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Garden of Witches News

Unity Awards Nominee for Most Anticipated Game–Please vote for Garden of Witch

[p][/p][p]Greetings from Team Tapas![/p][p][/p][p]Garden of Witches has been nominated for the 17th Unity Awards (2025) as a candidate for Most Anticipated Game. Online voting is now open, and we would greatly appreciate it if you could take a moment to cast your vote. Your support will help Garden of Witches reach more players around the world and allow us to reach greater heights![/p][p][/p][p]■ Voting Period[/p][p]November 5 – November 21, 2025 (PST)[/p][p][/p][p]■ How to Vote[/p][p]1. Go to https://awards.unity.com/ and login.[/p][p]2. From the voting menu, select \[Games] → and then \[Most Anticipated Games].[/p][p]3. Find and vote for Garden of Witches from the list.[/p][p][/p][p]Your vote means a great deal to us, and with your support, we will continue working hard to deliver an even more enjoyable game.[/p][p][/p][p]Thank you![/p]

Dev Roadmap

[p]Greetings from Team Tapas![/p][p][/p][p]First off, we are sincerely grateful to all of you for cherishing and supporting Garden of Witches until now. Your valuable feedback and opinions continue to be a great driving force that helps us to improve the game each day.[/p][p][/p][p]Over the past few months, we have been developing Epilogue 2 while refactoring the game’s code and making various adjustments to the systems in the game. As we took another look into our game’s systems, we were struck by several new ideas on how to improve the game. In particular, we explored ways to simplify the weapon, magic, and attribute systems while introducing a new structure that would allow each of Sil’s skills to be more clearly defined with a speciality.[/p][p][/p][p]After much contemplation, we have decided to first apply this new system by reworking the existing chapters before implementing it in Epilogue 2.[/p][p][/p][p]Due to this change in developmental direction, we will need to delay the Epilogue 2 update that was originally planned for November. However, with the overarching improvements to the game’s systems, we expect the final version of our game to offer a more enjoyable and polished experience.[/p][p][/p][p]Below is an outline of our major ongoing updates and our future development direction.[/p][p][/p]
Existing System Overhaul and Structural Improvements 
[p][/p][h2]Weapon & Magic Rework and a New Add-on System (tentative name)[/h2][p]Our previous weapon and magic systems had distinct personalities but suffered from limited effective combinations. For example, Giant Scissors only performed well when paired with specific spells and lacked proper synergy with attribute based builds like the “Slash + Summon Doll” build.[/p][p][/p][p]To address this issue, we are simplifying the weapon, magic, and attribute systems while introducing a new system called Add-ons, which will offer more specialized build options. You will be able to equip up to three Add-ons to each spell and weapon during or outside a run. Add-ons come in the form of additional damage, supportive effects, and enhancements unique to each weapon and spell.[/p][p][/p][p]The effects of Add-ons will replace some of the skill enhancing functions previously offered by attributes and cards while also allowing for new ability and combination options. With the addition of the Add-on System, we expect players will no longer need to follow preset builds, and instead, be able to design and complete their own builds based on their own unique playstyle.[/p][p][/p][p]Below are a few examples of Add-ons.[/p][p][/p][h3]Giant Scissors[/h3][p]#Scissors[/p][p]Attacks enemies. After a fixed number of hits, the next attack will be a Critical Hit.[/p][p]Base Stats[/p]
  • [p]DMG: 🗡️200%[/p]
  • [p]Attack SPD: 2 per sec[/p]
  • [p]Range: 5m[/p]
  • [p]CRT Stack Req: 2[/p]
  • [p]CRT DMG Increase: 50%[/p]
[p]Add-ons[/p]
  • [p]Increase damage by 50%.[/p]
  • [p]Critical Hit Stack Requirement -1.[/p]
  • [p]Crit DMG +50%.[/p]
  • [p]Increase Sharpness efficiency by 200%. All Sharpness is removed upon hitting with Scissors.[/p]
  • [p]Attack SPD -0.5 per sec. Increase damage by 100%.[/p]
  • [p]...[/p]
[p][/p][h3]Ambush[/h3][p]#Spell, #CooldownSkill, #Cast[/p][p]Moves behind the strongest enemy, before attacking all nearby enemies.[/p][p]Base Stats[/p]
  • [p]DMG: 🗡️400%[/p]
  • [p]Cooldown: 6s[/p]
  • [p]Cast Time: 0.5s[/p]
  • [p]DMG Range: 3m[/p]
[p]Attributes[/p]
  • [p]Scissors: When Ambush inflicts a hit, 60% of Scissors damage is inflicted as additional damage.[/p]
  • [p]Spell: Ambush Damage +30%.[/p]
  • [p]Stack: Max Stack of Ambush +1.[/p]
  • [p]Cooldown: Ambush Cooldown -25%.[/p]
  • [p]Thread: Shoot 1 Needle at all enemies hit by Ambush.[/p]
  • [p]Flower: When Ambush inflicts a hit, spawn 1 Flower.[/p]
  • [p]Crow: When Ambush inflicts a hit, summon 1 Crow.[/p]
  • [p]Blood: When Ambush inflicts a hit, spawn 1 Blood Clot.[/p]
  • [p]Fire: When Ambush inflicts a hit, inflict Burn for 🗡️200% of damage.[/p]
[p]Add-ons[/p]
  • [p]Gain 50% Sharpness when inflicting a hit.[/p]
  • [p]When used, become immune to all damage for 0.2s.[/p]
  • [p]Increase DMG by 30% and deal damage in a straight line between Ambush’s start and end points.[/p]
  • [p]When Ambush inflicts a hit, all Threads connected to the Ambush target are severed. Ambush cooldown is decreased by 1s per severed Thread.[/p]
  • [p]When casting Ambush, Flowers within a radius of 5m wilt. Ambush cooldown is decreased by 1s per wilted Flower.[/p]
  • [p]...[/p]
[p][/p][h2]Card System Overhaul[/h2][p]The previous Card System granted permanent stat increases through side missions. However, this system functioned less as a rewarding feature and more as a mandatory progression system that forced players to complete side missions for essential growth. Additionally, both the card effects and side mission mechanics were not very intuitive to understand.[/p][p][/p][p]With our new Card System, we will redesign cards so they are no longer a core part of builds and are more like supportive elements. To achieve this, we will remove effects that directly enhance skills and replace them with convenient and utility-focused effects. Instead of providing permanent growth, you will be able to select and equip up to three cards (whether you are in a run or not) to help refine and complete your desired builds.[/p][p][/p][p]As a result, we will remove the previous side mission card reward structure, and those missions will later be reworked into tutorials or optional challenge content, or removed entirely.[/p][p][/p][p]Below are a few examples of new card effects.[/p][p][/p]
  • [p]+1 Revive Count[/p]
  • [p]+5 Starting Dice Count[/p]
  • [p]+1s Spell Cooldown. +10% Spell DMG.[/p]
  • [p]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.[/p]
  • [p]For the next 3 Attribute selection opportunities, at least one Attribute with the Scissors tag will appear.[/p]
  • [p]For the next 3 Attribute selection opportunities, at least one Attribute with the Spell tag will appear.[/p]
  • [p]…[/p]
[p][/p][h2]Meta Progression System Overhaul[/h2][p]Previously, you could only select Sil’s weapon inside of her house. Going forwards, we plan to offer a wider range of pre-run options, allowing you to design the foundation of your build before starting a run. During a run, you will then have a chance to further develop and complete your build.[/p][p][/p][p]As you progress through the Chapters, you will unlock various armory slots, enabling you to configure the following elements in Sil’s Armory before entering a run:[/p][p][/p]
  • [p]1 Weapon[/p]
  • [p]2 Spells[/p]
  • [p]Up to 2 Weapon Add-ons[/p]
  • [p]Up to 2 Spell Add-ons[/p]
  • [p]Up to 2 Cards[/p]
[p][/p][p]With these changes, you will have a more strategic preparation phase before starting a run, and your gameplay experience will vary significantly depending on how you develop your build.[/p][p][/p][h2]Other System Changes[/h2][p]In addition to the major changes mentioned above, we also have several other updates planned. We’ll briefly introduce some of them here with key points and provide more detailed information later.[/p][p][/p]
  • [p]Fire Attribute Rework[/p]
    • [p]The Burn effect will now scale based on base attack power, improving its early-game viability and overall elemental balance.[/p]
  • [p]Achievement/Goal System Overhaul[/p]
    • [p]Gold will no longer be obtained through achievements but instead earned directly through runs. Achievements will be converted into point-based rewards that only track progress.[/p]
  • [p]“Charge” Tag Renamed to “Stack”[/p]
    • [p]With the introduction of the new Charge System described below, the term “Charge” gained two meanings. To avoid confusion, we have renamed the existing “Charge” tag to “Stack.”[/p]
  • [p]Other Changes[/p]
    • [p]We will make general improvements across multiple areas. Besides skill and attribute balance changes and reworks, we will enhance the UI/UX, tutorial, and controls and improve the overall systems in the game.[/p]
[p][/p]
Epilogue 2: New Content Overview
[p]Epilogue 2 is a new chapter that expands the scope of how you can upgrade your build through several new systems centered around the exploration of a new region. The theme is dungeon crawling.[/p][p][/p][p]Today, we’d like to introduce a few of this chapter’s key features.[/p][p][/p]
  • [p]Relic System (Replaces previous relics)[/p]
    • [p]We will be adding over 50 new relics and replacing the previous Relic System.[/p]
    • [p]You will be able to strategize how you want to prepare your build through a Relic Shop and an enhancement/fusion system.[/p]
  • [p]Charge System[/p]
    • [p]We will be introducing a new control mechanic where you can hold down a skill’s button to charge it before casting.[/p]
    • [p]The max charge level of a skill increases based on the number of Stacks (formerly “Charges”) you possess and will amplify various effects.[/p]
    • [p]This system works in tandem with relics, weapons, and spells, providing new depth to both how you use your skills mechanically and how you can build your character.[/p]
  • [p]New Weapons & Spell Variants[/p]
    • [p]We will add a charge-type weapon and alternative versions of existing spells, offering you with even more options to choose from.[/p]
    • [p]Spell variants can be selectively applied to existing spells, and some will completely change the way you use a spell mechanically or even transform them into entirely different skills.[/p]
  • [p]Expanded Special Techniques[/p]
    • [p]We will be introducing special techniques similar to “Maydel’s Gift” from Epilogue 1.[/p]
    • [p]These abilities can synergize with certain relics to generate gauges and unleash powerful effects, enabling playstyles centered around special techniques based on your build.[/p]
[p][/p][p]Below are a few examples.[/p][p][/p][h2]Charge Scissors(*tentative name)[/h2][p]#Scissors, #CooldownSkill, #Charge[/p][p]After charging, fire an attack toward the strongest target, dealing damage in a fan-shaped area. The attack repeats based on the amount of charge levels. After a fixed number of hits, the next attack will be a Critical Hit.[/p][p]Base Stats[/p]
  • [p]DMG: 🗡️400%[/p]
  • [p]Cooldown: 1s[/p]
  • [p]Max Stack: 1[/p]
  • [p]Charge Time: 0.5s[/p]
  • [p]Range: 12m[/p]
  • [p]Angle: 60 degrees[/p]
  • [p]Critical Stack Req: 1[/p]
  • [p]CRT DMG Increase: 50%[/p]
[p]Add-ons[/p]
  • [p]Stack +1. DMG per charge level +30%.[/p]
  • [p]Charge SPD +100%. DMG -60%.[/p]
  • [p]Angle +60 degrees. Range +4m.[/p]
  • [p]Range -50%. DMG +100%.[/p]
  • [p]...[/p]
[p][/p][h2]Butterfly Walk - Variant[/h2][p]#Spell #CooldownSkill #Charge[/p][p]Summon 1 Afterimage of Sil per charge level. Each Afterimage will fill a gauge while it tracks enemies and then explodes, dealing AoE DMG based on the amount of gauge accumulated.[/p][p]Base Stats[/p]
  • [p]DMG: 🗡️250%[/p]
  • [p]Cooldown: 8초[/p]
  • [p]Max Stack: 1[/p]
  • [p]Charge Time: 0.5초[/p]
  • [p]Max Gauge: 200%[/p]
  • [p]Gauge Gain per sec: 150%[/p]
  • [p]DMG Range: 4m[/p]
[p][/p]
Roadmap and Current Development Progress
[p]Currently, Garden of Witches is undergoing a complete system overhaul alongside the development of new content. Here is how far we are into development:[/p][p][/p]
  • [p]Code Refactoring (Complete): Foundational overhaul for game and system stability.[/p]
  • [p]Existing Chapter Rework (In Progress): Applying and improving system changes across Chapters 1~5 and Epilogue 1.[/p]
  • [p]Epilogue 2 (System Implementation Stage): Completed all resources. Currently in the system testing phase.[/p]
  • [p]Epilogue 3 (Planned): The final scenario concluding the Epilogue storyline.[/p]
  • [p]End Content (Planned): Removal of the existing Challenge Mode and replacing it with new Challenge Modes. Customization features will also be added.[/p]
  • [p]Official Full Release Target – May 2026[/p]
[p][/p][p]Currently, the new systems introduced in Epilogue 2 are interconnected with the overall system changes we are making to the game. So we are making balance adjustments and conducting tests simultaneously. We may adjust our roadmap depending on our development progress, but we will follow up with more detailed timelines in the future.[/p][p][/p]
Closing Remarks
[p]This rework is not merely a balance adjustment, but a major turning point aimed at making Garden of Witches fundamentally more enjoyable. All of these changes are designed to hopefully give you a freer and more intuitive experience in allowing you to create builds that fit your unique playstyle. We will continue to share key updates and our development direction as we update the game.[/p][p][/p][p]If you have any thoughts or suggestions about the new systems and direction of the game, we would greatly appreciate it if you shared them through our Steam Community or Discord. Your feedback is and has always been a great source of motivation for us.[/p][p][/p][p]Thank you.[/p][p]
[/p]

Happy Halloween! 2025

[p]Greetings from Team Tapas! [/p][p][/p][p]Halloween is right around the corner. So we wanted to wish you a spooky Halloween and hope you can enjoy it with our coven of witches.[/p][p][/p][p]We present to you a small treat with no tricks for your Halloween memories.[/p][p][/p][p]Happy Halloween![/p][p][/p][p][/p]

Global Fanart Contest Winners Announcement

[p]Greetings from Team Tapas![/p][p][/p][p]We successfully wrapped up the Global Fanart Contest on October 7th! Far more people participated than we anticipated, and we were truly moved to see how much love Garden of Witches has received. We sincerely thank you for all of your love and support, and we will continue striving to return your kindness with an even more enjoyable game.[/p][p][/p][p]Below is a brief summary of how our Global Fanart Contest turned out.[/p]
  • [p]Held for a total of 30 days (September 8 – October 7)[/p]
  • [p]57 artists participated, each with their own art styles including digital painting, hand painting, 3D art, and pixel art[/p]
  • [p]10 winners selected in total, including 5 special awards additionally chosen based on participation volume[/p]
[p]We would never dare to judge your wonderful works of art as either good or bad. They were all amazing, so we selected the winning pieces as fairly and carefully as possible. Every submission was filled with passion and love, which made it very difficult for us to decide the winners. Even for those that were regrettably not selected, we know how much passion and love you put into your artwork. Should we have another opportunity like this in the future, we will do our best to prepare even better so that we can reward more participants.[/p][p][/p][p]Once again, we sincerely thank you for your support and participation in our fanart contest and for the love you have shown for Garden of Witches.[/p][p][/p][hr][/hr]
Winning Entries
[p]※ In cases were multiple images were submitted by a single participant, we selected one image at our discretion for display.[/p][p]※ Image resolutions have been reduced due to upload limitations.[/p][p]※ Prizes will be sent sequentially to the primary gmail address and the secondary email address provided in your application form.[/p][p]※ If any issues occur with prize delivery, we will provide additional support until the second week of November through email.[/p][p][/p][h2]Grand Prize Winner[/h2][p][/p]
  • [p]Artist[/p]
    • [p]IC (JP)[/p]
  • [p]Artwork Link[/p]
  • [p]Dev Comments[/p]
    • [p]I like the soft, fluffy atmosphere that feels different from the main game.[/p]
    • [p]The warmth of the tea party felt by Nahrtra seems to reach us here.[/p]
[p][/p][h2]Regular Prize Winners[/h2][p][/p][p][/p][p][/p]
  • [p]Artist[/p]
    • [p]はいど (JP)[/p]
  • [p]Artwork Link[/p]
  • [p]Dev Comments[/p]
    • [p]Where could they all be headed? This piece really creates a sense of anticipation.[/p]
    • [p]We love how the artist expressed each character’s personality so well through the composition.[/p]
[p][/p][p][/p]
  • [p]Artist[/p]
    • [p]가망가 (KR)[/p]
  • [p]Artwork Link[/p]
  • [p]Dev Comments[/p]
    • [p]This piece does a great job of capturing a solemn, intense atmosphere. It almost feels like a boss rush. [/p]
    • [p]The confrontation between Sil and her fellow witches feels fresh and dynamic.[/p]
[p][/p][p][/p]
  • [p]Artist[/p]
    • [p]Kohaku (EN)[/p]
  • [p]Artwork Link[/p]
  • [p]Dev Comments[/p]
    • [p]The cat’s head being stitched up is absolutely adorable.[/p]
    • [p]This piece is such a cute and fun reinterpretation of Sil. It keeps her unique personality while adding a distinct artistic style.[/p]
[p][/p][h2]Special Prize Winners[/h2][p][/p][h3]Effort Award[/h3][p]A work recognized for its dedication and hard work.[/p][p][/p]
  • [p]Artist[/p]
    • [p]朱鳥 (JP)[/p]
  • [p]Artwork Link[/p]
  • [p]Dev Comments[/p]
    • [p]It was very great to see how you can get a sense of each character’s personality through their individual expressions. [/p]
    • [p]If Garden of Witches was ever made into a movie, this is the kind of poster we’d like to display at the very front.[/p]
[p][/p][h3]Humor Award[/h3][p]A work recognized for its fun and humorous interpretation.[/p][p][/p]
  • [p]Artist[/p]
    • [p]さかの (JP)[/p]
  • [p]Artwork Link[/p]
  • [p]Dev Comments[/p]
    • [p]Fiena and Chloe’s expressions are so adorable.[/p]
    • [p]We really love how they’re all sitting side by side and sharing a drink together.[/p]
[p][/p][h3]Witch Award[/h3][p]A work that has a fresh yet fitting interpretation of each character[/p][p][/p]
  • [p]Artist[/p]
    • [p]K_U_A_K (KR)[/p]
  • [p]Artwork Link[/p]
  • [p]Dev Comments[/p]
    • [p]We completely agree with the necessity of maid costumes.[/p]
    • [p]The personality and key traits of each character are beautifully expressed through their poses, facial expressions, and outfits. Seeing how Sil looks so proud of herself is just too cute to resist.[/p]
[p][/p][h3]Detail Award[/h3][p]A work that best captures the in-game elements of Garden of Witches[/p][p][/p]
  • [p]Artist[/p]
    • [p]このづ (JP)[/p]
  • [p]Artwork Link[/p]
  • [p]Dev Comments[/p]
    • [p]The stained-glass style is wonderful.[/p]
    • [p]It feels like the artist really paid close attention to the scenery within the game.[/p]
[p][/p][h3]“Didn’t Expect This!” Award[/h3][p]A work that surprised us with an unexpected and creative approach to fanart[/p][p][/p]
  • [p]Artist[/p]
    • [p]ジム (JP)[/p]
  • [p]Artwork Link[/p]
  • [p]Dev Comments[/p]
    • [p]A figurine…? Please put this up for sale![/p]
    • [p]We never imagined we would be able to see an actual figurine of Rims and Berry. It’s absolutely adorable![/p]
[p][/p][hr][/hr]
Submitted Works
[p][/p][p]※ Listed in order of submission date.[/p][p]※ In cases were multiple images were submitted by a single participant, we selected one image at our discretion for display.[/p][p]※ Image resolutions have been reduced due to upload limitations.[/p]
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[p]MPBasic (EN)
mpbas****@gmail[/p][p]https://x.com/MPBasic[/p]
[p]Valdemarx (EN)
valde****@gmail[/p][p]https://x.com/ValdemarSa59753/status/1969964674645926375[/p]
[p]다씰 (KR)
dassi****@gmail[/p][p]https://x.com/dassill1103/status/1970741698142884036[/p]
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[p]cakee (KR)
k0104****@gmail[/p][p]ttps://x.com/c4k3ee/status/1974174573898989918[/p]
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[p]Cerule@LunarKnight121 (EN)[/p][p]https://x.com/LunarKnight121/status/1974708737115127911[/p]
[p]水餅スラァラ (JP)
mizum****@gmail[/p][p]https://x.com/mizumochislime/status/1974818470941565019[/p]
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[p]マジギレパスタ (JP)[/p][p]https://x.com/wasavinegar/status/1974824886616113363[/p]
[p]kbydj****@gmail (KR)[/p][p]https://x.com/kbydj27/status/1974852583065002023[/p]
[p]Lume Cinereo (EN)[/p][p]https://www.instagram.com/p/DPcAqzzjGQJ/[/p]
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[p]ホロウチェンバー (JP)[/p][p]https://x.com/tretcaravan/status/1974930112031359473[/p]
[p]Yumiburn(Delano) (EN)
domin****@gmail [/p][p]ttps://x.com/syudori_10ri/status/1974774800066445507[/p]
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[p]Arenaru (EN)
yurib****@gmail
black****@gmail[/p][p]https://www.pixiv.net/en/artworks/135964849[/p]
[p]オレンジバナナ (JP)[/p][p]https://x.com/0range877/status/1975253355422445890[/p]
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0.8.2 Update

[p]Greetings from Team Tapas![/p][p]Today, we’re excited to share news of our long-awaited version 0.8.2 update![/p][p][/p][p]This update focuses on improving areas of the game that felt a bit lacking or cumbersome. It also introduces quite a few balance adjustments. For details, please continue reading.[/p][p][/p]
0.8.2 Patch Notes
[p][/p][h2]Epilogue 1 Adjustments[/h2][h3]Time Attack System Removed & Berserk Timer Added[/h3][p]Originally by default, we utilized a Time Attack System in Epilogue 1. However, we found that the system felt forced, unnatural, and unintuitive.[/p][p][/p][p]As a result, we have removed the Time Attack System from all bosses in Epilogue 1, and in its place, we are introducing a Berserk Timer. The Berserk Timer is applied individually to each boss, and when the timer runs out, the boss’s attack speed will increase by 40%.[/p][p][/p][p]We now look forward to seeing how players overcome this new challenge using their mechanics and preferred build choices.[/p][h3]Difficulty and Epilogue Exclusive Upgrades Adjusted[/h3][p]Previously, we balanced the difficulty of Epilogue 1 under the assumption that players would have already gotten all of the upgrades they could get in Sil’s House. However, in actuality, players often entered Epilogue 1 with fewer upgrades. So we have rebalanced Epilogue 1 by reducing enemy HP from the first wave by about 15%.[/p][p][/p][p]Furthermore, defeating the final boss used to require a relatively high level of Epilogue 1 exclusive upgrades, which forced players to repeatedly grind for upgrades unnecessarily. To address this, extra seeds will now be generated upon clearing each boss, and enemy HP for the final boss has also been reduced by about 15%.[/p][p][/p][p]Lastly, to match the lowered difficulty of the final boss, we have removed the Harmony upgrade from the Epilogue 1 exclusive upgrades. Now, players will need to think strategically about what choices to make within the limited growth cap they have in order to clear Epilogue 1.[/p]
  • [p]Enemy HP Adjustments[/p]
    • [p]First Wave: 15% reduction[/p]
    • [p]First Boss: 11% reduction[/p]
    • [p]Second Boss: 13% reduction[/p]
    • [p]Third Boss: 14% reduction[/p]
    • [p]Final Boss: 15% reduction[/p]
  • [p]Epilogue 1 Exclusive Upgrade Adjustments[/p]
    • [p]Harmony upgrade removed[/p]
    • [p]※ If you have seeds invested into the removed Harmony upgrade, they will be refunded and your maximum seed capacity will be reduced by 150.[/p]
  • [p]Additional Seeds Granted Upon Clearing a Boss[/p]
    • [p]First Boss: 2 seeds[/p]
    • [p]Second Boss: 4 seeds[/p]
    • [p]Third Boss: 6 seeds[/p]
    • [p]Final Boss: 10 seeds[/p]
[p][/p][h2]Epilogue 1 Challenge Mode Adjusted[/h2][p]We have applied the difficulty changes mentioned above to the Epilogue 1 Challenge Mode as well. However, to provide an initial difficulty level similar to before, we have added a new option that increases the HP of all enemies.[/p]
  • [p]Existing Difficulty Setting Option Adjusted[/p]
    • [p]Before: All enemy HP per wave +0% / 1% / 2% / 3% / 4% (+1 / +5 / +10 / +15 / +20 points)[/p]
    • [p]After: All enemy HP per wave +0% / 1% / 2% (+1 / +5 / +10 points)[/p]
  • [p]New Difficulty Setting Option Added[/p]
    • [p]All enemy HP increases by 0% / 5% / 10% / 15% / 20% (+0 / +3 / +6 / +9 / +12 points)[/p]
[p][/p][h2]Side Missions Adjusted[/h2]
  • [p]Added UI that displays the mission objective and a brief description when entering each side mission.[/p]
  • [p]Changed the clear requirements for the “Perfect Counter” mission.[/p]
    • [p]Counter 15 times → Counter 12 times[/p]
  • [p]Changed the clear requirements for the “Powerful Strike” mission.[/p]
    • [p]Inflict 9,000 or more damage → Inflict 6,000 or more damage[/p]
  • [p]Changed the clear requirements for the “Getting Used to Giant Scissors” mission.[/p]
    • [p]Inflict 10,000 or more damage → Inflict 9,000 or more damage[/p]
    • [p]Requirement count: 20 times / 30 times → 15 times / 20 times[/p]
  • [p]Changed the clear requirements for the “Getting Used to Magic Scissors” mission.[/p]
    • [p]Requirement 1: Defeat 7 enemies → Defeat 5 enemies[/p]
    • [p]Requirement 2: Defeat 14 enemies → Defeat 12 enemies[/p]
  • [p]Changed the clear requirements for the “Getting Used to Broken Scissors” mission.[/p]
    • [p]Requirement 1: Inflict 250,000 cumulative damage → Inflict 150,000 cumulative damage[/p]
    • [p]Requirement 2: Inflict 400,000 cumulative damage → Inflict 300,000 cumulative damage[/p]
[p][/p][h2]Skill Balance Adjusted[/h2][h3]Giant Scissors[/h3][p]Although Giant Scissors had sufficient late-game potential, there was feedback that its unique long delay between attacks made it unwieldy in the early to mid-game. To address this, we increased its attack speed to make it feel less unwieldy and adjusted its damage to maintain its original performance level.[/p]
  • [p]Before[/p]
    • [p]Attacks the enemy with scissors. Sharpness efficiency is increased by 2 times, but all Sharpness is removed upon hitting with Scissors. After a fixed number of hits, the next attack will be a Critical Hit.[/p]
    • [p]Damage: 300%[/p]
    • [p]Attack Speed: 1.1 per sec[/p]
  • [p]After[/p]
    • [p]Attacks the enemy with scissors. Sharpness efficiency is increased by 3 times, but all Sharpness is removed upon hitting with Scissors. After a fixed number of hits, the next attack will be a Critical Hit.[/p]
    • [p]Damage: 250%[/p]
    • [p]Attack Speed: 1.8 per sec[/p]
[h3]Counter[/h3][p]There was feedback that Counter didn’t provide sufficient returns compared to its difficulty of use. To address this, its difficulty of use has been slightly eased, and its returns have been strengthened. [/p]
  • [p]Before[/p]
    • [p]Blocks most damage for 0.3s. Upon blocking an enemy attack, become immune to all damage for 0.7s and attack all nearby enemies.[/p]
    • [p]Damage: 1000% [/p]
  • [p]After[/p]
    • [p]Blocks most damage for 0.4s. Upon blocking an enemy attack, become immune to all damage for 1s and attack all nearby enemies.[/p]
    • [p]Damage: 1200%[/p]
  • [p]Scissor Attribute[/p]
    • [p]Before: When Counter inflicts a hit, gains 150% Sharpness.[/p]
    • [p]After: When Counter inflicts a hit, 500% of Scissors damage is inflicted as Additional Damage.[/p]
  • [p]Cooldown Attribute[/p]
    • [p]Before: When Counter inflicts a hit, cooldown of Counter is decreased by 3s.[/p]
    • [p]After: When Counter inflicts a hit, cooldown of Counter is decreased by 5s.[/p]
  • [p]Thread Attribute[/p]
    • [p]Before: Shoots 3 Needles at every target hit by Counter.[/p]
    • [p]After: Shoots 5 Needles at every target hit by Counter.[/p]
  • [p]Flower Attribute[/p]
    • [p]Before: When Counter inflicts a hit, spawns 3 Flowers.[/p]
    • [p]After: When Counter inflicts a hit, spawns 5 Flowers.[/p]
  • [p]Crow Attribute[/p]
    • [p]Before: When Counter inflicts a hit, summons 3 Crows.[/p]
    • [p]After: When Counter inflicts a hit, summons 5 Crows.[/p]
  • [p]Blood Attribute[/p]
    • [p]Before: When Counter inflicts a hit, spawns 3 Blood Clots.[/p]
    • [p]After: When Counter inflicts a hit, spawns 5 Blood Clots.[/p]
[h3]Leech[/h3][p]We have changed the skill’s name because “Leech” could be misunderstood in some languages as a skill that restores the player’s health. The skill’s name now matches the actual visual and nature of the skill better.[/p]
  • [p]The skill name has been changed from “Leech” to “Blood Marble.”[/p]
[p][/p][h2]Synergy & Witchcraft Attribute Balance Adjusted[/h2][h3]Synergies[/h3][p]We adjusted some dual synergies that underperformed in the previous version of the game. Although a full-scale rework of dual synergies is planned for the future, we hope that this adjustment will provide some immediate improvements to build diversity.[/p]
  • [p]Blood 7 / Fire 7[/p]
    • [p]Before: When a Blood Clot is absorbed, has a 10% chance to Burn all enemies within 3m for 200% of ATK.[/p]
    • [p]After: When a Blood Clot is absorbed, Burn all enemies within 3m for 200% of ATK.[/p]
  • [p]Thread 7 / Fire 7[/p]
    • [p]Before: All Combustion is increased by 20% per connected Thread.[/p]
    • [p]After: Enemy HP is burned for 40% of Needle damage.[/p]
[h3]Witchcraft Attributes[/h3][p]Minus a few builds, we determined that the damage of Needles, Crows, and Flowers still fell short of our expectations. So we have buffed their overall performance.[/p]
  • [p]Needle: Increased base damage of needles from 60% to 80%.[/p]
  • [p]Crow: Increased base damage of crows from 60% to 100%.[/p]
  • [p]Flower: Increased base damage of flowers from 200% to 260%.[/p]
[p][/p][h2]Existing Chapter Boss Difficulty Adjusted[/h2]
  • [p]Chapter 4: Maid Abigail[/p]
    • [p]Reduced the difficulty of the attack pattern where fan-shaped and donut-shaped danger zones appear simultaneously.[/p]
  • [p]Chapter 4: Fiena Phase 3[/p]
    • [p]Reduced the summon frequency of monsters that throw poison bombs into the cauldron.[/p]
  • [p]Chapter 3 & 4: Nahatra[/p]
    • [p]Reduced the difficulty of the attack pattern where grid-shaped danger zones appear.[/p]
  • [p]Chapter 4: Nahatra Phase 2[/p]
    • [p]Reduced the density of projectiles in the attack pattern where rectangular danger zones appear together with multiple projectiles.[/p]
    • [p]Reduced the difficulty of the attack pattern where fan-shaped and donut-shaped danger zones appear simultaneously.[/p]
    • [p]Reduced the difficulty of the pattern where large and small fan-shaped danger zones appear multiple times.[/p]
[p][/p][h2]Gamepad Settings Improved[/h2]
  • [p]Added an option in the settings menu to invert the Confirm/Cancel buttons.[/p]
    • [p]Example: DualShock → ㅇ / × buttons, Xbox Controller → A / B buttons[/p]
  • [p]Added a Vibration On/Off option in the settings menu.[/p]
  • [p]Added a UI in the settings menu to check combat key bindings.[/p]
  • [p]Fixed an issue where certain controllers such as the Switch Controller and Pro Controller were not recognized or had incorrect key mappings applied.[/p]
[p][/p][h2]Bug Fixes[/h2]
  • [p]Fixed an issue where Ambush would not cross to the other side of an enemy in certain boss battles.[/p]
  • [p]Fixed an issue where the Flower 6 synergy damage was applied lower than intended in Epilogue 1 and in Epilogue 1 Challenge Mode.[/p]
  • [p]Fixed an issue where certain homing projectiles would remain in the air for too long under specific conditions.[/p]
[p][/p]
Note about Upcoming Schedule
[p]We are currently working hard on preparing a new epilogue chapter with the goal of releasing it by the end of November. We want to keep bringing fresh and enjoyable game experiences to you, so we are also in the midst of planning various types of new content for you to enjoy. In regards to this new content, we will be sharing a brief update in the near future. So stay tuned![/p][p][/p][p]Thanks to your valuable feedback and support, Garden of Witches is gradually blossoming into something even more beautiful. We will continue to do our best so that you can keep enjoying the game.[/p][p][/p][p]Once again, we sincerely thank you.[/p][p][/p][p]– Team Tapas[/p]