Compare Witch's Apocalyptic Journey prices across trusted key stores and find the best deal. Developed by MeowAlive. Published by MeowAlive. Released on 6/4/2026. Available on PC, Mac. Genres: Indie, RPG, Strategy.

Slay the Spire meets apocalyptic JRPG in a roguelite that hands you a squad of doomed witches and dares you to find the ending where not everything burns.

I have a soft spot for games that let me break their own rules, and Witch's Apocalyptic Journey handed me the tools to do exactly that within my first two runs. Set in Aldrin, a world so far gone that witches have risen as its final harbingers, the game casts you not as a fighter but as a guide, the unseen hand arranging fates on a timeline while your squad marches toward one of several possible endings. The framing is bleak in the best way, and the pixel-art presentation does something clever with it: character sprites are expressive, battle effects are colorful, and the whole thing maintains a striking contrast between grim subject matter and vibrant aesthetics that keeps the atmosphere from becoming oppressive. The mechanical core is a deckbuilder, but calling it just that undersells the density on offer. Each run cycles through route planning, turn-based combat, resource gathering, and deck refinement. The signature move is the Fate Card system: you draw cards from the map and arrange them along a timeline to literally schedule what your witches will encounter that day. Pair that with the Blank Card and Alchemy Table combo, which lets you inscribe custom magical effects to forge your own Super Cards using Truth Crystals, and the build space opens up fast. The triangle of cards, relics, and blessings gives every run a distinct archetype to chase, whether that is poison stacking, burn cycling, lifesteal sustain, or aggressive block pressure. Team composition matters as much as card selection, since each witch brings distinct strengths, and some of the most satisfying moments come from finding synergies between a party member's passive and a card you almost discarded. The community has already flagged some combinations as genuinely broken, including infinite draw loops that cascade into unlimited damage, and the developers appear to be patching balance on an ongoing basis. That raw, slightly chaotic energy is either a feature or a warning depending on your tolerance for early-access-style tuning at full release. The roughness does not stop at balance. UI text overflow is a real issue, the English translation has awkward moments, and the sheer number of systems introduced in the first few hours is the kind of onboarding that will make newcomers reach for a wiki. If you bounced off Slay the Spire because reading card interactions felt like homework, this game will lose you in act one. But if you are the kind of player who opens a spreadsheet to theorycraft deck archetypes, the systems are rich enough to reward that investment for well past the first ending. Online co-op for up to four players adds a genuinely uncommon cooperative deckbuilding layer, and Steam Workshop support is live, meaning the content ceiling is already climbing beyond what MeowAlive shipped at launch. The narrative leans on mystery and fragmented worldbuilding rather than cohesive storytelling, and that is probably the right call for a roguelite. You are not here for a tightly authored plot. You are here to find out whether Amelia the Primordial Witch can dodge whichever multi-phase boss is currently punishing your half-finished deck. The multiple endings give the choice-making genuine weight, even when the prose around those choices feels rough at the seams. For RPG players who tolerate some jank in exchange for meaningful build variety and a world that rewards curiosity, there is a lot here that holds up past hour forty. Monika, Scout Team

Witch's Apocalyptic Journey

Witch's Apocalyptic Journey

Jun 4, 2026MeowAlive
GamerScout Says

Slay the Spire meets apocalyptic JRPG in a roguelite that hands you a squad of doomed witches and dares you to find the ending where not everything burns.

PCMac
Best Price Available
€0.00
at N/A

GamerScout Verdict

Best for deckbuilder veterans who want build depth and multiple endings and can stomach some translation roughness and balance quirks.

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Screenshots & Media

About Witch's Apocalyptic Journey

I have a soft spot for games that let me break their own rules, and Witch's Apocalyptic Journey handed me the tools to do exactly that within my first two runs. Set in Aldrin, a world so far gone that witches have risen as its final harbingers, the game casts you not as a fighter but as a guide, the unseen hand arranging fates on a timeline while your squad marches toward one of several possible endings. The framing is bleak in the best way, and the pixel-art presentation does something clever with it: character sprites are expressive, battle effects are colorful, and the whole thing maintains a striking contrast between grim subject matter and vibrant aesthetics that keeps the atmosphere from becoming oppressive. The mechanical core is a deckbuilder, but calling it just that undersells the density on offer. Each run cycles through route planning, turn-based combat, resource gathering, and deck refinement. The signature move is the Fate Card system: you draw cards from the map and arrange them along a timeline to literally schedule what your witches will encounter that day. Pair that with the Blank Card and Alchemy Table combo, which lets you inscribe custom magical effects to forge your own Super Cards using Truth Crystals, and the build space opens up fast. The triangle of cards, relics, and blessings gives every run a distinct archetype to chase, whether that is poison stacking, burn cycling, lifesteal sustain, or aggressive block pressure. Team composition matters as much as card selection, since each witch brings distinct strengths, and some of the most satisfying moments come from finding synergies between a party member's passive and a card you almost discarded. The community has already flagged some combinations as genuinely broken, including infinite draw loops that cascade into unlimited damage, and the developers appear to be patching balance on an ongoing basis. That raw, slightly chaotic energy is either a feature or a warning depending on your tolerance for early-access-style tuning at full release. The roughness does not stop at balance. UI text overflow is a real issue, the English translation has awkward moments, and the sheer number of systems introduced in the first few hours is the kind of onboarding that will make newcomers reach for a wiki. If you bounced off Slay the Spire because reading card interactions felt like homework, this game will lose you in act one. But if you are the kind of player who opens a spreadsheet to theorycraft deck archetypes, the systems are rich enough to reward that investment for well past the first ending. Online co-op for up to four players adds a genuinely uncommon cooperative deckbuilding layer, and Steam Workshop support is live, meaning the content ceiling is already climbing beyond what MeowAlive shipped at launch. The narrative leans on mystery and fragmented worldbuilding rather than cohesive storytelling, and that is probably the right call for a roguelite. You are not here for a tightly authored plot. You are here to find out whether Amelia the Primordial Witch can dodge whichever multi-phase boss is currently punishing your half-finished deck. The multiple endings give the choice-making genuine weight, even when the prose around those choices feels rough at the seams. For RPG players who tolerate some jank in exchange for meaningful build variety and a world that rewards curiosity, there is a lot here that holds up past hour forty.

Monika
Monika · Scout Team

RPGs

Tags

singleplayermultiplayercooponline-coopachievementsworkshopcloud-savesFate Card SystemSuper Card CraftingMulti-Ending4-Player Co-opParty CompositionTurn-Based CombatExpansion Pack ProgressionMod SupportJRPG Aesthetic

System Requirements

Minimum

OS
Windows 10/11
Memory
2 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
3GB VRAM or higher
Processor
1.6 Ghz

Recommended

Memory
4 GB RAM
Storage
4 GB available space

Keep exploring

Community Discussion

Be the first to comment on Witch's Apocalyptic Journey.

Reviews & Ratings

Steam
85%(898)

Game Info

Developer
MeowAlive
Publisher
MeowAlive
Release Date
Jun 4, 2026

Game Modes

Online Co-op

Price Alert

Get notified when the price drops below your target!

Create Alert

No card? Pay another way

Top up your Steam Wallet or buy crypto with any card — instant delivery, no bank account needed.

Buy smarter: helpful guides

Looking for more? See games like Witch's Apocalyptic Journey →

Frequently asked questions about Witch's Apocalyptic Journey

How much does Witch's Apocalyptic Journey cost?

Witch's Apocalyptic Journey pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

Where can I buy Witch's Apocalyptic Journey cheapest?

Compare Witch's Apocalyptic Journey prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is Witch's Apocalyptic Journey available on?

Witch's Apocalyptic Journey is available on PC, Mac.

When was Witch's Apocalyptic Journey released?

Witch's Apocalyptic Journey was released on 4 June 2026.

Who developed Witch's Apocalyptic Journey?

Witch's Apocalyptic Journey was developed by MeowAlive.