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Major Update! Story!

Witching Stone · Community Announcements · March 04, 2025

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The 1.30 update is pretty chunky. Its headline feature is the story! It’s admittedly coming in a bit late, but now you’ll bump into other characters as you descend the dungeon and glean a little bit more about them and their relationships. It also adds a lot more content through events, spells, badges, and keywords. As well as just little polish changes to make it clearer what is going on.

!! Warning !!


This update makes changes to how dungeons are generated, so any in-progress runs from the previous patch will be incompatible and not load. I can only apologise for this inconvenience. The good news is this might not happen again! See the bottom of the post for more information.

Story


Now there will be story sequences at certain points in the game, such as when resting at camps or visiting shops. I don’t want to go into too much detail here, but I think they’re fun and make everything feel more complete.

These story sequences were written by the talent npckc. And you should also check out her latest game, too!

https://store.steampowered.com/app/2620590/Marrons_Day/

More Toys


There are just over 50 new spells, 15 new badges, an extra event shop per act, and a couple more events I won’t discuss here. All characters now have sixteen spells per act, which means a lot of these are concentrated on Blodeuwedd and Arawn who were lacking before, but even the main cast have gained a lot.

New Quests


Three new quests have been added that reward three new Badges. Two of these are blatantly just to encourage playing with Daily Challenges and the new conversations but that’s fine, right?

Pwca, Blodeuwedd and Arawn currently have quite cryptic unlock criteria. Completing the game (not “Victory?”) with 2/3/4 characters will now make these quests explicit.

Potions


These exist as part of the new events and modifiers. Once obtained these will sit on your board and persist between fights. Once quaffed they provide a big boost but are gone for good.

Modifiers, Rerolls and Collection


It might not be clear what’s going on with these changes. But I am trying to discourage players from restarting multiple times before each run, or trying to max out a very grindy collection screen. However, I have also added options to not only enable the previous behaviour, but make it much less tedious. So you no longer have to do a restart to get your rerolls back, you can just spin forever.


Note that modifier tracking is always per character under the hood, the default view is not denying you any completion progress if you decide to torture yourself later.

Clarity and Polish



Balance Changes



Spell Changes



Bug Fixes



Future Updates


With my previous games I didn’t really give any kind of formal indication I was stopping development so here it is: I can’t really justify spending even more time on this game. This patch is me trying to squeeze all the fun juice I can out of the concept (without too much re-coding anyway), so I can make my peace with it.

I know some people really enjoy Witching Stone and have sunk an incredible amount of hours into it, and that really does mean a lot to me. And if you’re this far down four pages of patch notes I’m probably talking to you. So, thank you so much.

Never say never, and I could come back for a 1.40 if it pops off or something, but I’d like to try making something different. I will continue to provide bug fixes, I’m sure it’ll need them, and I do have at least one more thing planned. Although I’m not allowed to talk about that here for at least two major reasons.
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