

Morwenna Blackthorn
The disgraced heir of the Blackthorn line. Her hexes rot and her familiar finishes what they start.
Vesper · an ash-black cat that hunts what Morwenna marks.
Hexes · Thorned · marks and pounces
The Root took the coven. Five witches climbed back out. Choose one, bring her familiar, and climb the Thorn Road: a cursed wood, a bridge of briars and a chapel lit by a thousand candles, with the Gardener waiting at the altar. Build a deck as you go. Every run is a new map.
Something old woke under the coven's hill and put down roots. It took the chapel first, then the bridge, then the wood, and the sisters who tried to stop it became its gardeners. Five witches got out. Each of them lost someone to the briar. Each of them is going back in.
Coven of Thorns is a roguelike deckbuilder in the spirit of Slay the Spire, with one twist at its heart: you never climb alone. Your familiar is a second fighter with her own cards, her own turn and her own grudge, and the Root's children know exactly who to hunt first.

Five witches, each with her own starting deck, sigil and card pool, and a familiar who fights beside her with cards of his own.
The Cursed Wood, the Thorn Bridge and the Candle Chapel. Pick your path across a branching map of fights, elites, events, merchants, treasure and campfires.
Every boss you cut raises your ascension and unlocks new cards. Then the Root grows back, and the next map is harder.


The disgraced heir of the Blackthorn line. Her hexes rot and her familiar finishes what they start.
Vesper · an ash-black cat that hunts what Morwenna marks.
Hexes · Thorned · marks and pounces

The stoic guardian who held the gate when the coven fell. Her thorns are a wall; what pricks her feeds her.
Grimald · an armored toad older than the gate. Swallows thorns and asks for seconds.
Block · Briar Skin · punish attackers

The siren of the coven. She doesn't fight the Root's children; she makes them fight each other.
Nightingale · a bird of bone and black feather that sings in Seraphine's voice.
Charm · Fear · turn enemies on each other

She burned her own grimoire rather than let the Root read it. She fights from memory, a page at a time.
Cinder · an ember fox. Burns brightest when it hurts.
Burn · exhaust · big swings

Barely a caster; she doesn't need to be. Ursk does the arguing.
Ursk · a scarred bear that followed Nyx out of the Root once and will again.
Familiar-first · Power · maul
After your witch acts, your familiar draws his own small hand and spends his own energy. His cards are cheap, fast and mean: scratches, pounces, hisses and ambushes that set up or finish what the witch began. Charms and cards let the two feed each other, and the strongest builds make them inseparable.
The Root knows it. Hounds bred to hunt familiars go for him first. If he falls, the witch is wracked with Grief: more Power, but every card costs more. Keep him alive, or make the Root pay for taking him.
ACT I
ACT II
ACT III
Thorn Wretches that were sisters once. Rotlings that come in threes. Cellar spiders nesting in a drowned chapel, bog nuns who still pray, and Root Hounds bred for one purpose: hunting familiars. Elites guard the way, and the Gardener, crowned in briar, tends the altar where the coven fell.








Wishlisting is the best way to support Coven of Thorns. Steam will let you know the day the demo opens, and the day it launches. Developed and published by Revenant Machine.