Mandragora: Whispers of the Witch Tree is an ambitious foray into the realms of dark fantasy, attempting to blend the unforgiving challenge of Soulslikes with the layered exploration of Metroidvania games. Developed by Primal Game Studio and released in April 2025, it paints a rich, melancholic world with a brush dipped in despair and folklore. The result is a game that reaches for greatness but occasionally stumbles under the weight of its own ambition.

Story and Representation
At its core, Mandragora is a story of decay. The world of Faelduum is teetering on the edge of collapse. Eldritch horrors have begun bleeding into reality through rips in the fabric of the world, corrupting its people and twisting its lands. You play as an Inquisitor, a servant of the King Priest’s brutal theocracy, tasked with suppressing rebellion and eradicating the encroaching corruption. It’s a grim tale, full of cryptic dialogue, tragic NPCs, and morally grey decisions. The writing, led by Brian Mitsoda (Vampire: The Masquerade – Bloodlines), is one of the game’s stronger elements, providing weight to even minor encounters and giving the world an unsettling, lived-in feel.
Visually, Mandragora is a treat. The art direction evokes the eerie beauty of games like Blasphemous or Salt and Sanctuary, but with a slightly more painterly, baroque aesthetic. Environments range from fog-drenched forests and crumbling cities to warped nightmare realms, all intricately detailed and thick with atmosphere. Each biome feels distinct, not just in appearance but in the threats it presents. The Crimson City is a highlight—an oppressive metropolis filled with zealots and inquisitorial intrigue.

Sound design is another highlight. The haunting score by Christos Antoniou blends sorrowful strings, choral elements, and eerie ambient textures to underscore the game’s grim tone. Voice acting is fully implemented for the main cast, with solid performances that enhance the emotional impact of key story beats.
The core of Mandragora
Combat, however, is where the experience becomes more divisive. Mandragora leans into the Soulslike formula, emphasising methodical movement, punishing timing, and stamina management. The six available classes range from melee brutes to ranged mages and everything in between. Each brings unique mechanics to the table, allowing for varied playstyles. From wielding heavy weapons to fire or chaos, the game provides plenty of build options through its deep talent trees and crafting system. Unlike in Dark Souls, however, when choosing a class, you are locked into your decision for quite some time. For example, starting as a spellbinder will mean you can use other class weapons or magic, which was a minus for me in my first playthrough.

That said, combat feels uneven. Enemy animations can be difficult to read, hitboxes occasionally feel off, and platforming—an essential part of any Metroidvania—can be frustrating. Double jumps and ledge grabs, in particular, lack the precision players might expect, leading to unnecessary deaths and backtracking. The checkpoint system (tied shrines at which the player can level up and fast travel) can be punishing in a way that feels less challenging and more tedious, especially during extended exploration segments or boss fights.
Boss encounters are a mixed bag. Some are spectacular, multi-phase duels against grotesque abominations or tragic remnants of fallen heroes. Others, however, fall victim to recycled attack patterns or awkward mechanics. The game’s difficulty spikes out of nowhere at times, which may frustrate players expecting a smoother curve. But with the variety of sidequests and nature of being a metroidvania means that when stuck, you may want to explore a different part of the map for a while and upgrade your gear. Fortunately, Mandragora does offer adjustable difficulty settings, including a “Narrative Mode” that reduces combat pressure for those more interested in the story.
It’s a Metroidvania after all
Exploration is rewarding, if occasionally confusing. The interconnected world offers multiple branching paths, hidden secrets, and optional bosses, much in the tradition of Castlevania and Hollow Knight. Environmental storytelling and subtle visual cues help guide the player. On top of good design there are also map fragments that can be found, and when taken to the right NPC, he will fill out your map with icons and paths you may have missed. This is a great way to make late-game backtracking painless, with unopened chests or doors that you are now able to open also being marked.

In terms of content, Mandragora offers substantial value. A single playthrough may take 25–35 hours, depending on how thoroughly you explore, with multiple endings encouraging replays. The Digital Deluxe Edition includes transmog sets, pets, and a detailed artbook that delves further into the game’s lore—a worthwhile addition for fans of the world.
My conclusion
Mandragora: Whispers of the Witch Tree is a bold and often beautiful game that aims high. Its gothic storytelling, haunting world, and rich customisation systems show tremendous promise. Although it’s held back by a few minor issues I still found the experience mostly positive. For fans of dark fantasy and atmospheric RPGs, it’s an experience well worth braving.










































































