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The Calm Before the Roadmap

Velmorne has been on the map selection screen for almost a month now - after opening the city gates, we listened, tweaked, and patched. The final (final-we-are-done-for-real) patch dropped yesterday, and it appears that support for Webgrave has now been concluded. This means there will be no more patches for a while. But that doesn’t mean we’re disappearing off the radar - we’re just switching from support mode to development mode, working on future content for the game. An updated roadmap is currently in the works, and we plan to share it with you in a few days - stay tuned!

Before that happens, Adrian has a few words he wanted to say:

Today, we're having a big team meeting to discuss the next steps. We can smell 1.0 in the air, but there's still some work to do – like, you know, the story. We'll share the updated roadmap soon -- next week, probably -- but for now, let me wrap up the Webgrave update with some additional data. This time, let's dive into the juicy subject of refunds.

You wouldn't know it, but one thing that caused me a few sleepless nights was Witchfire's above-average refund ratio. It felt like living in a bizarre world: on one hand, the game was selling very well and had a high and rising user score of 92%; on the other, we had this unexpectedly high refund rate. This ratio was even more puzzling since typically, the higher the user score, the lower the refunds.

Of course, Early Access games usually see a higher refund rate because they're unfinished, and many people buy them just to sample the experience. Still, we knew something was off. We knew we had a good game, but we weren't fully connecting with some players.

After analyzing feedback, we identified three key areas that needed attention.

One, explaining the features. To us, everything seems obvious. I mean, how can Stamina not be obvious? It's not like we invented the concept. The same goes for spells, dashing, weapon swapping, witchfire as a resource, HP that doesn't auto-regenerate -- and countless other details. Yet, data from players and our playtests clearly showed we got this wrong. Yes, these concepts might be familiar individually, but Witchfire combines them in such a unique way that it simply demands a proper tutorial.

Two, the story. Many players are happy with just the atmosphere and gameplay; they either don't need a story or can wait for it. But others want a clear goal from the start, they need to understand the stakes and feel emotionally engaged. As someone who's never made a game without a story, loves immersive sims and narrative-driven games, and dabbles in writing, I understand that need perfectly.

Three, the difficulty. The game is simply too challenging for some players. Reasons vary: some feel overwhelmed, others don't want to adapt, and some ignore the tutorials entirely. Whatever the reason, our second most common refund justification is the game's difficulty.

Here's what we've decided to do about these issues:

For the tutorial, that was a no-brainer. We knew it was long overdue. So we've invested significantly in creating a proper tutorial, including a new map and a special Game Handbook feature. I'm happy to report that this has worked remarkably well: we've cut our excess refunds in half.

For the story, well, that's coming soon. We already have bits of it in the game, along with plenty of lore -- but that's nothing compared to what we ultimately envision for Witchfire.

Regarding difficulty, we've decided not to change anything from a top-level design perspective. We understand this means Witchfire will never appeal to everyone, and we're okay with that. We hope players will come to see there's more than one way to beat the game, whether through manual skills, strategic thinking, or clever exploits. But we don't plan on adding difficulty levels or reducing the overall challenge. Witchfire was never designed to be punishing; to us, it's "normal difficult" -- but we firmly believe a proper challenge is essential for a satisfying experience.

To sum it up: the tutorial and Game Handbook feature have been successful, the story is coming next, but we're standing firm on not adding difficulty levels.

And with that, it’s time for the…

[h2]Hermitorium Archives[/h2]
[h4]Rotten fiend appreciation corner[/h4]

Original Thread

Iron Cross may be the fan-favourite (or at least the go-to spell for a very vocal minority), but recently there’s been a surge of appreciation for a companion raised from six feet under. And I have to say, I absolutely love it. I may be guilty of leaving Rotten Fiend on a shelf in the Hermitorium for far too long, and this post made me feel like it’s time to dust the spell off. Especially since it seems there’s a way to make him Extra Buffed™ - so buffed that I’m afraid we’ll need to have another look at balance, because this feels a bit excessive.

Original Thread

A lively performance for someone so dead.

[h4]I'm not locked in here with you. You're locked in here with me.[/h4]

There’s a wide range of ways we see you approach gameplay. It usually begins with a lack of confidence: being very careful, counting bullets, using cover, and taking laboured breaths after each encounter filled with projectiles flying around your Preyer’s hat.

Then it gradually evolves into feeling like a god of hellfire - only to level up your gnosis while riding high on another successful expedition, and immediately finding out the difficulty has been bumped up by a considerable margin, so you’re not getting just a slap on the wrist, but rather getting your head kicked in.

Eventually, you get used to what the Witch is serving you. You gain enough experience to know what you can do, when to run, and when to push harder. Key-Post-9750 started a thread asking when that moment was for you - and when you were put in your place.

Thanks for sharing these moments and what lead to them - we want to make you feel things while playing our game, and while synthesizing what lead to these moments may be difficult, the more data we have, the more reliably we can craft opportunities for them to happen.

Original Thread

[h4][Kylo-Ren-MOAR.gif][/h4]

That said, and circling back to what Adrian wrote about the difficulty being too high, there are also plenty of players on the opposite end of the spectrum, daydreaming about scenarios that are… well, borderline concerning.

I mean…

Original Thread

It reminded me of the time I was taking screenshots for the Handbook and… well, I’m impatient. When the console command didn’t work as intended, I hit it again. And again. Until the game froze.

Anit suddenly roared back to life. Literally roared, courtesy of the horde.

[center][/center]
Never have I ever found myself in a situation where the “I’m in danger” meme felt more appropriate.


And why do I get a feeling that it's what some of you would like to have in game?

[h4]Kowalski, Analysis![/h4]

I think this is the first time someone has made a video thoroughly analyzing Witchfire, and it was a blast to watch. It’s always exciting to see players put so much time and creativity into sharing their perspective - thanks for the thoughtful breakdown and fantastic presentation!


The youtube embeds are not working again - please follow the link to [previewyoutube][/previewyoutube]

[h4]This requires no comment[/h4]
[center][/center]
Original Thread

We absolutely love it.

And that’s about it for today - we’ll be back soon with a roadmap outlining the future of the game. Please stay tuned, and in the meantime - go explore, hunt the Witch’s minions, and send their souls screaming back to hell.

Cheers!

Witchfire Patch 0.7.5 has gone live!

Fellow preyers, we’ve prepared one more patch for Webgrave. The changelist is short, but the impact might be big for some of you.

The full patch notes are available on our website, but here’s the gist of what’s new since the last update:

[h2]Patch 0.7.5 (64591)[/h2]
  • Velmorne now uses 0.3GB less memory
  • Ambush Bells optimization
  • Fixed Ambush Bells objectives not updating properly.

That 0.3GB memory reduction may look small, but it can prevent PCs with 16GB RAM or less from dipping into virtual memory – meaning smoother performance.

This patch likely (hopefully) wraps up the Webgrave update cycle. We’re still here and we will still read your feedback, but we're shifting the focus to developing more content for future updates - more info coming soon.

Cheers!

Witchfire Patch 0.7.4: Velmorne Optimization

[p]Final patch (fingers crossed) for the Webgrave update! Four patches later, we're moving on to the work on the next update (fingers crossed). Here are the full patch notes: [/p][p][/p][h2]Patch 0.7.4 (64561)[/h2]
  • [p]Some heavy Velmorne optimizations and improvements,[/p]
  • [p]Fixed Creeper not granting witchfire on death,[/p]
  • [p]Slomo Calamity spawns should behave better now,[/p]
  • [p]Fixed few minor clipping issues of dynamic items (Velmorne),[/p]
  • [p]Optimization of witchfire eyes on enemies,[/p]
[p]NOTE: A few players reported unusual fps drops in Velmorne or other areas. We just found out that latest Windows 11 update, namely KB5063878, might cause this. Sometimes uninstalling it helps, sometimes uninstalling then re-installing it does. But do it only if you have unusual, unexplained drops (which is very rare, FWIW). Here’s how.[/p][p][/p][p]P.S. We will indeed publish an updated road map soon. We're getting closer to 1.0, folks... (fingers crossed ːsteamhappyː)[/p]

Witchfire Patch 0.7.3: Achievements, Creeper, and more

[p]Patch 0.7.3 is now live. The penultimate one for the Webgrave Update. Highlights: [/p]
  • [p]Stats 2.2, including detailed info in tooltips,[/p]
  • [p]Creeper: a new enemy in Velmorne,[/p]
  • [p]10 new Achievements,[/p]
  • [p]Each gun now tracks its own kill count,[/p]
  • [p]Lots of fixes (FSR, FoV on non-standard screens) and optimizations[/p]
[p]Detailed notes below...[/p][p][/p][p]WEAPONS[/p]
  • [p]Hangfire – Increased base damage from 35 to 38[/p]
    • [p]Designer’s note: while it might seem insignificant, it actually gets rid of numerous frustrating breakpoints, where weak minor enemies were left with a sliver of health. These bad breakpoints were unintended, and a result of previously balancing the weapon only around the shoot & detonate loop.[/p]
  • [p]Psychopomp – Slowed down firing animation, slightly reduced vertical recoil on subsequent shots, significantly reduced overall horizontal recoil[/p]
    • [p]Designer’s note: this leaves Psychopomp’s performance mostly unaffected, but should significantly improve its gamefeel.[/p]
  • [p]Striga – Removed bonus main target damage from Mysterium I[/p]
    • [p]Designer’s note: while we all know Striga needs a nerf, this change is actually implemented because of an unintended interaction. Striga’s fire shockwave was not meant to damage the initial target. Because of that, the intended +25% damage bonus to long range targets ballooned to +52%. Removing the bonus damage brings the balance closer to our original intentions.[/p]
    • [p]Fixed multiplied fire damage from Striga’s shockwave, when firing stakes in the same spot[/p]
  • [p]Nemesis – Mysterium III now sets marked enemies on fire for a while.[/p]
    • [p]Designer’s note: While very useful in the right circumstances, Mysterium III did very little in 1v1 duels, which are a significant part of Nemesis usability. Moreover, it was hard to make use of Nemesis fire proficiency when it came to triggering elemental arcana and combos. This addition helps alleviate that problem, and makes damaging marked targets as soon as possible more rewarding – and chasing targets of opportunity is the main intended Nemesis’ “fun factor generator”.[/p]
  • [p]Koschei – Reworked Mysterium III. Now it says “Killing 6 enemies before unleashing the swarm increases the number of bone shards launched and decay power”. Visual indicators for charges 4 to 6 have been added.[/p]
    • [p]Fast Reload Arcana now works with the Koschei[/p]
[p]TRAPS[/p]
  • [p]Fester (Velmorne)[/p]
    • [p]Lowered health from 60 to 15[/p]
    • [p]Removed spawnpoints too close to the initial starting area[/p]
  • [p]Ambush Bells (Velmorne)[/p]
    • [p]Ambush bells can no longer trigger in the initial starting area[/p]
  • [p]Exploding barrels[/p]
    • [p]Improved the visibility of barrels overgrown with vines[/p]
    • [p]Exploding barrels now also spawn on the Island of the Damned and Velmorne[/p]
[p]STATS 2.2[/p]
  • [p]A new way to display stats to reduce the clutter and overload of 1XX values. All player stats are now displayed in range 0-100. Health and Stamina are the only stats with actual hard values displayed[/p]
  • [p]Tooltips over each stat now display more detailed and tangible information about every stat: what parameters a given stat affects, and what are their current boosts[/p]
  • [p]In the Ascension Shrine, when you hover any player attribute (Flesh etc.), you can now see which stats are influenced by increasing it. The strength of the influence is marked by the number of diamonds (two diamonds => strong influence, one diamond => weak influence)[/p]
  • [p]Changed the Scavenging icon. Drops affected by Scavenging are now marked by cogwheels icon[/p]
[p]STAT VALUES[/p]
  • [p]Scavenging – reduced the amount of Healing Elixirs dropped by Antimagic Runes[/p]
  • [p]Witchery – Decreased spell recharge below 10 Witchery. Slightly slowed down spell recharge gains under 25 Witchery.[/p]
    • [p]These changes are meant to make early leveling more impactful and further differentiate the starting classes. Max spell cooldown reduction remains the same.[/p]
  • [p]Health – Increased health gained per level at low levels (max HP remains the same)[/p]
  • [p]Stamina – Increased stamina gained per level at low levels (max SP remains the same)[/p]
[p]UI[/p]
  • [p]Added Consumables tab to the Inventory for the ease of use during expeditions[/p]
  • [p]Removed Prophecies tab from the Inventory. Collected Prophecies are now displayed only in the Prophecy Study in the Hermitorium[/p]
  • [p]Changed the way Prophecies are displayed in the Prophecy Study. The ones which are equipped are now marked by the yellow color, making it more clear and easier to manage them[/p]
  • [p]Removed redundant information about Mysterium from the top bar in the Inspect Screen[/p]
  • [p]Every weapon now displays its kill count in the Inspect Screen. You can find it in the top bar, next to the weapon’s name[/p]
  • [p]Changed the screenshots used by ‘Combat’ and ‘Calamities’ pages of the Game Handbook[/p]
[p]ENEMIES[/p]
  • [p]Creeper added to Velmorne[/p]
  • [p]Fixed the bug that caused Rotten Fiend to trigger hit sounds on signs and lamps across Velmorne[/p]
  • [p]Fixed the bug that caused Bonsaire the Illuminated to be inactive[/p]
  • [p]Fixed the bug that caused the framerate to drop significantly if Calamity was triggered deep in the sewers[/p]
  • [p]Rebalanced Gravedigger and Sepulcher attack to have lower Damage over Time, compensated it with an initial damage[/p]
  • [p]Fixed a bug that caused Townswoman to deal damage twice during her teleport attack[/p]
  • [p]Fixed a bug that caused Spinners to trigger footsteps after death[/p]
  • [p]Widow melee attack should now deal damage more consistently + added a jump ability to allow here to disengage the player[/p]
  • [p]Inactive Dimacher now reacts to damage[/p]
  • [p]Fixed the potential Calamity vortex position near Velmorne marketplace[/p]
  • [p]Calamity skulls had their health raised to balance things out a bit and make it harder to dispel Calamity by running to the vortex. Its still doable, it just requires more skill now[/p]
  • [p]Defender Calamity has been reworked slightly – to improve the pacing the vortex during this calamity now spawns close to the player instead of seed defined position[/p]
  • [p]Shieldbearer Calamity has been reworked slightly – to improve its flow on Velmorne and make it more survivable. Shieldbearer’s capture-bubble radius has been doubled[/p]
  • [p]Fixed several procedural spawn issues in Velmorne related to enemies spawned by Calamities and Warden. They shouldn’t spawn in the canals while the player is above[/p]
  • [p]Castle and Village Boss should now properly mark as complete on the map after killing the boss[/p]
  • [p]Fishermen’s area in Scarlet Coast (the one Galley Slave spawns at) has been reintroduced into the arena pool and now can have Manifestation scenario in it[/p]
[p]MISC[/p]
  • [p]Lowered the amount of cursed treasures that spawn in Velmorne.[/p]
  • [p]Fixed a bug that removed Treasure Chests from the minimap[/p]
  • [p]Melee Charge Bead cooldown penalty reduced from -50% to -30%[/p]
  • [p]Iron Cross now disables affected enemies’ dash and jump abilities[/p]
  • [p]Added weapon switching tutorials after equipping new weapons[/p]
  • [p]Added 10 new achievements[/p]
  • [p]Misc Velmorne performance optimizations[/p]
  • [p]Velmorne minibosses have proper map descriptions[/p]
  • [p]FSR crash fixed – FSR1 & 2 reeneabled[/p]
  • [p]Sewer grates in Velmorne are added to the map when player finds them[/p]
  • [p]Fixed Climbing Gear pickup not disappearing when already have the item[/p]
  • [p]Town mirage in sewers no longer requires payment every time[/p]
  • [p]Fixed Gnosis book objective and achievement requiring opening mirages – all mirages should now be counted towards those[/p]
  • [p]Fixed FOV scaling on non 16:9 displays[/p]
  • [p]Fixed Effigy of Plague not affecting enemies[/p]
  • [p]Opening Menu screen rework so the preyer always looks proper[/p]
[p]
AUDIO[/p]
  • [p]Designed and implemented sounds for the Creeper[/p]
  • [p]Applied some minor tweaks to Psychopomp’s shooting sound[/p]
  • [p]Tweaked part of the UI sounds that trigger together with the hint, during the Prologue[/p]
  • [p]Enriched the soundscape of the Prologue’s first arena, adding more winds, foliage and wildlife (mainly in the surrounding areas)[/p]
  • [p]Lowered the loudness of the acid pool in the Prologue’s jumping tutorial section[/p]
  • [p]Lowered the loudness of the music that plays in the Witch Mountain’s Labyrinth section[/p]

Echoes on the Streets of Velmorne

Preyers!
The Webgrave Update has been out for a few days now, and the response has been nothing short of amazing - so amazing, in fact, that before we dive into the sizeable Hermitorium Archives (Webgrave Special Edition), Adrian wanted to say a few words.

Raising from the Webgrave

It might be a bit early to reflect on the reception of the Webgrave update, as we're still in the support phase with a nice fat patch coming early next week. However, I can't contain my joy over its performance, so let's take a look anyway.



This chart shows our daily concurrent players since the Steam release nearly a year ago. It's very much what you'd expect: a big spike on release, smaller spikes during updates. But then, at the end, the Webgrave spike. Two to three times bigger than any previous update, almost rivaling our launch numbers.

Now, while I'd love to attribute this anomaly entirely to the quality of the update, we need to consider two other important factors.

First, this was our first 20% discount. I do believe the game is priced fairly, but the promo obviously made it more appealing to some players. It also triggered an email from Valve to over a million Steam users who had wishlisted Witchfire -- Valve sends out such emails whenever there’s a discount of 20% or more.

Second, we were prominently featured on Steam's front page in the Weekend Deal section throughout the weekend. No matter how good your own marketing is, exposure from Steam -- via the front page and algorithm -- is infinitely more powerful.

Does that mean Webgrave was just like any other update, and its great performance was simply due to price and exposure?

Luckily, not quite.

It seems you genuinely liked the update enough to spread the good word about it.
Because otherwise, how do you explain the steady, consistent growth of our Discord community (now over 16K members!) and the explosion of activity on our subreddit?



And how do you explain the fact that Witchfire continues to sell well even days after the promo ended? The Steam algorithm helps (a lot) with exposure but it's not forcing anyone to buy the game.

We poured our hearts and souls into Webgrave. The final month was hard, with long days and nights. But it all feels worth it when we see you're enjoying the game. This is why we do it.
Thank you for buying Witchfire and thank you for playing. Special thanks to everyone who writes Steam reviews (these are incredibly impactful), rates us on EGS, helps new players on Discord, or discusses the game on various forums, including Steam and Reddit. Hats off to everyone talking about the game on YouTube, both content creators and commenters.

Now get ready for that new monster next week.

Hermitorium Archives


[h3]On the topic of performance…[/h3]

Let’s start with one of the most frequently mentioned aspects of Webgrave - or rather, Velmorne: performance. A number of posts on Steam, Reddit, and Discord pointed out that the new map doesn’t run as smoothly as the previous ones. The reason? Velmorne is significantly larger than any other level in the game, so naturally, there’s going to be a performance hit.

It’s not a huge hit - and to offset it, we’ve actually hired a programmer whose sole job is to optimize the game. Thanks to that, we’re already seeing a 5% performance boost compared to previous updates. So you lose some, and you win some.

That said, why should you care, right? You shouldn’t. It’s our job to make sure all maps run with the same supersonic speed. The good news is, thanks to some particularly clever witchcraft, you should already see an improvement in Velmorne’s framerate in the next patch.
We’ve always taken great care in optimizing Witchfire, and that’s something we’ll continue to do throughout development.

And on that note - FSR should be back online next week, too. If you were using this frame generation technique, you’ll be able to do so again soon. Apologies for the inconvenience!

[h3]Difficulty spike?[/h3]
There have also been quite a few posts mentioning that the game feels harder after the update - potion slots missing, reduced health and stamina, and a generally less forgiving experience.
We understand why it might feel that way, but these changes don’t actually stem from balance tweaks. Instead, it’s down to the introduction of the Rosary. Some of the perks that were previously granted through your level progression have been moved and now require bead-slotting in the new system.



We understand that this may initially make you feel less powerful than before, but please remember: Witchfire is in Early Access (with 1.0 dropping next year). Rearranging systems and introducing new mechanics won’t always translate to a feeling of increased power. Balance doesn’t mean pushing you toward being OP AF and one-shotting everything. It’s about - well - balancing the experience.

(Adrian: Yes, this is crucial. I’ve played Webgrave myself, from scratch, for over 30 hours. The overall difficulty is the same as before. But the progression, pacing, and even some features have changed, and that requires re-adjustment.

This can give the impression of heightened difficulty for veteran players, simply because of the unknown. It’s like with Velmorne: when I was at Gnosis 2, I wondered if we’d made the town too hard… But now, at Gnosis 6, I’m clearing this cursed place with no problem. Just because the unknown became known.

That said, smart play and clever builds can still result in…

[h3]Massive damage![/h3]



8667 damage - or to put it more dramatically, eight thousand six hundred and sixty-seven damage - from a single bolt. That’s really demonic. And you can watch it either on our website or in the original reddit thread.

To be honest, this one made us scratch our heads, and it led to the discovery of a particularly peculiar bug. It’ll be fixed in an upcoming update. But don’t worry - you’ll still be able to replicate the scenario posted by FilthmasterRich in the video above. You’ll just need to count your bullets.
Of course, depending on your playstyle, you might opt for something very different. If agility is your thing, you can still achieve some seriously impressive results, as proven on our Discord by Hypnosis Goblin:



(Video available on our website or in the original reddit thread.)

[h3]To infinity and beyond![/h3]

Velmorne is the biggest map we’ve ever made. It’s multi-layered and packed with secrets, but some of you (naming no names, but maybe a certain Preyer whose name begins with “L” and ends with “abonski”) decided it wasn’t quite big enough. We’ve seen exploration go beyond the map’s edges before - but this? This is outer-outer limits.



[previewyoutube][/previewyoutube]

(For reasons known only to Steam themselves, the embed does not work, sorry!)

And that’s not the only case! of you getting where you shouldn't really be. Hypnosis Goblin decided to hike back to the newly added Outskirts (where the prologue takes place) and explore alternate paths toward the Hermitorium. While air travel might seem like a good idea, it can also take you to places not suited for player presence.



(Video available on our website or in the original reddit thread.)

The FAA may be in touch with you soon.

[h3]Randomizer updated[/h3]

A few months ago, we were blessed with the Witchfire Randomizer - a handy tool created by BananenKlaus that allowed you to plan builds wherever you were (as long as you had internet).

With the Rosary system introduced, it briefly fell out of date… but not for long! The Randomizer has already been updated. You can once again plan the perfect build to rain destruction upon the Witch’s minions.



Speaking of destruction - it’s absolutely possible, even if you…

[h3]… don’t bring any weapons[/h3]

Melee weapons have been on our roadmap for a while. We’re working on them - but until then, here’s something to think about:


(Video available on our website or in the original reddit thread.)

Just joking about questioning the inclusion of melee weapons, but, clearly, even if you decide to follow the Path of the Bat, you can dish out serious damage. Dimacher seems to retain his title as Chief Punching Bag, so not everything has changed since Webgrave. But maybe you just need a bit more practice before Widow gets put in her place - at an extreme pace.

[h3]Pockets ain’t empty, cuz.[/h3]

While Witchfire’s economy might be safe from inflation, until you hit the level cap, it can feel like there’s never quite enough WF at your disposal. And since the game is set in an alternate 1900s, you won’t be seeing “Bankers hate him!” banners taking you to questionable websites with even more questionable crash courses on how to get rich quick.

Luckily, where there’s a will, there’s a way - and Barry was kind enough to prepare a guide on how to earn one million WF in a single run. It’s not easy, but it works:



Click here to visit the thread on reddit.

(Adrian: I almost asked Spajk not to include this link -- it clearly breaks the game’s economy. But I left it in, because it shows just how much you can achieve with the right build and setup. Earlier you saw a boss one-shot; now here’s a nearly game-breaking money maker -- all thanks to smart build choices. And there’s so much more in Witchfire if you take this approach. Decay spreaders, unite!)

[h3]There’s a photographer in town![/h3]

We’ve seen a surge of screenshots since Webgrave dropped (thank you - it means the world to us that you’re enjoying the environments), but there’s someone among you going beyond the routine of simple point'n'shoot. So, here is a link to a reddit thread with a few stunning captures from Nuubi, who’s been showing us what Witchfire looks like through their lens.



Click here to visit the thread on reddit.

The screenshot artist who’s already created many Witchfire shots for us has just delivered a new batch, too - and here’s a little glimpse of select moods…



[h3]And to wrap it up…[/h3]

Something the more seasoned Preyers will feel in their bones:



(You see, it’s especially funny because Koschei aka. Kościej is made of bon...)

(...)

(I’ll see myself out.)

A new patch with an array of new things, updates, improvements and bugfixes is planned for early next week. If all goes well, it will be the last one for a while as we retreat to the darkness of our tech-caves to work on the next update.

More on that in due time - but that's it for now.

See you around, and keep shooting!