Thread: Witchfire |OT| Epic Witchhunt - Out on Steam now!
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Two really great new blog posts.


One about the delay of the first big update:


It's not a significant delay, but it is a delay. And it's not as though we didn't mention the possibility of a December release. So that's our responsibility, and we owe you an explanation.
I believe our reason is more intriguing than the usual "developers cannot plan for shit."
I mean, developers cannot plan for shit indeed, and that's why game delays have become a meme.


And one about a new mechanic, Gnosis!
 
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So stoked. I cannot wait to play some more after this update.

Some big new changes will drop with the update. Can't wait to play it again!!

From their blog:

Player classes
Souls-style classes, meaning they give you a head start in certain stats or gear, but ultimately you will be able to achieve the same desired build with any of the classes. Some starting gear we are adding is brand new and should be a good choice for the first or fresh GGU playthrough. We're also adding a class for the fearless preyers who want to bleed through sweat and pain in these opening hours.


Redesigned Calamity system
I've written before about how we are redesigning the Calamity system. I playtested the new version myself and can confirm it is much better. On top of the new system, we are adding three new Calamities. We are also redesigning a certain old one. Let's say that when time slows down, enemy projectiles now slow down as well.


New feature: Gnosis
More details in this blog post, but in short, leveling up now does not affect the difficulty. Yes, you can now overlevel if that is your tactic. You will not be able to overlevel to insane values, as sooner or later farming witchfire in easier areas will stop being that effective. But still, it's an option now.

On the other hand, increasing Gnosis — and thus the difficulty — earlier than anticipated offers a boost in witchfire earnings, as new enemies and traps enter the play. The choice is yours.

NPC vendor / shop with unique items
It's happening.



Witch Vaults
We have expanded existing levels with a new special/secret area per level, with the most challenging combat we've ever done. Preyers, Witch Vaults are now accessible for raiding.

Well, soon…

Get in, steal the goods, get out. None of these things are going to be easy. Actually, the Vaults, as optional content, are insanely difficult. You will have to gear up and be able to use everything you have in the most efficient way.

  • Five new weapons, including one new Demonic Weapon
  • Four new spells and four redesigned spells
  • Seven new magical items (fetishes, rings, relics)
  • Ten new enemies (some 100% new, some variations of existing enemies)
  • Five new events
  • Six new traps
  • Three new Calamities
Profiles / Save slots
This is fairly obvious and standard, but still, a much demanded feature even this early into Early Access. You will be able to keep multiple saves or share the game with someone else and have them use their own save slot.
 
Played a few rounds after the latest big update.

- Atmosphere is simply incredible
- Some new systems that I interacted with, working very well
- New weapons and abilities to unlock but I didn't unlock anything yet
- Man this game is great
- Some new enemies, improved mechanics and balancing
- No new map yet
- Performance in the castle is still rough
- Visuals look great

 
The studio boss told me on Discord that the game has been developed by only 12 people so far. Which is INSANE. The gameplay is already totally awesome, the visuals are great, it's a pretty polished experience while yes, limited in content so far. But still, this level of quality, creativity and fun, with such a small team, crazy.

They added some more people to the team, now will be 17. Seriously, when they add more maps and some more content, otherwise keep it as is, it'll easily be one of the best shooters out there.
 
The studio boss told me on Discord that the game has been developed by only 12 people so far. Which is INSANE. The gameplay is already totally awesome, the visuals are great, it's a pretty polished experience while yes, limited in content so far. But still, this level of quality, creativity and fun, with such a small team, crazy.

They added some more people to the team, now will be 17. Seriously, when they add more maps and some more content, otherwise keep it as is, it'll easily be one of the best shooters out there.

That's impressive.

Not to keep piling on, but compare that to the number of people listed during the 1.5 hour credit sequence for the Suicide Squad. I know they're different genres, but I'm guessing that Witchfire will have more active players 3+ months after v1.0 release than SS.
 
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Another great blog post about the last round of patches.

Explaining a lot of stuff, one of them how the Calamity events work now. The witch wants to catch you at your lowest, when you're the most vulnerable. Every mistake raises the Calamity bar. Small things like getting hit, trying to cast a spell when it's not ready etc. raise the invisible bar a bit. Larger mistakes like triggering one of her traps, raise the bar more. To the point of triggering one of the random events.

 
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New blog post, great read as always. Explaining their design philosophy, how they approach things, what they're working on.


twt1.jpg
 
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Hell yeah! But I'll hold off until I jump back in. Already played like 40h, don't want to burn out on the game. Despite it being one of my all time favorites tbh, even now.