Witchfire

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Even the sailor dude from the first map is a challenge
What I try to do is use a freeze spell and spamfire Bonsaire, the Illuminated (the Sailor) using the Echo / Psychopump shotguns. With the Cornucopia heavy spell, you get to shoot without reloading. You do heavy amounts of damage in a few seconds while the sailor is a bit stuck.
 
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They released the Brewing Update today.
  • Alchemy: you don't have to collect Angelica anymore to craft potions as they are done automatically to make the game less tedious. Instead, you will be able to change up and improve your healing abilities.
  • Hermitorium Weather/Time: You can now experience different weathers and times of day of the Hermitorium to change up the mood, in contrast to the playable areas of which time remains stagnant as it is controlled by the witch.
  • As stated before, bosses have been put into areas of where they are supposed to be: ex. Galley Slave in Scarlet Coast (galleys are ships) so the Slave boss on the coast makes sense.
Won't be able to play until the weekend so let me know how it goes.



Initially, they were going to add Witch Mountain along with the update and as the finale area would include a different type of gameplay than the other areas. However, as they were completing development, they realized that their initial idea of having to play against stronger versions of the bosses was pretty stale and they had a new idea, of which they restarted development. As it was coming pretty late into the year, they figured that they would rather take their time developing Witch Mountain so that it won't be rushed out and to avoid crunch. Thus, they delayed Witch Mountain to early 2025.
 
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Won't be able to play until the weekend so let me know how it goes.
Items:
The long rifle (frostbite) is ice based and has this perfect reload mechanic that grants a few bullets with increased damage and freeze. I dunno if I like it personally. I'd rather use hypnotic and or hunger.
The carbine (angelic) has a shield that absorbs a shot when ADSing. Didn't upgrade it past the the first mysterium.
The dynamo ring tags an enemy after damaging it and provided you're in close enough proximity, hits it with lightning while dodging. The damage is weak but it doesn't have an internal cooldown or anything, limited only by stamina pool.
The meteor ring boosts slide distance and lays down a fire trail. I really like this but I think it promotes a kind of shitty playstyle. Reliable source of fire tho. This is not found through research but rather behind a volatile witchfire gated wall in the castle.
The scourge relic prevents lethal damage when focused, draining stamina, and recharges its effect when focus is re-obtained. I'm sure this is really really good but I didn't actually try it. Then again, when you die, you're usually not focused.
I did not find the "parasite" item. It's presumably somewhere in the world as well.

Alchemy:
There are now a bunch more herbs and other reagents in the world. Some are found, others are dropped, and I think they can all be purchased from the merchant. Not all are equal in rarity. The alchemy lab lets you craft an "incense" which gives you a buff for your next run. The buffs are generally related to healing or damage mitigation. You get a couple of recipes from the get go but additional ones have to be found in the world.

World:
The Island of the Damned received a minor makeover. There are a couple additional enemy types present, the area near the entrance to the tower has a ruin, the shipwreck has a mini boss and some additional loot, and there are a couple of minor events. All good because based on feedback in this thread at least, it left a mediocre impression.
The boss in the scarlet coast now only spawns when all seven enemy camps are cleared. The slave spawns at the beach and for me at least somehow moved into the old shieldbreaker bossroom. That might have been a bug because I started his fight, tripped the calamity, dealt with it, and when I was done, he was gone and his icon was at the old room. Dropped down and there he was. He's obviously much easier.
I didn't fight the castle boss or the prophet.
 
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Witch Mountain news:
Climbing the Witch Mountain
Update on the update
Witch Mountain looms in the distance but the road ahead is a bit more difficult than we anticipated.

We have some good news to share, but first, let’s rip the band-aid off on the painful one. The Witch Mountain update is still a few weeks away.

The last time I wrote about this, I said that the gameplay part of it is so new to us that we cannot quite predict the end of the prototyping period. We believe it’s going to be good for Witchfire, but we cannot be certain how much more work is needed for the feature to truly shine. Every day, the mountain is a bit more fun, and one of these days it will be fun enough to share it with the world — but not today.

Also, the gameplay is not the only thing that needs more time in the oven. We’re infusing the level with legions of opponents, new puzzles, new prophecies, and new mechanics… but “accidentally,” we’ve also made the level our biggest one yet. This does not necessarily mean there’s more gameplay to enjoy than, say, in the Castle, but certainly from the sheer size of it, Witch Mountain is a giant.

I am torn between wanting to thank you for your patience with some preview screenshots and not wanting to spoil the experience. I think I found a nice middle ground, and so here are a few shots that actually avoid showing the main feature of the level: a huge area with a set of gameplay mechanics previously unseen in Witchfire, one that will put your skills and reflexes to the test. We will keep that one hidden for now. But I think we can tease bits and pieces of other areas, so here goes…
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Finally, someone might ask why we won’t release Witch Mountain in a work-in-progress state. Witchfire is still in Early Access, after all. But in our opinion, there is a rather unsettling trend in the gaming industry which causes more and more titles to be delivered in a somewhat incomplete state, and we don’t want to follow it. We know it sounds sort of overzealous in the case of an Early Access game, but we’d rather swallow a bitter pill and annoy you with a longer wait than deliver something half-baked.

Now for some good news. Since the update is taking longer than anticipated, we’ve decided to make it fatter.

Fallen Preyers 2.0​

Witchfire is a heist game in a dark fantasy skin, and Fallen Preyers are your crew. The Muscle, the Driver, the Safecracker, and so on. But while Fallen Preyers 1.0 turned out to be useful, they do not add a lot to the emotional layer of the game. They have such storytelling potential, but for now, all they are is icons on the map.

Also, we think they contribute to the issue of the overload of the cognitive buffer. Ever forgotten you have a Demonic Weapon? Not exclusively your fault. There are so many things to think about in Witchfire that the brain refuses to juggle them all. We love that aspect of the game; this is why we call it an RPG shooter, not just a shooter. But sometimes, too much is too much. Having to remember that a Fallen Preyer waits to be unleashed once during an expedition is a problem.

Also, it’s kind of an unnecessary thing anyway. If there’s a Fallen Preyer who can help you during a Calamity, hmmm, when would one want to call it? I don’t know, maybe during a Calamity?

So we’re changing Fallen Preyers from “nuke buttons” to semi-autonomous NPCs.

We give them shape, we give them life, we give them personalities.
This is a huge undertaking—e.g., seven (!) full new 3D characters—but we just want to do it. We do not compromise, and we treat the story and immersion as one of the unmovable fundamentals of the experience, and we hope Fallen Preyers 2.0 will contribute to that factor.

Not all of it might make it to the Witch Mountain update, but the core of the change will be there for sure.

New gear​

Two new weapons, two new spells, and a new item. If you have already played Witchfire, you already know that these may be – pardon the pun – literal gamechangers, as equipment has a huge impact on the way you deal with enemies and your survivability. The new stuff is no exception; both affect the playstyle and are just fun.

Let’s reveal one piece today: a new revolver. Yes, this one is for the fan fire lovers.
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Shadow Orbs​

One of the brand new things that Witch Mountain is going to bring is the Shadow Orb—a magical combat-recording device that will give you challenges and reward you for meeting the requirements by granting you a piece of inventory or a resource that may prove crucial in the current and future runs. The reward will, obviously, depend on the scale of the challenge, but our community has already proven to be more hardcore and ambitious than we predicted, so we have to up the ante every now and then.
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Under-the-hood improvements​

We’re reading your feedback loud and clear, and we’re constantly looking for ways to improve what we have delivered so far—the evidence is pretty much everywhere in the game, and the new update is not going to be any different. We have reworked the balance of Knight and Ogre, giving them new behavior and fighting patterns, and refreshed their introductory cutscenes, just to make them that extra bit more intimidating. We have spent quite a lot of time diving deep into Arcana, changing the way some of them work. We have already fixed over 70 bugs reported to us by our community (huge thank you for bringing them to our attention).

The shape of things to come​

Witchfire is very much an ongoing project, so the future is going to bring a lot more – while we’re prioritizing Witch Mountain right now, we’re working on several things at the same time and shaping the content for time beyond WMU. Another map is already playable(-ish) and being tested by the members of our dev team, new weapon concepts are being developed, new opponents are roaming the alleys of our UE Editors (and minds), and we’re in the planning stages of fleshing out a proper tutorial, addressing one of the main complaints you have been reporting in the past weeks and months. Thanks for your support; we appreciate your patience and understanding, and we’re working our hardest to bring you the game you want to play again and again.

To show how serious we are about this, we’ve grown twice in size in the last two years: from 12 to 24. Finally, we are the size of the team that made Painkiller in 2012-2014. We’re still a tiny team considering the standards and quality we aspire to, but we’re no longer minuscule. And we now have a Community Manager, too! See the #announcements channel on our Discord.

That’s it for today, but we will be back soon with new posts, trying to entertain you the best we can until the Witch Mountain drops. And then we’ll go into hiding because it is our hardest content yet, and we’re not sure we’ll survive the screams of the maimed…
Community manager guy says the revolver is best used when hipfiring, though you can still ADS with it. Just like The Last Word. The 'cordniggers suspect the other weapon is going to be the weird shotgun with a cylinder.
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Before the Christmas holiday, the devs mentioned that Witch Mountain's boss gauntlet design had been scrapped though they seemed to like the idea that each part was kind of like a Destiny raid encounter. While they've been cagey about exactly what's gone into the rework, I'm ok with keeping the raid aspects. There's already a lot of Destiny DNA in the game (for better or for worse) and the team has confirmed that they drew inspiration from it; gunplay is comparable, vaults are similar to lost sectors, the Wailing Tower is similar to a strike, etc. The Tower is the best piece of content in the game and I'd certainly like more content like that.
 
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Adrian Chmielarz said:
Our witch would not be as pretty.

On a more serious note, right now Witchfire is mostly gameplay and pieces of lore. But there’s much more coming in the world/story department. Some of the things we want to say will be… controversial. We can afford to be fearless in our storytelling thanks to enough of you buying the game to keep us independent.

Article | Archive

:thinking:
 
Oh boy, good or bad sign?
For posterity's sake, the author is responding to a xeet.
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Making an uggo witch or portraying the Church as the real baddies would hardly be controversial but that goes without saying. Making a hot witch that's irredeemably evil might be tho. Based on the small amount of lore that's currently in game, we know the Church isn't about making deals with witches to achieve their ends, or at least the extent of the Church that we're exposed to is the in universe equivalent of the Inquisition. The Inquisition cleanses heretics. That's a significantly more positive spin on the Church than anything I've seen out of other games for a long time.

I lurk their discord and I'm not getting the vibes that the devs are fags. They're not culture warriors, they just want to make their game. They've made enough from early access sales to see development through to the end. They don't have to abide by any current year dogma.
 
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Has anyone started playing the new Witch Mountain update that was released yesterday (13 March 2025)? Won't be getting back into the game for awhile at the moment but I want to hear your thoughts. Seem like this update is really big and juicy.

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  • A brand new level (and future endgame level): Witch Mountain's Labyrinth
    • The Witch Mountain navigation chart is found in the room behind the Irongate castle boss
    • Witchmarks, which are added perks exploring the Witch Mountain, have been sprinkled around the game world for the player to find
  • Fallen Preyers are reworked from floating dudes to semi-autonomous NPCs/allies.
  • Shadow orbs are devices that will offer you challenges and rewards for meeting their requirements.
  • New gearpack.
    • Judgment (shotgun) - found in Witch Mountain
    • Duelist (revolver) - can be researched
  • New OST pieces composed by Mikołaj Stroiński featured in the main menu and Witch Mountain;
  • Arcana bar on HUD is now hidden by default and can be re-enabled in the options menu.


Patch link | Archive

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Has anyone started playing the new Witch Mountain update that was released yesterday (13 March 2025)? Won't be getting back into the game for awhile at the moment but I want to hear your thoughts. Seem like this update is really big and juicy.
Tbh I'm disappointed with the new map. I won't kvetch about it lest I taint your future enjoyment but I think they favored spectacle over substance.
Miasma is a cool spell though. Wish it had a little more range increasing mysterium but it's a good alternative to burning stake.
 
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Will also do the same and not say too much about the map, but I'll say that it's decent, but after finding and completing everything, I see little reason to go back. I agree that it's pretty disappointing.

Not a big fan of the Judgement shotgun. Like all guns, it does get better when you rank it up, but I don't find it very fun. Haven't reached the third mysterium rank with it yet, but unless it gives something drastic to the gun, I don't see myself using it again unless they eventually release more to unlock for it.

The Duelist is pretty fun, though I, and it seems others, was confused how the first mysteria gimmick worked until I saw a video one it, and it became obvious how it worked. Not my favorite hand cannon, but I can see myself going back to it from time-to-time for something a little different.

The Yew isn't bad. One of the perks it gives is increased reload speed while you have the temporary shield on, and it was definitely noticeable when I was using the Judgement because of its slow reload. But, I noticed my low and slow health gain from the elixers due to not having Henbane more than I noticed anything from the Yew. Henbane is just too powerful, so I doubt I'll use the Yew again.

Twinshade wasn't great. Probably one of my least favorite light spells, and I don't see myself ever using it again.

Miasma is pretty fun. Enough to where I'm still using it for now. I can't remember the name of the arcana, but I had a lot of fun pairing Miasma with the arcana that stuns minor enemies upon taking decay damage for the first time.
 
Not a big fan of the Judgement shotgun. Like all guns, it does get better when you rank it up, but I don't find it very fun. Haven't reached the third mysterium rank with it yet, but unless it gives something drastic to the gun, I don't see myself using it again unless they eventually release more to unlock for it.
Its third mysterium is quite bad.
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I really wanted to like the gun. It really needs either fast reload, reload dash, or the arcana that partially fills the mag on kill. I think the charge time on the second mysterium is too slow to be useful and as a shotgun, echo eats its lunch.
The Yew isn't bad. One of the perks it gives is increased reload speed while you have the temporary shield on, and it was definitely noticeable when I was using the Judgement because of its slow reload. But, I noticed my low and slow health gain from the elixers due to not having Henbane more than I noticed anything from the Yew. Henbane is just too powerful, so I doubt I'll use the Yew again.
Some of the healing taken away from henbane should have been rolled into the healing stat. I'm holding out on that for stats 2.0.

Edit: concerning shadow orbs, I didn't really understand what they were supposed to be from the blogpost a while back but I didn't expect them to be a simple mysterium accelerator when completed.
 
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