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Journey Of
WitchSpring

written by Suyoung

Ten Years of Witches, Stories, and Dream

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2015.7.13

The First WitchSpring

At a time when gacha games dominated the mobile market, we simply wanted to show the fun of a single-player RPG.

Thus, the first WitchSpring was born—built upon classic RPG foundations, with character growth elements added in.

WitchSpring is an RPG where story and system are beautifully intertwined.
In the story, the witch needed a place to hide.
So unlike other RPGs where you go from town to town and rest at inns,
WitchSpring was designed around a base system called the “Hideout.”

That Hideout concept naturally led to the design of the the character growth system, and that’s how the unique RPG structure—fighting through a limited world in pursuit of growth—came to be.

We just wanted to show the joy of a story-driven single-player RPG.
But honestly, we never imagined the game would perform as well as it did.

Thanks to its success, we were able to try more things in future titles and expand the story even further.

Pieberry, the first daughter who began the WitchSpring series.

I’m truly grateful to her.

2016.7.28

WitchSpring 2

The most ambitious evolution in the mobile WitchSpring series.

There was a strong pressure to act before the game was forgotten.
At the same time, we believed rushing a game with no improvement would also lead to it being forgotten.
So we wrapped up development of the first game and went straight into crunch mode for 8 straight months to complete the second.

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WitchSpring 2 tried many new things.
There were more story events, a new ocean exploration system, and alternate endings depending on your achievements.
I still remember how it took me two full weeks to implement those ending variations with my limited technical skill.

With more events came more branches and far more effort than expected.

Because there were so many changes, we started documenting development and even built an event editor for the first time.
The original WitchSpring was hardcoded with no real production system.
Though it was crude, that framework would eventually evolve and become the basis for WitchSpring 3 and 4.

As a result, the game became richer, its popularity soared far beyond the first game, and it ranked well in stores around the world.

We even got to make the long-dreamed-of hardcover concept book and hand-packaged merchandise for our fans.
It was then that I truly realized—players can feel the effort you pour into a game.

At the time, many around me said,
“Isn’t it time you added gacha or broke the story into IAPs?”
But I wanted to protect the soul of the WitchSpring series:
a story-driven single-player RPG.

Though the unexpected popularity made us waver for a moment,
in the end we chose to stay true to this vision for the next game as well.

Luna, who became the foundation of WitchSpring’s growth.

She has my deepest gratitude.

2017.10.27

WitchSpring 3

If WitchSpring 2 brought the biggest changes, then WitchSpring 3 saw the greatest growth in popularity.

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For the first time in the series, we implemented three completely different story routes and endings.
Many fans embraced this new structure.
Not only that—we poured even more care into graphics, illustrations, and every little detail.

And once again, we were rewarded with success that far surpassed its predecessor.

We released another beautiful hardcover concept book, unique merchandise, and an abundance of DLC.
Even through 2018, we continued working on WitchSpring 3.

Our original plan had been to release a new game every year before the series faded into memory,
but with growing attention came greater ambition.
For the first time, we spent over a year on one game.

But that allowed us to introduce the WitchSpring series to more platforms and build a stronger foundation for what came next.

Eirudy, who brought WitchSpring 3 to its peak.

She has my deepest gratitude as well.

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2019.12.19

WitchSpring 4

The Final Continent’s Story.

WitchSpring 4 took place on Ürpha, the final continent in the WitchSpring world.
I wanted to convey the parts of the universe we hadn’t shown before.

Unlike the multi-route approach of WitchSpring 3,
we focused on a single story route in 4 to flesh out the worldbuilding.

All previous protagonists united to face an ancient being, revealing the origin of dark magic.

The DLC continued this narrative and offered hints about the next numbered WitchSpring title.

This was also the first time I stepped away from character modeling.
Until then, I had modeled everything, characters and backgrounds alike.
From WitchSpring 4 onward, you could really feel the leap in 3D character quality.

That freed me up to focus more on planning and development.
I thought that would make things easier, but I was wrong.

With so much content to manage, WitchSpring 4 turned out to be the most grueling of all the mobile games.
The more love you put in, the harder it gets.

But somehow, we completed the stories of all three continents.

Moccamori, who brought this final chapter to a close.

She has my heartfelt gratitude.

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2020.12.17

WitchSpring 3 Re:Fine

After completing the mobile trilogy, we began preparations to enter the long-desired console market.

Back then, we didn’t know how to take the first step.

In fact, we were originally working on an action game in the WitchSpring universe.
But a publisher approached us with a console opportunity.
Although we were deep into that other project, we decided to shift gears and take the chance.

To those still waiting for that unreleased game—we’re sorry.
The code is now far too outdated to continue development.

But don’t worry.
One day, we’ll bring it back—better than ever.

Back to WitchSpring 3 Re:Fine.
This was our first attempt at entering the console market and releasing a physical package.
While the story, art, and base engine were ours, much of the 3D asset remastering, UI, voice acting, and porting were handled externally.

​Though we weren’t the primary developers,
we learned a lot about the console space, and it gave us many valuable insights.

2023.9.26

WitchSpring R

WitchSpring R is the most complete version of WitchSpring to date,
and the true beginning of our console journey. Where Refine was a collaborative step, WitchSpring R was fully built by us, from start to finish.

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We debated long and hard whether to make it WitchSpring 5 or a remake.

Since this was our first full console title, we ultimately chose to base it on the original game.
That way, we could welcome both longtime fans and newcomers alike.​

We anticipated that development would take a long time,
so we thought seriously about the direction.
In the end, we decided to base the project on the very first WitchSpring.
We wanted to carry the series forward into the console space
in a way that would welcome both mobile fans and newcomers alike.

​We wanted to do everything from scratch—new tools, new documentation, new workflows.
We threw out our old mobile production pipeline and rebuilt from the ground up.

We poured every bit of tech and imagination we’d studied and dreamed of into this project.
Which is probably why it took an unprecedented 3 years to finish.

The result? WitchSpring R exceeded even our wildest expectations.

As of June 2025:
200,000 units sold and over 7 million USD in revenue.
It surpassed the combined lifetime sales of all previous mobile WitchSpring titles.

Every time we release a new game, we wonder—
“Maybe this is enough.” “Maybe this level is fine.”
But we can’t help ourselves. There’s still so much more we want to do.

Please look forward to the next one.

Thank you, truly, to everyone who has supported WitchSpring through these ten years.
We’re forever grateful.

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