"You are a young witch. An unfamiliar city. A year that will change you forever."
Koriko is a solo journaling game about coming of age through magic and solitude. Inspired by Kiki's Delivery Service — both Miyazaki's film and Eiko Kadono's novel — it asks you to spend a whole year alongside your witch: seven volumes, each one or two hours, each a new chapter of her life in the city of Koriko. A tarot deck shapes her encounters and crises. A tower of 21 d6 dice decides what happens when she dares to take a risk. And through it all, you keep a journal — alive, personal, and entirely your own.
Koriko is a city that hums and buzzes and doesn't care that you just arrived. Your witch came alone — no mentor, no map, no plan. There are bakeries haunted by friendly ghosts, markets selling love potions next to olive oil, rooftops with sea views, parties you've been invited to and parties that terrify you. By the end of the year, what will still be standing?
Tarot as oracle
The deck is split into suits (prompts) and Major Arcana (confidantes — significant NPCs). Each volume begins by building a fresh 'Volume Deck'. Cards steer the story without dictating it; the writing is always yours.
Dice tower
When your witch takes a risk, you physically add a d6 to a stacking tower. The higher it climbs, the more precarious it becomes. When it collapses, you count the faces of the fallen dice — they determine one of six Consequences. Tactile, unpredictable, and genuinely thrilling.
Confidantes
22 unique characters, each drawn from the Major Arcana. They return, develop, and sometimes vanish. Their fates interweave with your witch's story across all seven volumes, making each playthrough feel like a real novel.
Twists and lessons
Risky prompts unlock Twists — narrative curveballs that reshape the story. Successful dice-stacking earns Lessons: spendable bonuses your witch can call on in a difficult moment, a tangible record of how much she has grown.
Open in Session Zero to let every player vote and see the results.
