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KILL THE WITCH News

Early Access v1.2c Update

[p][/p][p]Summary[/p]
  • [p]Improved control-related difficulty[/p]
  • [p]Fine-tuned pattern intensity for each difficulty[/p]
  • [p]Refined unintuitive elements beyond the original design intent, and more[/p]
[hr][/hr][p][/p][p]Hello!
We’re the SnakeEagle team.[/p][p]We carefully review all of your reviews, feedback, and videos, and continuously reflect them in our updates.[/p][p]With the 1.2 update, we have maintained the original direction of the game while significantly refining areas that may have felt rough beyond our intended design.[/p][p]Looking at achievement data, the clear rate for “Stage 1 – Yozoh” is close to 60%, whereas only 13.4% of players have cleared “Nana,” even on Easy difficulty.
We would truly appreciate it if you could give it another try in the current version.[/p][p]We do want to offer a challenge—but not one that feels frustrating for the wrong reasons.
Our goal is to create a difficulty that is fair, rewarding, and ultimately worth overcoming.[/p][p]Every piece of feedback genuinely means a lot to us.
If you have the chance to try the new version, we would be grateful to hear your thoughts, and we will continue striving to make the game even better.[/p][p][/p][hr][/hr][p]*Please note that the patch notes may contain spoilers.[/p][h2]
Player[/h2]
  • [p](1.1a) Added input buffering to Attack, Jump, and Roll, significantly improving overall responsiveness.
    (For Attack and Roll, identical inputs are prevented from being immediately buffered for a very short duration, preserving the original design direction while improving responsiveness.)[/p]
  • [p](1.1a) Added input buffering to Upward Input and adjusted the controller logic for upward input, greatly improving control responsiveness.[/p]
  • [p](1.1a) Fixed a bug where attempting to jump again immediately after landing would result in an unusually low jump.[/p][p][/p]
[h2]All Stages[/h2]
  • [p]Enemies (bugs) no longer deal contact damage to the player while they are in a hit state.[/p]
  • [p]Healing Hearts now automatically disappear 45 seconds after spawning.
    (The timer does not run during dialogue scenes.)[/p]
  • [p]Improved the UI presentation for maximum HP increases granted by the Witch’s Found Object.[/p][p][/p]
[h2]Stage 1[/h2]
  • [p]Adjusted Yozoh’s Iron Ball so that it no longer bounces back immediately for a brief moment after being hit.[/p]
  • [p]Added a tutorial prompt on Easy difficulty that guides players toward the Witch’s Found Object.[/p][p][/p]
[h2]Stage 2[/h2]
  • [p]Added a sound effect when the player recovers HP by consuming a Mad Heart.[/p]
  • [p]Reduced knockback from attacks by Small Bugs.[/p]
  • [p]Eased difficulty in certain sections on Easy and Normal.[/p]
  • [p]Angel Bugs will no longer start firing arrows while off-screen.
    (However, arrows already fired on-screen will continue even if the enemy leaves the screen.)[/p]
  • [p]Angel Bugs now actively return to the screen if they move off-screen.[/p]
  • [p]Adjusted the hitbox of all Lightning attacks in the boss fight to be more intuitive.[/p]
  • [p]Adjusted the hitbox of Residual Lightning in the boss fight to be more intuitive.[/p]
  • [p]Rebalanced certain Phase 2 boss patterns by difficulty.
    (In particular, patterns that require waiting for timing have been eased on Normal.)[/p]
  • [p]Adjusted the cooldown of periodically falling Lightning in Phase 2 by difficulty.[/p]
  • [p]Adjusted the AI behavior of Mutated Angel Bugs in Phase 3.[/p]
  • [p]Adjusted the drop rate of Healing Hearts from Mutated Angel Bugs in Phase 3 by difficulty.[/p][p][/p]
[h2]Other[/h2]
  • [p]Various optimizations implemented to improve performance stability[/p]
  • [p]Improved certain Japanese text expressions[/p]
  • [p]Fixed various minor bugs[/p]
[hr][/hr][p]1.2a Update (02/27)[/p][h2]Stage 1[/h2]
  • [p]Added the guiding sign that leads to the “Witch’s Object” in Normal difficulty as well.[/p]
[h2]Stage 2[/h2]
  • [p]Adjusted an issue where the “Angel Bug” would stop firing arrows at a certain distance instead of continuing its attack.[/p]
  • [p]Adjusted the drop rate of the Angel Bug’s “Recovery Heart” on Easy and Normal difficulties.[/p]
  • [p]Reduced the HP of the boss “Nana” on Normal difficulty only.[/p]
[hr][/hr][p]Update 1.2b (03/04)[/p][h2]Stage 2[/h2]
  • [p]Additional adjustment to the Heart drop rate in Nana Phase 1 (Normal difficulty only)[/p]
  • [p]Reduced the retrieval delay of Pink Heart Darts in Nana Phases 1 and 3 (Easy and Normal difficulties only)[/p]
[h2]Other[/h2]
  • [p]Mitigated a key mapping issue that could occur when multiple gamepads were connected[/p]
  • [p]Fixed an issue where tutorial icons were displayed incorrectly if the gamepad was changed during a stage[/p]
  • [p]Mitigated an issue where some keyboard special characters were not displayed correctly on screen[/p]
[hr][/hr][p]1.2c Update (03/07)[/p][p]We are currently preparing the 1.3 update, but since development and testing are taking some time, we are releasing the completed parts first as a preliminary update.
Thank you for your understanding.[/p][p][/p][h2]Player[/h2]
  • [p]Added a visual effect when the player recovers health.[/p]
[h2]Stage 2[/h2]
  • [p]Added a visual effect when Nana recovers health through a “Fake Heart.”[/p]
  • [p]Fixed a bug in Phase 3 (Easy difficulty) where a Blue Heart Dart would still spawn when destroying the final Pink Heart Dart.[/p]
[p][/p][hr][/hr][p]*If the update has been applied correctly, you will see “v1.2c” displayed in the bottom-right corner of the title screen. If not, please fully exit Steam and relaunch it.[/p][p]Feedback is always welcome![/p]

Early Access v1.1a Update

[p][/p][p]Hello,
This is SnakeEagle.[/p][p]The main goals of this update are as follows:[/p][p]
1. Improved Player Controls[/p][p]The action design of KILL THE WITCH is intentionally simple, with a limited number of moves that behave consistently. However, each action carries a certain level of risk—using the wrong move in the wrong situation can result in penalties.[/p][p]This was designed so that, as players become more familiar with the game, they naturally learn to choose more appropriate actions, which in turn lowers the perceived difficulty over time.[/p][p]That said, we also strongly agree that some actions leave room for adjustment.[/p][p]Without compromising the core framework of the game, we will continue to carefully observe and refine the controls to create a more responsive and satisfying feel.[/p][p]
2. Clearer Distinction Between Easy / Normal / Hard / Lunatic[/p][p]We aimed to more clearly differentiate each difficulty level so that each one has a meaningful purpose.[/p][p]Our goal is to ensure that if you are able to clear a lower difficulty, you will be properly prepared to challenge the next one with confidence.

In addition, we have implemented improvements in other areas that we felt required refinement.[/p][p]
Among those who left negative reviews, most pointed to “controls” or “difficulty” as their main concerns.[/p][p]Compared to the initial version—which may have felt like it forced a “hardcore” experience on players who were not yet ready—this update has been refined with much greater care. We are confident that it now offers a more polished and accessible experience.

Of course, this first update is not the end. We will continue to listen carefully and refine the game with speed and sincerity.[/p][p]If you would be willing to share your thoughts on the updated version of KILL THE WITCH, we would greatly appreciate hearing your voice.[/p][p]Thank you sincerely for your trust and patience.[/p][p][/p][hr][/hr][p][/p][p]*The patch notes below may contain spoilers regarding enemy patterns.
If you prefer to avoid spoilers, we recommend skipping the details and experiencing the changes for yourself.[/p][h3]
Player[/h3]
  • [p]Increased jump acceleration so the player can reach maximum height more quickly, improving overall responsiveness.[/p]
  • [p]Slightly adjusted the recovery time after the aerial downward attack at the peak of a jump.[/p]
  • [p]Slightly adjusted the recovery time of the third hit in the standing attack combo.[/p]
[p][/p][h3]Stage[/h3]
  • [p]Reduced excessive camera reactions during rapid vertical movement (such as jumping or using jump pads), which could cause motion discomfort.[/p]
  • [p]Added a tutorial section exclusive to Easy difficulty.[/p]
  • [p]Fixed a bug where jump height during scene transitions via jump pads varied depending on the frame rate setting.[/p]
[p][/p][h3]Stage 2[/h3]
  • [p]Adjusted the spawn intensity of the “Ghost Bugs” during the stage on Easy and Normal difficulties.[/p]
  • [p]Fixed a bug related to the arrow logic where players could still take damage even after correctly deflecting the projectile.[/p]
[p][/p][h3]Stage 2 Boss[/h3]
  • [p]Reduced the amount of HP recovered by the boss on Hard and Lunatic difficulties when a Fake Heart is consumed.[/p]
  • [p]Adjusted the number of “Ghost Bugs” that appear in Phase 2 for each difficulty level.[/p]
  • [p]Fine-tuned Phase 2 patterns by difficulty.[/p]
  • [p]Modified the end of Phase 2 so that the boss now releases a “Fake Heart.”[/p]
  • [p]At the start of Phase 3-1, adjusted Easy and Normal difficulties so that only one “Mutated Angel Bug” appears.[/p]
  • [p]Adjusted the boss HP in Phase 3-1 by difficulty.[/p]
  • [p]Reduced the size of the arrows fired by the “Mutated Angel Bug” in Phase 3.[/p]
  • [p]Simplified certain patterns in Phase 3 on Easy difficulty.[/p]
[p][/p][h3]Other[/h3]
  • [p]Changed the unlock condition for the hidden achievement from “Clear on Lunatic” to “Clear on Hard or higher.”[/p]
  • [p]Added 45 FPS and 30 FPS options to the target frame rate settings.[/p]
  • [p]Adjusted the player’s physics interpolation method to improve movement stability in lower-performance environments.[/p]
  • [p]Improved the UX navigation in the main menu when moving to “Quit Game” and “Options.”[/p]
[hr][/hr][h2]1.1a Update[/h2][p]Feb 23 – 4:49 PM (UTC)[/p][h3]Player[/h3]
  • [p]Added input buffering to Attack, Jump, and Roll, significantly improving overall responsiveness.
    (For Attack and Roll, identical inputs are briefly prevented from immediately re-triggering via the buffer. This preserves the original design direction while improving overall responsiveness.)[/p]
  • [p]Added input buffering to Up input, and adjusted the gamepad logic for Up input to further improve control feel.[/p]
  • [p]Fixed a bug where attempting to jump again immediately after jumping would result in an unusually low jump.[/p]
[p]The control-related improvements originally planned for v1.2 have been completed ahead of schedule and are now released early in v1.1a.[/p][p]We would greatly appreciate your feedback.[/p][hr][/hr][p]*If the update has been applied correctly, “v1.1a” will be displayed in the bottom-right corner.
If not, please fully exit Steam and relaunch it.
[/p][p]Feedback is always welcome![/p]

Upcoming Update and a Message from the Developer

[p][/p][p]Hello,[/p][p]I’m ASO (Yuseok Oh), the developer.[/p][p]Along with some upcoming update plans, I’d like to share my honest thoughts about the game.[/p][h3]
Upcoming Update Plans
[/h3][p]First, the upcoming update will primarily focus on adjusting the Easy and Normal difficulties of Stage 2. We are aiming to roll out the first round of changes by at least Thursday (February 20 KST / February 19 UTC). [/p][p]Lower difficulty modes are intended to serve as practice for overcoming the higher difficulties.
However, we recognize that more players than intended are currently finding Easy and Normal more challenging than expected.[/p][p]
If any of you have felt that the difficulty was harsher than intended, I sincerely apologize.
Stage 1 and Yozoh also went through a similar process of refinement, gradually being sharpened over time, so I would greatly appreciate your patience as we continue to improve things.
[/p][p]At the same time, for those who value a demanding challenge, we plan to maintain the difficulty of Hard and Lunatic modes, making adjustments only within that boundary.[/p][p]
Only very slight tweaks, in line with the original vision.

Your diverse feedback and the gameplay videos you share are all a tremendous help in improving the game. I’ll post the detailed patch notes alongside the update itself. [/p][hr][/hr][p][/p][h3]Thoughts on the Game[/h3][p][/p][p]Every time I play my own game, it feels fun and exhilarating.
Almost charmingly so.

It’s the kind of mad, stubborn game that insists on taking one more step forward right at the moment when you think, “This is probably far enough.”[/p][p]
I believe there are experiences and emotions that can only be felt
when you are pushed to your very limits, standing on a precarious tightrope—
and a kind of joy that can only be discovered when you dare to dance on it.[/p][p]
Creating a cult-like work means accepting that it may not be loved by everyone,
and that it is not something that will earn easy applause.
That is something I resolved myself to from the very beginning, when I first started making this game.[/p][p] [/p][p]What I believe I must do is trust that those of you who play the game will one day swing your bat and strike it down in your own way—
and to keep throwing the very best pitches I can, all the way to the end.
[/p][p]Of course, if at any point the difficulty goes beyond what was originally intended,
I fully understand that it is my responsibility to observe carefully and make thoughtful adjustments.[/p][p]
So please, continue to keep watching.[/p][p]
Thank you.[/p][p]
Yuseok Oh
SnakeEagle[/p][hr][/hr][p][/p][p]Discord Community Invite Link[/p][p]
For development-related discussions and more casual conversations,
we continue the dialogue in our Discord community.[/p][p]
The developer is there regularly!
Feel free to drop by anytime :)[/p]

Early Access Launch

[p][/p][p]Hello,
We are SnakeEagle, the team behind KILL THE WITCH.[/p][p]
The story of a witch who grips her baseball bat tight and smashes everything in her path—
KILL THE WITCH is now live in Early Access![/p][p][/p][hr][/hr][h2]
Discord Server[/h2][p][/p][p]Discord Server Link[/p][p][/p][p]The official KILL THE WITCH community is now public!

The developer is always around.
so feel free to drop by anytime![/p][p][/p][hr][/hr][p][/p][p]*The following is mostly the same as our previous announcement.[/p][h2]Early Access Trailer[/h2][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink][/p][hr][/hr][p][/p][h2]Early Access Price[/h2][h3]$10.99 (10% launch discount for the first 2 weeks: $9.89)[/h3][p]The Early Access price is set lower than the planned full release price.

The game will not be discounted below $9.89 during Early Access,
and following the full release, the price will stay above $9.89 for a minimum of three months.

*Prices for currencies other than USD will be adjusted on a per-region basis.
Please check the store page on the release date for your local price.
[/p][p][/p][hr][/hr][p][/p][h2]Early Access Content[/h2][p]The full version of KILL THE WITCH is planned to include a total of 6 stages.
During Early Access, 2 stages will be available. [/p][p][/p][h3]Screenshots[/h3][carousel][/carousel][p]The Early Access period is planned to last approximately 1 to 1.25 years,
with the full release targeted for the first half of 2027.[/p][p][/p][hr][/hr][p][/p][h2]In Closing[/h2][p]We understand that some of you may have concerns or reservations about Early Access.[/p][p]To be honest, even from a gamer’s perspective, I personally don’t often purchase Early Access games right away— even when they’re offered at a lower price. So we completely understand and empathize with those feelings.[/p][p]SnakeEagle is a very small team made up of just one developer and one composer.[/p][p]Creating a game as a small indie team comes with many disadvantages,
but we believe it also has two unique and significant strengths:[/p]
  • [p]We can choose to take 'creative risks' in our decision-making when we feel it’s right.[/p]
  • [p]We can endure development longer with 'relatively limited financial resources', allowing us to see the project through to completion.[/p]
[p]That’s why you don’t have to purchase KILL THE WITCH during Early Access.[/p][p]However, if this small and strange game resonates with you,
we would truly appreciate it if you’d add it to your wishlist.
Even leaving a like or a comment whenever it comes to mind gives us tremendous motivation.[/p][p]We fully understand that the Early Access launch is not the end,
but merely the starting line we have only just managed to reach.
We will continue working hard to see this journey through to the very end.[/p][p]Once again, we would like to sincerely thank everyone who is looking forward to Yonah’s story and continuing to support us.[/p][p]Have a wonderful day![/p][p]Sincerely,
SnakeEagle
[/p]

Early Access Release Date Revealed

[p][/p][p]Hello!
We’re SnakeEagle, the team behind KILL THE WITCH :)
[/p][p]A story of a witch who grips a baseball bat and smashes everything in her path—
KILL THE WITCH will launch in Early Access on February 17 at 6:00 PM (PST) / 9:00 PM (EST)![/p][p][/p][hr][/hr][h2]
Early Access Release Date[/h2][h3]February 17 at 6:00 PM (PST) / 9:00 PM (EST)[/h3][p][/p][hr][/hr][p][/p][h2]Early Access Trailer[/h2][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink][/p][hr][/hr][p][/p][h2]Early Access Price[/h2][h3]$10.99 (10% launch discount for the first 2 weeks: $9.89)[/h3][p]The Early Access price is set lower than the planned full release price.

The game will not be discounted below $9.89 during Early Access,
and following the full release, the price will stay above $9.89 for a minimum of three months.

*Prices for currencies other than USD will be adjusted on a per-region basis.
Please check the store page on the release date for your local price.
[/p][p][/p][hr][/hr][p][/p][h2]Early Access Content[/h2][p]The full version of KILL THE WITCH is planned to include a total of 6 stages.
During Early Access, 2 stages will be available. [/p][p][/p][h3]Screenshots[/h3][carousel][/carousel][p]The Early Access period is planned to last approximately 1 to 1.25 years,
with the full release targeted for the first half of 2027.[/p][p][/p][hr][/hr][p][/p][h2]In Closing[/h2][p]We understand that some of you may have concerns or reservations about Early Access.[/p][p]To be honest, even from a gamer’s perspective, I personally don’t often purchase Early Access games right away— even when they’re offered at a lower price. So we completely understand and empathize with those feelings.[/p][p]SnakeEagle is a very small team made up of just one developer and one composer.[/p][p]Creating a game as a small indie team comes with many disadvantages,
but we believe it also has two unique and significant strengths:[/p]
  • [p]We can choose to take 'creative risks' in our decision-making when we feel it’s right.[/p]
  • [p]We can endure development longer with 'relatively limited financial resources', allowing us to see the project through to completion.[/p]
[p]That’s why you don’t have to purchase KILL THE WITCH during Early Access.[/p][p]However, if this small and strange game resonates with you,
we would truly appreciate it if you’d add it to your wishlist.
Even leaving a like or a comment whenever it comes to mind gives us tremendous motivation.[/p][p]We know that the Early Access launch is not the end,
but rather the starting line we have only just reached.[/p][p]We sincerely thank everyone who is looking forward to Yonah’s story and supporting us along the way,
and we hope to see you again on release day :)[/p][p]Have a wonderful day!
[/p][p]Sincerely,
SnakeEagle
[/p][p][/p][hr][/hr][p][/p][h2]Discord Server[/h2][p][/p][p]Discord Server Link[/p][p][/p][p]Our Discord server is now public![/p][p]
The developer is always around!
If you're interested, feel free to drop by anytime.[/p]