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Cottage and Garden
August 18, 2026 at 07:24 AM
Initial version (2026-08-18)
The player witch in Witchbrook lives in a two-storey cottage on the edge of Mossport, inherited from a late aunt. It starts plain and a little neglected, and turning it into somewhere worth coming home to is a long-running thread that runs alongside classes at Witchbrook College and the witch business. The cottage grounds also hold a garden, and later a set of unlockable outbuildings.
Mossport has its own furniture store, Harbour Home, over in the Docklands area. It is run by a father-and-daughter pair the developer names as Justin and Violet. An issue of The Witchbrook Oracle carries a Justin and Violet MacEnzie writing in as father and daughter, which lines up with the pair described at the store, though the studio has not confirmed the surname for the shopkeepers.
The store carries a rotating selection of furniture sets, each available in several colourways, and the stock changes from one day to the next. If nothing on the floor appeals, calling back the next day brings a different range.
Category | What It Covers |
|---|---|
Furniture sets | Rotating stock at Harbour Home, each set offered in multiple colourways |
Flooring and wallpaper | Applied per room or per wall, so each space can read differently |
Dividers and pillars | Structural pieces for breaking up the open floor plan |
Lighting | Floor and desk lamps, each of which can be switched on or off individually to change a room's ambience |
Rugs | Floor coverings sold alongside the furniture sets |
Wall pieces | Posters and crafted seasonal wreaths, placed through a separate wall system |
Clutter and trinkets | Small decorative items picked up outside the furniture store |
Clutter items, special furniture and other trinkets come from sources beyond Harbour Home: other shops around town, the Sunday Market stands, seasonal events, and rewards from certain resident quests and home consultations.
Moving furniture does not involve any heavy lifting. A flick of the wand casts the Telekinesis spell, which lifts an object and sets it wherever the witch wants it. Placement runs on a grid, and certain objects can be stacked on top of others, so shelves and surfaces can be filled rather than left bare.
Walls use their own placement system, separate from the floor grid. Wallpaper can be applied to specific walls rather than the whole room, and flooring can be changed room by room. Mixing pieces from different furniture sets and different colourways is explicitly supported.
The garden is treated as at least as important as the house. Filling garden planters with seasonal herbs cuts down on foraging trips and gives quicker access to ingredients for potions, teas, salves, candles and other magical craftables, which ties the garden directly into Alchemy and the wider crafting loop.
The garden is also a customization space in its own right. Garden paths and fences are tileable and connect seamlessly as they are laid down. Wild Flower, the gardening shop, stocks planters, seeds and a range of garden decorations, which the studio says is enough to build anything from a cosy herb-and-flower homestead to a gothic cemetery.
Garden Feature | Detail |
|---|---|
Planters | Hold seasonal herbs; reduce time spent foraging for craft ingredients |
Paths and fences | Tileable pieces that connect seamlessly as they are placed |
Wildflower meadow | A garden left to grow naturally, with watering, gradually sprouts wildflowers that spread outward over time |
Weeds | The garden is overgrown with weeds when the witch first moves in |
Beehives | A flower-filled garden keeps hives happy and improves the honey produced from them |
Visiting animals | Wild animals met out in the world may call at the garden and leave a small gift |
Later in a playthrough the garden may become home to what the studio calls a more magical kind of critter. No detail beyond that has been given, and the team has said it is holding it back deliberately.
Additional outbuildings unlock across a playthrough and are placed on the witch's own land. Greenhouses allow herbs to be grown out of season, which keeps a stock of craft ingredients available all year round; they can equally be used for potted plants or as an outdoor study nook. A handful of other placeable huts give easier access to tools that are otherwise only found inside the College grounds.
Furnishing carries over into online co-op. Players can move furniture around and change layouts while friends are visiting, without interrupting the session.
Online play also expands the cottage lands to reveal additional cottages, unlocked according to how many players are in the game, so friends with different tastes are not sharing one interior. Three have been described: one styled around a watermill, one with a sunroom looking out over the brook, and one built into the side of a cliff edge. They are slightly smaller than the host player's cottage, and each gives its occupant their own space and garden area to decorate.
Mossport covers the wider town, including the Docklands and the shops the clutter items come from. Seasonal Cycles covers the seasonal layer that the herb planters and wreaths sit on top of. Getting Started covers moving into the cottage in the opening hours of a run.