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Witchfire Update 0.8.2 is now live!

[h2]PATCH 0.8.2 (68206)[/h2]
(2025.12.18)

[h3]Changes to weapons, spells and gear:[/h3]

Fatum:
  • Increased the cumulative bonus chance to land (3x Element) after each (2x Element) roll.
  • Decreased the chance to trigger elemental status effects on each bullet from 25% to 15%.
  • Increased the duration of (3x Electro) and (3x Fire) buffs from 7 seconds to 10 seconds.
  • Fixed counting non-enemy targets (e.g. traps) as kills.
  • Fixed incorrect M1 visuals.


Martyr:
  • Fixed Martyr nails throwing all physics bodies with power over 9000.


Buckler:
  • Buckler can now be lowered down faster.
  • Successful parries now restore stamina.
  • Parried melee attacks now deal more stun damage.
  • Lowered block and parry charge costs for weaker attacks, while slightly increasing costs for stronger attacks.


Ice Sphere:
  • Fixed Ice Sphere heavy spell failing to freeze enemies that teleported inside the bubble.
  • Fixed Ice Sphere freezing enemies only temporarily (some enemies, such as bosses, may still resist being frozen).


Tweaks to Rosary beads:
Requirements for several beads have been altered to provide more early-to-mid game build variety:
  • Light Spell Charge Bead: Blood 20 -> 15
  • Ammo Preservation Bead: Arsenal 20 -> 15
  • Melee Recharge Bead: Flesh 20 -> 15
  • Healing Bead: Mind 20 -> 15
  • Sanity Bead: Mind 20 -> 15
  • Stamina Bead: Blood 20 -> 15
  • Spell Recharge Bead: Witchery 20 -> 15
  • Blessed Aim Bead: Faith 25 -> 20
  • Adrenaline Bead: Blood 25 -> 20


Tweaks to Incenses:
  • Restoration Incense: health threshold increased from 30% to 40%. Healing speed increased by 150%. Added a 7-second delay between receiving damage and healing starting.
  • Bloodthirst Incense: increased trigger chance for weapons with larger magazines.
  • Patience Incense: increased bonus healing from +30% to +100%. Increased healing duration from x4 to x8.
  • Conjurer Incense: increased healing on light spell from 5 to 8, and on heavy spell from 8 to 13.
  • Resilience Incense: increased damage resistance from -50% to -70%. Increased healing duration from x2 to x3.


[h3]Changes to world, events, traps and enemies:[/h3]

World Corruption:
  • Triggering a World Corruption Rift no longer spawns a Calamity.
  • Island of the Damned: World Corruption builds up faster on Gnosis 3, 4 and 5.
  • Torments now allow for faster and higher World Corruption buildup.
  • Torment Alpha allows full World Corruption buildup without picking up the Latent Orb, and doubles the quantity of patrol spawns.
  • World Corruption now progresses faster and further while a Torment is active.
  • Torment Alpha now progresses World Corruption much faster and doubles the intensity of the Hunt.
  • Picking up the Latent Orb now strongly reinforces the Hunt.
  • Stone Golem critical spot should now be easier to hit while it is disassembled.
  • World Corruption events now stagger in time instead of spawning all at once.
  • Fixed a bug that caused World Corruption events to spawn in the Irongate Castle Vault and at the entrance to the Velmourne Vault.
  • Raising World Corruption to the maximum level now affects the atmosphere and triggers its own music.
  • Balanced World Corruption sound cue volume based on its current level.
  • Divine Essence: all sources not related to World Corruption are now worth much more. Costs in the Tower and Witch Mountain have been adjusted accordingly.
  • Changed Madness Orb explosion range from 500 m to 40 m.
  • Divine Essence can now drop from Cursed Chest events.


Torments:
  • Swapped gold for Volatile Witchfire in the Torment reward pool. Increased rewards for repeating already completed Torments and Torment Alpha.
  • Fixed target acquisition of the Torment effect "Killed enemies explode with three homing Decay bombs".
  • Torment Alpha effects should now be correctly applied during expeditions to affected regions.
  • Torment effects dealing damage only to distant or close targets now affect enemies only.
  • Torment effect "Only Critical Hits inflict damage" now only affects damage dealt to enemies.


Freezing Crystal Trap (Totem of Clots):
  • Lowered its HP so it can be destroyed with a default charged punch.
  • Fixed a bug that caused an incorrect name to be displayed.


Warrior Priest:
  • Fixed a bug causing Warrior Priest projectiles not to deal damage.
  • Fixed a bug causing Warrior Priest projectiles to float endlessly in the air.
  • Adjusted projectile tracking to make them easier to dodge, and slowed them down by an additional 16% to slightly lengthen the dodge window.
  • Fixed a bug causing Warrior Priest melee projections to appear choppy in certain circumstances.
  • Increased the shared cooldown on the Warrior Priest respawn ability.


Various enemy fixes:
  • Warden: fixed a bug causing the entity to spawn Elite Ascended Elite enemies.
  • Grenadier: removed self-damage from all area-of-effect attacks, also fixing cases where a summoned Rotten Fiend could damage the player.


[h3]Various world fixes:[/h3]
  • Fixed a Divine Chest position in Velmourne so it is no longer inside the Vault area.
  • Fixed a chest position on the Scarlet Coast so it will no longer float.
  • Fixed all inactive gates in Velmourne.
  • A Codex Maleficum page could previously be found both on the Scarlet Coast and inside a Latent Orb. The Scarlet Coast version has been replaced with a different page that was previously a random Veiled Chest drop. As a result, some players may now find a second page on the Scarlet Coast.


[h3]Changes to SFX:[/h3]
  • Fixed a bug that made the rattling of the "Mirror Lock" event totems inaudible.
  • Added a sound alert when the Gravedigger steals player remains.
  • Objective Complete sound now triggers when fully charging a Latent Orb.
  • Reworked some Surge-related audio notifications.
  • Added new sounds that trigger when equipping melee weapons.
  • Fixed small inconsistencies in Cricket's shooting sounds.
  • Slightly lowered the loudness of Martyr nail base impact sounds.
  • Fixed a remaining infinite sound loop after picking up a Surge.


[h3]Changes to UI:[/h3]
  • Replaced the old italics font with the new one in remaining UI elements.
  • Fixed Torment descriptions in the Inventory using inconsistent text styles.
  • Inventory item details now better support longer descriptions and lore, especially when text size is set to Large or Extra Large.
  • Inventory item details now better support longer item names.
  • Arcana details screen now better supports longer Arcana names.
  • Melee weapons now display the number of kills in their inspect screens.
  • Gnosis screen now displays a scroll indicator when text size is set to Large or Extra Large.
  • Witch Portraits Collection now shows yellow diamonds indicating newly unlocked portraits.
  • Fixed incorrect opacity of the Surge Display when activating a new Surge while the previous one was blinking.
  • Removed the Latent Orbs counter from the HUD, as it is no longer necessary.
  • Latent Orbs are now correctly assigned to Bound and Unbound categories in the Inventory.
  • Added a map corruption animation when opening the map.
  • Added a Latent Orb HUD objective.


[h3]Miscellaneous fixes:[/h3]
  • Fixed a bug preventing Arsenal from influencing some parameters of new weapons.
  • Explosive Package: Exploding Head is no longer triggered by player movement.
  • Fixed visual issues with player weapon projectiles in some scenarios (e.g. shooting Striga while looking down).
  • Fixed the marker position on the Wishing Table.
  • Patrols no longer drop Divine Essence before Gnosis 3.
  • Fixed stun soul behavior for spiders.
  • Optimized turrets.
  • Mid-flight crossbow bolts no longer trigger danger indicators.
  • Fixed Arcana power scaling with different Omen effects.
  • Fixed Hypnosis zoom-in and zoom-out stutters after each shot.
  • Fixed navigation issues affecting flying enemies and projectiles in areas with stacked navigation planes (e.g. Irongate Castle bridge and the river below).
  • Increased repeatable rewards for Latent Orbs across the board.
  • Fixed T-posing monk ghosts on the island after collecting the Scepter.

"Triple-A is in crisis" and games "don't have staying power because they're bad," says ex Gears of War director and Painkiller creator

"Triple-A is in crisis," Astronauts and People Can Fly founder Adrian Chmielarz tells me. We're chatting Witchfire, and the gaming industry more generally, and how 2025 feels like the year where indie and double-A games owned the conversation more than ever. This year's GOTY pool was fairly evenly split between indie releases and big-budget blockbusters, and the same bears out over on Metacritic's highest-rated games of the year, where the likes of Hades 2, Expedition 33, and Blue Prince claim the top spots.


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Dark fantasy FPS Witchfire adds whole new region in early access update

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Witchfire Patch 0.8.1 has gone live

Preyers,

before we get to the actual list of changes, here are some words from Adrian, out Creative Director:

We've counted. You wrote one thousand comments about the World Corruption feature in the latest update corrupting your experience.

The comments were of all kinds: the good, the bad, and the ugly. I’ll take that any day of the week over indifference. I’m happy people feel strong enough about the game to sacrifice their time to give feedback.

But also, you’re simply right. World Corruption was not just imbalanced. It made the game switch genres.

The gameplay philosophy of Witchfire is escalation, but only due to player mistakes. In other words, the player dictates the pacing as long as they’re in control. Inevitably, mistakes happen, and then chaos ensues.

Think of the opening of Raiders of the Lost Ark. As long as Indy controlled the situation, pointing out and disabling traps, things were fine. One mistake swapping the idol for sand, and then all hell broke loose.

World Corruption changed that dynamic. No matter your skill, no matter how smart you played - sooner or later the game interfered with your actions. You were unable to control the pacing. That works for some really great games, but that’s not Witchfire.

How did we miss it? Well, things obvious now weren’t that obvious yesterday. Also, Witchfire is still an Early Access game. There is no better time to experiment than now.

There is something really cool about World Corruption, so we will keep the feature… but in a new form. You can see the new approach in today’s patch. Until you pick up a Latent Orb, World Corruption is more of a spice than a dish. Just like patrols or minibosses before - something to mess with your plans just a bit.

The true hell unleashes only if you pick up the Latent Orb (which no longer slows you down). And Latent Orbs are optional; you do not need them to finish the game, even if they do offer some of the coolest rewards. But now - that is your choice.

This is a quick patch to remedy the most painful elements of World Corruption. We hope to have the final version of the feature later this week.

Thanks again for the feedback, and never stop being honest with us. It is the only way to make the game we all want to play.

Adrian


And now the all important change list:

[h2]PATCH 0.8.1 (67992)[/h2]
(2025.12.15)

[h3]Changes to World Corruption:[/h3]
  • Rifts are now much bigger, have lowered trigger range.
  • Rifts' idle sound is louder and can be heard from further away.
  • Disabled Corruption fog as it was causing visibility issues in many places.
  • World Corruption now builds up slower with lower Gnosis and faster with higher.
  • World Corruption now caps at a lower intensity depending on your Gnosis level.
  • Witchfire Whirlwinds should now stay out of enclosed spaces and dissipate if they somehow make it into one.
  • Reduced the amount of Madness Orbs.
  • Latent Orb no longer slows the player down, but its pickup ramps up both World Corruption and its cap to the maximum possible value.
  • World Corruption now affects Hunt intensity at a lower rate.
  • Hunt now properly caps its spawns. Increasing World Corruption increases the number of waves, with a very significant increase at the highest possible World Corruption level.
  • Removed Latent Orb slowdown effect.
  • Added Latent Orb tutorial.


Additional information: the patrols on World Corruption Tier 5 are now kind of infinite, but they are spaced differently - it's no longer a crazy bomb rush, but if you want to explore every bit of a map during a single run while still having someone to shoot, it is very much possible.

[h3]Changes to weapons and gear:[/h3]

Tribunal:
  • Increased base damage by 25%.
  • Decreased base ammo reserves by 20%.
  • Increased M1 lightning power by 20%.
  • Increased M3 explosion power from 25 to 50.


Designer note: damage increase helps Tribunal reach many breakpoints, which substantially improves its performance, but also ammo efficiency, which was already pretty good.

Martyr:
  • Lowered nail snap chance while punching into the environment by 50%.
  • Fixed nails affecting friendly characters.
  • Reduced nail snap chance on the first two re-applies.
  • Changed the maximum number of nails existing at the same time from 30 to 15.


Designer note: nail breaking is meant to keep nail damage from piling up in prolonged fights, but its current version punished too heavily for missing the magnetized nail.

Katar:
  • Improved damage by 25%.
  • Improved charged hit range by 20%.
  • Improved lunge range by 20%.
  • Charged attack animation sped up by 30%.
  • Lunge landing animation sped up by 30%.


Witchfire Crystal Bead
  • Greatly increased the amount of spell charge gained on crystallised Witchfire pickup across the board.


Dash Immunity Bead
  • Halved the stamina cost increase (from +50% to +25%).
  • Reduced the immunity period duration from 0.5 sec to 0.3 sec.


Blessed Fire Bead
  • Increased the power of the Burn effect applied by the Blessed Fire bead.


Stamina Sigil Bead:
  • Increased stamina gained on sigil break from 25 to 50.


Acute Ailment Bead
  • Further decreased ailment duration, from -50% to -70%.


Brawler Bead
  • Decreased uncharged melee damage bonus from 400% to 300%.
  • Fixed Brawler bead only working with fists melee.


[h3]Summoning grounds:[/h3]
  • Summoning Grounds: fixed Blunderbusser not unlocking.
  • Summoning Grounds: Shieldbearer is now a Faithful (not Familiar).
  • Summoning Grounds: Stone Golem is now a Major enemy (not Familiar).
  • Fixed Witchfire Basin not regenerating all ammo.


[h3]Miscellaneous fixes:[/h3]
  • Lowered the amount of Madness inflicted by the statues in the Island of the Damned Vault.
  • Inspect screen now displays correct values for new weapons.
  • Fixed 'Unveil Mysterium' button being too wide.
  • Fixed Irongate Castle Vault completion blocker.
  • Fallen Preyer Sefer: improved trap detection.
  • Updated the 'Calamities' page in the Handbook: it now reflects recent changes and correctly shows 'Madness' instead of 'Sanity'.
  • Adjusted chest spawns to be better placed in the environment.
  • Witch-corrupted turrets should now be easily identifiable from player-charged ones.
  • Fixed an issue that could cause stutters during World Corruption events.
  • Changed idle sounds for Ammo Shrines in the Witch Mountain.
  • Fixed disappearing Preyer Mask Shards in Outskirts.
  • Fixed disappearing Gold pickups in Outskirts.


Give the new patch a try and keep the feedback coming.

Cheers!

The giant Witchfire Reckoning update adds the melee brutality it's been missing, because its dev wants you to show off

The new Witchfire Reckoning update has just landed, marking the second-to-last milestone on the dark fantasy FPS game's road to 1.0. There's a whole heap of additions to expand the progression and challenge, along with a range of powerful handheld weapons that let you get up close and personal. Ahead of the update, we spoke to The Astronauts CEO and founder Adrian Chmielarz about what the new melee options bring to the table, and why it's okay to shelve your lore bible for a bit and just hit things with a big morningstar.


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Witchfire Reckoning Update is Out

The Reckoning Update has just landed - it’s yet another, and second-to-last Early-Access milestone on our road to release, and we’re excited to share another major building block of our vision for Witchfire. It’s also a great time to jump in: the game is currently on sale, with a 20% discount - our biggest price cut yet, with the most complete version so far.

https://youtu.be/khq5gOtoIvY

As usual, the full changelist lives in the sticky post on our blog. If you want the complete picture and all the juicy details (including minor spoilers), that’s the place to go.

If, however, you’re just looking for a handy overview of what The Reckoning brings to the table, read on. We’ve condensed the recent dev diaries into one compact package, highlighting the most important additions. Starting with…

[h2]Melee Weapons[/h2]
One of the features that got you genuinely excited when we first announced it - though there was a bit of a misunderstanding. This does not mean we’re swapping firearms for longswords and katanas, as tempting as that might be for some of you.

Instead, we’re upgrading the melee you already know - the punch is now a proper one-two action, with the second strike being a delightful uppercut. You can also swap it out for a Morgenstern, a Katar, or a Buckler. Each has unique properties and more than one use, but we’ll leave most of that for you to discover.

The exception is the ground smash, which we’ve already showcased - because it looks absolutely diabolical and feels just as good.

https://youtu.be/ff8nMiV0uzQ

[h2]World Corruption (née Extraction 2.0)[/h2]
The idea behind Extraction 2.0 has been brewing for a long time. As we started working on it in earnest (with some development happening way before the Webgrave release), it evolved into something much bigger.

We’ll likely dedicate a separate post to it in the future, because the process deserves a deeper dive, but in short: as you rob the world of witchfire - that unstable ether - the world pushes back. Expect more foes, tougher skirmishes, and even natural phenomena that make expeditions increasingly dangerous, testing your skill and attempting to temper your greed.

It sounds ominous, and we don’t want to spoil too much, but trust us - you won’t miss it. The Golem is just one of the new additions, and one of the subtler ones at that. Go on an expedition and see for yourself how the world tries to snuff out your fire.



[h2]Torments[/h2]
Torments are pages from the Codex Maleficarum, a compendium of known witches lost to time. Some pages are gone forever; others may appear during your expeditions.



Bring them to a new location - the Profane Study - to take a closer look. You will discover that sets of pages unlock optional, very dangerous challenges, but the rewards are definitely worth it… assuming you survive, that is.

[h2]Surges[/h2]
Another mechanic we’ve had our eyes on for a while - and this one isn’t here to crank up the difficulty. It’s here for you to have some wicked fun.



As you collect orbs - found in the world or dropped by certain enemies - you’ll experience a Surge: a sudden burst of power that temporarily boosts your abilities and gives you a serious edge. There are multiple types of Surges, each with different bonuses, and they’re yours to discover. Explore enough, and you’ll learn all the new flavours of violence.

[h2]Velmorne Vault[/h2]
The original plan (as some of you roadmap-watchers may recall) was for The Reckoning to come with two new vaults. In the end, we had to shelve one so that Velmorne Vault - our biggest and most expansive vault yet - could shine as it deserves.



It’s a serious challenge, you’ll need Gnosis III and a hefty stash of witchfire just to enter. Head toward the upper town limits (where a certain cleaver-wielding miniboss resides), and prepare to face something new.

Oh, and the second vault is not shelved forever - it will make an appearance in game, it’s merely a bit delayed.

[h2]Shooting Range & Bestiary[/h2]
The tutorial level introduced in Webgrave was one step toward easing players into Witchfire. The new shooting range is another.



We didn’t just repaint the room where the resident revenant (lovingly dubbed Ron by the community), well, resided. The space has been remodelled entirely; instead of a single opponent, there are now three summoning circles, which you can populate with enemies you’ve encountered - and killed - enough times.

Unlocking an enemy for summoning purposes also unlocks its lore entry in the Bestiary, allowing you to learn more about it. Not all entries are ready yet; we’ll be adding them gradually through patches and updates.

The summoned enemies are yours to shoot: test weapons, practice techniques, experiment freely - there’s a station nearby that replenishes ammo and spells.

Because this is a brand-new system, past kills don’t count - newcomers and veterans alike start from zero with the Reckoning Update, but we’re sure you will be able to put the circles to good use very soon.

And no, this isn’t a loophole for effortless weapon levelling, we closed that exploit already. Sorry.

[h2]New Fallen Preyers[/h2]
The Fallen Preyers roster has expanded, three new ones join the crusade and can be selected at the Vestal Flame. The limits remain unchanged, so you’ll need to choose carefully.



[h2]Accessibility Options[/h2]
Over the past months, we’ve received a lot of feedback, and with this update we’re adding three highly requested accessibility features.

The first is an arachnophobia filter, which replaces spiders with something… different, but no less unsettling, at least for some minds. The second option allows you to disable screen shake, and the third lets you adjust font size. This last change is also part of what allowed the game to earn…

[h2]Steam Deck Verification[/h2]
That’s right - Witchfire now comes with the green tick. The changes go beyond font scaling: we’ve added a dedicated Steam Deck performance profile, which activates automatically when the game is launched on Valve’s handheld for the first time.



[h2]Spider Calamity[/h2]
We’re also introducing a new Calamity, centered around spiders (yes, the arachnophobia filter will be useful here). It can occur on all maps where calamities are available.

[h2]The Gear[/h2]
Finally, some new hardware - quite literally, as there are no new spells this time, but three new firearms are joining the arsenal:

Fatum - A machine pistol with three spinning barrels. If they align, things can get… spicier. In more than one way.



Martyr - An impaler (we re-christened the class the new weapon shares with Striga) with a homing obsession. It believes in second chances.



Tribunal - A three-barrel shotgun that hits like a train; dashes and slides are rewarded with thunderous applause.



These weapons are complemented by two new pieces of gear:

Static Ring - Sliding leaves ball lightning in your wake, damaging nearby enemies. M2 and M3 take the effect even further.



Biting Tongue - A relic that causes barrier (for example, barriers granted by fetish) to shatter in an icy explosion. M2 and M3 further increase the effect and add an additional charge.



This post is spoiler-free - if you want to learn what’s hiding inside the Velmorne Vault, and how the world will now rebel against you, you’ll have to give the game a bash. The update is available to all owners of Witchfire on Steam and the Epic Games Store. And if you’re yet to join this band of brothers (/preyers), now is a very good time - as mentioned earlier, the game is currently on sale on both platforms, with the price slashed by 20%.

Thank you for all the positive reactions to the dev diaries - it means the world to us to be creating something you’re waiting for so eagerly. And thank you as well for your understanding regarding the slight delay with which the update went live. We’ve been working tirelessly over the past weeks, with the dial turned all the way up to 11 in the final days and hours. What you’re receiving with this update is very hot and very new, and it will surely require further balancing - but that’s exactly what Early Access is for. Bug squashing and gameplay tweaks will follow as soon as possible.

Keep the feedback coming. Whether it’s on our Discord server, subreddit, or Steam forums, we’re present on all three and we’re reading your posts and comments.

The Reckoning is here.
Face it.