Mandragora: Whispers of the Witch Tree artwork$17.99 (−55%)75%

Mandragora: Whispers of the Witch Tree Faith cracks, the hunt begins

Cross a decaying dark fantasy world as an Inquisitor, fighting through brutal timed combat to uncover what hides in Faelduum.

Is Mandragora: Whispers of the Witch Tree worth it?

Mandragora: Whispers of the Witch Tree is worth it if…

  • you want a soulslike with a real story and a world that opens up as you explore
  • you like building a character your own way, from six classes and hundreds of upgrades
  • you enjoy dark fantasy: grim worlds, painterly art and an orchestral score
  • you don't mind dying to a boss a few times before the pattern clicks

Screenshots

A world coming apart at the seams

Faelduum is decaying. Dark forces seep through tears in reality, and monsters pour out of them. You play an Inquisitor, an enforcer of the King Priest who hunts heretics, until one moment of defiance sets you on a path toward the heart of the unraveling. The journey runs from the towers of Crimson City through festering darkness into a place called Entropy, and the story, written by Brian Mitsoda, has multiple endings depending on what you become along the way. The tone is grim and serious throughout, a tale about devotion, doubt and what a crumbling world does to both.

A world worth getting lost in

This is a metroidvania with real scale: 75 unique locations and 60 quests spread across an interconnected map. You move from forests to gloomy ruins, down into catacombs, up to castle walls and snowy passes, and each region has its own character. Secrets, hidden treasures and strange characters sit off the main path, and backtracking pays off once new abilities open old doors. The world is drawn in a rich painterly style, more like a moving oil painting than a sprite sheet, and the original score by Christos Antoniou, performed with the FILMharmonic Orchestra Prague, gives every region its own weight.

Build the fighter you want

You start by choosing one of six classes: Vanguard, Flameweaver, Spellbinder, Nightshade, Wyldwarden or Vindicator. From there, six Talent Trees and hundreds of skill and combat upgrades let you shape how you fight. Craft weapons and gear to match: a heavy shield and a methodical guard game, or blades and magic that burn through everything. And if the challenge bites harder than you like, the difficulty can be tuned in the settings.

Combat that makes you earn it

The combat follows the soulslike rhythm: dodge, parry and strike with timing, or eat a pitiful fate. Enemies hit hard and bosses take attempts, so you learn their movesets and act on the tells. There is real depth in how you approach it, too. A big shield is a genuine strategy here, not an afterthought: you can block, wait out an attack, and answer with a counter while your stamina holds. Bosses range from wolves and vampires to nightmarish creatures with their own arenas, and the bestiary keeps throwing new patterns at you. When you die, you go back and try again, better prepared.

What should you know before playing?

Can you play it more than once?

Yes. Finishing the campaign unlocks New Game Plus, where enemies grow stronger each round to keep pace with your character. That makes a second run with a different class a genuinely different game: a magic build plays nothing like a shield-and-hammer Vanguard, and the harder enemies give your new talents something to prove themselves against.

Is the difficulty adjustable?

It is. The game is built around demanding, deliberate combat, but if you are new to action RPGs or soulslikes, you can tune the difficulty in the settings to match your skill. The timing and the boss patterns stay the same; the pressure changes.

How long does the story take?

The main story runs roughly 20 hours, and it moves: enough plot to carry you to the end without wearing thin, plus 60 quests and 75 locations on the side if you want to keep digging. Completionists can spend far longer, with plenty of secrets and hidden treasure still waiting after the credits.

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