Greetings from Team Tapas!
First of all, we’d like to thank you for playing Garden of Witches and waiting patiently for our next official update for such a long time.
Initially, we were aiming to have this update ready by last December. However, as we considered future epilogue content and long-term updates, we determined that it was necessary to reorganize the game’s overall progression structure and combat system one more time. In that process, we ended up overhauling several core systems from the ground up, which delayed the update significantly longer than planned. We are truly grateful for the patience you have given us.
In this 0.9.2 update, we have conducted a comprehensive overhaul of Garden of Witches’ progression structure, combat system, and build-selection mechanics. These parts of the game were previously scattered across various systems. So we have redesigned the game’s architecture and streamlined various parts of the game so that it will be easier to expand the content of the game in the future.
These are the core changes for this beta:
Added an Armory system so you can choose a basic loadout before starting a run
Reorganized map progression structure and the flow of rewards
Overhauled the whole Spell, Weapon, and Synergy Systems
Expanded build options with a new Imprint System
※ This update will reset all challenge score records for the Main Story and Epilogue 1 and reset all currently active runs.
Core System Changes
In this update, we have overhauled several core systems centered around Garden of Witches’ progression structure and Build Progression System. Previously, various systems, such as achievements, cards, and attributes, each influenced your progression and build-choices in different ways. With this overhaul, we have streamlined those various systems into a more distinct and clear structure. We have simplified the progression structure so that it is level-based and redesigned build progression around Imprints and Relics.
Upgrade System Changes
Previously, players had to earn gold through achievements and then use that gold to buy upgrades. However, this created an issue where players felt forced to grind for specific achievements just to get gold, which unnecessarily disrupted the natural flow of the game.
In this version, we have removed the achievement-and-gold-based progression structure and introduced a Level-Based Progression System. Now, you will naturally earn experience (EXP) through combat, and as you level, you will obtain Upgrade Points to grow your character. As a result, we have recalculated the cost of each Upgrade Node and are giving you more freedom to choose your upgrade path among various options.
※ Upon updating, the game will convert any gold you currently have into EXP at a fixed ratio.
※ The game will reset your upgrades, and you will need to reselect them using the new system.
※ We have temporarily removed the Achivement System. We plan to reintroduce it in the future as a way to track gameplay progress.
Progression System Changes
Upgrade Node Changes
Removed HP Recovery and ATK Speed nodes, which did not apply to Epilogue 1
Increased the total number of nodes, and adjusted the values and costs for all nodes
Achievement Feature Removed
※ Notice Regarding Upgrade Resets and Gold Conversion
This update will convert your current gold into experience (EXP) at a fixed ratio, which will then determine your level. This design ensures that players who have previously completed all upgrades will reach the early Level 50s and maintain a Base Attack Power similar to before the update. We have set the maximum level cap at Level 70, so Base Attack Power has more potential to grow overall.
※ This update will reset your existing upgrade allocations, so you will need to re-allocate your upgrades using your newly earned Upgrade Points from leveling up.
Cards and Side Missions Removed
Although we intended the original Side Missions to serve as a tutorial to guide players early on, we determined that they were not effectively fulfilling that role in practice. Furthermore, they often interrupted the flow of the main story, so we decided to remove them in this update to improve the overall experience of the game.
The cards that the Side Missions provided as rewards have been reconfigured to fit the new system overhauls. Some special card effects have been incorporated into the Rune and Imprint Systems, and the “Sea of Blood” Card effect (“Blood Marble can be stack cast.”) has been integrated into the base functionality of Blood Marble.
One thing to note is that we have not decided to permanently scrap the Side Mission System. It may return in the future in the form of another type of content, such as Challenge Mode.
Imprint System Added
One of the core goals of this update was to strengthen the structure of the Build Progression System so that the gameplay loop could feel different even when using the same weapon or spells. Previously, Attributes and Relics played a heavy role in determining a build’s direction. In this overhaul, the structure has shifted to focus on Imprints and Relics. We achieved this by simplifying the basic functions of weapons and spells and certain attributes and designing the new system to allow for diverse playstyles and upgrade options through the use of Imprints.
The Imprint System allows you to imprint weapons, spells, and special skills with effects that enhance or fundamentally change how they are used. Each weapon, spell, and special skill has various Imprints available that can alter your playstyle, allowing you to construct distinct builds even when you are using the same equipment and spells.
Additionally, we have integrated special options previously found in the Card System and certain skill attributes into the Imprint System. For special skills (Epilogue 1) in particular, we have slightly lowered their base performance while providing Imprints for them that make them more flexible or powerful. For example, we have made the “Auto-cast spell on Critical Hit” effect, which was previously part of a special skill, into an Imprint for specific spells.
You can obtain Imprints as rewards during a run.
Relic System Changes
Previously, we set relics to appear a maximum of three times per run, following a fixed tier sequence. This led to issues where players felt the acquisition order was predictable or that the same artifacts would appear repeatedly.
In this update, we have removed tiers from relics and have increased the frequency of their appearance, allowing you to develop your build using relics with greater freedom.
Curse System Added
Previously, curses existed as a mechanic that was tied to obtaining Relics. In this update, we have decoupled curses from the Relic System and overhauled them into a standalone Curse System. Curses now appear as a type of reward during a run and are designed to give players a strategic choice that simultaneously offers both risk and reward.
Rune System Added
Since we removed the Card System and overhauled the Upgrade System, certain utility features, such as the number of revives and starting dice a player had, were reduced.
To compensate for this and to increase the quality of life of the early stages of a run, we are introducing a new Rune System.
You can equip runes at the Armory in Sil’s House. They provide a variety of options to help you secure your desired build more reliably. These options range from basic bonuses that increase revive counts and starting dice to strategic effects that guarantee that attributes with specific tags will appear within a certain number of attribute reward choices.
Sil’s House
Armory
Previously, players often found themselves repeatedly using dice on spell reward choices just to get the specific spell they wanted after starting a run. We felt this was unnecessary, so starting from Chapter 2, we have overhauled the game’s structure to allow players to set their starting loadout directly in the Armory.
Now, you can select both your Weapon and Spells in the Armory before starting a run, and you can also equip your Runes there as well.
In Chapter 1, we will maintain the existing random spell reward choices at the beginning of a run. We want to preserve the experience of encountering and choosing new spells for our first-time players.
Canele
We have changed the dialogue feature with Canele, which previously only became available starting from Epilogue 1, so that you can now access it starting from Chapter 1. As a result, we have updated some dialogue lines.
Main Chapters
With the previous map structure, choosing different paths often led to similar progression outcomes regardless of which route you took.
With this overhaul, we are aiming to increase the importance of route selection and strategy during map progression by widening the gap between rewards based on the path you choose. To achieve this, we have added new reward types and Elite encounters, while adjusting the overall structure of rewards given.
Furthermore, the difficulty of previous normal combat encounters was relatively low, leading to a lack of tension outside of boss battles. In this update, we have added a variety of new monsters and designed the normal combat encounters to require more situational responses and tactical choices.
We are also introducing Elite Bosses to provide higher-difficulty encounters and corresponding rewards compared to normal encounters. Along with this, we have added new types of reward rooms, distinct from existing ones, to enhance the fun of choosing your path and getting rewards throughout the map exploration process.
New Rooms Added and Room Changes
Normal Encounters
Bosses
Dice Shop
Before
Change a spell
Change an attribute
Buy a passive attribute
After
Relic
Removed Rooms
New Rooms
Curse Room
Well Room
Elite Room
Added two types of Elite Bosses for each domain
They have lower HP than the Main Bosses but are more challenging
Defeating them grants an Imprint and an Attribute
Imprint Room
Miscellaneous Changes
Starting from Chapter 2, spell reward choices will be removed
Enhanced the randomness of the Map Generation System
Removed the Missing Page Rooms (Random Event Encounters)
Adjusted the game’s overall difficulty to align with the new system changes
Modified portions of the story following the Chapter 5 ending
Added one additional floor to the third area of Chapter 2, 3, 4 and Challenge Run.
Epilogue 1
We have adjusted the overall difficulty, reward tables, and EXP balance to align with the various system changes. In particular, we have updated the system to provide Imprint rewards, which allow you to enhance your weapons, spells, and special skills, upon reaching specific levels or defeating mini-bosses.
UI, UX
In this update, we have overhauled the general UI and UX to match the newly added systems. Moving forward, we plan to continuously improve upon various UI designs and effects.
Reward Acquisition UI
To understand the exact effects of a reward, you had to select it first in order to check its details. It was also difficult to see which rewards might appear when using dice to re-roll.
We have redesigned the selection screen so that detailed information can be checked immediately during the selection phase. We have also added a preview feature that allows you to see potential rewards in advance. (Note: This feature is currently undergoing further adjustments.)
Map UI
Improved the design of the map legend and descriptions to enhance information readability.
Status UI
We have overhauled the design so that you can check your current status, including the newly added systems, at a single glance. We have also temporarily removed the detailed info screen and will reintroduce it later after it is reorganized.
Chapter Selection UI
We have changed the design to make the format more intuitive. Following the removal of the Side Missions, we have removed UI elements related to the Side Missions.
Removed Change Spell Position Feature
We removed this feature to accommodate for the addition of other functions to that specific UI area and keybinding. While this may be a slight inconvenience in Chapter 1, you can set the position of your Spells in the Armory starting from Chapter 2.
Miscellaneous
We have improved the overall UI design and visual effects of the game.
Balance Changes
The goal of this balance pass was not merely to tweak numerical values but to make the process of constructing builds more flexible.
Previously, certain weapons and spells had very rigid uses, which often led to builds becoming fixed around those specific uses. To address this, we have simplified the base abilities of weapons and spells, streamlined the way attributes function and changed build progression so that players can expand their playstyle through Imprints and Relics. Some special options for weapons and spells have been removed or integrated into the Imprint System.
Additionally, the Witchcraft System has undergone structural changes. For example, Fire DMG, which was previously calculated as a percentage of weapon or spell damage, now functions as an independent damage type. Accordingly, we have adjusted Fire DMG to scale based on your Base Attack Power.
We have also performed a general balance pass on the Passive Attribute, Synergy, and Witchcraft Systems to ensure they align with the current changes to the game.
In addition, we have made overall balance adjustments to the Passive, Synergy, and Attribute Systems, as well as combat difficulty, to align everything better with the game’s new structure.
Below is a summary of the major balance changes we have made.
Combat Difficulty Adjustments
If you’ve unlocked all upgrades in version 0.8.2, your total gold will be converted into EXP, which will generally place you in the early Level 50s at the start of this patch. The early Level 50s is equivalent to the Base Attack Power you would have in a fully upgraded account under the previous system.
If you’ve unlocked all upgrades in the previous version (0.8.2), your total currently held gold will be converted into EXP, allowing you to start around the early Level 50s range. This range is set to be the rough equivalent to the Base Attack Power of your fully upgraded character in version 0.8.2.
Our goal for this version is to enable players to clear Chapter 4 at around the early-to-mid Level 50s. To achieve this, we have adjusted enemy HP across the board. Furthermore, since we have expanded the rewards you can choose from in Epilogue 1, we have recalibrated Epilogue 1’s reward table and slightly reduced level-up requirements.
Key Changes
System
Terminology
Changed the name of the “Charge” attribute tag to “Stack”
Changed the terms related to “Scissors” to “Weapon”
Standardized Witchcraft DMG Notations
To clarify which bonuses affect which types of damage, we have standardized the notation for all Witchcraft DMG, such as Total DMG, Weapon DMG, Spell DMG, and Crow DMG
Critical Hits
Witchcraft Attributes & Buffs
Weapon
Scissors
Giant Scissors
Magic Scissors
Broken Scissors
Singing Scissors
Global Adjustments to Weapon Attributes
Cooldown Attribute
Before: When Scissors inflict a Critical Hit, the Cooldown of all Cooldown Skills is decreased by 1s.
After: When a Weapon inflicts a Critical Hit, decreases the remaining Cooldown of all Cooldown Skills by 0.5s.
Fire Attribute
Before: When Scissors inflict a Critical Hit, inflicts an additional 40% damage as Burn.
After: When a Weapon inflicts a Critical Hit, deals Fire DMG equal to 🗡️200%.
Spell
We have performed a general overhaul of each spell’s use cases and stats in accordance with the simplification of the Spell System and the introduction of the Imprint System. Furthermore, as spell options became more streamlined overall, we determined that the existing “Needle Shot” spell could no longer maintain its specific role and identity. As a result, we have removed “Needle Shot” and added a new spell, “Rush,” which allows for a more stylish playstyle.
Slash
DMG: 🗡️1000% → 1100%
Cooldown: 12s → 13s
Attribute Changes
Weapon
Before: When Slash inflicts a hit, 180% of Scissors damage is inflicted as Additional Damage.
After: When Slash inflicts a hit, gain 145% Sharpness.
Cooldown
Thread
Before: When Slash inflicts a hit, it severs all Threads inflicted on the target. Damage is increased by 20% per severed Thread.
After: Shoots 3 Needle(s) at all targets hit by Slash.
Flower
Before: When casting Slash, all Flowers within 8m wither. Damage is increased by 20% per withered Flower.
After: When Slash inflicts a hit, spawns 3 Flower(s).
Crow
Before: When casting Slash, all summoned Crows are removed. Damage is increased by 20% per removed Crow.
After: When Slash inflicts a hit, summons 3 Crow(s).
Blood
Before: When casting Slash, damage is increased by 10% per 1 point of Blood Gauge consumed.
After: When Slash inflicts a hit, spawns 3 Blood Clot(s).
Fire
Before: When Slash inflicts a hit, inflicts Burn for 40% of damage.
After: When Slash inflicts a hit, deals Fire DMG equal to 🗡️600%.
Ambush
Base Effect
Before: Moves behind the strongest enemy, before attacking all nearby enemies and gaining 50% Sharpness.
After: Teleports to the opposite side of the strongest enemy and inflicts Spell DMG to all enemies in range.
DMG: 🗡️300% → 375%
Attribute Changes
Weapon
Before: When Ambush inflicts a hit, 120% of Scissors damage is inflicted as Additional Damage.
After: When Ambush inflicts a hit, gain 50% Sharpness.
Cooldown
Thread
Before: When Ambush inflicts a hit, all Threads connected to the Ambush target are severed and Ambush cooldown is decreased by 1s per severed Thread.
After: Shoots 1 Needle(s) at all targets hit by Ambush.
Flower
Before: When casting Ambush, Flowers within a radius of 5m wilt. For each wilted Flower, recover 1s of cooldown.
After: When Ambush inflicts a hit, spawns 1 Flower(s).
Fire
Before: When Ambush inflicts a hit, inflicts Burn for 40% of damage.
After: When Ambush inflicts a hit, deals Fire DMG equal to 🗡️200%.
Counter
DMG: 🗡️1200% → 1500%
Cooldown: 15s → 17s
Attribute Changes
Weapon
Before: When Counter inflicts a hit, 500% of Scissors damage is inflicted as Additional Damage.
After: When Counter inflicts a hit, gain 200% Sharpness.
Cooldown
Before: When Counter inflicts a hit, cooldown of Counter is decreased by 5s.
After: When Counter inflicts a hit, decreases the remaining Cooldown of Counter by 4s.
Thread
Flower
Before: When Counter inflicts a hit, spawns 5 Flower(s).
After: When Counter inflicts a hit, spawns 4 Flower(s).
Crow
Before: When Counter inflicts a hit, summons 5 Crow(s).
After: When Counter inflicts a hit, summons 4 Crow(s).
Blood
Before: When Counter inflicts a hit, spawns 5 Blood Clot(s).
After: When Counter inflicts a hit, spawns 4 Blood Clot(s).
Fire
Before: When Counter inflicts a hit, inflicts Burn for 40% of damage.
After: When Counter inflicts a hit, deals Fire DMG equal to 🗡️800%.
Summon Doll
Sewing Wheel
Needle Shot (Removed)
Rush (Added)
Dashes a set distance, dealing Spell DMG to all enemies in range..
DMG: 🗡️420%
Cooldown: 6s
Cast Time: 0.5s
Range: 6m
Radius: 3m
Butterfly Walk
Base Effect
Before: Move SPD is increased by 50% for 3s. At the end of the effect, all enemies in range are inflicted with damage increased by an amount equal to Gauge and spawns a Flower upon inflicting a hit.
After: Increases Move SPD by 50% and charges Gauge for 3s. When the effect ends, deals Spell DMG to all enemies in range proportional to the amount of Gauge charged.
DMG: 🗡️200% → 375%
Cooldown: 8s → 7s
Attribute Changes
Cooldown
Flower
Before: Butterfly Walk has max Gauge increased by 100% and Gauge Recovery SPD increased by 50%.
After: When Butterfly Walk inflicts a hit, spawns 1 Flower(s) for each 100% of Gauge charge.
Fire
Before: Butterfly Walk inflicts Burn for 40% of damage.
After: When Butterfly Walk inflicts a hit, deals Fire DMG equal to 🗡️2% for each 1% of Gauge charge.
Shadow Surge
Base Effect
Before: Fires a Shadow Surge towards the strongest enemy, inflicting damage and summoning 1 Crow(s).
After: Shoots a projectile at the strongest enemy, dealing Spell DMG to all enemies in range.
DMG: 🗡️350% → 375%
Attribute Changes
Cooldown
Fire
Before: Shadow Surge inflicts Burn for 40% of damage.
After: When Shadow Surge inflicts a hit, deals Fire DMG equal to 🗡️200%.
Blood Marble
Fireball
Base Effect
Before: Launches a Fireball at the strongest enemy, dealing damage and inflicting Burn on all enemies in range.
After: Launches a Fireball at the strongest enemy, dealing Spell DMG to all enemies in range.
DMG: 🗡️850% → 750%
Cooldown: 12s → 10s
Attribute Changes
Weapon
Before: When Fireball inflicts a hit, 120% of Scissors damage is inflicted as Additional Damage.
After: When Fireball inflicts a hit, gain 100% Sharpness.
Cooldown
Thread
Before: When Fireball inflicts a hit, severs up to 3 connected Threads, and Cooldown is decreased by 30% per severed Thread.
After: Shoots 2 Needle(s) at all targets hit by Fireball.
Flower
Before: When Fireball inflicts a hit, spawns 3 Flower(s).
After: When Fireball inflicts a hit, spawns 2 Flower(s).
Crow
Before: When casting Fireball, up to 3 summoned Crows are removed. Cooldown is decreased by 30% per removed Crow.
After: When Fireball inflicts a hit, summons 2 Crow(s).
Blood
Before: When casting Fireball, Fireball damage is increased by 10% per every 1 point of Blood Gauge consumed.
After: When Fireball inflicts a hit, spawns 2 Blood Clot(s).
Fire
Before: Burn amount inflicted by Fireball is increased by 100%.
After: When Fireball inflicts a hit, deals Fire DMG equal to 🗡️400%.
Passive Attribute
Stack
Cooldown
Fire
Synergy
Weapon
Spell
Stack
Thread
6 Synergy
Before: When the Threads connected to the target are severed, for each 1 severed Thread(s), inflicts 700% of Needle damage. When Threads reach Max Stack, when a new Thread is connected, base Threads are severed.
After: When the Threads connected to a target are severed, inflicts 600% of Needle DMG for each Thread severed. After Threads reach Max Stack, when a new Thread is connected, base Threads are severed.
Flower
6 Synergy
Before: When a Flower withers or explodes, it fires a projectile at the nearest enemy, inflicting damage to all enemies in range.
After: When a Flower is removed, launches a Flower Bomb at the nearest enemy, inflicting 100% Flower DMG to all enemies in range.
Crow
6 Synergy
Before: When a Crow is removed, a projectile that inflicts damage equivalent to a 400% of damage inflicted by Crows is fired. When Max Summon Count of Crows is reached, additionally spawned Crows are immediately removed.
After: When a Crow is removed, shoots a Crow Afterimage, inflicting 400% Crow DMG to all enemies in range. If Crow max summons is reached, any additional Crows generated are removed immediately.
Blood
Fire
2 Synergy
4 Synergy
6 Synergy
Before: When Burn exceeds the target's HP, 60% of the excess is instantly combusted.
After: Increases Fire DMG by 300%. If Fire DMG exceeds a target's HP, 60% of the excess is immediately applied as Burn.
Dual Synergies
Thread 7, Fire 7
Before: Enemy HP is burned for 40% of Needle damage.
After: When a Needle inflicts a hit, deals Fire DMG equal to 🗡️20%.
Flower 7, Fire 7
Before: Enemy HP is burned for 40% of Flower damage.
After: When Flower and Flower Bomb inflict a hit, deals Fire DMG equal to 🗡️10%.
Crow 7, Fire 7
Blood 7, Fire 7
Special Skill
Previously, each special skill in Epilogue 1 had its own unique gauge recovery method, and they were structured to provide near-maximum performance as soon as you acquired them. In this overhaul, we have simplified their gauge recovery methods and standardized their base effects. Imprints will now play a critical role in enhancing the effects of special skills. Our goal was to adjust the destructive power of special skills early in a player’s run by slightly lowering their base performance, while strengthening the significance of build choices made when selecting an Imprint.
Echo of the Swamp
Before
Passive Effect: The Spell in the 2nd Slot can no longer be cast directly, but every time a critical hit is made with Scissors, the Spell in the 2nd Slot is cast automatically and the gauge is restored by 10. (Max Gauge : 400)
Active Effect: Consumes 100 of the gauge to increase all damage by 100% for 10s.
After
Active Effect: Upon use, increases All DMG by 30% for 5s. (Gauge Charge SPD: 1% per sec)
Max Gauge: 400 → 100%
Gauge Requirement: 200 → 100%
Breath of the Swamp
After
Active Effect: Upon use, resets all Cooldowns and restores Stacks to max. (Gauge Charge SPD: 1% per sec)
Max Gauge: 320 → 100%
Gauge Requirement: 160 → 100%
Flow of the Swamp
Before
Passive Effect: Each time a cooldown skill is used, restores the gauge by 10. (Max Gauge : 600)
Active Effect: Consumes 300 of the gauge to increase Cooldown Recovery SPD, Cooldown Skill Casting SPD, and Scissors Attack SPD by 100% for 10s.
After
Active Effect: Upon use, increases Cooldown Regen SPD, Casting SPD, and Weapon Attack SPD by 30% for 3s. (Gauge Charge SPD: 1% per sec)
Max Gauge: 600 → 100%
Gauge Requirement: 300 → 100%
Relics
In this update, we have added new Relics and recalibrated existing ones to fit the current architecture of the game, while also removing several Relics.
Rather than simply reducing the total Relic pool, we have redesigned the Relic System to increase the individual value of each selection, ensuring that Relic choices have a more meaningful impact on your build. Additionally, by removing Relics that were non-essential or overly situational, we expect players will find it easier to obtain the specific Relics they need for their build.
While it may feel like we have removed many Relics, we have prioritized aligning the Relic pool with future content in mind, including elements that we will introduce in Epilogue 2.
New Relics
Arcane Parasite
Broken Pocket Watch
Enchanted Knot
Scalding Oil
Heated Claw
Hazy Hand Mirror
Magic Rosary
Ocular Lens
Spiked Maul
Pocket Monster
Adjusted Relics
Glass Butterfly
Before: All damage dealt is increased by 25%. However, all damage received is increased by 30%.
After: Increases All DMG by 20%. However, increases All DMG Received by 30%.
Red Shoes
Before: Cooldown of all cooldown skills is decreased by 20%. However, Max HP is decreased by 25%.
After: Decreases Cooldown of all Cooldown Skills by 15%. However, decreases Max HP by 30%.
Keychain
Before: Needle, Flower, and Crow damage is increased by 30%.
After: Increases Needle, Flower, and Crow damage by 15%.
Leech Ring
Before: Each time a Spell is cast, its damage is increased by 10% per every 1 point of Blood Gauge consumed.
After: Each time a Spell is used, that Spell's damage increases by 5% for every 1 Blood Gauge consumed.
Tripod Scissors
Before: In exchange for reducing the number of attacks required for Scissors to land a critical hit by 1, all damage is decreased by 10%.
After: Weapon Crit Requirement -1.
Beast Gloves
Magic Sweeper
Before: For each broken Thread, withered Flower, or removed Crow, the cooldown of all cooldown skills is decreased by 4%.
After: When a Thread, Flower, or Crow is removed, for every 1 removed, decreases the remaining Cooldown of all Cooldown Skills by 3%.
Removed Relics
Jewel Scarab
Moonflower
Piggy Bank
Inflicted with the Curse of the Piggy Bank, preventing you from receiving rewards for the next 2 battle(s). When Curse of the Piggy Bank is removed, you will receive all forfeited rewards at the end of the battle, and receive an additional 2 Passive Attribute(s).
Pumpkin Lantern
Cursed Knife
Cracked Goose Doll
Dream Catcher
Crying Ouija Board
Cracked Swan Doll
Sewing Kit
Cat Bell
Magic Burner
Dripping Clock
Spider Pendant
Crawling Collector
Smiling Ouija Board
Closing Remarks
This 0.9.2 update goes beyond simply adding new features. It is about laying the groundwork for future expansions. Moving forward, we want to expand Garden of Witches in even more diverse directions. While some parts of the game may feel different from what you are used to, we will continue to refine the new systems to ensure they lead to a more enjoyable gameplay experience overall.
Lastly, we are currently preparing content for Epilogue 2 and are working hard to bring it to you as soon as possible in a state that is as highly polished as possible. We hope you will continue to look forward to our future updates.
Thank you.
— Team Tapas