A young girl, Viola, is drawn inexorably to a mysterious manor that seems to change behind her back. It is a place of pain, turmoil and death. Plumb its detestable depths and abominable history. Untangle riddles that bar your perilous path. And flee the hellish halls of The Witch’s House.
Recent Reviews:
Very Positive (23) - 95% of the 23 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (344) - 98% of the 344 user reviews for this game are positive.
Release Date:
Oct 30, 2018

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Recent updates View all (8)

May 7

Fummy Interview Answers!

Attention fans of The Witch's House MV! Thank you very much for waiting patiently for Fummy's answers to your questions! Here are the selected questions and answers.

-Thank you very much for agreeing to answer questions from your fans, Fummy. What motivated you to do a remake of The Witch's House?

I knew that if I was going to do a remake, I’d have to do it all myself. Several years ago, a few companies approached me, either asking me to do a remake with them or asking to do the remake themselves. But I knew that even if I decided to serve as the director on the project, I wouldn’t be able to control all of the designs. In most development cycles, the actual production is done by different people, so it would end up as something else. The only person who can ever perfectly maintain the atmosphere of a piece is the original creator. So if I wanted to do a remake that I would be happy with, I knew I had to do it by myself.

-What was your inspiration when you created the game and what message did you want to pass with it?

It all started from a thought I had when I played Ib by kouri: “It’s scary when the main character suddenly speaks.” There isn’t any special message built into the game. I just hope that people will have a fun time playing it.

-Did you originally plan it as a horror game, and what was your thought process throughout the entire development? Did you start out with a cohesive vision or did the story and world come together naturally as the game's development progressed?

When I was developing it, I enjoyed watching horror game LPs, so I wanted to create a horror game that would be fun to LP. I knew what the ending would be from the beginning, so I just built the game up around that. I thought up the world and the story based on the simple ideas of a witch’s house, a witch, and a demon.

-What would you say your biggest influences are?

Hmm, that’s a difficult one. When it comes to game creation, I played a lot of 2D games, so I’m probably more attracted to 2D games with pixel art as opposed to 3D games.

-Do you have a favorite book/tv show/anime/manga?

I like Paulo Coelho’s novels, and own a handful of them. I especially like The Alchemist and The Devil and Miss Prym. I also like Patrick Süskind’s novel Perfume: The Story of a Murderer.

-Where did you learn to implement the kind of "scare tactics" used in the game, did you read up on specific things that humans find instinctively scary?

I’ve never really read up on anything. I’m quite a scaredy-cat myself, so I just thought about what would really scare me and put it into the game. While test playing the game, it took a bit of time for me to get used to everything even though I’d put it in there myself.

-What routine did you follow in creating the game after settling on the idea? (ex. did you work on the visuals first and then the music or did you focus on creating the music and designing the game around it?

First I thought up the ending, then I wrote some notes about the house, its traps, the map, and the characters. Afterwards, I started up RPGMaker and started creating the maps and creating/choosing the music.

-What did you struggle with the most when you created this game?

The dialogue for the true endings. I spent about a month creating what amounts to a 3 minute scene. When I was first formulating it, I’d prepared a lot of dialogue for Viola. But when I actually put it into the game, it felt too much like she was explaining everything...but if it was too short, the players wouldn’t be able to understand it...so it needed a lot of adjustments.

-Which death was your favorite to make?

The hanging death when you read the “Book of Death.” For the MV edition, my favorite is the first death where the walls smush you.

-What was the unused Ending No. 3 music track originally intended for? What would this third ending contain?

The Ending No.3 track was originally created for the ending. But as I completed the game, it started to feel like that music didn’t match, and I ended up without any place to use it. No. 1 is the normal ending. No. 2 is the true ending, and No. 3 was supposed to be for the ending you get if you clear the game without saving. I created Ending No. 3 with the intent that it would play after all the truths have been revealed, so the lyrics are from Ellen’s point of view.

-If there was a chance of an anime being produced of the witch's house, would you accept? How would you feel about that? Also, how do you feel about crossovers with the witch' house in fan works now?

I would accept it if it was something that would meet my standards. But I think it’d be hard to turn the contents of this game into an anime. They wouldn’t be able to make this main character do any exaggerated reactions of horror or surprise, after all... But I’m always very happy to encounter fan art.

-Is there an RPGMaker scene over in Japan? What do people think about making games in this engine? Have you played/seen any other RPG Makers games? If so, what are your favorites?

I’ve created several games that I’ve never released. RPG Maker is an engine that allows people like me – someone who is not a professional game developer – easily create games. So I’d definitely recommend it to other people like me. I’ve played several other games created in RPG Maker, and my favorite would have to be Katatema’s Demon King Chronicle. I played that for over 20 hours, and was amazed that such a fun free game existed.

-What projects are you working on now? Any chance of any new content in the witch's house universe, such as a sequel, another light novel or game?

I’m planning to publish an e-book of The Witch's House: The Diary of Ellen, the novel that acts as a prequel to The Witch’s House, with some art changes and additional stories. Currently, it’s only ever been published in paper form, so I’d like to release an e-book to make it more accessible. I think it would be difficult to create a complete sequel to The Witch’s House, but I’d like to make something else that also deals with witches and demons.

-What is the best advice you can offer to beginning game developers inspired by The Witch's House?

It’s hard for me to give advice because I’m not a professional game developer. As far as creative work goes, I think the best solution is always to just create something that YOU think is fun or interesting.

-Thank you very much for your time, Fummy! We would also like to thank all of Fummy’s fans for submitting so many great questions!
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March 14

Questions for developer Fummy on Discord

Hey everyone! Justin Pfeiffer from DANGEN Entertainment here. Firstly, thank you all very much for submitting your questions to Fummy regarding The Witch's House MV! We have collected the questions and will be submitting them to Fummy very soon. We are allowing one more week for any additional questions you might have that can be submitted specifically on our verified Discord channel for The Witch's House MV. https://discord.gg/yvnrWc8 The cut off will be one week from today. Thanks very much for your submissions!
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About This Game

The Witch’s House, originally released in 2012, falls within the tradition of Japanese horror RPGs with heavy emphasis on puzzle-solving and jump scares. Among other entries in the genre such as Ib and Ao Oni, The Witch’s House surprised fans with pixel-art that conceals truly frightening horror.

The Witch’s House is deliberately designed with traps at *almost* every turn--sudden death is unpredictable and it keeps players on their toes. Anything can happen at any time.

With completely remastered visuals, The Witch’s House MV will feel fresh to even the most familiar old-school fans. Fans will also be greeted by a new difficulty mode that includes new events upon completion of the base game.

  • A horror atmosphere wherein players solve puzzles based on clues found in the house.
  • Completely reimagined graphics that make for a beautifully terrifying experience.
  • Brand new unlockable difficulty mode with new events and dialogue.
  • Violence and gore that are not recommended for the squeamish. Player discretion advised.
  • Sudden deaths that lurk around every corner and await every misstep.
  • Items must be used deliberately as players solve the puzzles for themselves.
  • Fixed save points (just keep an eye out for the talking black cat).
  • Game pads are supporting and recommended.
  • Head phones *strongly* recommended.

Hello. I'm Fummy, creator of The Witch's House MV.
I'm happy to announce that we're finally ready to release the game.

The Witch's House MV is an RPG Maker MV remake of the original game, which was released back in 2012.

We remade all the graphics, including map tiles and character sprites, and worked hard to enhance the atmosphere and 2D beauty in The Witch's House. It took us five times as many hours to create this version, but we feel like we've finally managed to satisfy ourselves.

Aside from graphical improvements, we also added two new difficulty settings that was not present in the free version.

The first difficulty setting is a more accessible one that allows you to instantly retry. The other difficulty setting is a more difficult one which is only unlocked by those who manage to reach the game's true ending.

  • "The normal difficulty isn't enough to satisfy me..."
  • "I'm not averse to instantly dying upon reaching new areas."

If either of these describe you, then we recommend you give this new difficulty a try. You also may be able to uncover some new story bits concerning "her"...

The world of The Witch's House has been reborn anew, and we sincerely hope you'll all enjoy it.

My name is Dan Stern and I’m the Scholar of the First Deal at DANGEN Entertainment (sounds fancy, but it means I work with the devs to get their games released so you can play them).

Japan has a longer tradition in 16-bit horror games because of the variety of games that was released on the Super Famicom. But that wasn’t something I experienced because of growing up in the West. It wasn’t until I discovered The Witch’s House some years ago that I learned 16-bit games can scare me just as well as high-res AAA games made in 3D. I learned that even in pixel-art, horror is possible; it just depends on the creator’s mastery of atmosphere and timing. Fummy-san absolutely has that mastery and as silly as it sounds, I’ve never had so much fun dying a lot in a video game.

I was ecstatic to find out that not only is there a remaster of my favorite indie horror classic, but that DANGEN could help to get that game in front of fans that I know will love it. Playing The Witch’s House MV feels like a totally new experience and I’m sure you’ll have fun with the new content after you finish your first playthrough.


System Requirements

    • OS: Windows Vista / 7 / 8
    • Processor: Intel® Pentium® 4 2.0 GHz equivalent or faster processor
    • Memory: 512 MB RAM
    • Graphics: GPU supporting OpenGL
    • Storage: 600 MB available space

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