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Climbing the Witch Mountain

Witch Mountain looms in the distance but the road ahead is a bit more difficult than we anticipated.

We have some good news to share, but first, let’s rip the band-aid off on the painful one. The Witch Mountain update is still a few weeks away.

The last time I wrote about this, I said that the gameplay part of it is so new to us that we cannot quite predict the end of the prototyping period. We believe it’s going to be good for Witchfire, but we cannot be certain how much more work is needed for the feature to truly shine. Every day, the mountain is a bit more fun, and one of these days it will be fun enough to share it with the world — but not today.

Also, the gameplay is not the only thing that needs more time in the oven. We’re infusing the level with legions of opponents, new puzzles, new prophecies, and new mechanics… but “accidentally,” we’ve also made the level our biggest one yet. This does not necessarily mean there’s more gameplay to enjoy than, say, in the Castle, but certainly from the sheer size of it, Witch Mountain is a giant.

I am torn between wanting to thank you for your patience with some preview screenshots and not wanting to spoil the experience. I think I found a nice middle ground, and so here are a few shots that actually avoid showing the main feature of the level: a huge area with a set of gameplay mechanics previously unseen in Witchfire, one that will put your skills and reflexes to the test. We will keep that one hidden for now. But I think we can tease bits and pieces of other areas, so here goes…



Finally, someone might ask why we won’t release Witch Mountain in a work-in-progress state. Witchfire is still in Early Access, after all. But in our opinion, there is a rather unsettling trend in the gaming industry which causes more and more titles to be delivered in a somewhat incomplete state, and we don’t want to follow it. We know it sounds sort of overzealous in the case of an Early Access game, but we’d rather swallow a bitter pill and annoy you with a longer wait than deliver something half-baked.

Now for some good news. Since the update is taking longer than anticipated, we’ve decided to make it fatter.

[h2]Fallen Preyers 2.0[/h2]

Witchfire is a heist game in a dark fantasy skin, and Fallen Preyers are your crew. The Muscle, the Driver, the Safecracker, and so on. But while Fallen Preyers 1.0 turned out to be useful, they do not add a lot to the emotional layer of the game. They have such storytelling potential, but for now, all they are is icons on the map.

Also, we think they contribute to the issue of the overload of the cognitive buffer. Ever forgotten you have a Demonic Weapon? Not exclusively your fault. There are so many things to think about in Witchfire that the brain refuses to juggle them all. We love that aspect of the game; this is why we call it an RPG shooter, not just a shooter. But sometimes, too much is too much. Having to remember that a Fallen Preyer waits to be unleashed once during an expedition is a problem.

Also, it’s kind of an unnecessary thing anyway. If there’s a Fallen Preyer who can help you during a Calamity, hmmm, when would one want to call it? I don’t know, maybe during a Calamity?

So we’re changing Fallen Preyers from “nuke buttons” to semi-autonomous NPCs.

We give them shape, we give them life, we give them personalities.

[previewyoutube][/previewyoutube]
This is a huge undertaking—e.g., seven (!) full new 3D characters—but we just want to do it. We do not compromise, and we treat the story and immersion as one of the unmovable fundamentals of the experience, and we hope Fallen Preyers 2.0 will contribute to that factor.

Not all of it might make it to the Witch Mountain update, but the core of the change will be there for sure.

[h2]New gear[/h2]

Two new weapons, two new spells, and a new item. If you have already played Witchfire, you already know that these may be – pardon the pun – literal gamechangers, as equipment has a huge impact on the way you deal with enemies and your survivability. The new stuff is no exception; both affect the playstyle and are just fun.

Let’s reveal one piece today: a new revolver. Yes, this one is for the fan fire lovers.



[h2]Shadow Orbs[/h2]

One of the brand new things that Witch Mountain is going to bring is the Shadow Orb—a magical combat-recording device that will give you challenges and reward you for meeting the requirements by granting you a piece of inventory or a resource that may prove crucial in the current and future runs. The reward will, obviously, depend on the scale of the challenge, but our community has already proven to be more hardcore and ambitious than we predicted, so we have to up the ante every now and then.



[h2]Under-the-hood improvements[/h2]

We’re reading your feedback loud and clear, and we’re constantly looking for ways to improve what we have delivered so far—the evidence is pretty much everywhere in the game, and the new update is not going to be any different. We have reworked the balance of Knight and Ogre, giving them new behavior and fighting patterns, and refreshed their introductory cutscenes, just to make them that extra bit more intimidating. We have spent quite a lot of time diving deep into Arcana, changing the way some of them work. We have already fixed over 70 bugs reported to us by our community (huge thank you for bringing them to our attention).

[h2]The shape of things to come[/h2]

Witchfire is very much an ongoing project, so the future is going to bring a lot more – while we’re prioritizing Witch Mountain right now, we’re working on several things at the same time and shaping the content for time beyond WMU. Another map is already playable(-ish) and being tested by the members of our dev team, new weapon concepts are being developed, new opponents are roaming the alleys of our UE Editors (and minds), and we’re in the planning stages of fleshing out a proper tutorial, addressing one of the main complaints you have been reporting in the past weeks and months. Thanks for your support; we appreciate your patience and understanding, and we’re working our hardest to bring you the game you want to play again and again.

To show how serious we are about this, we’ve grown twice in size in the last two years: from 12 to 24. Finally, we are the size of the team that made Painkiller in 2012-2014. We’re still a tiny team considering the standards and quality we aspire to, but we’re no longer minuscule. And we now have a Community Manager, too! See the #announcements channel on our Discord.

That’s it for today, but we will be back soon with new posts, trying to entertain you the best we can until the Witch Mountain drops. And then we’ll go into hiding because it is our hardest content yet, and we’re not sure we’ll survive the screams of the maimed…

Question of the Week




Our witch would not be as pretty.

On a more serious note, right now Witchfire is mostly gameplay and pieces of lore. But there’s much more coming in the world/story department. Some of the things we want to say will be… controversial. We can afford to be fearless in our storytelling thanks to enough of you buying the game to keep us independent.

Patch 0.5.1

Patch 0.5.1 is out with a Frostbite buff and a couple of fixes. It seems like doing the preview was a good idea as the actual release of The Brewing update is relatively nice and clean. A bow to all who played and reported, seems like it might be something to repeat in the future.

There a few known tiny issues but nothing that should affect the witch hunting too much. We are taking a Christmas & New Year break and will be back in the trenches on January 7th, picking up the work on the Witch Mountain and its L########. Thank you all for buying and playing Witchfire and being a great and lively community that helps the newbies, exchanges protips and builds and experiences, and digs into the lore. Have a fantastic holidays 💝🎄🥳

[h2]Patch Notes:[/h2]

PATCH 0.5.1 (57565)

Frostbite:
  • Reworded Mysterium II description to accurately describe its effects.
  • Increased base damage by 10%
Designer Note: this makes bullets boosted by Mysterium I actually impactful, as they reach new damage breakpoints and require less bullets to kill most enemies
  • Increased the maximum duration of Mysterium II freeze. The duration now increases much more for each bullet spent after the 3rd one
  • Freeze duration boost increase from Mysterium II now also appllies to the frozen trail from Mysterium III
  • Max magazine size have been decreased from 8 to 6 bullets, so it’s easier to maximize freeze duration
Designer Note: our plan for Frostbite was to make players choose between optimizing their damage and their freeze potential, based on when they decided to reload. Before, the freeze increases weren’t meaningful enough, and it rarely made sense not to reload after the boosted bullets were spent

[h3]Other updates and fixes:[/h3]
  • Changed Stigma Diabolicum damage multiplier from 1.6/1.7/1.75 to 1.2/1.3/1.35
Designer Notes: Stigma Diabolicum was always meant to deal around 25% more damage than ordinary weakspot (crits) hits. However, until recently it dealt around 25% more damage than a bodyshot instead. We fixed that, but mistakenly we did so on two fronts – the damage multiplier was increased, and the damage multiplier started using weakspot damage instead of bodyshot damage as its base.
  • Fixed an bug that caused Siren’s Shell not to work when used in certain scenarios
  • Heavily optimized Vendor’s UI refresh logic. Buying multiple items in quick succession should no longer affect your framerate.
  • Angelus’ shield now correctly processes pushback from enemy attacks starting from 1st Mysterium (was: only on 2nd and 3rd).
  • Actually changed Incense costs, as indicated in yesterday’s patch
  • Fixed incorrect Siren’s Shell pickup prompt
  • Toll Collector in the Castle has extra collision around his legs now and shouldn’t kick the player upwards when approached

The Brewing Update out now!

Folks, just like we promised in the previous news, the Brewing Update is out for all of you. Over the past two days we have taken a deep dive into the pool of bugs (both detected on our own and reported by you – thank you for that!) and did our best to squash as many of them as possible. We fought gallantly and got rid of all the nasties. That doesn’t mean we’re done, so expect the final patch for this year to drop tomorrow, dealing with a few smaller issues.

Before that happens however, you may be pleased to hear that no shenanigans are required to access the new content; you may need to restart your Steam client to trigger the update, but when the fresh files are present, you’re good to go.

That is, unless you’re one of the people who played the preview – if you did, you need to change the branch back to default one, effectively reversing the process you completed when you opted in:
  • Right-click on the game in your library, select "Properties...",
  • Navigate to Betas,
  • Expand the drop-down menu next to "Beta Participation",
  • Select "None" from the list,
  • Close the properties window.

It's also a good practice to restart steam at this point. You know the drill.

Now, if you have been playing the preview and you want to keep the progress from the past two days, you will need to tinker with the saves – please bear in mind that you’re doing it at your own responsibility. If you want to proceed, please:
  • Head over the folder with your save files, by default it can be found at to C:\Users\[YourWindowsUserName]\AppData\Local\Witchfire\Saved\SaveGames,
  • Copy all the files in the folder and paste them somewhere else on your disk – better safe than sorry, a backup is always a good idea,
  • Open the “Preview” folder and copy its contents,
  • Paste the contents in the main SaveGames folder,
  • Voila!

This should (and I cannot stress it enough, you were playing a preview of an update of an Early Access game, please bear this in mind) import the saves from preview into the main game and allow you to continue right were you left off last time you played the preview.

As mentioned above, we are planning to release one more patch with additional fixes tomorrow, but please do keep the bug reports coming – the more info we have, the more bugs we can get rid of.

Oh, and we’re also part of the Steam Winter Sale – it’s your chance to grab the game at 10% off. We're extremely happy with the high praise you have given us in the recent (95% positive reviews in the past 30 days) and not so recent times (93% positive reviews all-time), and this may be a good moment to let your friends know that they can own the game at reduced cost. Thank you ːdemonheartː

That's it for today -- have fun playing, and don't hesitate to let us know if you encounter any bugs -- and we'll see you again soon.

The Brewing Update Preview - Available Now.

Good things come to those who wait - the impatient ones can reach out for them on their own.

As you may know from the previous news, we decided to split the upcoming Witch Mountain into two parts - The Brewing is going to be released on the 19th of December, and the second part will be released early next year. We've decided to accelerate things a little bit, at least for those among you who are not afraid to get their hands dirty, and thus a preview of The Brewing is available right now.

We will obviously be fixing bugs, with planned patches dropping tomorrow and the day after tomorrow, and on the 19th we're going to make The Brewing available for every owner of the game without the need to change anything at your end. For now, however, The Brewing is in a bit of an experimental mode, so you may encounter an occasional bug here and there (more than usual), and we decided it should be an opt-in kind of an update.

[h2]BEFORE YOU PROCEED!...[/h2]
  1. If you are on limited Internet, do not play the Preview. Opting in will download the patch, and going back will download the game again. No problem for those with fast unlimited net, but for everybody else, just please wait for the official patch on the 19th.
  2. We are already aware of some bugs, so if you want the cleanest experience, just wait two days. Also, while you can clone and use your savegames from the main branch, anything you achieve when playing the Brewing Preview will NOT transfer back to the main game (at least not automatically, wink wink). So the Preview is just an early peek for fun, not an early release of The Brewing.

If you still want to play the Preview, in order to unlock it, please do the following:
  • Restart Steam,
  • Right-click on the game in your library, select "Properties...",
  • Navigate to Betas,
  • Expand the drop-down menu next to "Beta Participation",
  • Select "preview - Public preview branch" from the list,
  • Close the properties window.

Done! The game will update and you will be able to dive into the game and get your hands on Alchemy, new weapons and items, experience Hermitorium Moods and Boss Reshuffle. Here's a handy summary for those of you who would rather see things than read about them:



You can also wait and have a more polished experience this Thursday, but we know you like to be on the bleeding edge (Witchfire is in Early Access after all!), so... Have a blast!

P.S. We made a topic for the Preview feedback: https://steamcommunity.com/app/3156770/discussions/0/561358509790283810/

The Brewing Update Preview

Multiple studies have found that when asked “good news or bad news first?”, roughly four out of five people prefer the latter. So let’s get the bad news out of the way.

We have to split the Witch Mountain update into two parts. The first part, called The Brewing Update, will be released on December 19th, next week. The second part, still called the Witch Mountain Update, will be released early next year, as soon as possible.

Why?

Let me offer this summary of events:

  • After the Steam Early Access, we started the work on the Witch Mountain.
  • We also wanted to include other cool things, like Alchemy.
  • Mid-dev, we realized we had a new, better idea for the Witch Mountain.
  • We switched to the new design and pushed hard to still make it on time.
  • Despite our best efforts, ultimately we had to admit we needed more time.
  • What to do? Delay everything or release a smaller update now?
  • We chose the latter.

It was not an obvious decision. We researched extensively to understand what makes a good Early Access update. What we found wasn’t surprising: people love content. What was surprising was what people consider content: new playable areas. We’ve seen with other games that players react most positively when updates include new levels, zones, regions, and the like. New gameplay features and even new gear or enemies were well-received, but not quite as exciting.

Ultimately, we decided to go with the smaller update even though it doesn’t include any new territory to conquer. We’ll see if it was the right move, but our motivation was simple: to give you something to enjoy during the holidays if you’re craving more Witchfire. After all, you’ve never fought the Ogre on the beach before…

Is the Witch Mountain delay worth it? Is this new idea for it so much better?

The honest answer is we don’t know. But that’s what makes it exciting. Because it’s terra incognita.

The original Witch Mountain was supposed to be a series of caves, each cave protected by the true version of the Familiars. See, the Familiars you’re fighting in the Scarlet Coast or the Irongate Castle are only weak echoes of true, more powerful bosses. These bosses guard the lair of the witch, and the idea was you had to kill them all in order to get to her. One notable feature was that once killed, the True Familiar would stay dead forever.

In other words, imagine a boss rush kind of level, with a series of caves full of hard encounters against more powerful versions of the Familiars. Conquer the Witch Mountain and you’re now facing the witch herself.

The problem is… you’ve played that before. If you soloed any Destiny 2 dungeon, or if you fought Bulletstorm or Borderlands or Doom bosses… you already kind of had that experience.

And there is nothing wrong with that, of course. Soloing Crota’s End on hard is probably in my top three gaming memories ever. It’s just that Karol got an idea for something very much different. Karol is the designer who brought you Prophecies, the Tower, the Prophet boss, and the Cursed Arcana — so you know he’s not short on creativity.

The new idea is risky as hell, but our internal tests and plays show that it can be fresh and exciting. I do not want to oversell it; it’s not that we are revolutionizing first-person shooters or anything—but it is something I have never experienced in Witchfire before. Here’s a teaser image that will tell you absolutely nothing about it, as it’s just the entrance to the [redacted].


We are working on this new version of Witch Mountain all the time, but even with a heavy crunch, it would not be ready in time. We are close, but we need a bit more time. We want to release it as soon as possible; it’s going to be all hands on deck after we return to the studio after the Christmas/New Year break.

But, as I said, and now it’s time for some good news, that update was to be accompanied by a couple of cool new things. And we’ve decided not to delay them and indeed release them next week, on December 19th.

Here is what’s coming.

[h2]Alchemy[/h2]

Remember The Wishing Table from the Grimm brothers’ fairy tales? There’s now one in the Apothecary in the Hermitorium. It refills your potions and ammo each time you return from an expedition. Yep, no more potion crafting.


But potions and ammo are just the basics. For anything fancier—say, if you want to inhale something that improves healing abilities—you’ll need to use Alchemy. Find recipes, obtain ingredients, and craft your chosen incense. Use it before the expedition to enhance various healing features.

[h2]Hermitorium Moods[/h2]

A feature promised some time ago, and now about to be delivered. Time stands still in the land of the witch, but the Hermitorium is free of her influence. Experience different times of day and night…and the mood that depends on how the expedition went down.

https://www.youtube.com/watch?v=gYV5NB5kXuY

There will be a few small bonus surprises, too.

[h2]Boss Reshuffle[/h2]

Preparing for Witch Mountain, we have now put the Familiars where they belong. The Galley Slave now rules the Scarlet Coast, and the Dimacher guards the Castle. The Shieldbearer becomes…you’ll see. All Familiars got updated with new moves.


[h2]Gear Pack[/h2]

As always, new toys to play with, including two new weapons.


And here is the summary image:


Last but not least, December 20th is our last day at the studio this year, and then we see each other back on January 7th. I and my two co-founders feel that the team deserves this extra break for all their hard work so far. And I will finally have the time to play Cyberpunk 2077, yay!

Since The Brewing Update releases on the 19th, we only have one day for patches or hotfixes, which isn’t enough. That’s why we’ll be releasing a beta version on Monday or Tuesday for those who want to enjoy it earlier and help us find bugs. Details coming soon.

Till next week!

Question of the Week
Dylong on X: “@TheAstroCrew Is there a chance for polish language before the full release?” / X

Yes, but closer to release. It’s very simple: things change all the time, I keep rewriting descriptions and notifications and other text. Maintaining all those changes in multiple languages would take time I’d rather spend developing the game. But rest assured, Polish will be among the languages supported. We will probably do a localization pack anyway.