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Full Steam announcements and update articles for this title.
Good afternoon everyone on June 30th~
Our programmers have returned from the hell of test week, and the update progress is restarting~
Here is a summary of recent progress: ↓
1. The new card pack \ has been implemented into the beta version.
Includes 16 brand new cards, 6 new relics, 4 new blessings, and 4 new wax seals~
2. The Koko pixel emoji pack has been updated. You can now use Koko's little emojis to interact with your online teammates~
If you encounter any other issues in the game, please submit feedback via Settings → Feedback. We will do our utmost to fix them as quickly as possible!
Since the development of Witch's Apocalyptic Journey began, our art production capacity has always been our weak point, while the programming schedule has consistently been far ahead. As such, we never really considered the possibility of "not having enough programming resources."
However, just the day before yesterday, and more recently, we have some unfortunate news to share: all of our programmers have gone off to take their final exams (and after that, there's the Nucleus Fusion expo), so they're taking a week off! (Updates will slow down during this period.)
Below is the art development progress for the Moon Phase Pack:
The Steam Points Shop has been updated — feel free to grab Koko's animated avatar!
If you encounter any other issues in the game, please submit feedback via Settings → Feedback. We'll do our utmost to fix them as quickly as possible!
Good evening, everyone,~ Here's a summary of recent progress ↓
1. Content Expansion Update:
Advanced Magic Fundamentals: Compulsory I & II – Content Expansion Dreamlike Mirage Passing Through the Gate of Extremes Copy & Download Merchant
The Oracles of Aldrin – Content Expansion Wandering Oracle Art Hope Treasure Letter Hibiscus Falling StarBlood Demon Genealogy Overview – Content Expansion Stiletto HeelsThe Origin of All Elements – Content Expansion Silver Key Primordial ElementThis content will first be available in the test server (beta version) for trial. After the update, "The Seven Trials" will be implemented into the official version.2. Old vs. New UI Vote~
Old UI
New UI Changes: ① Overall art style simplified ② Retained the pointer rotation effect when switching turns (moved to the top) ③ Expanded the mana display ratio, reduced the skill display ratio ④ Return to main menu button merged into settings
Pick your preferred UI style~P.S.: ① This vote is primarily to determine the direction of future art style; it's unrelated to UX. Even if the old UI is retained, UX functionality and operation will still be optimized. ② We noticed some players have suggested a UI switching feature. However, due to our limited development resources, we truly cannot maintain two sets of UI in the long term. We sincerely apologize. ③ The key to UI optimization lies in identifying the issues. The purpose of the vote is also to gauge player preferences and development direction. But the vote is not the end, nor is UI optimization a binary choice. We can combine the strengths of both UI sets. So please feel free to provide specific optimization suggestions~If you encounter any other issues in the game, please submit feedback via Settings → Feedback. We will do our utmost to fix them as quickly as possible!After the June 16 update, players can switch versions on Steam. Here's how:
① Right-click the game in your Steam library,
② Click "Properties",
③ Go to the "Betas" tab,
④ Select "beta - Beta version".
You can then switch to the beta version, and switch back at any time.
(When playing online, all players must be on the same version, or the game will not start.)
For updates that may be controversial, including but not limited to:
① New content that might cause a poor experience
② New content that may contain many bugs
③ Balance adjustments involving nerfs
④ Rework updates where player preferences differ
These will first be put into the beta version for testing. We will gather player feedback, make adjustments, and then implement them into the official version. Based on feedback, the beta content may undergo major changes or be completely reworked.
If you encounter any other issues in the game, you can send us feedback via Settings → Feedback. We will fix them as quickly as possible!
Hello everyone!
Here's a summary of our development progress over the past two days:
1. New Card Pack: Seven Trials (Coming in the June 16 Update)
Powerful curses harbor powerful strength. Survive through adversity and turn danger into opportunity.
Note: This pack contains a large number of negative effects and is not recommended for new players.
The following images showcase some of the items included in the pack:
The images are for visual presentation only. Please refer to the in-game descriptions for actual rarities and effects.
In addition, the following cards and relics, which previously belonged to the Base Pack, will be moved into the Seven Trials card pack:
Cards
Blood Pact Shield
Blood Pact Meditation
Blood Pact Heavy Blade
Mana Core
Relics
Dead Pact: Parevan
Dead Pact: Conimus
Dead Pact: Il
The empty slots left in the Base Pack will be replaced in future updates with more universally useful items.
2. Confirmed Quality-of-Life Improvements
The following features are currently planned and confirmed for future updates:
① Gallery & Music Menu
A new submenu will allow players to view character illustrations and listen to in-game music.
② One-Click Achievement Reward Collection
Achievement rewards can be claimed all at once with a single button.
③ Retry Option in Single-Player Mode
Defeat in single-player mode will no longer immediately end the run. Instead, players will enter a screen where they can choose to restart the current battle.
④ Overmagic Counter Visual Effects
Cards will receive dedicated visual indicators to display Overmagic stacks more clearly.
⑤ Optional Hotkey Number Display
Cards will display toggleable numeric hotkey indicators for easier keyboard usage.
More improvements are currently in development. Some features are still undergoing internal testing and have not yet been finalized. As always, we welcome your feedback!
3. Regarding the UI
We've noticed that opinions on the old and new UI designs are currently divided among players.
Once the new UI is fully completed, we will launch a cross-platform community vote featuring both the old and new versions. The UI design receiving the most votes will become the final choice.
If you encounter any other issues while playing, please submit feedback through Settings → Feedback.
We'll do our best to address problems and deliver fixes as quickly as possible.
Thank you for your continued support!
Hello everyone! This is the development team of Witch's Apocalyptic Journey.
As the title suggests, this is a progress recap and development update!
The goal of this post is to review what we've accomplished over the past week, discuss the issues we've encountered, explain how we're planning to address them, and share our future development direction with all of you.
To make things easier to follow, we'll present everything in a Q&A format.
The primary issue is that the game itself still has quality shortcomings. The main concerns can be summarized as follows:
Weak tutorial and onboarding experience, resulting in a high learning curve for new players.
Overly skeuomorphic UI with excessive information, causing visual fatigue.
Inconsistent main menu art style that resembles a browser game.
Frequent bugs around launch.
Poor balance, low difficulty, and insufficient gameplay depth.
1. Tutorial Improvements
The tutorial has already been redesigned to help players get into the game more quickly and intuitively. We will continue refining it based on community feedback.
2. UI Rework
A complete UI overhaul is underway. To reduce visual fatigue, the new UI will adopt a cleaner and flatter design while removing unnecessary information.
3. Main Menu Redesign
The main menu is currently being redrawn. It will feature a pixel-art style with animated pixel characters as interactive elements, creating a more consistent visual identity with the rest of the game while improving visual guidance.
4. Bug Fixes
Critical bugs will be fixed immediately once identified and reproducible. Non-critical issues will be addressed progressively in future updates.
5. Balance & Difficulty
Witch's Apocalyptic Journey is fundamentally designed as a power-fantasy roguelike deckbuilder. We do not intend to over-adjust game balance or dramatically increase difficulty.
If you feel the game is too easy, perhaps it's time to encourage some mod creators to cook up new challenges...?
Our efforts will be concentrated on three major areas:
Optimization, Bug Fixes, and Content Updates
We will continue improving various gameplay systems, maintaining stability through ongoing bug fixes, and delivering new content updates.
This month alone, we're planning to release at least two new characters and a brand-new card pack, so stay tuned!
Custom cards can now use a wider variety of card frame designs.
Descriptions and introductions for card packs have been added to help players understand them more easily.
(Scheduled for implementation on June 14.)
The UX layout has been further improved.
Art polishing has not yet been applied.
Many players suggested maintaining both the old and new UI versions. Unfortunately, our team currently doesn't have sufficient manpower to develop and maintain two separate UI systems simultaneously.
Instead, we'll focus on making the new UI as intuitive and comfortable as possible. As always, your feedback and suggestions are greatly appreciated!
The first draft of the new main menu environment did not meet our expectations, so it is currently being redesigned from scratch.
We expect to finalize the new version within this month.
Voice recording for Adela has officially entered production and is expected to be added this month.
Stay tuned!
We're preparing:
Trading Cards
Animated Cocoa Avatar
Emoticons
Profile Backgrounds
Stay tuned!
And yes — a full-body Live2D version of Cocoa is also planned for the future!
Good evening, everyone
Here is a summary of the progress over the past two days ↓
1. New Alternate Witch: \
Self-printing cards, built-in Echo, and a permanent 4-cost environment! A brand new look and playstyle~
*The character will be updated on the 12th. Spend Truth Crystals at the Tower - Awaken Origin, scroll down the slider, and find Alternate Amelia to unlock.
*Character skills have been slightly adjusted at implementation; please refer to the actual in-game effects.
2. New UI Draft (This draft is only for displaying the functional layout plan; beautification has not yet been completed)
The UI optimization aims to reduce redundant information, lower the visual pressure on players, and make the functional button guidance more apparent. If you have any concerns about the new UI layout, please feel free to offer suggestions—we will make adjustments as appropriate~
3. The "Seven Trials" design document has been finalized and will be implemented soon (the Moon Phase Pack is still being fine-tuned; the update order has been adjusted)
4. Bug Fixes
If you encounter any other issues in the game, please submit feedback via Settings → Feedback. We will do our utmost to fix them as quickly as possible! See you in tomorrow's update announcement~
Good evening, everyone on June 9~
Here is today’s progress summary↓1. Added an online end-turn prompt. You can now see whether your teammates have ended their turns.
2. Added keybinding settings. Hotkeys can now be freely edited.
3. Summon God expansion content update:Relics:
Sacred Gospel Tier 2 When acting, has a 50% chance to gain 1 stack of Divine Revelation.Statue of □□□ Tier 2 Each time a card in hand is Burned, allies gain 1 stack of Divine Revelation. If the Invocation tag is present, gain 1 additional stack. For every 5-stack increase in Divine Revelation, gain 20 Extraordinary.Feather-Patterned Tablet Tier 3 At combat start, gain 3 stacks of Divine Revelation. For every 3 cards played, gain Shield equal to your Divine Revelation stacks.Star Tears Tier 4 At turn start, gain 1 Invocation action card. Whenever your Divine Revelation stacks increase, CheckDice 95: gain 1 Invocation card with -1 Cost.Cards:
Dimensional Rise Tier 3 / Cost: 18 Shuffle all cards into the draw pile, draw 5 cards, and restore all energy. Invocation: Mana cost is reduced by X, where X is your Divine Revelation stacks.Final Song Tier 3 / Cost: 10 Deal damage to yourself equal to 50% of Max Health, cannot kill you, and gain 10 stacks of Bleeding. Invocation: gain (Divine Revelation stacks + 1) * 50 Extraordinary, deal (Divine Revelation stacks + 1) * 50 damage to all enemies, and clear all enemy actions. Invocation. Burn.Prime Silvermoon Tier 3 / Cost: 1 Consume 3 stacks of Divine Revelation to gain 2 Mana. Invocation. Recycle.4. Added the Chaos Paradise tutorial.5.Various bug fixes.6. New illustration for Caroline, Angel of Dawn (Alternate Color Variant).Please note that, except for the bug fixes, the above content will require some additional time before being implemented in-game.
If you encounter any other issues while playing, please submit feedback through Settings → Feedback. We will do our best to resolve problems as quickly as possible.
See you in tomorrow's update announcement~
Good evening, everyone!
Here is a summary of today's update progress ↓
1. Main menu tutorial implemented, guiding players to smoothly become familiar with the various functional areas of the main menu~
2. New God Summoning items: Planning and programming are completed; art is in production~ Will be implemented on June 9.
3. Optimized frame rate performance.
4. Added details of derived cards in preview effects.
5. Announcement of main menu adjustment approach: Based on voting results from various channels, we have ultimately decided to adopt the pixel art design concept. However, we also noticed that the previous pixel art concept had issues with usability and recognizability, and the overall art style was too oppressive. Therefore, we will be redrawing the pixel art scene for the main menu.
The new Witch's House main menu concept is as follows:
① This is a cottage where the witches live. Pixel art witch characters will be living their daily lives inside. ② Some NPCs and monsters will live in the house. Clicking on these living entities will open submenus. Through the contrast between motion and stillness, living and non-living, players will be guided to discover the game's functional buttons.
③ The overall scene design of the Witch's House will lean towards a bright and cheerful tone, focusing on comfort and visual appeal.
④ Character interactions will not disappear, but will be presented in a different way—through pop-up dialogues or visual novel-style segments (non-mandatory viewing). A preview image of the new Witch's House will be revealed soon (within 3–7 days). Please look forward to it!
6. Bug fixes: To view detailed feedback and fix progress, please refer to this document (Simplified Chinese only):
docs.qq.com/smartsheet/DSGdBeG9KRFJkZ2t0?from_wiki_space=1&nlc=1&tab=BB08J2&viewId=vUQPXH
Regarding UI optimization, we have noticed that the main issues lie in inconsistent style and an overly skeuomorphic design, resulting in information overload. We are currently formulating an optimization plan and will update everyone as soon as there is progress~
If you encounter any other issues in the game, please submit feedback via Settings → Feedback. We will fix them as quickly as possible!
Tutorial deployed: Replaces the original new player tutorial. The original tutorial storyline has been removed.
New wax seals have been deployed. Card pack distribution is as follows: Farewell and Lament → Stairway of Love and Nightmare Card Pack Scale Pact and Frozen Time → Serpent from the Shadows Card Pack Leapfrog and Deathshade → Black Witchcraft Card Pack Concerto, Dawnfall, and Bloombearer → Pact of Unification Multiplayer Pack The effects of Arcana and Streambind do not match expectations and will be implemented after adjustments. Steady State is temporarily hidden due to the current check mechanic, with a rework being considered later.
Overall optimization of music and sound effects. Some jarring sound effects have been modified or hidden. Overall loudness and mix balance have been adjusted.
Bug fixes: To view detailed feedback and fix progress, please refer to this document (only for Simplify Chinese) :docs.qq.com/smartsheet/DSGdBeG9KRFJkZ2t0?from_wiki_space=1&nlc=1&tab=BB08J2&viewId=vUQPXH
Our next steps will focus on optimizing the main menu function buttons, as well as the Chaos Paradise tutorial. A new pixel-art style main menu scene, UI optimizations, and new card pack contents are already on the way!If you encounter any other issues in the game, you can submit feedback by going to Settings → Feedback. We will do our utmost to fix them as quickly as possible! See you in tomorrow's update announcement~Joining our Discord to know more~
Dear players,
It has been two days since the launch of Witch's Apocalyptic Journey.
Over the past two days, we have received far more attention, feedback, and support than we ever expected. We’ve also seen many players recommending the game, streaming it, creating guides, and carefully organizing bug reports and suggestions. We sincerely thank all of you for being willing to accompany us on this journey.
At the same time, we also want to be honest with everyone:
Due to the large amount of content and the complexity of the game’s interconnected systems, the current version still contains some bugs and balance issues that may affect the gameplay experience. Since launch, we have been continuously collecting feedback from the Steam Community, QQ groups, Discord, comments, private messages, and other channels, while investigating and fixing issues as quickly as possible.
The development team is currently working in emergency hotfix mode and is focusing on resolving issues including, but not limited to:
Abnormal interactions between certain character skills, relics, and buffs
Custom UI and numerical display issues
Freezes, unintended deaths, and display errors
Problems in the Chaos Paradise mode, including mechanics failing to trigger properly, runs being unable to conclude, and status bars disappearing
UI, text, and visual presentation issues
Performance and overall stability optimizations
About English languages, we noticed the effect \ caused a lot of confusion, We are working hard to fix it.
As of now, we have already fixed a large number of confirmed issues, and we will continue releasing hotfix updates as quickly as possible.
We understand that for a Roguelite + deckbuilding + multiplayer co-op game, stability and gameplay polish are extremely important. Every detailed piece of feedback you send us is being read, recorded, and actively addressed by the team.
To all players who are still experiencing issues caused by bugs, we sincerely apologize. We also deeply appreciate your patience, understanding, and support during these early days after launch.
Witch's Apocalyptic Journey still has many areas we want to improve, and we will continue doing our best to polish the game into a better experience.
If you encounter any issues while playing, please continue sharing your feedback through the Steam Community, official groups, surveys, or Discord. Every report genuinely helps us improve the game.
Thank you once again for all your support.
— Witch's Apocalyptic Journey Dev Team
We’ve received a lot of valuable feedback from players regarding the game’s main menu visuals, and opinions within the community have been quite divided.
Some players feel that the current main menu art style looks too low-budget, and prefer the pixel-art style menu scene used during earlier testing phases. After careful internal discussion, the development team has decided to openly gather feedback from players. We will launch polls across multiple social media platforms, and the final total vote count will determine whether we continue with the current main menu art direction, or switch to a fully pixel-art approach.
Below is a detailed introduction to the differences between the two directions (you can also vote directly based on the preview images):
Option A: Illustrated Main Menu
Inspired by the composition style of games like Darkest Dungeon, all buildings are integrated into a single scene with no page switching required. The overall style is more realistic and painterly.
Clicking on buildings allows players to browse dialogues and access sub-functions, while the right side of the screen can display pixel-art scenes.
Option B: Pixel Room
All functions are integrated into a single room with a 2D perspective. Players can click on objects inside the room to access different features. The witch characters will also move around the room, chat, and interact with the environment. When all functional components cannot fit into a single scene, players will need to switch between different rooms or scenes using buttons.
Short conversations between characters are planned to appear as dialogue bubbles above the pixel characters.
The current preview images are based on old test-version assets that were later repurposed for the preparation interface. If this direction is selected, we will create an entirely new pixel-art main menu scene from scratch.
The vote will remain open for one day and end on June 6th at 9:00 PM. Thank you to every player who supports us. We’ll continue doing our best to make Witch’s Apocalyptic Journey a game worthy of your expectations. Large-scale visual improvements take time, so we also appreciate everyone’s patience and understanding!
Bug Fixes:
1. Fixed an issue with the slime selection box in the tutorial.
2. Fixed the incorrect display of store page icons.
Hey everyone—thanks for waiting!
Witch's Apocalyptic Journey has officially launched now!
If you're new here, here's a quick intro:
It's a multiplayer co-op card-based roguelite where you plan your own daily schedules, craft wildly powerful custom cards, and (lovingly) mess with your friends. Build your own card system, guide the witches' growth, and carve out your own ending through countless choices and battles.
In short: multiplayer co-op × card-building roguelite × deep synergy and custom card creation.
What's in the launch version:
• 7 playable witches
Each has a completely unique skill tree and playstyle. From the ever-optimistic Amelia to misfortune-devouring Nana, there's someone for every vibe.
• 200+ base cards & blank card DIY system
Don't want to rely on RNG? Make your own. Spend "Truth Crystals" to fuse magical modifiers freely—crafting a boss-melting "magic nuke" is 100% legal.
• Free-form schedule fate system
Route planning is now in your hands. Drag and arrange fate cards each day: fight first or rest? Shop or upgrade? You write the script.
• Multiplayer co-op, go wild
Up to 4 players. Pull off perfect combos—or play cards that affect your teammates. Both are completely intentional. Probably.
What's next
Launch isn't the finish line. Known issues are already on our update roadmap. We'll share progress regularly on Steam and Discord.
Join our official Discord groups for direct feedback!!!
A huge thank-you to everyone who believed in us during the demo phase. We're a small team, and we know there's plenty to improve. If you run into bugs or have suggestions, tell us through Discord.
— Witch's Apocalyptic Journey DEV TEAM
Hey everyone!
Thank you for your patience. This time, we can finally say it with full seriousness:
Witch's Apocalyptic Journey is set to launch on June 5 at 10:00 AM (GMT+8)!
We've been heads-down working on new content. On top of what you've seen so far, the full release will pack in a bunch of new stuff as well.
In short, the witches' journey begins on June 5 at 10 AM (GMT+8 ) .
And don't forget to add it to your Steam wishlist!
We are honored to announce that the wishlists for Witch's Apocalyptic Journey have officially reached 50,000! Thank you for all your support, dear players.
Every step we've taken since the game's reveal has been fueled by your incredible backing. We offer our sincere gratitude to everyone who has followed us, played the demo, and added Witch's Apocalyptic Journey to their wishlist.
Our team is working flat-out to address all the bug reports and valuable feedback we've received. The game is still in the polishing phase, and we will continue optimizing it tirelessly to deliver a better version to you as soon as possible.
Please consider adding the game to your wishlist. Your support is the most vital motivation for us to keep moving forward.
Game Page:
Thank you for being part of this journey.
The Witch's Apocalyptic Journey Dev Team
Hi everyone,
Thanks for playing Witch's Apocalyptic Journey!
We’ve been amazed by the amount of support from players overseas. As a small three-person team, seeing so many of you try the demo truly means a lot to us. Thank you for playing, sharing feedback, and helping us improve. We’re reading your comments carefully and will continue polishing the game based on your suggestions.
We also want to mention the current English translation. Some of the in-game text is machine-translated for now. With only three developers, we did our best to make the demo accessible quickly, but we know the English isn’t where it should be yet.
We’re actively looking for professional localization support and plan to provide a much more polished English version by full release!
Thank you for your patience.
MeowAlive
X:
Dear Players,
Witch's Apocalyptic Journey will be participating in Steam Next!
During this period, the demo will remain available, and you’re welcome to begin a new journey at any time.
Thank you to every player for your support and feedback since the demo launch.
We will continue refining the game based on your suggestions.
We hope you enjoy the experience!
The Witch's Apocalyptic Journey Team
Dear players, the first publicly playable DEMO of "Witch's Apocalyptic Journey" is now officially unlocked!
During the previous Playtest, we received a large amount of player feedback, which was both surprising and a bit pressuring for us.
We hope to refine the game even further to meet the expectations of our players.
At the same time, we hope everyone can give us more suggestions to make "Witch: End Journey" even better!
Pope Grisfield
Demon Lord
Compared to the playable demo version, we have reset and improved many aspects of the game:
1. The readability of most UI elements has been redesigned.
2. We have basically completed the art assets for enemies and cards.
3. More scenes with improved audio-visual effects.
4. Added a card enchantment system; now you can enhance cards with a sealing effect through \.
If you want to check the detailed update log, you can view it in the fan group’s online documents: “End Journey Development Records & End Journey Development Plans.”
The main storyline, more cards, and unique witches are still under continuous development.
If you wish to stay updated on game development progress or have any suggestions and feedback for the game, you are welcome to join the fan group to fill out a questionnaire and privately message the official account.
Feel free to add the game to your wishlist with one click~!
We hope you enjoy your journey in Aldrin~
It's been almost two months since we opened the playtest, and during that time we've received a wealth of player feedback. Thank you to all the players for your valuable suggestions, and we're working step by step to polish *Witch: The Final Journey* even better! We've also finally reached the 20,000 wish list milestone. As a small team, we're honored to have achieved this, but also under considerable pressure. We will continue to refine the game and strive for even higher goals!
To prepare more content, we plan to close the current Steam version playtest on January 16, 2026.
While many players may feel unsatisfied, don't worry, this isn't the end. The development team is also brewing more content, which will be shared in the upcoming demo and full release! We also welcome you to join our community (hyperlink) to stay updated on the development progress!
Thank you again to everyone who tried it out! Whether you liked a particular witch, discovered an interesting deck, or even complained about something not quite right, we carefully noted every piece of feedback. These are the unique "source of magic" for our development team!
Please stay tuned to our official channels. Next time we meet, we'll be back with a refreshed and more complete game world.
Witch's Final Journey Development Team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Witch's Apocalyptic Journey, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Witch's Apocalyptic Journey statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.