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Veritas Tales: Witch of the Dark Castle

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About this game

Veritas Tales: Witch of the Dark Castle is a dice-driven dark fantasy RPG, inspired by solo tabletop adventures.

You play alone. There is no party and no game master — you decide what to do, you roll the dice, and you live with the result. The dark castle remembers everything you do, and the world responds differently depending on what you choose.

The witch they once called a hero.

Ingeborg, the witch from the old fairy tales, was welcomed to the capital of Elising as its court magician — and the people rejoiced. Then a plague came, and dark whispers spread with it: the witch will be the ruin of us all. Now two travelers are walking toward that city, and you choose which one to play. The warrior was raised by the witch herself. The mage has lost her memory, and her missing teacher was last seen answering the witch's summons. Both of their roads lead to the dark castle.

Fight, talk, or walk away.

You can charge in with your sword. You can talk your way out. Or you can look the other way and keep walking. How you carry yourself through this world is up to you, and the path you choose shapes who you become.

Combat is turn-based, quick, and simple by design. This is not a game about complex builds and stat sheets. It is a game about judgment, nerves, and dice.

Every choice has a price.

You are walking into places where no sensible person would go. One bad judgment can be your last, and a single roll of the dice can kill you. Death is not there to make the game feel hard — it is simply what dark places do to careless travelers. The cautious think before they act. The bold save often.

Your pack is small, and the road is long. Deciding what to carry — and what to leave behind — is one more judgment you must make.

The ending you reach is the sum of everything you dared, or refused, to do. When one journey ends, you can walk the road again as the other traveler. It is the same story, seen from the other side, and it holds truths the first journey could not show you.

Every illustration was drawn by one hand.

Yoshio Nishimura is a 30-year veteran of the games industry. At Capcom, he contributed to the original Monster Hunter as lead background artist. At Vanillaware, he worked on Odin Sphere, Dragon's Crown, and 13 Sentinels: Aegis Rim. He then moved to a small mountain village in rural Japan, where he still tends his fields — and where he spent six years crafting this game alone. All 300+ illustrations were drawn by his own hand. No generative AI was used at any stage.

The music is by Hitoshi Sakimoto.

The score was composed by Hitoshi Sakimoto and his studio Basiscape — the sound of Final Fantasy Tactics, Vagrant Story, and 13 Sentinels: Aegis Rim.

Key Details

  • Story and text: 150,000+ words

  • One playthrough: 6–8 hours

  • Full completion (both travelers, all endings, all secrets): about 10 hours

  • Playstyles: combat, negotiation, or evasion — all routes are viable

  • Inspirations: GrailQuest, Sorcery!, Fighting Fantasy

Streaming & Video Policy

  • Streaming and video content are all welcome.

  • Monetization is allowed, for both individuals and companies.

  • We'd appreciate a link to the store page in your video description.

Game data provided by IGDB and Steam

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