WitchwalkJoin the beta
A witch's cottage at dusk with cakes and potions set out on the step and strange creatures gathering in the garden

A game that progresses
while you walk.

Leave things out around your witch's cottage to attract strange creatures. Put your phone away, go about your day, and come back to see who showed up.

Email only. One note when the beta opens, and nothing else.

  1. Set out the cottage

    Place food, candles, potions, plants and furniture around the garden. What you leave out decides who comes.

  2. Put the phone away and walk

    Your steps in the real world are what makes the night pass back home. No timers, no tapping.

  3. Come back and see who visited

    Find out who showed up, what they got into, and what they left behind. Then change the setup and go again.

A plate of honey buns and a lit candle on a windowsill, with a moth creature drinking from a teacup and a mushroom-capped toad watching

Buns on the sill bring one thing. A lit candle brings another.

Every object is bait for something. Swap the food, move the lantern, let the mushrooms grow, and the guest list changes for the next walk.

Some visitors only come the long way round — a full afternoon out on foot, not a lap of the kitchen.

A person walking a country path at dusk while a distant cottage window glows and creatures gather outside it

Your steps are the only thing running the game.

A walk to work, a loop of the park, a long errand. Witchwalk counts it and spends it on the night happening back at the cottage.

Nobody has met all of them yet.

Lantern frogs, teacup snails, candle-antlered fawns. Some turn up constantly. Some have been seen once.

A page from the designer's sketchbook: pencil studies of Witchwalk creatures with handwritten notes
From the sketchbook — the game is in development

Be there for the first night.

Witchwalk is being built now. Leave an email and we'll send an invite when the beta opens.

Email only. One note when the beta opens, and nothing else.