Dev Update #6: Companions Overview
Hello again, Adventurers,
Today, we’d like to share with you a sneak preview of the design for companions in Project Witchstone.
Companions are a staple of cRPGs. The majority of the most memorable characters in the history of the genre are companion characters. Our interactions with them are what we vividly remember from these games. We hope that this will also be the case in our twist on the conventional cRPG.
"Recruiting Companion"
In Witchstone, you can recruit up to three companions into your party. While we do have recommended companion characters, you are free to recruit anyone in the world. It doesn’t mean that everyone will gladly accept to join you though. Some will take a bit of convincing.
The people you recruit will become invaluable both in and outside combat. Of course, they are more than just tools - they are also distinct characters with their own motivations and personality, and can react accordingly. Let’s take a deeper look.
[h3]Controls and Interactions[/h3]
On command, companions perform various actions for you and, depending on their own abilities and traits, open up some possibilities that wouldn’t be otherwise available to you.
During combat, you control all their actions, including movement. As the leader of the pack in a dangerous situation, they will follow your instructions without question as it is a matter of survival.
Outside of combat, you can also can give them orders, including having them interact with various elements (traps, doors, people):
"UI Mockup"
But that doesn’t mean they will do your bidding like mindless robots. As mentioned previously, our approach for companions is that they are distinct individuals, and not simply extensions of your own character. While you are their leader, they do not follow blindly.
Outside of combat, they may be reluctant to perform certain actions, if such actions go against their values or if they can lead to getting harmed or killed.
For example, a good-natured wizard will refuse to throw a fireball inside a tavern. Or a Blade Master with no knowledge of explosive devices won’t blindly agree to try to disarm a trap.
However, you can always convince them to follow your order. You may attempt to persuade them on why it’s important they comply, or you may be the kind of leader that uses intimidation and threats to make their followers bend to their will. Of course, how you treat your companions may affect your relationship with them over time.
"Companion refusing order"
[h3]Appreciation and Reactions[/h3]
Companions, like everyone in the game, also react to what you do. Depending on their own personality, they may approve of what you do, or go all the way to being appalled and leave the party. The aforementioned good-natured wizard would be strongly opposed to any harm done to civilians (should he, of course, actually witness you performing the deed!).
More than that, companions are active participants in your story. They may propose an approach to solve certain challenges or encourage you towards a certain goal. They will speak up but in the end, it is completely up to you if you want to heed their advice or do things your way.
"Want to talk icon"
Ultimately, how you treat your companions and depending on your actions, companions may evolve into unwavering allies, or sworn enemies that will actively try to stop you.
That’s all we have on companions for now. What do you think?
Let us know here or on our socials.
Talk to you again next month!
-Spearhead Games Team
Today, we’d like to share with you a sneak preview of the design for companions in Project Witchstone.
Companions are a staple of cRPGs. The majority of the most memorable characters in the history of the genre are companion characters. Our interactions with them are what we vividly remember from these games. We hope that this will also be the case in our twist on the conventional cRPG.
"Recruiting Companion"

In Witchstone, you can recruit up to three companions into your party. While we do have recommended companion characters, you are free to recruit anyone in the world. It doesn’t mean that everyone will gladly accept to join you though. Some will take a bit of convincing.
The people you recruit will become invaluable both in and outside combat. Of course, they are more than just tools - they are also distinct characters with their own motivations and personality, and can react accordingly. Let’s take a deeper look.
[h3]Controls and Interactions[/h3]
On command, companions perform various actions for you and, depending on their own abilities and traits, open up some possibilities that wouldn’t be otherwise available to you.
During combat, you control all their actions, including movement. As the leader of the pack in a dangerous situation, they will follow your instructions without question as it is a matter of survival.
Outside of combat, you can also can give them orders, including having them interact with various elements (traps, doors, people):
- Using any of their powers and abilities
- Using their skills, such as sneaking, lockpicking or disarming traps.
- Waiting for you at a specific location (useful to prepare an ambush, for example)
- Picking up or stealing items
"UI Mockup"

But that doesn’t mean they will do your bidding like mindless robots. As mentioned previously, our approach for companions is that they are distinct individuals, and not simply extensions of your own character. While you are their leader, they do not follow blindly.
Outside of combat, they may be reluctant to perform certain actions, if such actions go against their values or if they can lead to getting harmed or killed.
For example, a good-natured wizard will refuse to throw a fireball inside a tavern. Or a Blade Master with no knowledge of explosive devices won’t blindly agree to try to disarm a trap.
However, you can always convince them to follow your order. You may attempt to persuade them on why it’s important they comply, or you may be the kind of leader that uses intimidation and threats to make their followers bend to their will. Of course, how you treat your companions may affect your relationship with them over time.
"Companion refusing order"

[h3]Appreciation and Reactions[/h3]
Companions, like everyone in the game, also react to what you do. Depending on their own personality, they may approve of what you do, or go all the way to being appalled and leave the party. The aforementioned good-natured wizard would be strongly opposed to any harm done to civilians (should he, of course, actually witness you performing the deed!).
More than that, companions are active participants in your story. They may propose an approach to solve certain challenges or encourage you towards a certain goal. They will speak up but in the end, it is completely up to you if you want to heed their advice or do things your way.
"Want to talk icon"

Ultimately, how you treat your companions and depending on your actions, companions may evolve into unwavering allies, or sworn enemies that will actively try to stop you.
That’s all we have on companions for now. What do you think?
Let us know here or on our socials.
- https://twitter.com/WitchstoneGame
- https://www.facebook.com/WitchstoneGame
- https://discord.gg/spearheadgames
Talk to you again next month!
-Spearhead Games Team