Current version 1.0 player reference

Garden of Witches Wiki

A first-run plan, room-choice help and plain-English 1.0 answers for players opening Garden of Witches for the first time.

Full release: 28 Aug 2026 · source-checked: 30 Aug 2026

Sil and the witches gathered around the tea table in official Garden of Witches artwork
Official Team Tapas artwork
First-run rule

Keep the default Scissors until you can finish its combo safely. At each door, choose the visible reward that supports that same action—or recovery when health is the real problem.

New player help

Solve the problem in front of you

Start with the page that matches what you see on screen. Each answer ends with one action to try on the next room or run.

Inside the Garden

Real game screens, not synthetic art

Sil fighting shadow creatures in a flower-filled Garden of Witches arena
Core combat
Garden of Witches area attack hitting a large group of enemies
Area damage and build effects
Garden of Witches status screen showing Magic Scissors information
Build information screen

1.0 boundary

Do not copy Early Access builds.

Version 1.0 removed the old Attribute, Synergy and Rune systems and redistributed their roles across Scissors, Spells, Imprints and Relics. A guide that still tells you to stack the old systems needs a current-version rewrite.

Read the 1.0 change map →

Game facts

Garden of Witches in version 1.0

Garden of Witches is a PC action roguelike from Team Tapas. You play Sil, fight through repeated runs and progress the story to bring the witches back to their tea party. The full release launched on 28 August 2026.

Developer

Team Tapas

Current guide boundary

Version 1.0 full release

Weapons

Five named Scissors routes

Story

Five chapters + three Epilogues

Endgame

Challenge Mode after Epilogue 3

Platform covered

Windows PC

Choose by task

What are you trying to solve?

My build feels weak

Compare two documented interaction paths, then use the real-time DPS UI with one-variable changes.

Open best build routes →

I do not know which weapon to use

Match the five Scissors to combo, charge or repeated-hit rhythms without inventing missing mechanics.

Compare all Scissors →

I am stuck in progression

Follow Chapters 1–5 and Epilogues 1–3, checking the Armory after each clear.

Open the story route →

Challenge Mode is missing

Verify the Epilogue 3-cleared save and the Challenge Mode version of Sil's House.

Fix the unlock →

Controls feel wrong

Choose between Keyboard & Mouse, Keyboard-Only and Gamepad by the build's input pattern.

Set the controls →

An old guide uses Runes

Map the Early Access advice to the rebuilt Scissors, Spells, Imprints and Relics system.

Read the 1.0 boundary →

All five weapons

Scissors at a glance

ScissorsConfirmed identityPlayer task
ScissorsUnique attack after a full comboLearn safe combo completion
Giant ScissorsUnique attack after a full comboCommit to a deliberate attack chain
Magic ScissorsCharge piercing projectilesCreate space, aim and release
Broken ScissorsBuild Sharpness from hitsMaintain contact for a crit window
Singing ScissorsOfficially named; detailed current mechanic not sourced hereRead the live tooltip before choosing

Open profiles, unlock boundaries and selection fixes →

Before the first room

Make four actions feel separate.

Move, aim, attack and dash in a low-pressure space before committing to a route. Keep Keyboard & Mouse when free aim feels natural. Try Keyboard-Only or Gamepad when the pointer competes with movement.

Stay with the default Scissors long enough to recognize its full combo and its unsafe moment. Your supporting Spell or Special Skill should create space for that moment, not start a second unrelated plan.

Follow the complete first-run checklist →

Recently updated

Version 1.0 answer set

Frequently asked questions

What is Garden of Witches?

Garden of Witches is Team Tapas' PC action roguelike about Sil bringing witches back to the tea party through repeated combat runs.

How many Scissors are in version 1.0?

Official 1.0 materials name five routes: Scissors, Giant Scissors, Magic Scissors, Broken Scissors and Singing Scissors.

How long is the version 1.0 story route?

The confirmed structure is five main chapters followed by Epilogues 1, 2 and 3. Challenge Mode unlocks after Epilogue 3.

Are the builds on this wiki final tier rankings?

No. They are sourced interaction paths with verification steps. Use the 1.0 DPS display and repeatable runs before treating a route as a universal ranking.

First-session answers

Match the symptom to one next action.

What you seeRead thisDo this next
You do not know what to press or practiceBeginner GuideComplete the four-action readiness check
A door reward makes no senseRooms & MapChoose recovery first when health limits the run
Progress or upgrades appear to be goneUpgrade Reset GuideIdentify run-only progress versus Tapestry progress
Attacks point the wrong wayControlsTest one complete room with a different scheme
Damage improves but the run still failsBuild PlannerMeasure clear time and damage taken, not peak DPS
The next story step is unclearWalkthroughVerify the latest clear on the current save

Do not change controls, weapon and several rewards at the same time. One deliberate change makes the next result understandable.

Your first 20 minutes

Learn one loop before chasing a perfect build.

1. Rehearse
Move, aim, combo and dash
2. Read
Check the next reward icon
3. Commit
Support one damage action
4. Preserve
Take recovery when health is the bottleneck
5. Review
Return home after the run
6. Change one thing
Then compare again

A failed room is useful when it tells you whether the problem was input, route choice, damage uptime or survival. Write down that one failure before changing the loadout. If the next run improves the same symptom, keep the change. If not, restore the baseline.

New unlocks are choices, not automatic upgrades. Practice a new Scissors until you can perform its defining combo, charge or resource loop before comparing it with the default weapon.

Progress explained

Run power and permanent progress are different.

Imprints, Relics and other rewards assembled inside a run are temporary. Returning to Sil's House starts the next attempt without that exact stack. Level-based upgrades selected through the house progression system are permanent and should not silently disappear from the same save.

Version 1.0 launched with reports of permanent upgrade levels resetting after chapter or save transitions. The developer treated those reports as a bug investigation. If that is what happened, stop grinding, preserve the save and record before/after screens.

Diagnose an upgrade reset →

Use current 1.0 labels.

Older guides can still mention Attribute, Synergy or Rune systems removed for the full release. When a menu, tooltip or unlock does not match a guide, follow the installed 1.0 screen and use the returning-player change map. Exact preview numbers remain provisional until the current tooltip confirms them.