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Chucklefish's Witchbrook Gets First Public Demo at Tokyo Game Show 2026

Chucklefish's decision to grant press hands-on access with a near-final build at Tokyo Game Show 2026 marks the first public confirmation that the game, in development for 10 years, is close enough to completion to demo.

Key Facts

  • Witchbrook is developed by UK-based Chucklefish and was playable at Tokyo Game Show 2026 at the Kakehashi Games booth.
  • Chucklefish CTO Rodrigo Braz Monteiro and Chief Creative Officer Steph Caskenette said the game has been in development for 10 years.
  • One in-game year in Witchbrook runs about 40 to 50 hours in real time under the standard setting, and players can graduate in as little as about one and a half in-game years.
  • Witchbrook supports up to 4-player multiplayer, in which players jointly run a certain company.
  • Character creation splits hairstyles into categories such as bangs and allows clothing to be layered up to 11 layers.

Reporting from 2 sources: 4Gamer.net, Denfaminicogamer.

Chucklefish's Witchbrook Gets First Public Demo at Tokyo Game Show 2026

Chucklefish brought Witchbrook, its magic school life sim, to Tokyo Game Show 2026 for the first public playable demo, shown at the Kakehashi Games booth rather than to general attendees. The build was close to the official release version, with many elements unlocked for roughly 30 minutes of play. The game is set in the port town of Mossport, where players attend Witchbrook University, learn magic by drawing circles, ride brooms, take part-time jobs to cover tuition, garden herbs, and build friendships and one romance. Character creation splits hairstyles into categories such as bangs and allows clothing to be layered up to 11 layers. A Chucklefish developer confirmed the game has been in development for 10 years, with the simulation portion as the main focus, and that one in-game year runs about 40 to 50 hours under the standard setting. Multiplayer supports up to four players, who jointly run a business.

  • Rodrigo Braz Monteiro, Chief Technology Officer at Chucklefish, and Steph Caskenette, Chief Creative Officer, spoke with press after the demo.
  • The simulation is the focus: people and vehicles move individually, so traffic jams happen from overlapping movement rather than spawning on cue.
  • Town posters change weekly and the forest shifts with the seasons; NPC styles follow too, with gloves in winter and sun hats in spring.
  • Books cover herbal teas, insects, birds, flowers, and astrology, and knowledge is learned in stages rather than all at once.
  • The night sky and its constellations reproduce the real one.
  • Classes charge tuition each time, and strong exam results let you advance to a higher class regardless of timing. Your Coven advances with you.
  • Magic here is closer to a "profession" or a "process" than a great power, and the team cited Tiffany Aching from Terry Pratchett's "Discworld" and the worldview of "Kiki's Delivery Service" as influences.
  • Graduating is one milestone, possible in about one and a half in-game years, and graduate school follows.
  • In multiplayer, cooperation is limited to running the business; individual grades are each player's own.
  • Romance allows any character as a partner, but only one, so it becomes a competition.

Synthesized by Yomimono from the 2 cited sources below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

Sources