Witchbrook has eleven romanceable covenmates, with seven currently introduced by name. You can get to know them through conversation, time together, gifts and their individual stories. Dating then adds planned outings and a choice to go steady. You can also follow every covenmate's story through friendship without starting a romance.
The useful choice is whose personality and story you want to spend time with, rather than which character has a proven best reward. No complete gift-preference chart or relationship-threshold table is available for the unreleased game. The relationship framework below combines the revealed systems with clearly identified TGS 2026 preview behaviour; it does not promise a fastest route to a specific partner.
Compare the personalities already revealed
The named candidates are Hana Satō, Eli Ivers, Cormac Fitzroy, Pip Marin, Evadne Gladwin, Leif Blomgren and Kiara Chandra. Each belongs to the covenmate cast. Four more romanceable characters remain unnamed in the current presentation.
| Candidate | What their introduction emphasises | A useful reason to get to know them |
|---|---|---|
| Hana Satō | An enthusiastic interest in fashion and helping people feel good about their style | You want a lively character connected with Calico and town fashion |
| Eli Ivers | Supportiveness, curiosity and campus news | You are interested in the student newspaper and a character who pays attention to others |
| Cormac Fitzroy | Art, individuality and tension with classroom expectations | You want to learn about the person behind the paintings and family outsider image |
| Pip Marin | Inventive projects combining machinery and magic | You are drawn to practical creativity and the witch-mechanic's experiments |
| Evadne Gladwin | Dreaminess, charm and unexpected ideas | You prefer a whimsical personality rather than a tightly organised first impression |
| Leif Blomgren | Kindness, optimism and herbs | You want a cheerful, plant-focused covenmate to get to know |
| Kiara Chandra | An intimidating stare and a forceful presence | You are curious about the person beyond that guarded introduction |
These are character hooks, not hidden compatibility statistics. Cormac's interest in art does not supply a favourite-gift list, and Pip's mechanical projects do not establish an event requirement. Use the differences to decide whose conversations interest you, then let the relationship reveal more than the introduction can.

Let their stories influence your choice
Each covenmate has a personal journey that develops over your time at college. Relationship stories include expressive, specially animated scenes, with different tones and subjects across the cast. A character's first impression is consequently the beginning of your understanding of them, rather than their entire role.
This matters when choosing a romance because characters become ready to date at different points in their lives. Someone who is friendly is not necessarily ready to make the same commitment at the same stage as another student. The relationship requirements differ between characters, so treating the entire cast as interchangeable would miss part of how the system is designed.
Pay attention to what they are going through as well as whether you like their visual design. A conversation about their current situation and a reaction to a place in Mossport tell you different things. Together, they help establish whether you want to follow that character's story romantically or continue getting to know them as a friend.
Keep friendship available as a complete story path
You do not have to date someone to uncover their backstory. Every covenmate's story can progress through friendship, allowing you to learn about the cast without converting every relationship into a romance.
That gives you room to separate curiosity from commitment. If you want to know why Cormac cares about his work, or how Pip's inventive life develops, friendship is an established route into their stories. You can be interested in a character's arc without deciding that they should become your partner.
For a player still choosing among several personalities, this is a useful feature of the framework. Getting to know the coven is worthwhile in its own right. You do not need to treat any conversation that fails to become romantic as wasted progress, because friendship is itself a supported way to experience the characters' lives.
Build familiarity through everyday contact
Relationships develop through spending time together and giving and receiving gifts. Conversation also belongs to the daily world: a covenmate can react to the time, weather, location and events in their life.
The distinction between a fixed introduction and a current conversation is important. You might recognise a character's main interest from their profile, but a chance encounter can reveal what they are doing or feeling that day. Their dialogue is connected to a moving town, rather than being only a repeated character description.
In the TGS preview, covenmate events could occur while exploring the college, and students continued to have lives of their own. You could follow an encounter or move on to another activity. For romance choices, that makes ordinary contact part of discovering who a character is, alongside the more deliberate decision to arrange an outing.
Use cards to change the relationship deliberately
Mossport's post office sells cards for asking someone out, going steady and breaking up. These represent different relationship intentions. An invitation starts a different kind of interaction from a request for a steady relationship, while a breakup card communicates that you want to end one.
The stationery also includes rotating seasonal designs alongside classic cards. A spring tulip design and a jack-o-lantern breakup design are examples of that variety. Their appearance lets you choose the presentation of a message; it is not a published system of bonus affection for selecting a particular card illustration.
Think about the relationship action first. If you want a date, the relevant intention is inviting someone out. If you want to take a developing romance further, going steady is the separate milestone. The variety of stationery sits around that structure, giving the action a place in Mossport's social traditions.

Choose two activities around the person you are dating
A date combines two activities that you choose. The aim is to work out what your companion enjoys, so the outing becomes another way to learn about them rather than a universal sequence repeated with every character.
The journey matters too. More than 200 contextual date-chatter spots are spread around Mossport. Your companion can comment on what catches their attention while you move between activities, with reactions providing clues about whether a place or activity appeals to them.
A jewellery shop, the college bridge and the beach are among the examples of places that can prompt reactions. They are opportunities to discover a preference, not a ranked list guaranteed to please every candidate. A spot that suits one person may not produce the same response from another.
This is a useful point at which to reassess your first impression of a character. Their introduction tells you a broad interest; their company on a date shows how they respond to the town around them. The relationship choice becomes more informed through those interactions.
Read reactions during the outing and at its end
Some chatter makes an activity sound inviting, while other reactions make the opposite clear. The TGS 2026 date preview also showed heart markers on the map as a way to identify outing spots. Those markers help with finding possibilities; your companion's reaction supplies the personal context.
Dates can go well or badly. The result becomes apparent when you take your companion home, so choosing the activities is not the entire interaction. The return is part of the revealed sequence and gives the outing a recognisable ending.
For your next decision, use what the character actually expressed. An encouraging reaction can tell you that a shared activity suited them, while an unhappy one gives you a reason to reconsider that choice. There is no need to turn a personality label into an assumed preference when the game supplies contextual conversation for that purpose.

Date chatter gives context to your companion’s reaction to a place.
Understand what going steady changes
Going steady is a distinct step after a relationship has developed through contact, gifts and dates. A going-steady card communicates that intention, and the relationship opens privileges that include sleepovers.
That milestone is more specific than simply having spent time together. It gives you a reason to decide whether you want to continue a romance with that covenmate, rather than treating each outing as an isolated social activity. The revealed framework distinguishes a date from the greater commitment of a steady relationship.
It does not establish a wedding or family system. The concrete milestone described here is going steady, with sleepovers as an example of what it unlocks. Choosing a romance around that stated progression gives you a clearer expectation of the relationship than assuming every life simulation uses the same endpoint.
Make romance choices with a multiplayer group in mind
Each player in online co-op can pursue a covenmate. Two players may be interested in the same person and compete for their affection until someone goes steady. The TGS 2026 interview likewise described a single partner for a given romance candidate, rather than every player separately securing the same steady relationship.
That matters if your group arrives with favourite characters already chosen. Expressing interest in someone does not itself mean the candidate is reserved. The meaningful commitment described by the system is going steady, while the period before it can involve more than one player pursuing the same person.
You can discuss those preferences with your group before building a romance around them. Friendship remains available for learning about the cast, so competing romantic interests do not make a covenmate's story irrelevant to everyone else. A group can take different relationship paths while still sharing life in Mossport.
Choose the path that fits the story you want to follow
The revealed personalities offer several entry points: Hana's enthusiasm, Eli's attention to others, Cormac's art, Pip's invention, Evadne's imagination, Leif's herbs or Kiara's guarded presence. Let those differences guide whom you first approach, then use actual contact to learn what lies beyond the initial description.
You have concrete choices along the way: continue as friends, invite someone on a date, choose activities around their reactions, or ask to go steady when the relationship develops. Those decisions connect the cast's individual stories with the way you spend time in town. They give you a relationship path to explore without requiring a fictional best-partner ranking.
