WITCH ON THE HOLY NIGHT

A tale told with vivid colors and rich sound in a classic TYPE-MOON visual novel.

WITCH ON THE HOLY NIGHT is a visual novel, anime and adventure game developed by TYPE-MOON, Lasengle Inc. and Hunex and published by Aniplex Inc..
Released on December 14th 2023 is available only on Windows in 4 languages: English, Simplified Chinese, Traditional Chinese and Japanese.

It has received 4,540 reviews of which 4,471 were positive and 69 were negative resulting in an impressive rating of 9.5 out of 10. 😍

The game is currently priced at 32.54€ on Steam and has a 30% discount.


The Steam community has classified WITCH ON THE HOLY NIGHT into these genres:

Media & Screenshots

Get an in-depth look at WITCH ON THE HOLY NIGHT through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10(64bit)
  • Processor: The 4th generation Intel® Core™ processor
  • Memory: 8 GB RAM
  • Graphics: Intel HD Graphics
  • DirectX: Version 11
  • Storage: 17 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Aug. 2024
I will never forget the feeling I had when I first booted Witch on the Holy Night and I kept playing it straight until I finished the 1st chapter. For context, I have never played anything from Type-Moon before. I've been an avid visual novel reader for about 5 years now, and somehow, I'd managed to avoid spoilers from their works as well. It was already late at night after I exited the game from the menu, very unusual for me considering I'm an early sleeper. But I had a good reason for staying up so late: I was ecstatic. After turning off the computer, I sat on my bed, rubbed my eyes, and I took a moment to reflect, thinking to myself: "Wow. That was something else." I was still processing the fact that I was finally reading something that took so long to reach me. But even more than that, I was also acknowledging that Witch on the Holy Night is unlike any other Visual Novel I have read so far. Truth be told, I was a bit skeptical before reading it, because Witch on the Holy Night is Holy Expensive. And I already had a terrible experience reading something over-the-budget that didn't quite exactly meet my expectations (I'm looking at you, Anonymous;Code), but gladly, I was presented to a magnificent story, one that - believe it or not - more than justifies the price I paid for it. I'm going to be honest, the writing I have witnessed here is so impeccable that it makes everything else that I've read so far look like child's play. It's not about just using complex words or making huge paragraphs of random explanation; it's about putting your own feelings into it and making them truly resonate with the reader, and you can definitely experience that here. This is an opinion that I have already shared to a couple of friends, but I couldn't believe such delicacy could be shown in a visual novel like this. The background music is mostly classical, which adds a sweet and peaceful touch to the reading experience, creating one of the most memorable feelings I've had when reading anything. There's just no way regular books can have the same impact. Not just the writing and music, but let me talk about the general art as well. The transitions and effects of characters and backgrounds here are - by a huge-ass mile - the best I have ever seen in a visual novel as well. I had absolutely no idea a visual novel could have its art explored like this, from the simple opening of a door to an elaborate movement of a character. The whole concept I had of visual novels was shattered as I experienced it; it even looked like I was watching a movie at some point, feeling like a kid enjoying something for the first time. "Is every Type-Moon VN like this?" I constantly thought to myself, embracing every moment of it. As you can see, the composition of elements here is perfect and in sync. That said, unfortunately, the sad thing about all this praise is that when you're shown something better, you're going to wish to experience it all the time now. And I just know I'm going to have a hard time reading anything else after this. Witch on the Holy Night made me rediscover my passion for visual novels, and because of that, I will never forget it. I'll take my sweet time since I don't want to rush things, but I just can't wait to read Fate/stay night and Tsukihime. Thank you Type-Moon.
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May 2024
At the end of the Showa era, a young man meets a girl and surprisingly, there was nothing romantic about it. That didn't stop some very interesting circumstances coming his way, which would eventually put him in the same, supposedly haunted, house atop of a mountain. Rather, compared to the mountains he was raised in, it was more like a hill. The world of Japan is changing yet again. More rural areas are industrializing gradually, being influenced by new trends, foreign and domestic. Everyone is redefining what it means to be 'modern'. It is a time before smartphones, before cellphones. The economic bubble had just burst and a new type of wealth is building up in its place. The youth dream of leaving their small town to get educated in a 'real city', like Tokyo. So many people will miss their youth, but how many actually enjoyed it while they had it? Unlike many contemporaries, Mahotsukai no Yoru takes place several seasons after the springtime of youth has ended. Originally Nasu's first work, inspired by him binge watching Neon Genesis Evangelion, a revamped version came out in 2012 and now, has arrived on Steam with more content than ever. And remarkably, a visual novel that already was impressive in 2012 is even more impressive today. Mahoyo is very much so, boasting one of the best stories, experiences, soundtracks, art directions, presentation and production value of its genre. Few can compete, genuinely. Type-Moon has gotten big over the years, bigger than any of the original fans ever could have predicted. But luckily, the properties are happy to spread out from beyond the Holy Grail Wars of the Fate series. We are so blessed, having gotten an official world wide release of Mahoyo and a remake of Tsukihime. All with the promise of it and Fate: Stay/Night's most definitive edition also coming to Steam eventually. But what is Mahoyo? It is actually one of Nasu's best stories, but without any of the gimmicks that he relied on in the past to sell his original works that started it all. Mahoyo is not an eroge, it only has hints of affection and no actual romance at all. In a way, it is more realistic in that it is about young people deeply preoccupied with the future while trying to hold together their present. To bring romance into this equation would greatly detract from the far bolder and more prominent themes the stories is trying to tell. Yet, for those who are fans of the previous works of Nasu, one will find that they perhaps miss the presence of romance as a comfort in the sometimes grim settings of these stories. Nasu has a very stiff, wordy way of writing. Sometimes he describes things in terms of appearance or sensation far too much, sometimes he doesn't describe anything or anyone much at all, relying on the masterful key arts of the game. When it comes to Japanese artists, Hirokazu Koyama borrows greatly from Takashi Takeuchi's iconic style and truthfully, you wouldn't even be able to tell the difference without a keen eye for both's favourite motifs in terms of poses and expressions. Koyama also added many fine details to the Garden of Avalon artbook, just to prove how keen and savvy he truly is. Much like Takeuchi, he is a master of his field with few peers. For all the things that are wrong with Mahoyo, while it does linger far too long on certain things, explains exciting things through a lot of infodumps and telling not showing, what it does amazingly is what elevates this work beyond so many others. Nasu brings us through one of his best Showa-era setting works taking place before both Fate and Kara no Kyokai. It is a slow start, with a slow burn even by the end, but the pay off is grand. The first third's grand finale is a gauntlet of content that would be the ultimate conclusion of any other VN, to the point that it almost makes the actual finale slightly underwhelming. At times utterly hilarious, at times utterly gruesome with some of the most shocking representations of bodily damage in a VN that isn't outright horror... Mahoyo is worth the hype, the love and earns its reading time. It may not be nearly as long as Stay Night or the original Tsukihime, but its mostly quality above quantity. A deeply engaging, rich, lore filled story driven by characters and character motivations. As far as Nasu's writing goes, this is some of his most competent albeit least edited in some ways. Most of the post-game side content could have, and perhaps, should have -- been inserted naturally into the game as they perhaps originally were meant to. I do understand that some small subchapters were removed for being filler wedged against some filler or to ensure that a later scene would have more impact with a twist (Nasu loves writing a character who knows something or someone without the knowledge of the rest of the cast) but its sad some readers will outright miss these scenes, given they are hidden away in the archives of the Extra screen. However, they are mandatory reads for certain chapter completion achievements, thus highlighting their relevance. Then we have the Tiger-Dojo-like "The Wonderful World of Ploys", which is one of the best parts of the entire game and utterly hilarious, amusing and dampens the pain of knowing the eventual sequel is still far from our grasp, knowing Nasu's schedule. There is also a neat little side story from the final chapters from another perspective, that certainly is a treat in more ways than one, but ultimately exists like some sort of bonus story you'd get from buying a special edition, which I think is what it is initially. Ironically, the actual printed-mini story that shipped with the original game in Japan does not have a digitized adaptions here, sadly. But, the game's penultimate extra-chapter is a comedic "whodunit" murder mystery. At times frustrating, but still very doable with a guide, it's an absolute gift for anyone who already was longingly missing the cast upon the main story's conclusion. It helps that this section is narrated and lead by a new minor protagonist, a side character only formally presented in the canon bonus chapters, who is truly one of Nasu's funnest characters. And fans of a certain Makoto Sanda will love Nasu's take on a certain character type that has appeared in the El Melloi spin off series. Much like the El Melloi spin off series, this game is arguably the best content in the setting and its only detriment is the fact that there is just not enough focus on it. The way both stories focus on the logic of magecraft, the intricate differences between it and True Magic, the path of those who seek the Root, and everything -- really is what makes this one of the most intellectually stimulating IPs from Japan. Which is sadly often looked down upon by the non-Japanese world due the series intricate connection to its eroge origins and the infamous gacha game, Fate: Grand Order, which has taken most of the spotlight (and all of Nasu's time) But if you can look past some of those things, you will find that the Type-Moon setting has some of the best magic-in-the-modern-world fiction of any written media. And overall, fans of World of Darkness' Mage the Ascension, this is closest thing we will ever get to an adaption. A tremendous story about appreciating what we have while we have it, knowing that nothing truly has permanence in this world, but things are beautiful and noble for that very reason. Even then, we can allow ourselves to be selfish and make wishes in an attempt to extend the time we do have in this life with one another. After all, there is a place for everyone alongside each other if you are willing to find it. But that doesn't mean we are to be too flexible in our way of living. We have a right to demand from the universe our right to dignity and to enjoy our time to live while we have it. Because there was once a girl who stole valuable time from the world to bring something innocent back to life.
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April 2024
Finally, the proper introduction to the 'Nasuverse' I've been longing for. It's definitely rough around the edges, but this story most certainly has heart; and it's very clear that this laid the foundations for the great works of KNK, Tsukihime, and of course, Fate Stay/Night, that followed. Oh, and one more thing... Alice is best girl.
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March 2024
Witch on the Holy Night is another decent Type Moon visual novel with an outstanding produce value that really shines because of its well-written main character trio. However, as the supposed start of a trilogy, it doesn’t feel as complete as it should be at certain occasions and leaves you wanting for more In a sense, Witch on the Holy Night (Mahōtsukai no Yoru) could be described as the origin of all Type Moon works, since it was the first novel that co-founder Kinoko Nasu ever wrote – although at that time (1996), it was but a manuscript that was [url=https://en.wikipedia.org/wiki/Witch_on_the_Holy_Night#Development_and_release]merely shared among his friends . Many years and successful Type-Moon franchises ( Kara no Kyōkai , Tsukihime , Fate ) later, said manuscript got realized as a visual novel (2011) and finally received an official Western localization through this enhanced version that released in 2023. As such, Witch on the Holy Night presents itself as an easy entry-point into the wider [url=https://typemoon.fandom.com/wiki/TYPE-MOON%27s_shared_setting]“Nasuverse” , acting as a prequel of sorts to Tsukihime in particular. I won’t deny that those familiar with the Nasuverse are going to get a little more out of certain moments in Witch on the Holy Night than those who are entirely new to it, but it never reaches a degree to which I’d advise newcomers to engage with other Type-Moon works beforehand. This is not the type of prequel that demands you to be familiar with the “sequels” beforehand, since Tsukihime has not yet been officially localized in the West for example (although the first part of the remake is set to [url=https://www.gematsu.com/2023/11/tsukihime-a-piece-of-blue-glass-moon-launches-in-summer-2024-in-the-west]be released over here in Summer 2024 ). One of the most striking things about Witch on the Holy Night is its absurdly high production value for a visual novel. It features an incredible amount of beautiful & unique artwork, great looking effects and voice-acting for all dialogues (although there’s no lip-syncing). If this is your first visual novel, you might actually get spoiled here compared to the more common standards in the genre. Witch on the Holy Night looks and sounds absolutely stunning, to the point where it occasionally feels like watching an anime rather than reading a visual novel. In terms of “gameplay” however, Witch on the Holy Night can be classified as the “kinetic novel”-type: A visual novel where the player can only read through the story instead of interacting with it, there are no choices to be made or multiple routes to play through here. There’s a slight exception to this rule: Witch on the Holy Night features multiple “bonus” chapters that aren’t part of the “main” story. They become available after reading through certain story chapters (I recommend reading them as soon as they appear) and offer additional insights into the story. The extra chapter that unlocks last does actually feature choices for the player to be made, but as a bonus comedy chapter, these are more of a gimmick than anything else. However, as a visual novel, the main draw of Witch on the Holy Night is the story itself to begin with. And although it’s not an excessively long one (expect your playthrough to last [url=https://howlongtobeat.com/game/65500]between 16-22h , depending on the amount of extra chapters you read), it’s especially the main character trio that really makes it a memorable experience. The three protagonists are extremely well-written and characterized, which makes it a joy to see how their different personalities influence their interactions with each other. It’s simply impressive how the tone of the story can change from tense to calm moments without ever feeling unnatural while simultaneously allowing the group dynamic to develop naturally and the characters to grow. It's also impressive that the game doesn’t really have a “main” protagonist – even though the game is called Witch on the Holy Night , the other two protagonists are just as well-realized and got their fair share of moments to shine. In fact, I’ve rarely seen a character-trio handled so well as in this case, which is an achievement in itself. I could easily read another 20h visual novel with just these three characters around. However, while Witch on the Holy Night is definitely at its best when it focusses on its main characters and their circumstances, these are unsurprisingly shaped by a larger plot that serves as the main driving force behind the story. Unfortunately, this is also where the visual novel struggles a bit. Witch on the Holy Night was planned to be [url=https://www.animenewsnetwork.com/interest/2012-05-18/type-moon-outlines-future-plans]the first game in a trilogy (back in 2012!), with its two sequels unfortunately yet to show up. As such, even if you read through all extra chapters, there are some questions left unanswered and plot developments that have yet to show their consequences. Witch on the Holy Night can feel like a prologue to bigger events at times, which makes for an unwelcome surprise when the ending credits suddenly start to roll. I wouldn’t go as far as to call Witch on the Holy Night an unfinished story, it’s really not, but I do wish we got more closure regarding certain plot points - lingering questions even the “sequels” didn’t answer. That said, a more positive spin on this would be that wanting more after finishing a game is definitely a good thing. Additionally, I also feel like side-characters could’ve been treated a bit better. Compared to the extremely well-realized main trio, it’s almost jarring how little characterization some (!) of the side-characters receive. It’s not that they’re badly written, it’s simply weird how some of them show up for a few scenes and never re-appear again. For example, one character only shows up for a about five minutes (!) during the aforementioned last extra (!!) chapter and is only briefly mentioned (!!) during another - why even introduce them to begin with? Still, apart from these small issues, I consider the story of Witch on the Holy Night to be quite good. It starts out with small conflicts that gradually grow bigger in size but it also manages to keep the build-up believable, with even the big events never feeling out of place. The re-introduced magic system remains interesting and unique, the battles are intense and well-realized, and the story is paced well (apart from some minor exceptions, like the second half of the first proper battle). I found myself to be so involved in the story at certain moments, that I was simply unable to stop reading until I knew how the current conflict turned out. Witch on the Holy Night is a great introduction to the wider Nasuverse and recommendable to everyone who likes character-driven stories with magic elements and smaller, more personal stakes. The high production value might convince even those who don’t really like visual novels to give it a try but don’t make a mistake: That doesn’t mean you won’t spend a lot of time just reading. If you don’t like that or visual novels in general, Witch on the Holy Night won’t change your mind. But if you do like visual novels and are interested in the setting, you’re in for a great time!
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Feb. 2024
If Alice has a million fans, then I am one of them. If Alice has ten fans, then I am one of them. If Alice has only one fan then that is me. If Alice has no fans, then that means I am no longer on earth. If the world is against Alice, then I am against the world.
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Last Updates

Steam data 22 November 2024 08:10
SteamSpy data 22 January 2025 05:15
Steam price 22 January 2025 20:30
Steam reviews 21 January 2025 23:48
WITCH ON THE HOLY NIGHT
9.5
4,471
69
Online players
190
Developer
TYPE-MOON, Lasengle Inc., Hunex
Publisher
Aniplex Inc.
Release 14 Dec 2023
Platforms