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0.8.2 Beta Update

[p]0.8.2 Beta Update[/p][p]Greetings from Team Tapas![/p][p][/p][p]First and foremost, we’d like to thank you for enjoying and supporting Garden of Witches until now.[/p][p][/p][p]Before the official 0.8.2 update, we will be conducting another beta test to gather your feedback. We kindly ask for your active participation. We will do our best to listen to your voices and improve the game in ways that can only happen with your help.[/p][p][/p][p]※ For how to participate in the beta, check our Steam announcement.[/p][p][/p]
0.8.2 Beta Patch Notes
[p][/p][h2]Epilogue 1 Adjustments[/h2][p][/p][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][p][/p][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][p][/p][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][h2]Closing Remarks[/h2][p]There’s a lot of changes in this version, so we’ll need your help to test the game. Please share any feedback you have of your playtest in the “Beta Test” channel of our official Garden of Witches Discord server. We encourage you to share your thoughts freely, and we’ll do our best to apply your feedback to the standard release where possible. [/p][p][/p][p]As we’ve said time and time again, it is thanks to your valuable feedback and support that Garden of Witches is becoming cultivated into something more beautiful than we have ever imagined. We will continue to do our best so that you can enjoy playing the game even more in the future.[/p][p][/p][p]Once again, we sincerely thank you.[/p][p][/p][p]– Team Tapas[/p][p]
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Looking Back at Korea GXG x INDIECRAFT 2025

[p]Greetings from Team Tapas![/p][p][/p][p]Our participation in GXG x INDIECRAFT 2025 held in Pangyo, Korea has successfully come to an end. It was a very meaningful two days for us. We were able to meet everyone who visited our booth and also connect directly with other amazing developers who showcased their fresh and exciting games.[/p][p][/p][p]Among the people who visited our booth, many people experienced Garden of Witches for the first time and shared their valuable feedback along with warm words of encouragement. This has continued to be a great source of strength for our development team, and it has strengthened our resolve to continue creating even better games. [/p][p][/p][p]For those of you who couldn’t make it, we have prepared a few photos to give you a glimpse of the joyful and special moments we had during the event. We hope you can feel the vibrant atmosphere through these photos![/p][p][/p][p][/p][p][/p][p]We sincerely thank you for continued interest and support, and we will continue striving to repay you with an even better game. We will also be sharing various news and updates in the future, so please stay tuned![/p][p][/p][p]Thank you.[/p][p]
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Korea GXG x INDIECRAFT 2025 | Come visit our booth!

[p][/p][p]Greetings from Team Tapas![/p][p][/p][p]We’re excited to announce that we’ll be participating in GXG x INDIECRAFT 2025! If you happen to be in Korea during the event period, come visit us on-site. You’ll be able to meet us in person and experience Garden of Witches together with us. We’re prepared to make your experience fun, and we’d love to see you as well.[/p][p][/p][hr][/hr]
Event Information
[p][/p][h2]Event Name[/h2][p]2025 GXG x INDIECRAFT[/p][p][/p][h2]Official Homepage[/h2][p]https://gxg.world/[/p][p][/p][h2]Event Period[/h2][p]2025.09.19 ~ 09.20[/p][p][/p][h2]Operating Hours[/h2][p]2025.09.19 : 13:00 ~ 21:00 (UTC+9)[/p][p]2025.09.20 : 11:00 ~ 19:00 (UTC+9)[/p][p][/p][h2]Event Venue[/h2][p]Booth 17, 1F Pangyo Tech 1 Tower, Seongnam-si, Gyeonggi-do[/p][p](Korean Address for reference: 경기도 성남시 판교 테크원 1F, 17번 부스)[/p][p][/p][h2]Event Map[/h2][p][/p][p][/p][p][/p][hr][/hr][p]We’re already thrilled at the thought of meeting you here. Be sure to stop by and enjoy your time with us![/p]

Garden of Witches Global Fanart Contest

[p]Greetings from Team Tapas![/p][p][/p][p]We are excited to host the Garden of Witches Global Fanart Contest together with our fans from around the world. Please share your wonderful Garden of Witches inspired artworks with everyone and enjoy the creativity of our community![/p][p][/p][hr][/hr][p][/p]
Contest Overview
[p][/p][h2]Awards[/h2]
  • [p]Grand Prize (1 person): $150 digital gift card code[/p]
  • [p]Regular Prize (4 people): $75 digital gift card code[/p]
  • [p]Special Prize (variable winners proportional to participants): $25 digital gift card code[/p]
[p]※ For the gift card, it will be your choice between Amazon, Google Play, or Steam Wallet[/p][p]※ Subject to change depending on exchange rates and gift card pricing policies[/p][p][/p][h2]Contest Schedule[/h2]
  • [p]Submission Period: September 8, 2025, 03:00 – October 6, 2025, 22:00 (UTC-7, PDT)[/p]
  • [p]Winners Announcement: October 10, 2025, 03:00 (UTC-7, PDT)[/p]
[p][/p][h2]How to Enter[/h2][p][/p][p]Submit your entry through our official form ▶[/p]
  1. [p]Post your fanart on social media with the designated tag #GardenOfWitches.[/p]
  2. [p]Through the Google Form (linked via the event banner), submit both your social media post link and your artwork file (PNG or JPG).[/p]
  3. [p]Winners will be individually contacted via the email submitted in the form with their award (gift card code).[/p]
[p]※ Recommended social media platforms: X / Facebook / Instagram / Pixiv / DeviantArt / ArtStation / Steam / Others[/p][p][/p][h3]Theme & Format[/h3]
  • [p]Artwork must be based on the Garden of Witches universe and characters.[/p]
  • [p]It must be submitted as a PNG or JPG image with a resolution of 1500 x 1500 px or higher.[/p]
  • [p]It must be your original artwork, not AI-generated.[/p]
[p][/p][h3]Copyright & Non-Exclusive Usage[/h3]
  • [p]Copyright remains with the creator.[/p]
  • [p]Team Tapas retains the right to use submitted works non-exclusively and without time limits for promotional purposes, including publishing on online/offline media (resizing, cropping, translating text, etc. as needed)[/p]
  • [p]For secondary revenue-generating uses such as physical commercial merchandise, separate agreements will be required.[/p]
[p][/p][h3]Disqualification & Causes for Prize Revocation[/h3]
  • [p]Artwork contains explicit sexual depictions.[/p]
  • [p]Artwork contains extreme violence, gore, or disturbing content.[/p]
  • [p]Artwork contains discriminatory or hateful expressions regarding race, gender, religion, nationality, etc.[/p]
  • [p]Artwork contains content deemed socially unacceptable by the organizers.[/p]
  • [p]Artwork infringes on copyrighted material or includes unauthorized use of third-party IP.[/p]
  • [p]AI-generated images are submitted, or artwork uses AI-generated images.[/p]
[p]※ To verify originality and check for copyright or AI usage, organizers may request a submission of the original low-resolution working file (e.g., PSD, CLIP, etc.).[/p][p][/p][hr][/hr][p]We look forward to your enthusiastic participation and the interest of our Garden of Witches fans around the world.[/p][p]
Thank you.[/p]

0.8.1 Patch Notes & Epilogue 1 Dev Blog

[p]Greetings from Team Tapas![/p][p][/p][p]With the 0.8.0 patch, we released our very first Epilogue Chapter (Epilogue 1). This update was about more than just adding a new stage. It was an important attempt for us to introduce and test a new system with a different tempo from our main story chapters.[/p][p][/p][p]While preparing Epilogue 1, we asked ourselves, “How can we make the game more fun while keeping it fresh?” and “How can we show our players the potential of the epilogue chapters?” As we challenged ourselves with preparing Epilogue 1, we were able to try new ideas while identifying areas that needed improvement. [/p][p][/p][p]In this dev blog, we’d like to share our reflections as we created and changed Epilogue 1 and share the future direction of the game.[/p][p][/p]
Epilogue 1 Dev Review
[p]Compared to Chapters 1-4, Epilogue 1 has a much faster tempo that centers on creating and optimizing builds with the newly introduced Special Skill System. During production, we had a blast experimenting with a variety of ideas. However, we noticed a few problems.[/p][p][/p][p]The most notable issue was the Time-Attack System that we implemented during each boss battle. Compared to bosses in previous chapters, the Epilogue 1 bosses were designed with simpler and easier attack patterns. When we tested the game without the Time-Attack System, players were able to clear Epilogue 1 even with low stats, but the problem was that it took too long.[/p][p]
When players did not fully upgrade Sil and were on a low-spec playthrough, battles dragged on excessively and the game felt tedious. To prevent this, we introduced the Time-Attack System. However, the Time-Attack System also highlighted areas that needed improvement.[/p][p][/p][h2]Issues with the Time-Attack System[/h2][p]The first issue with the Time-Attack System was that players often did not immediately realize that a time-attack was in effect during the boss fights. Although a clock UI appeared at the start of the battle, it was not very noticeable. So after the player ran out of time, many players did not understand why the boss suddenly used a wipe-out attack.[/p][p]
The second issue was that the Time-Attack System itself did not directly address the core issue that players had on a low-spec playthrough. We wanted to create mechanics that would encourage players to reach a certain level of stats to clear the game, but the Time-Attack System felt insufficient. We now realize that players would have had a better game experience if the difficulty had been adjusted more naturally through learning monster attack patterns, learning how to optimize builds, and improving the presentation of the boss battle. [/p][p][/p][p]The last issue was that the base stats required to clear the boss within the set time was set a little too high. When designing the difficulty, we assumed players would have fully upgraded Sil while progressing through Chapters 1-4. In practice, however, many players reached Epilogue 1 without fully upgrading Sil. This meant that players often had to push Epilogue-exclusive upgrades to very high levels, which led to excessive repetition.[/p][p][/p][p]To address these issues in the 0.8.1 update, players can now increase their progress for certain achievements while playing Epilogue 1 and the Time-Attack UI has been made more visible during boss fights. We hope these changes will reduce confusion and give players a clearer sense of how to progress.[/p][p][/p]
0.8.1 Patch Notes
  • [p]Improved the visibility of the UI that shows the remaining time in the Epilogue 1 boss battles.[/p]
  • [p]Progress for the following achievements can now also be earned in Epilogue 1:[/p]
    • [p]Reach n Cumulative Boss Battle Clear(s) (n increases once per boss defeated)[/p]
    • [p]Reach n Cumulative Normal Battle Clear(s) (n increases once per wave cleared)[/p]
    • [p]Defeat Boss n time(s) using `Giant Scissors` (n increases once per boss defeated)[/p]
    • [p]Defeat Boss n time(s) using `Magic Scissors` (n increases once per boss defeated)[/p]
    • [p]Defeat Boss n time(s) using `Broken Scissors` (n increases once per boss defeated)[/p]
  • [p]Fixed an issue where the Leech Ring artifact caused abnormal damage scaling on the Leech spell.[/p]
  • [p]Fixed an issue in some challenge modes where the Difficulty Selection UI would not close with the ESC key. [/p]
  • [p]Fixed a bug where the time limit gauge would not appear under certain conditions in some of the side missions.[/p]
  • [p]Fixed an issue where the scissors used in a side mission were forcibly equipped after playing the side mission and returning to another chapter.[/p]
  • [p]Fixed an issue where some of the attack patterns of the final boss in Epilogue 1 did not deal damage.[/p]
  • [p]Fixed various text and UI errors.[/p]
[p][/p]
Future Update Roadmap
[p]Currently, we are preparing Epilogue 2. After that, we plan to sequentially add Epilogue 3, rework existing chapters, improve Challenge Mode, expand Side Missions, and add a Card and Costume system. [/p][p][/p][h2]Epilogue 2[/h2][p]Our next update will introduce Epilogue 2, designed to emphasize the fun of optimizing builds while exploring a wide dungeon. Epilogue 2 will feature our most complex map, and in this map, you will be able to optimize your build and experience combat and growth in diverse ways.[/p][p][/p][p]The foundation of Epilogue 2 will be built on a new Artifact System. You will store dropped artifacts in a limited inventory and need to strategically choose which items to buy in shops and which items to upgrade through synthesis. The playstyle will be similar to deck-building games.[/p][p][/p][p]The Special Skill System will also be expanded. Building upon the system introduced in Epilogue 1, you will be able to gradually enhance special skills through artifacts and a growth system, allowing for even more build variety. [/p][p][/p][p]Learning from our mistakes with Epilogue 1, Epilogue 2 will be designed to reduce the burden of repetitive play. It will focus more on in-combat growth and learning rather than permanent progression from upgrading Sil. Our goal is to make each run feel more meaningful and immersive.[/p][p][/p][h2]Content Expansion[/h2][p]We also plan to improve Challenge Mode, expand Side Missions, and introduce a Card and Costume System. Based on certain playstyles you can achieve in each chapter, we plan to add in new ways to clear Challenge Mode and new Side Missions. The rewards will include new cards and costumes. Currently, the only way to experience Challenge Mode is by adjusting the difficulty of certain numbers. In the future, we will provide deeper strategic challenges and new goals.[/p][p][/p][h2]Reworks of Existing Chapters[/h2][p]We plan to rework Chapters 1-4 and Epilogue 1.[/p][p][/p][p]Since Chapters 1-4 shape players’ first impressions of the game, we want to refine them with particular care. We aim to diversify normal monsters and room types, improve certain systems, expand build options, re-tune difficulty and growth curves, and improve overall balance for a smoother early-game experience.[/p][p][/p][p]As mentioned earlier with Epilogue 1, we also plan to improve the Time-Attack System. Rather than relying heavily on time limits, we will enhance the presentation of each boss battle and the design of their attack patterns so that players can naturally improve and learn how to optimize builds as they play the game.[/p][p][/p]
Closing Remarks
[p]In this dev blog, we shared the 0.8.1 patch notes, our reflections on Epilogue 1, and our future plans. Of course, there were many more ideas and challenges that we could have covered, and there are still many areas that we can improve on. But we wanted to focus on what is most important to us. You.[/p][p][/p][p]All of the feedback you’ve given us until now has become a tremendous source of support for us. We always strive to carefully review your comments on Steam, Discord and other channels, and the ideas and critiques you have provided have played a key role in shaping our game. In the future as well, we hope you will continue to support us.[/p][p][/p][p]We will continue to deliver new content and improvements so that your journey in Garden of Witches always feels fresh and enjoyable.[/p][p][/p][p]Thank you.[/p]