Developed by indie team Primal Game Studio and published by Knights Peak (Hela, Tempest Rising), Mandragora: Whispers of the Witch Tree combines side-scrolling Dark Souls/Metroidvania gameplay with a dark, decaying medieval setting similar to Elden Ring. Players must embark on a dangerous journey to stop an alternate reality called Entropy from consuming all that exists, all while leveling up their character from one of six distinct class playstyles. Mandragora was released across most major platforms on April 17.

The Best War Games recently spoke to Alex Pearson, the Community Marketing Manager at Primal Game Studio, to discuss what inspired Mandragora: Whispers of the Witch Tree’s medieval fantasy setting and 2.5D 'soulsvania' gameplay, the challenges the development team faced in bringing the game to life, and what the reactions have been from players so far. Pearson also shed light on some of Primal Game Studio’s plans for the future, including additional content for Mandragora. This interview has been edited for brevity and clarity.

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The Origins of Mandragora: Whispers of the Witch Tree

Q: Can you talk a little bit about where the overall idea of Mandragora: Whispers of the Witch Tree came from?

A: The concept for Mandragora: Whispers of the Witch Tree first took root during a trip to Ireland in 2016 by our two creative leads. They were deeply inspired by Ireland's natural beauty and rich folklore, which was then blended with influences from other mythologies around the world and elements they admired from their favorite games.

Q: Now that it’s out, what can you tell us about the story’s development? Were there any big changes before the release version, and what were you most excited to see fans react to lore-wise?

A: The story went through many iterations before we arrived at the version players can experience today. While core elements like witches, secrets, and corruption have been part of the vision almost from the start, the finer details evolved alongside the expanding scope of the game. Collaborating with our Narrative Lead, the legendary Brian Mitsoda, also helped shape the final direction of the narrative. We deliberately kept most plot specifics under wraps ahead of launch, as we wanted players to uncover the story in full for themselves. It’s been incredibly rewarding to read player feedback, and we’ve loved seeing certain characters already begin to emerge as fan favorites.

Q: What was the most technically challenging aspect of Mandragora: Whispers of the Witch Tree?

A: The team has faced numerous technical challenges throughout development. Starting with a small team and scaling up that initial vision to meet a more ambitious goal was a significant hurdle, compounded by challenges in various areas of the game like combat mechanics, balancing, audio, and more. Game development always presents its difficulties, but we’re proud to have come through it all with a game that’s better for the experience.

Mandragora Inventory

Q: Mandragora is a 2.5D Soulsvania. Can you talk about your goals for this art and gameplay direction, and reflecting back on the release, how well do you think you achieved these goals?

A: The gameplay for Mandragora: Whispers of the Witch Tree initially leaned more toward a Metroidvania/Soulslike hybrid back when our team was smaller and our ambitions more modest. Over time, though, it naturally evolved into the action-RPG experience we offer today. Our distinctive painterly art style has been part of the project from the start, and we’ve been thrilled by the positive response it continues to receive. From the beginning, our core goal was always to blend elements we loved from other games into something both familiar and fresh, and based on player feedback, it looks like we’ve achieved that.

Q: Can you talk a little bit about your goals with Mandragora’s music?

A: We’ve absolutely loved working with our composer, Christos Antoniou, on the music for Mandragora. Many of us were already fans of his work with SepticFlesh before we approached him, which made the collaboration even more exciting. Throughout this process, there was a strong emphasis on teamwork to make sure that the music suited every moment in the game, from high-intensity boss fights to more melancholic moments. Luckily, Christos brought the perfect skillset for this, to blend metal influences with orchestral elements in a way that we feel perfectly suited to the vibe of Mandragora. Our core goal was to immerse players fully in the world we’ve built, and the soundtrack plays a huge role in that.

Q: What’s the data look like on Mandragora’s six classes? Any early leads usage-wise or changes expected there?

A: It’s been really interesting to see players share their chosen builds and experiences with our unique classes. The full game includes two classes that weren’t part of any of the earlier preview builds, and these have been getting extra attention from players eager to try something new. From what we’ve seen, each class is getting a lot of love, but we’re also mindful of the importance of balancing them to ensure a smooth and enjoyable experience for everyone

Mandragora: Whispers of the Witch Tree's Feedback and Community

Mandragora Skeleton Battle

Q: How has the fan community of Mandragora been so far? Anything stand out from community creations/art around the game?

A: We’re incredibly lucky to have such a passionate community around Mandragora. Many have been with us since the early days, including our Kickstarter campaign, and their continued support means the world to us. We’ve genuinely appreciated all the feedback, both the praise and the constructive suggestions. It’s also been amazing to see community members spreading the word through their own content and channels, and we’re truly grateful for their enthusiasm.

Q: What has been the biggest feedback received so far on Mandragora: Whispers of the Witch Tree?

A: One of the most common requests we’ve received is for more content, which is something we truly appreciate. Players are already asking for additional game modes and even a sequel. In the coming months, we’ll be rolling out content patches to expand and refine the experience. And beyond that, we absolutely hope to bring even more Mandragora to players in the future

Q: Have you noticed any game-breaking builds or anything you didn’t anticipate after the game's release?

A: The launch of our game wasn’t without its challenges. Many of these weren’t anticipated despite months and years of preparation, which we know is frustrating for both developers and players. Right now, our top priority is addressing any bugs that have surfaced since launch, and we’re looking forward to shifting our focus toward further polishing the experience. In the meantime, it’s already been exciting to see players diving into the various classes and builds - some of the combinations they’ve come up with have been seriously impressive.

Mandragora Skill Tree

Q: Looking back on all your hard work, with the game being out now, what stands out in your mind about its development cycle?

A: Working with such a dedicated team has been an incredible experience. Game development is never an easy journey, but being surrounded by such talented and passionate people has made it all the more rewarding. Now that the game is out in the world, we’re especially excited for players to finally experience the result of all our hard work.

Q: Finally, what can you say about your current post-launch plans?

A: We’re excited for players to enjoy our two upcoming content patches: one will introduce Permadeath Mode, and another will introduce New Game+.

[END]

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Action
RPG
Soulslike
Metroidvania
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Systems
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Top Critic Avg: 77 /100 Critics Rec: 72%
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Released
March 27, 2025
ESRB
Mature 17+ // Blood, Strong Language, Suggestive Themes, Use of Alcohol, Violence
Developer(s)
Primal Game Studio
Publisher(s)
Knights Peak, MY.GAMES
Engine
Unreal Engine 5
Number of Players
Single-player
Steam Deck Compatibility
Unknown
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WHERE TO PLAY

DIGITAL
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Mankind has surrendered the world to the monsters. The people of Faelduum hide away behind walls of brick and palisades of ignorance, constructed by their leaders. Joy and delight are coveted jewels, out of reach of the masses. This is not the world you were promised. Travel by night and take it back.

Journey through a world in decline, slowly falling prey to the damaging effects of Entropy. Fight vicious creatures, challenge nightmarish bosses, meet new allies, enemies, and every shade in-between, and make harsh moral choices. There are many paths worth taking. Choose yours.

UNIQUE SIDESCROLLING SOULSLIKE: Enjoy a rare combination of 2.5D side-scrolling levels and skill-driven combat that deals punishment and reward in equal brutal measure. From the leering Caretaker to the Vampires of Braer Island, face ruthless foes and uniquely horrifying bosses that will make or break you.

FALL INTO A DARK FANTASY WORLD: Get lost in a rich and atmospheric world brought to life by timeless painterly art direction and the epic twisted music of Christos Antoniou. Discover every detail with Metroidvania exploration, tearing down crumbling walls, utilizing new skills such as ground strike, and scaling buildings with your grappling hook.

Genre(s)
Action, RPG, Soulslike, Metroidvania