all damage received is increased by 30%.
Red Shoes
Buffered to improve risk-reward value.
Before: Cooldown of all cooldown skills is decreased by 12%. However, Max HP is decreased by 30%.
After: Cooldown of all cooldown skills is decreased by 20%. However, Max HP is decreased by 25%.
Tripod Scissors
This relic was powerful, but its damage penalty was too harsh in some builds.
Before: In exchange for decreasing the number of attacks required for Scissors to critical hit by 1, all damage is decreased by 20%.
After: In exchange for decreasing the number of attacks required for Scissors to critical hit by 1, all damage is decreased by 10%.
Beast Gloves
Reworked to be a core relic for close-range sustained damage builds.
Before: Sharpness Max Count increases by 100%. When dealing damage with Scissors, increase Sharpness by 50%.
After: Critical Hit DMG of Scissors is increased by 50%.
Bug Fixes
Fixed an issue where the skip function did not work properly during the credits after Chapter 5.
Fixed an issue where after adjusting the brightness settings and restarting the game, the brightness setting appeared to be saved but was actually reset in-game.
Fixed an issue where under certain conditions, Sil would continue wearing the maid outfit throughout the game.
Fixed an issue in Chloe’s domain where using Ambush under specific conditions would allow the player to move outside the map’s boundaries.
Fixed an issue where some of Abigail’s attack patterns in Chapter 4 would still deal damage even when standing in a safe zone.
Fixed an issue in Rims & Berry’s domain in Chapter 4 where broken structures at certain locations made movement impossible.
Future Updates
First of all, we sincerely apologize for having to divide the originally planned update that was scheduled for the summer sale period. We are doing our best to prepare the remaining updates.
Version 0.7.0 will include side missions and a card system update.
Version 0.8.0 will introduce a new epilogue chapter.
We are currently testing and finalizing the 0.7.0 update and plan to release this as soon as possible, and we plan to release the 0.8.0 update sometime mid to late July.
[img src="{STEAM_CLAN_IMAGE}/45149819/4e3fa68fc6515cf7dd40968004f02ae55ba77371.gif"]
Closing Remarks
The schedule and content above are subject to change depending on our development progress. We will provide further updates as soon as more concrete details are finalized.
As always, we sincerely thank all of you who continue to show us your love and patience. We will do our utmost to deliver a more polished and complete game in return.
Thank you!
Visual and Graphical Bugs
- Chapter 4 - Battle with Abigail
- Fixed an issue where the trail of certain projectiles appeared in the wrong position.
- Fixed a texture error with the summoned Gift Box creature.
- Fixed an issue where the trail of certain projectiles appeared in the wrong position.
- Chapter 5
- Fixed an issue in Fiena’s room where Chloe would freeze after her dialogue ended.
- Fixed an issue in Fiena’s room where Chloe would freeze after her dialogue ended.
Relic Bugs and Buffs
- Smiling Ouija Board
- Fixed an issue where the damage boost effect was not being applied.
- Fixed an issue where the damage boost effect was not being applied.
- Moonflower
- Previously, the tooltip stated the cooldown reduction was 8%, but the actual effect was 15%.
- Now, the tooltip reflects the correct value, and the cooldown reduction has been increased to 16%.
- Previously, the tooltip stated the cooldown reduction was 8%, but the actual effect was 15%.
- Jewel Scarab
- Previously, the tooltip stated damage was increased by 10%, but the actual effect was 15%.
- Now, the tooltip reflects the correct value, and the damage boost has been increased to 20%.
- Previously, the tooltip stated damage was increased by 10%, but the actual effect was 15%.
- Crawling Collector
- Fixed a bug where the dice-gaining effect on room transition could be repeatedly triggered via saving and reloading the game.
- Fixed a bug where the dice-gaining effect on room transition could be repeatedly triggered via saving and reloading the game.
Localization Errors and Game Optimization
- Adjusted various texts and fixed display errors.
- Optimized various effects and shaders.
Even though these may be small changes, we thank you for your time and will continue to improve the game as time goes on.
In this version, we have adjusted the overall level of difficulty to make the game easier and more accessible. While the story remains unchanged, several systems, UI elements, combat mechanics, and more have been updated to better align with the upcoming Early Access version.
For example, the two bosses in the demo will now have only one phase instead of two, and their HP has been scaled to match the difficulty. The damage of boss patterns has also been adjusted to be different depending on the type.
Players familiar with the original demo may find this version easier. However, please understand that this is an adjustment to align the feel of play with the Early Access and full release versions.
※ Please note: This demo update will reset your existing save data. We apologize for the inconvenience caused by the incompatibility with previous saves, but the reset is necessary due to system and balance adjustments. Records of your previous playthroughs will be deleted after the update.
A number of other balance adjustments and improvements have also been made.
Please see the full patch details below!
Demo Patch Notes v0.4.3
System
- Difficulty levels have been added.
- Three difficulty levels can be selected at the start of the game.
- Normal
- Recommended for players experienced with action games.
- Recommended for players experienced with action games.
- Casual
- Dash cooldown decreased by 1 second
- Momentarily immune to all damage while dashing
- Damage taken is decreased by 25%
- HP of all enemies is decreased by 25%
- Dash cooldown decreased by 1 second
- Story
- Dash cooldown decreased by 1 second
- Momentarily immune to all damage while dashing
- Damage taken is decreased by 50%
- HP of all enemies is decreased by 50%
- Dash cooldown decreased by 1 second
- Normal
- Difficulty can be freely changed later in Sil’s Home.
- Three difficulty levels can be selected at the start of the game.
- Upgrade system has been completely overhauled.
- Achievement system has been adjusted.
- Achievement content has been partially adjusted.
- Rewards have been adjusted to reflect changes in content.
- Achievement content has been partially adjusted.
- Dice system has been added.
- A new currency called “Dice” allows players to modify choices in the selection screens for spells, attributes, passives, and more.
- Dice can be earned through a variety of in-game methods.
- A new currency called “Dice” allows players to modify choices in the selection screens for spells, attributes, passives, and more.
- Spell Slot Assignment feature has been added.
- When acquiring a second spell, players can now choose which magic hotkey slot to assign it to.
- Spells can be placed in the specific slot you desire.
- When acquiring a second spell, players can now choose which magic hotkey slot to assign it to.
UI Improvements
- Overall structure of the UI has been overhauled, with changes made to most elements.
- Key changes:
- Gear → Book
- Renamed to Book to provide a more intuitive way to view information about each spell and attribute.
- Renamed to Book to provide a more intuitive way to view information about each spell and attribute.
- Stats → Status
- You can now see your current status while playing, as well as the spells, upgrades, and attributes you have earned.
- You can now see your current status while playing, as well as the spells, upgrades, and attributes you have earned.
- A full map view has been added.
- At the start of play, a window will appear for a short period of time that shows the overall structure of the map.
- At the start of play, a window will appear for a short period of time that shows the overall structure of the map.
- Gear → Book
Battle
- All boss battles have been reduced to a single battle phase.
- Damage has been adjusted for all monsters and boss patterns.
- Boss and monster HP have been adjusted.
- Targeting system has been improved
- Spell targeting prioritization will now be based on distance from the player + monster type (boss/medium/small).
- If there are two or more enemies of the same type, the closer will be prioritized.
- Spells affected: Ambush, Shadow Surge
- Spell targeting prioritization will now be based on distance from the player + monster type (boss/medium/small).
- Witchcraft
- Flower
- Seed stage of Flower has been removed.
- Stiffness inflicted by Flower explosion has been removed.
- Seed stage of Flower has been removed.
- Thread
- Default maximum stack has been reduced from 6 to 5.
- Default maximum stack has been reduced from 6 to 5.
- Flower
Skill Balancing
- All
- Casting speed of some spells has been adjusted.
- The Defense attribute of Scissors and Spells has been removed altogether.
- Casting speed of some spells has been adjusted.
- Slash
- Base Damage
- 900% → 1000%
- 900% → 1000%
- Scissors Attribute
- Additional damage proportional to Scissors damage
- 100% → 180%
- 100% → 180%
- Additional damage proportional to Scissors damage
- Thread Attribute
- Damage Bonus per removed Thread
- 10% → 20%
- 10% → 20%
- Damage Bonus per removed Thread
- Base Damage
- Ambush
- Scissors Attribute
- Additional damage proportional to Scissors damage
- 50% → 90%
- 50% → 90%
- Additional damage proportional to Scissors damage
- Thread Attribute
- Cooldown reduction value
- 30% → 1.5s
- 30% → 1.5s
- Cooldown reduction value
- Crow Attribute
- 20% increased Damage per Raven removed → Summon 1 Crow upon inflicting a hit with Ambush
- 20% increased Damage per Raven removed → Summon 1 Crow upon inflicting a hit with Ambush
- Scissors Attribute
- Counter
- Changes in mechanics
- Old
- Blocks most damage for 1s. When an enemy attack is blocked or the effect ends, attack all enemies within 4m.
- Blocking damage within 0.3s increases the damage of Counter by 200% and decreases 2 cooldown.
- Blocks most damage for 1s. When an enemy attack is blocked or the effect ends, attack all enemies within 4m.
- New
- Blocks most damage for 0.5s.
- Upon blocking an enemy attack, becomes `immune` to all damage for `0.8s` and attacks all nearby enemies.
- Blocks most damage for 0.5s.
- Old
- Base Damage
- 200% → 500%
- 200% → 500%
- Cooldown
- 6s → 4s
- 6s → 4s
- Scissors Attribute
- Sharpness gained
- 50% → 100%
- 50% → 100%
- Sharpness gained
- Needle Attribute
- Spawned Needle
- 1 → 2
- 1 → 2
- Spawned Needle
- Flower Attribute
- Spawned Flower
- 1 → 2
- 1 → 2
- Spawned Flower
- Crow Attribute
- Spawned Crow
- 1 → 2
- 1 → 2
- Spawned Crow
- Changes in mechanics
- Summon Doll
- Scissors Attribute
- Additional damage proportional to Scissors damage
- 20% → 45%
- 20% → 45%
- Additional damage proportional to Scissors damage
- Thread Attribute
- The number of Threads required to be severed to summon 1 Doll
- 3 → 2
- 3 → 2
- The number of Threads required to be severed to summon 1 Doll
- Scissors Attribute
- Sewing Wheel
- Base Damage
- 300% → 240%
- 300% → 240%
- Flower Attribute
- Flowers hit by Sewing Wheel wither and decrease Sewing Wheel’s cooldown
- 2s → 1s decreased
- 2s → 1s decreased
- Flowers hit by Sewing Wheel wither and decrease Sewing Wheel’s cooldown
- Base Damage
- Needle Shot
- Base Damage
- 250% → 300%
- 250% → 300%
- Base Thread Spawn
- 1 → 2
- 1 → 2
- Cooldown Attribute
- Cooldown decrease for other cooldown skills
- 2s → 1s
- 2s → 1s
- Cooldown decrease for other cooldown skills
- Base Damage
- Butterfly Walk
- Base Damage
- 150% → 200%
- 150% → 200%
- Scissors Attribute
- Triggers when Butterfly Walk ends → Triggers when Butterfly Walk hits
- Triggers when Butterfly Walk ends → Triggers when Butterfly Walk hits
- Flower Attribute
- Triggers when Butterfly Walk ends → Triggers when Butterfly Walk hits
- Triggers when Butterfly Walk ends → Triggers when Butterfly Walk hits
- Crow Attribute
- Triggers when Butterfly Walk ends → Triggers when Butterfly Walk hits
- Triggers when Butterfly Walk ends → Triggers when Butterfly Walk hits
- Base Damage
- Shadow Surge
- Base Damage
- 300% → 350%
- 300% → 350%
- Cooldown
- 4s → 5s
- 4s → 5s
- Base Damage
Passive Attribute Balancing
- Defence Attribute
- Removed.
- Removed.
- Scissors Attribute
- Scissors damage increase per level
- 5% → 10%
- 5% → 10%
- Max Level decrease
- Level 6 → Level 3
- Level 6 → Level 3
- Scissors damage increase per level
- Spell Attribute
- Scissors damage increase per level
- 5% → 10%
- 5% → 10%
- Max Level decrease
- Level 6 → Level 3
- Level 6 → Level 3
- Scissors damage increase per level
- Charge Attribute
- Damage increase per charge of each skill
- 3% → 6%
- 3% → 6%
- Max Level decrease
- Level 6 → Level 3
- Level 6 → Level 3
- Damage increase per charge of each skill
- Cooldown Attribute
- All cooldowns reduction
- 4% → 8%
- 4% → 8%
- Max Level decrease
- Level 6 → Level 3
- Level 6 → Level 3
- All cooldowns reduction
- Thread Attribute
- Increase max Thread stack → 30% increased Needle damage per level
- Max Level decrease
- Level 6 → Level 5
- Level 6 → Level 5
- Increase max Thread stack → 30% increased Needle damage per level
- Flower Attribute
- Flower damage increase per level
- 50% → 30%
- 50% → 30%
- Max Level decrease
- Level 6 → Level 5
- Level 6 → Level 5
- Flower damage increase per level
- Crow Attribute
- Crow damage increase per level
- 50% → 30%
- 50% → 30%
- Max Level decrease
- Level 6 → Level 5
- Level 6 → Level 5
- Crow damage increase per level
Other
- Improved display of damage values
- Added separate icons for skills that inflict damage over time, such as Sewing Wheel.
- Added separate icons for skills that inflict damage over time, such as Sewing Wheel.
- Some background objects have been made destructible.
- The method in which rewards are awarded after battle has been changed.
- Old: Reward window pops up immediately after battle ends
- New: Items for each type of reward will appear after the battle ends, and the reward window will pop up when you acquire them.
- Old: Reward window pops up immediately after battle ends
- Change in stage structure
- The number of rooms in each stage has been adjusted
- Rewards can now be acquired at stage entrances
- Rooms where you can recover HP after battling normal monsters have been removed
- The number of rooms in each stage has been adjusted
- Animation, graphics and effects have been improved
- Sound and SFX have been improved
- Several confirmed errors and bugs have been fixed
Current Release
Build 25225196
Uploaded Sep 12, 2026
System Requirements
How to Install
Garden of Witches.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
98D0B27F
c14cc2bd754a2342d5a234c29a67dbd50c36b9ad7992f077f276184bcb8ea13f
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