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Witchfire News

WMU-Patch-Final-really-done-Fixed-ready-v3

List of changes:
  • Fixed a bug that sometimes prevented consumables stacks to decrease after use;
  • Fixed herb and mushroom generation on Witch Mountain;
  • Fixed Witch Mountain seed reroll after consuming Placebo Pill or using Ascension Shrine;
  • Herbs should no longer spawn in the air near the entrance to the Irongate Castle.

The Final Patch for The Witch Mountain out now

Enjoy the final - fingers crossed - patch for the Witch Mountain Update. Some pretty important changes in this one, here are the patch notes.

A quick word on the Labyrinth difficulty and design. Witchfire’s a game-in-progress, so the Labyrinth is more a proof of concept than a finished feature. You’ve probably noticed this already - it’s why we’ve got Fallen Preyers 2.0, Calamities 3.0, and so on. The core idea’s solid and fun, but there’s a Labyrinth 2.0 coming down the line. Karol’s got a ton of ideas he couldn’t squeeze in this time, but we’ll revisit them ASAP.

For now, we’ve cranked up the difficulty. The Labyrinth is HARDER to beat. Some builds might still breeze through, but if you’re strolling in casually, it’s a real challenge now.

Next week, we’ll drop a roadmap update. Then we’re hibernating for a few months to cook up the next big update - a new region plus a fresh layer to the game that’ll shake up how you think about stats and levels. More on that soon. For now, enjoy the mountain and the new gear (Judgment deniers: dig deeper, it’s a beast of a gun).

HOTFIX 0.6.1 (59823)

A small fix for the issues that were most commonly reported since yesterday's launch.

[h2]Duelist:[/h2]
  • Changed Mysterium I description to be clearer;
  • Fixed a display issue that displayed base range as 16m when it was actually 14m;
  • Increased base range by 1m, from 14m to 15m;
  • Adjusted duel window and reaction timings;
  • Weapon will now stop firing when starting a duel, even if the fire input is pressed;
  • Fixed position mismatch of the weapon's sight;
  • Fixed missing sound effect when the gun heats up;
  • Redesigned the Duel Engaged sound;
  • Redesigned the Duel Failed sound.

[h2]Other fixes:[/h2]
  • Fixed Galleon Calamity not completing correctly;
  • Miasma - Fixed a bug that prevented the base duration from increasing as you upgrade the spell;
  • Fireball - Fireball stole one of Twinshade's Mysteria description, but it gave it back after gentle persuasion;
  • Shadow Orbs - Changed the confusing descriptions of objectives and conditions;
  • Made Fallen Preyers less eager to bully tutorial enemy.

Thank you for playing, thank you for reporting - feel free to blow some more of Witch’s minions into smithereens!

One of the most satisfying rogue-lite shooters you’re probably not playing just received its biggest update yet

Witchfire, the stellar shooter from The Astronauts, with rogue-lite and extraction elements, has received its biggest update yet. The Witch Mountain adds the eponymous region to the map, which had until this point been unreachable.

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The Witch Mountain Update available now!

Folks,

Not only has the Witch Mountain Update been made available, it's a fantastic opportunity to get the game while it's on sale at 10% off!

The next chapter of Witchfire begins now. In the distance, the labyrinth hums with ancient magic and horrors as you approach the Witch Mountain. Will you prevail where others have perished?

  • New location: Witch Mountain;
  • New feature: Shadow Orbs;
  • New weapons and spells;
  • Fallen Preyers 2.0.


[previewyoutube][/previewyoutube]

The patchnotes for the update are available on our website - if you want to know what has been changed and what has been fixed, follow the link and give them a read.

Thank you for playing!