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The Coven of Abnoba

Did you know that dark fantasy is basically horror fantasy?
And thus Halloween is a good opportunity to announce the writer for Witchfire, Nick Adderley. If we were into official press releases, this one would go like this…

Nick Adderley is a US-based writer with a particular passion for interactive narratives, born from a lifetime of immersion in tabletop RPGs and gaming series such as BioShock, The Elder Scrolls, and Fallout. This combined with a love of antique literature have led to an artistic voice that seeks rich depth with a sheen of modern polish, expressed in prose, script and even verse.

Mr. Adderley has worked remotely on titles such as Fallout: Miami and Ken Levine’s Judas; today, he is honored to announce that he has also been chosen to write with the talented Astronauts for Witchfire.

He currently lives in North Carolina, with his beautiful wife and two daughters.





But we’re not like that, so let’s just say that Nick is bringing both talent and wisdom to Witchfire.

We were looking for someone who can add depth to our world and its story but is also unafraid to reach where creators often fear to reach.

You’ll see soon enough.

Meanwhile, here’s a Witchfire short story that Nick wrote - one to give you an idea of the kind of world our hero lives in…



The Coven of Abnoba
by Nick Adderley

The Marcynian Forest, the Black Woods of Germania, had been swallowed for years in an unnatural night. Clouds that had never broken even in a peal of lightning bled over it continually, a freezing, reeking, pestilential rain that soaked into the trees and dripped from their branches like needles. The trunks were narrow black spears that pinned a carpet of thick, curling vapour to the forest floor – an ethereal, tranquil cloudscape, on which, in mad contradiction, the impenetrable woodland rested. As Albrecht marched, his eyes downturned and his hair dripping frigid, stinking rain, even his own feet were hidden by the churning smoke.

The troop train entire was bent double – stumbling more than marching, their hands on the back of the man in front, blind with exhaustion. They hacked and coughed, because they were too weary to speak, trying to expel the rancid smoke from their lungs; the man to Albrecht’s left hadn’t stopped wheezing and retching for hours, and now, as he trudged, Albrecht prayed God would give him the strength to kill the man, to shut him up. But the strength didn’t come – he trudged on, and the man kept heaving and coughing.

Others in the train would succumb to it, finally falling into blessed silence and keeling over into the mist: off the path if they were on the edge of the column, in the middle if they weren’t. You couldn’t see them through the smoke, after that – you’d only know you’d reached one when your feet struck them, instead of crackling in the hoarfrosty mud. If they were fresh, they’d moan. If they’d been from far up in the column, they wouldn’t. Albrecht silently begged for the man on his left to give up, to breathe the plague-rain deep; he was on the outside edge of the column. He’d roll into the black undergrowth and wouldn’t be a bother to anybody. But there he was, hacking, heaving…still.

Someone screamed far ahead in the line. Several someones. The column was too tired to stop.

At the end of this train, God only knew how many miles ahead, Folcmar was waiting. Albrecht’s father had been stabbed while thieving plague-corpses, his sister had rotted alive on the other side of her door, whispering to Albrecht not to come in, not to catch it. Ironically, his brother had been saved by the levy: now that Roma Borealis was dead, how much worse could it be, hunting witches with Folcmar? The man to his left coughed and spat.

He’d been warned – “Beware the Coven of Abnoba,” they’d whispered, “Old German magic – it’s not like any of the sieges you’ve seen.” Albrecht didn’t care. Being gored on a pike or consumed by pox, either was better with his brother than alone. The man to his left guttered in his throat.

The column stirred in front of them, splitting around the center of the path like a stream around a rock. A captain was guiding them, motioning, exhausted. “A pit, there’s a pit in the path, go around, go around.”

Albrecht raised his head to look as he approached it. The borders of the pit could only be guessed by the splitting train, but one indicator showed in the center; it rose like the mast of a ship gored on rocks, piercing the fog to show only a few inches: the sharpened point of a beechwood stake, glistening red. He wondered if the ones who’d screamed earlier were the ones who’d fallen in, or the ones who’d watched. Perhaps both…one who’d seen, and realized too late that he was tipping. Albrecht’s imagination was caught morbidly by the idea – the sensation of the mud slipping from under your boots, trying to seize onto your neighbors as the row in front of you vanished, leaving only that red smear.

A call came down the line, echoed wearily from mouth to mouth – Halt the column. They bumped into each other, sagging wearily in place. The pit yawned on Albrecht’s right hand. The man to his left gagged as bile welled up in his mouth, and drooled it out over his invisible boots. The reek washed over Albrecht with the breeze.

It would be easy, he thought. The rows behind and ahead of him would probably be grateful for the silence. The captain would be too tired to discipline him. The man coughed again, tried to clear a raw throat, and Albrecht grabbed his shoulder. Then he paused.

Beyond the path, just where the top of the mist met the brush, there were points of light, like red candle flames. Two of them. Then innumerable points. Piercing the darkness all up and down the woods, in close-set pairs. The undergrowth breathed, a thousand rattling breaths through a thousand rotten lungs, a remembered ritual of the living, aped by the dead.

As they rose, they were fat, bloated to bursting with all the fetid diseases of the hell-fog; the armor of the Church Militant hung in fragments from buckles that cut into their morbid flesh, and spears or bayonets rusted in their engorged hands. They closed on the column like wolf jaws, from both sides at once – Albrecht unslung his rifle and butted the man to his left into their charge. Whatever came next, he’d had his revenge. The man stuck on a pike, weighing it to the ground; and the witchspawn dropped the weapon, falling on Albrecht with flailing arms.

It was heavy – the weight crushed Albrecht into the mist on the ground, as it snapped for his throat. The graveyard stink watered his eyes, but he twisted in the crackling mud, heaving the grotesque thing into the pit in the middle of the path. It yelled like a man.

Albrecht scrambled to his knees, fumbling through the mist as he hacked and spat out black water. At last his fingers closed on his musket and bayonet, and he rose, watching the pit.

The column was in ruins. Some fled the path into the black woods, to be slain by reserves of the Coven’s army. There would be no survivors. A scratching and scrabbling came from the pit, and the smoke over it roiled. Still racked with coughing, Albrecht shouldered the musket.

He pulled the trigger the second he saw the moldering hand emerge; with a quiet click. The powder was wet. The face reared out of the cloud, and Albrecht froze as he saw it with terrible clarity for the first time.

It surged up and caught his arms, hauling him back to the pit. The rifle slipped out of his fingers into the mist, and Albrecht knew his search was at an end, that he wasn’t dying alone. He had found his brother.

The Road(map) to Final Release

[p]Preyers,[/p][p]The new roadmap is here and it’s a bit different this time, as it’s not just focusing on the future, but also the past. We felt that Witchfire’s development process deserves a look back, and showing in one handy image just how much has changed since the game launched into Early Access nearly two years ago.[/p][p][/p][p][/p][p]Seven updates behind us, three more to go — with the third one being 1.0. It’s happening.[/p][p]The reason the next update is called The Reckoning is that our focus is now on finalizing most gameplay features and mechanics. We specifically highlight Melee Weapons (to clarify, these replace the fist, not the guns) and Banes (extreme optional challenges). However, the update will also include significant upgrades to Alchemy, the Sanity system, Arcana, Prophecies, and much more. All will be revealed in due time.[/p][p]Extraction 2.0 aims to increase tension at higher Gnosis levels and is currently in the prototyping phase. The paper design is complete, but naturally, we need to experience it in action first.[/p][p]Of course, there will also be new gear to earn, along with a few other surprises — like S????? — that must remain under wraps until we’re closer to December. First half of it, to be a bit more precise.[/p][p]Now, here comes the controversial part. I’m sure some of you have noticed that the dates for the final two updates are marked simply as “2026.” The reason is that, for this last stretch, we must be extremely careful with promises. Some team members have shipped over a dozen titles; others have yet to ship their first. And we want 1.0 to be spotless.[/p][p]Looking at this new roadmap, I see that we’re good (pardon the little brag), but we’re not fast. We need to verify whether The Reckoning update genuinely finalizes most features before fully understanding what remains.[/p][p]I can tell you, though, that something has shifted in the air. The team is now focused not on making Witchfire, but on finishing Witchfire. It’s scary, but also exciting.[/p][p]Oh, and the alternate name for The Reckoning update was Blood and Tears. We heard you wanted a challenge?[/p][p][/p][p][/p]
Hermitorium Archives
[p][/p][p]I wanted to begin this issue with a small thank-you note. In the previous post Adrian mentioned the spike in review count caused by the release of the Webgrave Update – I wanted to present a different number.[/p][p]Two weeks ago it was still August, so the numbers weren’t in yet, but they are here now and I can confidently say that last month was the biggest we’ve ever had on our Subreddit. The previous peak of 99,000 unique users & 1.03 million impressions was established in November 2024 – last month you beat it. 110,000 of you visited and it generated 1.25 million impressions.[/p][p]Our Discord also grew – a thousand of you joined the server in August, effectively doubling the number of new members we welcomed in July. The number of messages skyrocketed as well (circa 24,300 in July, 50,000 (!) in August), as did every other metric. Since this is not a corporate presentation, I won’t bore you with pie charts – I just wanted to thank you for all the engagement.[/p][p]And I know, “New content increases traffic, what a novel concept, wow.” It’s not that I’m surprised the numbers went up, but rather how much they went up. Thanks for tagging along for the journey and being here with us – it means a lot![/p][p]And now, let’s get down to having a look at what you’ve been up to in the past two weeks.[/p][p][/p][h3]Consensus Has Not Been Reached[/h3][p][/p][p][/p][p][/p][p]…and I don’t think it ever will. Over the past few weeks I have been observing what has been brewing in the community and while there were a lot of threads and posts asking for an increase in difficulty, a more granular analysis of comments casts a different light on the subject. Namely, the opposite one. So, I guess, in a way, we reached balance – vocal minorities are expressing their (opposing) opinions, but for the most part people are just playing and managing to get through the minions of the witch just fine.[/p][p]That said, Gnosis is by no means in a final state, and there is some wiggle room and potential to unlock new challenges.[/p][p][/p][h3]Knowing the ins and outs pays handsomely[/h3][p][/p][p]To illustrate what I am on about, we have a couple of new videos posted to our Reddit:[/p][p]The power of Echo[/p][p]
Gnosis 6 Foul Stimulant Velmorne All Bosses Spells Only, No Guns No Melee [/p][p]Angelus + Ammo Preservation Bead + Crown of Fire[/p][p][/p][p]Not all of these are submissions in the Dimaher-bashing category, but they very clearly show that you’re finding new ways of tailoring the gameplay to your needs and playing your strong cards, which is awesome. It also shows that there is a lot of potential and that a challenge mode is something you would welcome rather happily. Since we have some more time until the release, I’d say the chances have just increased…[/p][p][/p][h3]Beauty of the Harsh World[/h3][p][/p][previewyoutube][/previewyoutube][p]The world of Witchfire may not be the most pleasant place, but it does have its moments. I was capturing the calm stillness for the Winding Down posts a while ago, but TinyNuubi decided to show a different shade of the game world. Not necessarily picturesque, but beautiful regardless – it’s a joy to see that people are appreciating the craftsmanship and the effort. Thank you![/p][p][/p][h3]Food for thought…[/h3][p]Click to visit the thread displayed on the screenshot above. [/p][p]There are a lot of things happening behind the scenes, but we’re reading your ideas and weighing them. While we already have quite a firm vision for the game, the benefit of Early Access is that we can always switch things up a bit. Keep these ideas coming – some are shockingly close to what we’ve come up with already (obviously, I cannot tell you which ones), some are very different from our own, but we really enjoy the conversations you’re having and the paths you’re charting.[/p][p]Well, not all of them… The mention of that thread about the design of the witch made me really concerned for some of you, but I digress.[/p][p]That’s it for now – since the roadmap has been presented, we may go into a state of slight hibernation and not post every single week, but we’re cordially inviting you to join the conversation on our Discord, Reddit and Steam forum. We’re active there and interacting with you on a regular basis.[/p][p]Cheers![/p]

Advice for Early Access Games

Preyers,

We’re currently laying down plans for future updates and finalizing the roadmap. It won’t be long before we know exactly what and when we can deliver. In the meantime, Adrian has one more thing to say about Webgrave...

To All Early Access Indies


As Spajk just mentioned, we're still working on the road map update, so meanwhile allow me one more reflection on the Webgrave update - and on game-changing updates in general.

If I could turn back time, there's one thing I'd change about Webgrave: how we communicated some of the changes. I thought we did a pretty good job with blog posts and all, but it clearly wasn't enough. Take a look at this, Witchfire Steam reviews since the Webgrave release:



What's happening here is that we saw an abnormal percentage of negative reviews during the first few days of the update. Most of these reviews came from veteran players, people who had already spent some time with the game and enjoyed it. However, some of them did not like the changes we made to the core experience. From their point of view, the way they had made the game their own no longer worked. They had invested in certain builds or strategies - and felt we took that away.

We didn't, really. But we did make them feel like this for a few hours.

I think this post nails it:



Nothing to add, really.

Ultimately, most people do like Stats 2.0 and the Rosary. As I mentioned in the interview with Rogueliker, we've never seen so many players discussing builds before. You can now be more powerful than ever.

But the transition was a bit rough for some.

To be clear, there's no perfectly smooth way to handle major transitions. But we definitely could have prepared everyone better. Usually, we keep things intentionally vague to leave room for discovery and surprise once an update launches. However, in this particular case, we should have clearly explained what was changing and how to deal with it. Maybe with a detailed explainer video, a Twitch or YouTube preview stream - something along those lines.

Someone might say, "What's the problem? Once players get used to the changes or after you address the issues, they'll update their reviews." Unfortunately, that's not how it works. Sure, some people do update their reviews. But many don't. They forget to update them, or even forget they wrote a review in the first place. Sometimes they don't return to the game at all and thus never reconsider their feedback. There are numerous reasons why reviews remain unchanged.

The best strategy to avoid negative reviews after major updates isn't to hope players will adjust once the dust settles. It's to properly prepare them ahead of release.

There's another interesting aspect to all this. Consider this quote from Evil Empire's studio marketing manager, Matthew Houghton:



I don't entirely agree with him, but there's certainly truth in the idea that many players view Early Access titles as merely content-incomplete, rather than something that might be fundamentally reshaped midway through development. From their perspective, the game should simply keep improving and expanding. But from a developer's standpoint, sometimes it's necessary to step back and redesign core elements to benefit the final experience. This is guaranteed to happen at some point.

And when it does, make sure your communication is loud and clear.

And now for something completely different...

Hermitorium Archives


Since the Webgrave update dropped, the community has exploded with activity. Thank you for all the posts and threads - we’re over the moon seeing so many of you gravitate back to Witchfire. The sheer number of discussions and hours you’ve poured into the game is astounding. We’re working hard to give you even more reasons to stay and to welcome more players into the preyer ranks.

[h3]Let me tell you a story…[/h3]

We’ve already featured one radio play a while back, and now another joins the pack. This one is not an original creation, but an awesome audio rendition of a short story written by Adrian a few years ago - hearing it in Daniel’s voice brings new layers to the experience.

Just like in the previous weeks, the embed has a mind if its own - please click the link to watch the video/give it a listen on youtube.

Jolly good show.

[h3]The other kind of Velmorne experience[/h3]

Last week I featured a Reddit post in which Key-Post-9750 recounted his moment of realising how mighty his Preyer was. You reacted by upvoting this image to the weekly top of our subreddit, giving many internet points to zbeasley111, so reposting it in the Hermitorium Archives only seemed fair.



[h3]Escape velocity has been achieved[/h3]

Listen, we’re called The Astronauts, but that doesn’t mean you need to break orbit in our games. Still, hats off to redditor FilthmasterRich for pulling off yet another exploit and setting what may be the final Preyer Top Speed Record - the game simply can’t go faster. And so, it seems that Big Rigs: Over the Road Racing still holds the all-time speed crown in unmodded video games.



Click to visit the original reddit thread.

[h3]An immortal enemy is... dead?[/h3]

We’ve seen you melt the toughest bosses in no time, and while those feats are impressive, this is something else entirely. An enemy designed to respawn endlessly was somehow bullied into giving up.

Click to visit the original reddit thread.

How and why - no idea. A moment of silence for the fallen Revenant, affectionately nicknamed Ron. And a slow-clap for Hypnosis Goblin, who somehow sent Ron into the no-respawn zone.

[h3]Peak Internet[/h3]

Thanks to the magic of mods, we recently saw a Haaaaaaangfire appear in-game - you know, a Hangfire which really wanted to be a musket:





And I am not gonna lie, it made me smile, it even sparked the classic “oh you guys” head tilt. But that was just a warm-up, a mere prelude to something much, much greater.

A submeowchine gun - the Catweaver - made an unofficial appearance in the game.

Click to display the post on our website and watch the video.

No notes.

[h3]Post-webgrave talk with the Rogueliker.[/h3]

Before we go, there’s one more thing I wanted to share: we recently did a written interview with The Rogueliker, where Adrian talked about some of the design ideas behind Witchfire. He touched on the challenges, the uniqueness of Velmorne, Stats 2.0, Rosary builds, and what’s next on the road to 1.0. If you’d like to dive deeper, you can read the full interview here:

The Witchfire Interview: The Astronauts on crafting a challenge built around autonomy and the unknown

Anyway, that’s it for now.

We’ll be back soon - until then, keep shooting and stay awesome!

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!