Warding Witches takes away the traditional shoot-'em-up panic bomb and asks you to develop a healthier relationship with several hundred incoming projectiles. Instead of deleting the problem in one explosive apology, you defend yourself with magical workings and keep participating. It is a wonderfully stern concept for a game about witches. Yes, you can cast a shield. No, that does not excuse you from learning where the bullets are going.

Sonorode's Windows shooter, published by Headup, released on October 19, 2026, through Steam and the Epic Games Store. Its pixel art and fantasy setting supply the immediate charm, but the interesting part is underneath: defense, scoring and character abilities are woven together. The shield is not an emergency accessory hanging beside the fire extinguisher. It has a job, performance targets and an increasingly full inbox.

Reasons to look closer

The two central witches express that idea differently. Willa combines a broad shot with wards that cancel bullets. Talia favors a more focused shot and temporal magic, changing the terms of an approaching pattern rather than simply removing it. That is a useful distinction because it changes both how you attack and what safety means. Picking a character becomes more consequential than choosing which hat looks best during a catastrophe.

The setting places those witches in a fantasy version of early seventeenth-century Europe, with another threat emerging after earlier persecutions. That gives the colorful shooting a little narrative texture without needing to turn every projectile into a history lesson. Willa is curious and confident; Talia is more reserved and mysterious. One can imagine their travel arrangements already being complicated, even before the entire sky begins filing objections.

Hexlink would like you to mix it up

The scoring system, Hexlink, rewards both defeating enemies and defending successfully, becoming stale if you repeat one approach too much. That is a smart way to encourage the game's distinctive behavior. A player who shoots constantly while treating defense as an embarrassing last resort is leaving part of the design untouched. A player who hides behind the shield forever has also misunderstood the assignment. The witches are being graded on range.

Scoring then connects back to improving abilities, letting success influence the way your character develops. The result is a design that gives points a practical purpose beyond making initials appear above somebody else's initials. It also creates an attractive question for repeat runs: can you build a better rhythm between offense, movement and defense? A scoreboard becomes more interesting when it is documenting decisions rather than merely celebrating survival by a suspiciously small margin.

Co-op is a shared responsibility problem

Local cooperation gives defense another task. When one witch goes down, the surviving player can build a revival meter through successful defensive actions. If both are out, the run ends, and repeated rescues become harder. That turns an ability already central to solo play into a way of helping another person. Your shield is now carrying the friendship, which seems unfair until you remember who flew directly into the obvious bullet fan.

This is a more interesting cooperative premise than simply doubling the number of shots on screen. The living player has a reason to engage with danger intelligently, while the fallen player has a very immediate interest in that intelligence. It encourages a particular kind of teamwork: keep your own movement under control, defend well and bring your partner back. Moral support is welcome, but shouting 'use the shield' probably counts as coaching rather than friendship.

A soundtrack with its own weather system

Sonorode came to the project as a composer and electronic-music producer with a strong affection for shoot-'em-ups. That background helps explain why the musical identity is such a visible part of the pitch. The attraction is a shooter where the soundtrack and repeated movement belong to the same energetic idea. Bullet hell already turns a screen into a strange choreography; giving that choreography a dedicated electronic pulse is a natural partnership.

The supporting structure includes story and arcade approaches, illustrated artwork and lore to unlock. Story mode offers growth with continued effort, while arcade play foregrounds the run itself. That separation gives different motivations room to breathe. Some people want to understand the witches' world. Others want to understand precisely why their previous score was an insult to the family. Ideally, each can get on with it without commandeering the other's broom.

A few wrinkles in the protective circle

The first post-release update addresses real rough edges, including a control-rebinding softlock, achievement problems and awkward Steam Input interactions. It also adjusts some stage patterns. A useful change makes Story Mode's Retry restart the current stage instead of the whole run, although doing so forfeits a no-miss clear. These are worthwhile distinctions: making another attempt less laborious need not mean pretending the earlier mistake never happened. Even magic should retain basic bookkeeping.

Warding Witches earns attention through a focused idea rather than a gigantic checklist. Its defensive powers matter to survival, scoring, progression and cooperative recovery, giving them more responsibility than the usual panic button. Players who dislike dense bullet patterns are unlikely to be converted by a nice hat alone. For anyone attracted to mastering a compact set of interlocking actions, though, this is a distinctive invitation: shoot, dodge, defend, and try to give the shield department a decent quarterly report.

Sources

Official Steam storeSmall Fixes / Balancing (v.1.04)Steam Next Fest June - Warding Witches DEMO OUT NOW!Warding Witches Devlog #02 - Catching Up!Warding Witches Devlog #01 - It begins!Headup/Sonorode launch press release, October 19Official Warding Witches site