Official Garden of Witches screenshot showing Sil using a sweeping scissor attack in combat
Image source: Official Garden of Witches Steam store page

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What this Part 1 guide can confirm

Garden of Witches is a single-player action roguelike from Team Tapas. The verified current build centers on Scissors, Spells, Imprints, and Relics, with Charge, Combo, and Channeling named as combat mechanics. These systems are the safe foundation for a first-session plan because the official Steam page describes them directly.

The official description says Sil, the Thread Witch, gathers witches for an annual tea party ritual. It says players face bosses with distinct personalities, transformations, and attack patterns. That confirms the broad premise and the need to read encounters, but it does not confirm a Part 1 boss order, a map route, or a guaranteed reward sequence.

Garden of Witches reached 1.0 on August 28, 2026. The official launch material says the older Attribute, Synergy, and Rune systems were removed and their roles redistributed across the current systems. A route based on those old mechanics is not a dependable Part 1 walkthrough for the current game.

Start by reading the current build

Begin by identifying what a selected pair of Scissors and Spells asks you to practice. The official description confirms that players choose Scissors, Spells, and Special Skills from an Armory, then strengthen favored abilities with Imprints and Relics. It does not publish an objectively best opening loadout, so this guide will not present one as fact.

Use each early attempt to observe one question: what action creates an opening, and which part of the build supports it? This is an observation method, not a claim about a hidden rule. It keeps the first chapter focused on readable feedback rather than on a checklist copied from an unverified video or an older Early Access build.

Keep notes in plain language: the Scissors and Spells selected, the Imprints or Relics that appeared, and the moment an encounter felt manageable or unclear. These notes create a personal comparison point on the next attempt without pretending that any one choice is universal.

Build around confirmed systems

The current official store description names Scissors, Spells, Imprints, and Relics together. Treat them as connected parts of a build rather than four unrelated menus. Make a choice only when you can say what it supports: an attack pattern you are practicing, a spell timing you prefer, or a resource rhythm you can recognize.

Charge, Combo, and Channeling are also listed as current combat mechanics. Their exact values, unlock thresholds, and optimal interactions are not published in the source material available to this wiki. Watch their in-game descriptions and behavior before treating community shorthand as a rule.

Avoid instructions that tell you to seek the old Attribute, Synergy, or Rune systems as though they define the 1.0 build loop. Team Tapas states that those systems were removed for Version 1.0. If an older guide uses those terms, keep it as historical context only and verify every recommendation against the current in-game interface.

Reading encounters without inventing a route

The official Steam description confirms that bosses have their own personalities, transformations, and attack patterns. It does not provide enough evidence to name Part 1 bosses, list phases, or prescribe dodge timings. Those details are TBD until an official source or repeatable, properly documented current-build evidence is available.

For now, watch one full sequence, identify the moment an attack ends, and test one response on the next safe opportunity. This does not promise that every encounter follows the same cadence; it is a way to turn an unfamiliar pattern into a specific question you can answer from play.

If a fight changes state, pause the assumption that your earlier answer still applies. The source explicitly mentions transformations, so a changed presentation may mean your earlier read needs rechecking. Record the transition you saw rather than assigning a name or phase count that the available sources do not verify.

Story progress and spoiler boundaries

The confirmed story scope is five chapters followed by a three-part Epilogue arc. Challenge Mode unlocks after completing Epilogue 3. This establishes that Part 1 is only the opening of a larger story, but it does not establish internal chapter titles, choices, or scene order.

Use that boundary to keep early play spoiler-light. The safest goal is to understand Sil’s current tools and the immediate encounter in front of you, not to rush toward an ending condition that belongs to the post-story arc. If you compare progress with another player, ask them to name their chapter and version before reading detailed notes.

Later this page can add a verified Part 1 route when its checkpoints, boss order, and version are supported by publishable evidence. Until then, a clearly limited guide is more useful than a confident-looking sequence that cannot be reproduced.

Pending details and update rule

The primary source for this page is the official Steam store page, verified on September 1, 2026. It supports the premise, current build systems, five-chapter story structure, and boss-pattern description. It does not support a granular Part 1 itinerary.

Pending: a verified current-build Part 1 route, named checkpoints, boss order, and a verified official YouTube video ID. When those items are confirmed, this guide can replace the pending card with versioned steps without changing its purpose: help a new player begin carefully and avoid outdated information.

Before moving on

Keep notes on the combinations that felt reliable. Later chapters reward recognizing those same foundations under more pressure.

Official Steam trailer thumbnail for Garden of Witches

Primary source

Garden of Witches on Steam

Steam Store · Team Tapas · Verified 2026-09-01

Read the official source Image source: Official Garden of Witches Steam store page.