Before:
Witchfire is a single-player, first-person shooter from the creative leads behind Painkiller and Bulletstorm. A unique blend of soulslike, extraction, and roguelite gameplay, Witchfire offers a challenging and satisfying experience with multiple paths to victory.
After:
Witchfire is a single-player RPG shooter from the creative minds behind Painkiller and Bulletstorm. Embark on perilous expeditions, vanquishing foes to enhance your powers and arsenal. Scavenge valuable resources and retreat to your sanctuary, or push your luck by confronting Familiarsâ the powerful guardians of the witch.
The key change here is the removal of âa unique blend of soulslike, extraction, and roguelite gameplay.â Why? Is this no longer true?
It is trueâthatâs how Witchfire began.
Soulslike because of its general vibe, dark fantasy theme, and certain design philosophies.
Extraction because youâre stealing from the witch, and she wonât let you go easily.
Roguelite due to the dynamic world and Arcana, our system of in-run power-ups.
However, these terms might also give the wrong impression of what Witchfire truly is.
Soulslike fans may expect a more oneiric world with less action.
Extraction fans might expect a more hardcore reset of progress.
Roguelite fans could anticipate procedurally generated worlds and random loadouts.
In theory, weâre not saying the game is tied to any specific genre; we just have elements of these genres. But I believe the game has evolved enough for these elements to transform into something thatâs harder to define, making genre labels less fitting.
Letâs dive deeper into the whats and whys.

[h2]Soulslike[/h2]
Does
Witchfire have soulslike elements? It does indeed! But will people really understand what that means specifically in a first-person shooter?
I donât think so. Even in genres easier to define, like third-person hack-and-slash, people canât agree. Iâm not kiddingâcheck any âWhat is a soulslike?â thread on Reddit and youâll get twenty different answers. Hereâs
one example, and hereâs
another.
The subgenre is so hard to define that even Wikipedia resorts to a broad-strokes definition: âa subgenre of action role-playing games known for high difficulty level and emphasis on environmental storytelling, typically in a dark fantasy setting.â Many players would probably argue that definition doesnât cover everything. Heck, we canât even agree on whether itâs spelled soulslike, souls-like, or Souls-like.
Most gamers, however,
feel what it means for a game to be soulslike. We expect hard difficulty, learning through dying, respawning enemies, and dystopian worlds. But each player has their own interpretation of details, so when we say
Witchfire has soulslike elements⌠it becomes a meaningless word salad. Weâd rather describe the game in ways that help players imagine how it plays. So, we dropped the term.
But for what itâs worth, what are the soulslike elements in
Witchfire? Superficially, itâs things like:
- When you die, you lose the witchfire you gathered during an expedition, but you can retrieve it on your next run.
- Enemies respawn after you die or return to your hideout, though they donât respawn mid-expedition.
- There are light âcommit to actionâ mechanics, like reloadingâif you dash or run, the reload gets canceled, making reload timing part of your combat strategy.
However,
thatâs not really what we internally mean by âsoulslike.â There are deeper elements that align with our interpretation.
One key element in soulslikes is offering multiple paths to victory. Iâve managed to finish every
FromSoft game despite not being âgudâ at them.

These games present skill check gates, but you donât need to master them.
FromSoft titles give you four key paths:
- Skill: âGit gudââlearn and master the core combat.
- Smarts: Use game mechanics and builds wisely. For example, some Elden Ring builds can one-shot bosses. Why fight when no fight do job?
- Grind: Overlevel. Yes, even in Sekiro.
- Cheese: Exploit AI, environment, and glitches. Everythingâs fair as long as you donât use external tools.
The second major element is the âgreed is badâ mantra. If youâve ever rushed a boss when its HP is low and been punished for your recklessness, you know what I mean.
But do âmultiple paths to victoryâ and âgreed punishedâ immediately scream
soulslike? Probably not. And yet these two elements are exactly what we mean when we think of soulslikes. This is what excites us about the genre, and how we see the soulslike part of Witchfire soul. But we do not think it comes through when we say our game has âsoulslike elementsâ and just leave it at that.

[h2]Extraction[/h2]
Most extraction games are PvP and known for their hardcore, punishing mechanics. When we think extraction, we draw inspiration from those games, but we also look at iconic moments in single-player titles.
Take
Modern Warfareâs âAll Ghillied Upâ mission, for example. At the end, thereâs an extraction sequence where you fend off waves of enemies while waiting for rescue.
Or, in
Bioshock 2, extracting ADAM attracts enemies, forcing you to set up traps before starting the extraction.
[previewyoutube][/previewyoutube]
These are memorable extraction sequences, but when you say your game has extraction gameplay, people think of something closer to
Escape from Tarkovâpunishing and merciless.
Witchfireâs extraction mechanics are more of a âspiceâ than the main meal, so we decided to remove the term.
That said, we do plan to expand on the extraction elements. Youâre stealing witchfire from the witch, after allâshe wonât take kindly to that. Escaping should become a bit more intense, adding sweetness to the spoils of your expedition.

[h2]Roguelite[/h2]
This is the big one, because
Witchfire has plenty of roguelite elements. But guess what?

To be clear, this is a joke. But
FromSoft games do share many roguelite elementsârespawning enemies, learning by death, loss of progress, and so on. But youâll never see
FromSoft use the word roguelite to describe any element of their games. Why? Because the term carries expectations that donât necessarily apply.
I believe weâve reached the similar point with
Witchfire. Our designs and early access feedback have evolved the game into something unique, which is why we now describe it in its own terms. As I said in a
recent interview:
âI call it âquantum Witchfireâ because, on one hand, itâs still the same game we always wanted to make, but on the other, itâs evolved significantly. Weâve shifted from being a roguelite shooter towards becoming an RPG shooter. We now have a clear vision of how the final version of Witchfire will look.â
Let me give you an example. Usually, procedural generation is a must for a roguelite. But we decided not to procedurally generate enemies every time you die. Instead, enemy setups stay the same until you level up, allowing players to master each region before things change.
Another example is the addition of entirely scripted, repeatable sections to the game. Take Witch Vaults, for instanceâthese are challenging hidden levels that remain unchanged with each playthrough. This design choice offers players an opportunity to showcase mastery and these segments are good refreshers, but itâs all a direct contrast to the ever-changing, unpredictable nature of a traditional roguelite experience.
These are just one of the twists weâve made. As you can see, I hope,
Witchfire is aiming to be its own game, and adding âroguelite elementsâ to the description just does not really explain anything at all.
[h2]In Conclusion[/h2]
We realized that describing
Witchfire as a âunique blend of souls-like, extraction, and roguelite gameplayâ was not only vague but potentially misleading. It could deter players who would enjoy the game once they understood its true nature, or disappoint those expecting more rigid adherence to genre fundamentals.
Also, I think this description is just too vague for its own good. Players deserve something more precise in that one paragraph describing the game. Imagine if I told you a movie is coming out, and itâs a mix of drama and sci-fi, with bits of surrealism. Does that really tell us much? I just described both
Inception and
Everything Everywhere All at Onceâyet theyâre very different films.
All of us in the studio are fans of
soulslikes, many of us love
roguelites, and Karol is the fearless evangelist of
Tarkov. All of thatâand more, like the research system from 1993âs
Syndicateâinfluences our designs. After years of development, Witchfire has transformed, transmuted, and transcended into something thatâs both a love letter to the genres we adore and its own idiosyncratic entity.
Weâve now settled on âRPG shooter.â The shooter part is obvious, and the RPG elements, like build crafting and lore, grow stronger with each update. Coming soon: more story elements and a deeper focus on role-playing. Stay tuned for details.
Excelsior!
Adrian