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In development

Witchhold

Lead a falling town. A witch's potions are its lifeline.

The walls are cracked and something out in the dark keeps testing them. Your soldiers are weak, your people are going hungry, and every store in town is running thin. You are not a hero. You are the person in charge — and the one real advantage you hold is her: a witch, a cauldron, and a talent for turning whatever the day brings in — field herbs, mine scrapings, things carried back from the dungeon — into the difference between a town and a ruin.

How it plays

The town is the game. One screen, one living place: the gate and wall, the barracks, the farm, the witch's hut, the houses, and the mouth of the dungeon. You walk it by touch, and time does not wait for you — an in-game day flows past in minutes, and whatever is not done by dark does not get done.

How a town falls

Two ways, and only two. If the food runs out, hunger takes the town. If your last soldier falls, there is no one left to hold the wall. The wall itself is not a life — let its strength break and the fight spills into the streets, far more dangerous than the wall ever was. Survive, and the score is the oldest one there is: how many days.

Where it stands

Witchhold is being built now — a playable preview already runs: the town, the clock, the brewing and the grimoire, the night battle and the morning paper. The real art belongs to a human artist, the way it should; what exists today wears drawn placeholder shapes and is proud of its bones. It is mobile first, and a different, expanded version is planned for Steam once the phone game has earned it.

No release date is promised, because a date promised by a one-person night shift is a lie told in advance. When there is news, it will be posted here and on the studio's X and Instagram.