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Japan BitSummit the 13th

[p][/p][p]Greetings from Team Tapas![/p][p][/p][p]Thanks to the support you have given us until now, we are excited to announce our participation in BitSummit the 13th, held in Kyoto, Japan! If you happen to be in Japan during the summit, come visit our booth, play Garden of Witches in person, and give us feedback to receive a small token of our appreciation![/p][p][/p]
Event Information
[p][/p][h2]Event Name[/h2][p]BitSummit the 13th[/p][p][/p][h2]Official Website[/h2][p]https://bitsummit.org/[/p][p][/p][h2]Event Period[/h2][p]July 19 ~ July 20, 2025 (Hours: 10:00 ~ 17:00, UTC+9)[/p][p]July 18, 2025 – Business Day (Industry and Press Only)[/p][p][/p][h2]Event Venue[/h2][p]2nd Exhibition Hall, 1F, Miyako Messe, Sakyo-ku Kyoto-shi, Kyoto, 606-8343, Japan (京都市勧業館 みやこめっせ)[/p][p][/p]
Booth Location
[p]1F, IP3-01 (inside the GRAPH booth)[/p][p][/p][p][/p]
On-Site Event
  1. [p]Play the demo of Garden of Witches at the GRAPH booth.[/p]
  2. [p]Scan the survey QR code placed near the demo station after playing.[/p]
  3. [p]Fill out the short survey on Google Forms.[/p]
  4. [p]Show the completion screen to the staff at the venue.[/p]
  5. [p]Receive a cute acrylic keychain of Sil and Canele![/p]
[p][/p]

0.7.0 Update

[p]Greetings from Team Tapas!

We would like to express our sincere thanks to everyone who has been waiting for and supporting this update.

In version 0.7.0, we are introducing Side Mission Chapters and a Card System. We have designed Side Mission Chapters to help players better understand unique combat systems in Garden of Witches, such as Blood Clots and the Butterfly Walk gauge. During Side Missions, players will have to achieve simple objectives while trying out various builds. After completing a Side Mission, players will be rewarded with cards that enhance Sil’s stats or strengthen effects of certain attacks.[/p][p][/p]
0.7.0 Patch Notes
[h2]Side Mission Chapters Added[/h2][p]We have added Side Mission Chapters, where you can complete simple objectives and earn rewards. You can access the Side Mission Chapters by clearing certain chapters or meeting specific conditions and then interacting with the book in the House of Threads (Sil’s House) to open the Chapter Selection UI.[/p][p][/p][h2]Card System Added[/h2][p]We have added a Card System, which enhances Sil’s base stats or strengthens certain attacks like her spells and scissors. Cards can be obtained through the Side Mission Chapters, and you can view your collected cards via the Card Tab by opening the Upgrade UI (upgrade table) in the House of Threads.

Below are some of the newly added cards.[/p]
[p][/p]
[p]Sea of Blood[/p]
  • [p]Leech can be stack cast.[/p]
[p][/p]
[p]Wheel of Fortune[/p]
  • [p]Sewing Wheel Homing SPD is increased by 200% and Return SPD is decreased by 20%.[/p]
[p][/p]
[p]Hunter[/p]
  • [p]When Broken Scissors are equipped, Sharpness duration is increased by 3s.[/p]
[p][/p][h2]Skill Adjustments[/h2][h3]Dash[/h3][p]The ability to avoid most damage while dashing is now a default feature.[/p]
  • [p]Before: Quickly move 4m in the desired direction.[/p]
  • [p]After: Quickly dashes 4m in the desired direction, momentarily blocking most damage.[/p]
[h3]Giant Scissors[/h3][p]The incentive for using Giant Scissors over other scissors seemed a bit underwhelming, so it has been buffed.[/p]
  • [p]Sharpness efficiency: 1.5x → 2x[/p]
[h3]Broken Scissors[/h3][p]The payoff for using Broken Scissors effectively compared to its difficulty of use was unsatisfying, so it has been buffed.[/p]
  • [p]Damage: 80% → 120%[/p]
[p][/p][h2]Difficulty System and UI Changes[/h2][h3]Very Hard Mode Added & Difficulty UI Design Updated[/h3][p]We have added a Very Hard Mode. In this difficulty, enemies have increased health and damage, and the ability to avoid most damage while dashing is removed.

(※: Very Hard Mode is different from the previously mentioned Nightmare Mode in the 0.6.0 patch notes. We will monitor player feedback and add in Nightmare Mode if needed.)

Furthermore, we have redesigned the Difficulty Selection UI to display changes to enemy health and damage relative to Normal Mode. The descriptions have also been updated to reflect the dash changes (the ability to avoid most damage while dashing).

Before[/p]
  • [p]Story Mode[/p]
    • [p]Dash cooldown decreased by 1 second[/p]
    • [p]Momentarily immune to all damage while dashing[/p]
    • [p]Damage taken is decreased by 25%[/p]
    • [p]HP of all enemies is decreased by 50%[/p]
  • [p]Normal Mode[/p]
    • [p]Momentarily immune to all damage while dashing[/p]
    • [p]Damage taken is decreased by 25%[/p]
    • [p]HP of all enemies is decreased by 25%[/p]
  • [p]Hard Mode[/p]
    • [p]Momentarily immune to all damage while dashing[/p]
[p]After[/p]
  • [p]Story Mode[/p]
    • [p]Dash cooldown decreased by 1 second[/p]
    • [p]Damage taken is decreased by 33%[/p]
    • [p]HP of all enemies is decreased by 33%[/p]
  • [p]Normal Mode[/p]
    • [p]No changes.[/p]
  • [p]Hard Mode[/p]
    • [p]Damage taken is increased by 33%[/p]
    • [p]HP of all enemies is increased by 33%[/p]
  • [p]Very Hard Mode[/p]
    • [p]Damage taken is increased by 33%[/p]
    • [p]HP of all enemies is increased by 33%[/p]
    • [p]Dash no longer blocks most damage.[/p]
[p][/p][h3]Chapter Selection UI[/h3][p]The Chapter Selection UI now displays a brief description of each chapter along with recommended base attack power and clear rewards.[/p][p][/p][h3]Upgrade UI[/h3][p]A Card Tab has been added to the Upgrade UI where you can view all obtainable cards.[/p][p][/p]
Closing Remarks
[p]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 completed game in return.

Thank you![/p]

0.7.0 Beta Update

[p]Greetings from Team Tapas!

Before we release the standard 0.7.0 update, we are conducting a beta test to gather your feedback. In the future as well, whenever there are content or system changes, we plan to collect your feedback and impressions through beta tests. So we hope you can continue to participate in our betas and share your thoughts. We really want to keep improving Garden of Witches in the right direction.

※ For instructions on how to participate in the beta, please check this [link].[/p][p][/p]
0.7.0 Beta Patch Notes
[h2]Side Mission Chapters Added[/h2][p]We have added Side Mission Chapters, where you can complete simple objectives and earn rewards. You can access the Side Mission Chapters by clearing certain chapters or meeting specific conditions and then interacting with the book in the House of Threads (Sil’s House) to open the Chapter Selection UI.[/p][p][/p][h2]Card System Added[/h2][p]We have added a Card System, which enhances Sil’s base stats or strengthens certain attacks like her spells and scissors. Cards can be obtained through the Side Mission Chapters, and you can view your collected cards via the Card Tab by opening the Upgrade UI (upgrade table) in the House of Threads.

Below are some of the newly added cards.[/p]
[p][/p]
[p]Sea of Blood[/p]
  • [p]Leech can be stack cast.[/p]
[p][/p]
[p]Wheel of Fortune[/p]
  • [p]Sewing Wheel Homing SPD is increased by 200% and Return SPD is decreased by 20%.[/p]
[p][/p]
[p]Hunter[/p]
  • [p]When Broken Scissors are equipped, Sharpness duration is increased by 3s.[/p]
[p][/p][h2]Skill Adjustments[/h2][h3]Dash[/h3][p]The ability to block most damage while dashing is now a default feature.[/p]
  • [p]Before: Quickly move 4m in the desired direction.[/p]
  • [p]After: Quickly dashes 4m in the desired direction, momentarily blocking most damage.[/p]
[h3]Giant Scissors[/h3][p]The incentive for using Giant Scissors over other scissors seemed a bit underwhelming, so it has been buffed.[/p]
  • [p]Sharpness efficiency: 1.5x → 2x[/p]
[h3]Broken Scissors[/h3][p]The payoff for using Broken Scissors effectively compared to its difficulty of use was unsatisfying, so it has been buffed.[/p]
  • [p]Damage: 80% → 120%[/p]
[p][/p][h2]Difficulty System and UI Changes[/h2][h3]Very Hard Mode Added & Difficulty UI Design Updated[/h3][p]We have added a Very Hard Mode. In this difficulty, enemies have increased health and damage, and the ability to block most damage while dashing is removed.

(※: Very Hard Mode is different from the previously mentioned Nightmare Mode in the 0.6.0 patch notes. We will monitor player feedback and add in Nightmare Mode if needed.)

Furthermore, we have redesigned the Difficulty Selection UI to display changes to enemy health and damage relative to Normal Mode. The descriptions have also been updated to reflect the dash changes (the ability to block most damage while dashing).

Before[/p]
  • [p]Story Mode[/p]
    • [p]Dash cooldown decreased by 1 second[/p]
    • [p]Momentarily immune to all damage while dashing[/p]
    • [p]Damage taken is decreased by 25%[/p]
    • [p]HP of all enemies is decreased by 50%[/p]
  • [p]Normal Mode[/p]
    • [p]Momentarily immune to all damage while dashing[/p]
    • [p]Damage taken is decreased by 25%[/p]
    • [p]HP of all enemies is decreased by 25%[/p]
  • [p]Hard Mode[/p]
    • [p]Momentarily immune to all damage while dashing[/p]
[p]After[/p]
  • [p]Story Mode[/p]
    • [p]Dash cooldown decreased by 1 second[/p]
    • [p]Damage taken is decreased by 33%[/p]
    • [p]HP of all enemies is decreased by 33%[/p]
  • [p]Normal Mode[/p]
    • [p]No changes.[/p]
  • [p]Hard Mode[/p]
    • [p]Damage taken is increased by 33%[/p]
    • [p]HP of all enemies is increased by 33%[/p]
  • [p]Very Hard Mode[/p]
    • [p]Damage taken is increased by 33%[/p]
    • [p]HP of all enemies is increased by 33%[/p]
    • [p]Dash no longer blocks most damage.[/p]
[p][/p][h3]Chapter Selection UI[/h3][p]The Chapter Selection UI now displays a brief description of each chapter along with recommended base attack power and clear rewards.[/p][p][/p][h3]Upgrade UI[/h3][p]A Card Tab has been added to the Upgrade UI where you can view all obtainable cards.[/p][p][/p]
Closing Remarks
[p]We hope you will participate in our beta test and share your feedback. You can post your feedback in the Beta Test channel on our official Garden of Witches Discord server.

We encourage you to share your thoughts freely, especially on things that you feel can be improved. All feedback you leave in the channel will be reviewed, and we will try to incorporate as much of your feedback before we release the standard update of the game.

As always, we appreciate all the love and patience you have shown for our game, and we hope you will continue to support Garden of Witches as we work to make it even better.

Thank you![/p]

0.6.0 Patch Notes and Future Updates

[p]Greetings from Team Tapas![/p][p]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.[/p][p][/p]
0.6.0 Patch Notes
[p][/p][h2]System Updates[/h2]
  • [p]The following changes will be applied with the update:[/p]
    • [p]If you have saved the game in the middle of a run, Sil will return to her home in the corresponding chapter.[/p]
    • [p]High scores from the Challenge Chapter will be reset.[/p]
      • [p]However, records achieved in version 0.5.n will be saved separately and may be displayed through a different UI in the future.[/p]
      • [p]※ Progress made in the 0.6.0 beta will also be reset.[/p]
  • [p]If you have learned the counterattack skill, the special “Underwater Map” that appears under specific conditions starting from Chapter 2 will no longer appear.[/p]
  • [p]When selecting a reward to remove a tag, you can now choose and remove any tag from all existing tags.[/p]
  • [p]Dice Shop[/p]
    • [p]When replacing a spell’s attribute upgrade, the selected attribute will no longer appear among the choices.[/p]
    • [p]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.[/p]
[p][/p][h2]Chapter Rework and Difficulty Adjustments[/h2][p]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.[/p][h3]Chapter 1[/h3]
  • [p]Synergies are now available starting from Chapter 1.[/p]
  • [p]The number of floors per domain has been increased by 1.[/p]
  • [p]The enemy health scaling curve has been adjusted as follows:[/p]
    • [p]First battle: No changes.[/p]
  • [p]Final boss: ~260% increase.[/p]
[h3]Chapter 2[/h3]
  • [p]Relics and the dice shop now appear from Chapter 2.[/p]
  • [p]The enemy health scaling curve has been adjusted as follows:[/p]
  • [p]First battle: No changes.[/p]
  • [p]Final boss: ~203% increase.[/p]
[h3]Chapter 3[/h3]
  • [p]Players can now select new scissors starting from Chapter 3.[/p]
  • [p]The enemy health scaling curve has been adjusted as follows:[/p]
  • [p]First battle: ~10% increase.[/p]
  • [p]Final boss: ~61% increase.[/p]
[h3]Chapter 4[/h3]
  • [p]The enemy health scaling curve has been adjusted as follows:[/p]
    • [p]First battle: ~13% increase.[/p]
    • [p]Final boss: ~68% increase.[/p]
[p][/p][h2]Boss Attack Pattern Difficulty Adjustments[/h2][p]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.[/p][h3]Nahatra[/h3]
  • [p]First Phase: Added warning indicators to some of her attack patterns.[/p]
  • [p]Intermission Phase: Adjusted the position of the safe zone during the final explosion pattern to make it easier to reach.[/p]
  • [p]Second Phase (Chapter 4): Lowered the difficulty of various attack patterns but increased damage to maintain the overall difficulty of the battle.[/p]
[h3]Chloe[/h3]
  • [p]Intermission Phase: The health of the spider cocoons has been reduced by ~30%.[/p]
[p][/p][h2]Balance Adjustments[/h2][p][/p][h3]Difficulty[/h3][p]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.[/p][p]※ 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.[/p]
  • [p]Hard Mode: Added i-frames to dashes[/p]
[h3]Sil’s Base Stats[/h3][p]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.[/p]
  • [p]Increased base movement speed from 5 m/s to 6 m/s.[/p]
  • [p]Reduced base health from 50 to 25.[/p]
  • [p]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.[/p]
  • [p]Adjusted the way Sil takes damage so that the player will not take multiple hits simultaneously in the same frame.[/p]
  • [p]Fixed an issue where invincibility frames were not applied properly when hit during the use of Butterfly Step.[/p]
[h3]Upgrade Table[/h3][p]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.[/p][p]Row 1, Column 1[/p]
  • [p]Before: Scissor attack speed +0.25 attacks/sec[/p]
  • [p]After: Scissor attack speed +0.2 attacks/sec[/p]
[p]Row 1, Column 2[/p]
  • [p]Before: Max HP +10[/p]
  • [p]After: Max HP +5[/p]
[p]Row 1, Column 3[/p]
  • [p]Before: Movement speed +0.5 m/s[/p]
  • [p]After: Movement speed +0.25 m/s[/p]
[p]Row 2, Column 1[/p]
  • [p]Before: Scissor attack speed +0.25 attacks/sec[/p]
  • [p]After: Max HP +10[/p]
[p]Row 2, Column 2[/p]
  • [p]Before: Movement speed +0.5m/sec[/p]
  • [p]After: Movement speed +0.25m/sec[/p]
[h3]Scissors and Skill Adjustments[/h3][p]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.[/p]
  • [p]Increased Sharpness Max Count: 200% → 400%[/p]
  • [p]Reworked Spell Ramage functionality:[/p]
    • [p]Before: Increased the damage of a skill based on how much Spell Ramage you had and reset after use.[/p]
    • [p]After: Skill damage deals +30% damage and consumes 1 stack of Spell Ramage.[/p]
  • [p]Increased Spell Enhance Max Count from 50% → 60%[/p]
[h3]Scissors[/h3][p]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.[/p][p]Normal Scissors[/p]
  • [p]Attack speed: 1.5/sec → 1.8/sec[/p]
[p]Giant Scissors[/p]
  • [p]Attack speed: 0.8/sec → 1.1/sec[/p]
  • [p]Sharpness efficiency: 3x → 1.5x[/p]
[p]Magic Scissors[/p]
  • [p]Attack speed: 1.5/sec → 1.8/sec[/p]
  • [p]Spell damage bonus: 30% → 60%[/p]
  • [p]Bug fixes:[/p]
    • [p]Fixed an issue where repeated casts under certain conditions wouldn’t charge the critical hit counter[/p]
    • [p]Fixed a priority issue where pressing both spell and scissors buttons would cast scissors first[/p]
[p]Broken Scissors[/p]
  • [p]Functionality changed:[/p]
    • [p]Before: Attacks the enemies with Scissors. After a fixed number of hits, the next attack will be a Critical Hit.[/p]
    • [p]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%.[/p]
  • [p]Damage: 40% → 80%[/p]
  • [p]Attack speed: 3.5/sec → 2.8/sec[/p]
  • [p]Hits required for critical: 2 → 1[/p]
[p]Attribute Changes[/p][p]We have adjusted the Magic attribute for scissors so that it aligns with the effectiveness of the Spell Rampage buff.[/p]
  • [p]Magic[/p]
    • [p]Before: When Scissors inflict a Critical Hit, increase spell damage by 30%.[/p]
    • [p]After: When Scissors inflict a Critical Hit, gain 1 stack of Spell Rampage.[/p]
[h3]Ambush[/h3][p]To improve its synergy with Butterfly Step, its Flower attribute has been reworked.[/p][p]Attribute Changes[/p]
  • [p]Scissors[/p]
    • [p]Before: When Ambush inflicts a hit, 90% of Scissors damage is inflicted as Additional Damage.[/p]
    • [p]After: When Ambush inflicts a hit, 120% of Scissors damage is inflicted as Additional Damage.[/p]
  • [p]Flower[/p]
    • [p]Before: Spawn 2 Flowers upon hit.[/p]
    • [p]After: When casting Ambush, Flowers within a radium of 5m wilt. For each wilted Flower, recover 1s of cooldown.[/p]
[h3]Counter Attack[/h3][p]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.[/p][p]Base Ability[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]Cooldown: 16s → 15s[/p]
[p]Attribute Changes[/p]
  • [p]Scissors[/p]
    • [p]Before: When Counter inflicts a hit, gain 100% Sharpness.[/p]
    • [p]After: When Counter inflicts a hit, gain 150% Sharpness.[/p]
  • [p]Cooldown[/p]
    • [p]Before: When Counter inflicts a hit, decrease the cooldown of other cooldown based skills by 2s.[/p]
    • [p]After: When Counter inflicts a hit, the Cooldown of Counter is reduced by 3s.[/p]
[h3]Summon Doll[/h3][p]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.[/p][p]Base Ability[/p]
  • [p]Attack range: 3m → 5m[/p]
  • [p]Attack width: 0.8m → 1.5m[/p]
[p]Attribute Changes[/p]
  • [p]Scissors[/p]
    • [p]Before: When a Doll inflicts a hit, 45% of Scissors damage is inflicted as Additional Damage.[/p]
    • [p]After: When a Doll inflicts a hit, 20% of Scissors damage is inflicted as Additional Damage.[/p]
[h3]Sewing Wheel[/h3][p]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.[/p][p]Base Ability[/p]
  • [p]Charges: 1 → 0[/p]
[h3]Needle Shot[/h3][p]We’ve enhanced certain attributes to bring this skill closer in performance to Shadow Surge.[/p][p]Attribute Changes[/p]
  • [p]Cooldown[/p]
    • [p]Before: When casting Needle Shot, the Cooldown of all other Cooldown skills is decreased by 1s.[/p]
    • [p]After: When casting Needle Shot, the Cooldown of all other Cooldown skills is decreased by 1.5s.[/p]
  • [p]Thread[/p]
    • [p]Before: Needle Shot shoots 1 additional Needle.[/p]
    • [p]After: Needle Shot shoots 2 additional Needles.[/p]
  • [p]Crow[/p]
    • [p]Before: When casting Needle Shot, up to 3 summoned crows are removed. Cooldown is decreased by 15% per removed Crow.[/p]
    • [p]After: When casting Needle Shot, up to 3 summoned crows are removed. Cooldown is decreased by 30% per removed Crow.[/p]
[h3]Butterfly Walk[/h3][p]In anticipation of future buffs, we’ve slightly increased the speed the gauge charges up. [/p][p]Base Ability[/p]
  • [p]Gauge charge speed: 130%/s → 150%/s[/p]
[p]Attribute Changes[/p]
  • [p]Scissors[/p]
    • [p]Before:  When Butterfly Walk inflicts a hit, gain 1% Sharpness or each 2% of Gauge charge.[/p]
    • [p]After: When Butterfly Walk inflicts a hit, gain 1% Sharpness or each 1% of Gauge charge.[/p]
[h3]Leech[/h3][p]We’ve adjusted various attributes to shift this skill’s role towards generating resources or buffs more efficiently.[/p][p]Attribute Changes[/p]
  • [p]Scissors[/p]
    • [p]Before: Duration of Leech increases by 0.5s whenever you land a hit with Scissors[/p]
    • [p]After: Every 1s while Leech is inflicting damage, gain 30% Sharpness.[/p]
  • [p]Thread[/p]
    • [p]Before: Every 2s while Leech is inflicting damage, cut 1 Thread and deal bonus damage every second.[/p]
    • [p]After: Every 2s while Leech is inflicting damage, shoot 1 Needle at all enemies within 5m.[/p]
  • [p]Flower[/p]
    • [p]Before: Leech withers every Flower it touches and its duration is increased by 0.5s per withered Flower.[/p]
    • [p]After: While Leech is inflicting damage, spawn 1 Flower every 2s. [/p]
  • [p]Crow[/p]
    • [p]Before: Every 3s while Leech is inflicting damage, summon 1 Crow.[/p]
    • [p]After: Every 2s while Leech is inflicting damage, summon 1 Crow.[/p]
[h3]Fireball[/h3][p]Previously, Fireball was a bit too effective as a general-purpose spell. We have rebalanced it to better fit into Fire builds.[/p][p]Base Ability[/p]
  • [p]Damage: 1100% → 850%[/p]
  • [p]Cooldown: 16s → 12s[/p]
[p]Attributes[/p]
  • [p]Scissors[/p]
    • [p]Before: When Fireball inflicts a hit, 270% of Scissors damage is inflicted as Additional Damage.[/p]
    • [p]After: When Fireball inflicts a hit, 120% of Scissors damage is inflicted as Additional Damage.[/p]
  • [p]Cooldown[/p]
    • [p]Before: The Cooldown of Fireball is decreased by 4s.[/p]
    • [p]After: The Cooldown of Fireball is decreased by 3s.[/p]
  • [p]Flower[/p]
    • [p]Before: When Fireball inflicts a hit, spawns 4 Flowers.[/p]
    • [p]After: When Fireball inflicts a hit, spawns 3 Flowers.[/p]
[h3]Synergy Buff Adjustments[/h3][p]4 Scissors[/p][p]Adjusted this synergy to account for the buffs to Sharpness.[/p]
  • [p]Before: Sharpness Max Count is increased by 200% and Duration is increased by 100%.[/p]
  • [p]After: Sharpness Max Count and Duration are increased by 100%.[/p]
[p]6 Scissors[/p][p]Due to changes with the Beast Gloves relic, the calculation method for Critical Hit DMG has been revised. [/p]
  • [p]Before: Scissors damage is increased by 50% and Critical Hit DMG is increased to 100%.[/p]
  • [p]After: Scissors damage is increased by 50% and Critical Hit DMG is increased by 100%.[/p]
[p]2 Magic[/p][p]To increase overall spell damage, synergy buffs for getting 2, 4, and 6 Magic attributes have been buffed.[/p]
  • [p]Before: Spell damage is increased by 10%.[/p]
  • [p]After: Spell damage is increased by 30%.[/p]
[p]4 Magic[/p]
  • [p]Before: Spell damage is increased by 10%.[/p]
  • [p]After: Spell damage is increased by 30%.[/p]
[p]6 Magic[/p]
  • [p]Before: Gain 1% Spell Enhance every time a Spell is used.[/p]
  • [p]After: Gain 2% Spell Enhance every time a Spell is used.[/p]
[p]6 Thread[/p][p]We buffed this synergy to make Thread-based builds more viable.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
[h3]Relic Adjustments[/h3][p]Jewel Scarab[/p][p]Previously, this relic had an overly punishing debuff compared to other relics. Now, it has been slightly buffed.[/p]
  • [p]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%.[/p]
  • [p]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%.[/p]
[p]Dream Catcher[/p]
  • [p]Before: Increases all damage by 0.3% for each 1 Dice used.[/p]
  • [p]After: Increases all damage by 0.5% for each 1 Dice used.[/p]
[p]Smiling Ouija Board[/p]
  • [p]Before: All damage is increased by 4% per tag removed.[/p]
  • [p]After: All damage is increased by 5% per tag removed.[/p]
[p]Cracked Swan Doll[/p][p]Due to its high power as a Tier 2 Relic, we reduced the number of relics you could gain.[/p]
  • [p]Before: You may choose to forfeit the next stage’s Relic and select this stage’s Relic 3 times.[/p]
  • [p]After: You may choose to forfeit the next stage’s Relic and select this stage’s Relic 2 times.[/p]
[p]Glass Butterfly[/p][p]Buffed to provide better return relative to its risk.[/p]
  • [p]Before: All damage dealt is increased by 15%. However, all damage received is increased by 50%.[/p]
  • [p]After: All damage dealt is increased by 25%. However, all damage received is increased by 30%.[/p]
[p]Red Shoes[/p][p]Buffered to improve risk-reward value.[/p]
  • [p]Before: Cooldown of all cooldown skills is decreased by 12%. However, Max HP is decreased by 30%.[/p]
  • [p]After: Cooldown of all cooldown skills is decreased by 20%. However, Max HP is decreased by 25%.[/p]
[p]Tripod Scissors[/p][p]This relic was powerful, but its damage penalty was too harsh in some builds.[/p]
  • [p]Before: In exchange for decreasing the number of attacks required for Scissors to critical hit by 1, all damage is decreased by 20%.[/p]
  • [p]After: In exchange for decreasing the number of attacks required for Scissors to critical hit by 1, all damage is decreased by 10%.[/p]
[p]Beast Gloves[/p][p]Reworked to be a core relic for close-range sustained damage builds.[/p]
  • [p]Before: Sharpness Max Count increases by 100%. When dealing damage with Scissors, increase Sharpness by 50%. [/p]
  • [p]After: Critical Hit DMG of Scissors is increased by 50%.[/p]
[p][/p][h2]Bug Fixes[/h2]
  • [p]Fixed an issue where the skip function did not work properly during the credits after Chapter 5.[/p]
  • [p]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. [/p]
  • [p]Fixed an issue where under certain conditions, Sil would continue wearing the maid outfit throughout the game.[/p]
  • [p]Fixed an issue in Chloe’s domain where using Ambush under specific conditions would allow the player to move outside the map’s boundaries.[/p]
  • [p]Fixed an issue where some of Abigail’s attack patterns in Chapter 4 would still deal damage even when standing in a safe zone.[/p]
  • [p]Fixed an issue in Rims & Berry’s domain in Chapter 4 where broken structures at certain locations made movement impossible.[/p]
[p][/p]
Future Updates
[p]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.[/p]
  • [p]Version 0.7.0 will include side missions and a card system update.[/p]
  • [p]Version 0.8.0 will introduce a new epilogue chapter.[/p]
[p]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.[/p][p][/p]
Closing Remarks
[p]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.[/p][p]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.[/p][p]Thank you![/p][p]
[/p]

0.6.0 Beta Patch Notes and Schedule Update

Greetings from Team Tapas!

We would like to thank everyone who has supported us and waited patiently for the upcoming update. We are currently preparing new content including an epilogue chapter, side missions, and various other additions.

However, it has been difficult to release the full update during the originally planned summer sale period, so we’ve decided to stagger our updates in stages. We sincerely apologize for not meeting your expectations and will share our revised timeline and updated details with you as soon as possible.

For now, version 0.6.0 will focus on adjustments to the current content and balance of the game. These changes will have a significant impact on your overall gameplay experience, so we would like to collect your feedback through a beta test.

We have prepared the 0.6.0 Beta Test in advance and will do our best to listen to your voices so that we can continue to move the game forward in a better direction.


0.6.0 Beta Patch Notes

The 0.6.0 update is being released ahead of schedule as a beta. If no critical issues are found, it will be officially deployed within a few days. For instructions on how to participate in the beta test, please check [this link].

[h2]System Updates[/h2]
  • 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.
  • 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.

[h2]Chapter Rework and Difficulty Adjustments[/h2]
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.

[h3]Chapter 1[/h3]
  • 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: ~360% increase.
[h3]Chapter 2[/h3]
  • Relics and the dice shop now appear from Chapter 2.
  • The enemy health scaling curve has been adjusted as follows:
    • First battle: ~40% increase.
    • Final boss: ~454% increase.
[h3]Chapter 3[/h3]
  • Players can now select new scissors starting from Chapter 3.
  • The enemy health scaling curve has been adjusted as follows:
    • First battle: ~20% increase.
    • Final boss: ~161% increase.
[h3]Chapter 4[/h3]
  • The enemy health scaling curve has been adjusted as follows:
    • First battle: ~20% increase.
    • Final boss: ~167% increase.

[h2]Boss Attack Pattern Difficulty Adjustments[/h2]
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, her damage dealt has increased. This change is intended to discourage players from simply ignoring her attack patterns in favor of clearing the fight by tanking hits.
  • Chloe’s Intermission Phase (Chapter 3):
    • The health of the spider cocoons has been reduced by ~30%.
  • Nahatra’s First Phase (Chapter 4):
    • Added warning indicators to certain attack patterns.
    • Adjusted the position of the safe zone during the final explosion pattern of her intermission phase to make it easier to find.
  • Nahata’s Second Phase (Chapter 4)
    • The difficulty of various attack patterns has been lowered, but damage has been increased to maintain the overall difficulty of the battle.

[h2]Balance Adjustments[/h2]
[h3]Sil’s Base Stats[/h3]
To create a smoother first-time experience while encouraging more natural retry loops, we’ve reduced the base health but improved other aspects of gameplay. Additionally, we’ve slightly increased 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.

[h3]Upgrade Table[/h3]
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

[h3]Buff Effects[/h3]
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 capacity from 200% → 500%
  • 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 capacity from 50% → 60%

[h3]Scissors[/h3]
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.

Normal Scissors
  • Attack speed: 1.5/sec → 1.8/sec
Giant Scissors
  • Damage: 300% → 250%
  • Attack speed: 0.8/sec → 1.1/sec
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: After a fixed number of hits, the next attack will be a Critical Hit.
    • After: Same as above, plus +1000% Sharpness max capacity
  • Damage: 40% → 60%
  • 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.
  • Spell Ramage
    • 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.

[h3]Slash[/h3]
To match its high difficulty of use, we’ve buffed Slash’s Scissors attributes.

Attribute Changes
  • Scissors
    • Before: Deals additional damage equal to 180% of Scissors damage
    • After: Deals additional damage equal to 240% of Scissors damage

[h3]Ambush[/h3]
To improve its synergy with Butterfly Step, the Flower attribute has been reworked.

Attribute Changes
  • Flower
    • Before: Spawn 2 Flowers upon hit.
    • After: When using Ambush, wither all Flowers within 5m and decrease cooldown by 1 second per withered Flower.

[h3]Counter Attack[/h3]
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. Successful blocks grant 0.5s of immunity and nearby enemies take damage.
  • After: Blocks most damage for 0.3s. Successful blocks grant 0.7s of immunity.
  • Cooldown: 16s → 15s
Attribute Changes
  • Scissors
    • Before: Gain 100% Sharpness when you counter a hit.
    • After: Gain 150% Sharpness when you counter a hit.
  • Cooldown
    • Before: Decreases the cooldown of other cooldown based skills by 2s when you counter a hit.
    • After: Reduces the cooldown of Counter itself by 3s when you counter a hit.

[h3]Summon Doll[/h3]
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: Deals additional damage equal to 45% of Scissor damage.
    • After: Deals additional damage equal to 35% of Scissor damage.

[h3]Sewing Wheel[/h3]
We originally designed this skill as a core spell for Charge builds, but it no longer fits that role. We’ve removed its built-in additional Charge and slightly increased its damage.

Base Ability
  • Damage: 240%/sec → 250%/sec
  • Charges: 1 → 0
Attribute Changes
  • Thread
    • Before: Every 2s, cut 1 Thread for all enemies hit and each cut reduces its cooldown by 1s.
    • After: Every 2s, cut 1 Thread for all enemies hit and each cut reduces its cooldown by 2s.
  • Flower
    • Before: Each hit causes Flowers to wither and its cooldown is reduced by 1s per withered Flower.
    • After: Each hit causes Flowers to wither and its cooldown is reduced by 2s per withered Flower.

[h3]Needle Shot[/h3]
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.

[h3]Butterfly Walk[/h3]
In anticipation of future buffs, we’ve slightly increased the speed the gauge fills up.

Base Ability
  • Speed the gauge fills up: 130%/s → 150%/s

[h3]Leech[/h3]
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.

[h3]Fireball[/h3]
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% → 500%
  • Burn amount: 40% → 80%

[h3]Synergy Buffs[/h3]

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 is increased by 500% and Duration is 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.

[h3]Relic Adjustments[/h3]

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%.
Closing Notes

For this beta test, we’ve added a new Beta Test channel to our official Garden of Witches Discord server. We will review your feedback on the beta version of our game in this channel, and we will do our best to implement your feedback in the official update wherever possible.

Please feel free to share your thoughts on Discord. Your active participation is what helps us continue to evolve our game.

Thank you for your continued support and interest, and we look forward to seeing how Garden of Witches continues to improve and grow with our community.