$19.99REKA A walking home on chicken legs
Play an apprentice witch who builds her cottage, brews potions and helps villagers in the misty woods, all without a single fight.
Is REKA worth it?
REKA is worth it if…
- you want a cozy game with a dark fairytale edge rather than pure sweetness
- you lose hours to decorating and would happily furnish a walking house
- you like Slavic folklore, misty forests and a story told at walking pace
- you want crafting and exploring with no combat and no pressure
- you enjoy games like *Palworld* or *Enshrouded* but wish they would let you rest
Screenshots
A house that walks on chicken legs
Your home is the game's best trick: a cottage on bird legs that ambles through the woods with you. You build it up from a humble wooden room into a multi-story home, choosing the woods and materials, then fill it with furniture, trinkets and clutter until it feels like yours. Remodeling goes deep: rearrange whole rooms, build an altar in a corner, tuck a cat bed by the stove. And when the mood strikes, the whole thing picks itself up and wanders somewhere new, your decorated rooms coming along for the walk. The quiet chill outside makes a warm, cluttered interior feel earned.
Witchcraft the old way
Baba Jaga teaches, and the lessons are gentle: forage herbs in the forest, brew potions, cook traditional recipes from whatever the woodland gives you. Cooking works with a small set of ingredients, so a meal is a quick, satisfying craft rather than a chore. There is no combat anywhere in the game; the tension comes from the woods themselves, fog, old spirits and the occasional moment when something is simply there when you turn around. How you use your small powers is up to you, and the lives of the villagers and creatures you meet shift accordingly.
Foragers and builders, this is your woods
If you like survival crafting without the starving, this trades hunger and hostile mobs for gathering, crafting and building in a world that never threatens you. You roam procedurally generated maps for wood, herbs and wild flora, craft what you need, and pour the results into a base that literally follows you. The story chapters lead you through a few regions of villagers and quests, and after them a sandbox mode opens up where you keep expanding the witch hut of your dreams. Progress comes from curiosity, not from fighting anything off.
What should you know before playing?
Can you play it solo?
Yes, it is a singleplayer game through and through. The whole thing is built around one quiet witch, one walking cottage and a forest that keeps its secrets. There is no multiplayer mode to coordinate, which suits the unhurried pace: nobody is waiting on you to finish a quest or feed the animals.
Is it finished?
It is in early access, and it shows. Bugs turn up, from clunky menus to the occasional quest that needs a reload, and the story content is on the shorter side before sandbox mode takes over. The core loop of building, foraging and decorating already works well, but if you prefer polished games, waiting for further updates is a fair call.
How scary is it, really?
It leans atmospheric rather than horrifying. The tone is a dark fairytale: fog, old spirits, eerie music that drifts in now and then. There are a few genuinely creepy moments, but nothing chases you and nothing can hurt you. If you want dread without danger, that balance is the point.
What is there to do after the story?
The story chapters end, and then sandbox mode opens: you keep wandering new maps, helping villagers, collecting animal companions and, above all, building. The house customization is deep enough that many hours go into furnishing alone. Later regions do reuse quest structures, so the decorating and exploring carry more of the weight as you go.























