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Why We Chose Early Access (And Love the Noise)

One of our players wrote this on Witchfire‘s Steam forum:

Early access is like asking a ton of unknowledgeable people that don’t cook into a kitchen to make food instead of an experienced chef – you’re not going to get a ton of good feedback in general and the good feedback will be buried in tons of useless nonsense or emotional things that have nothing to do with your game […].

Lots to unpack, as the kids say these days (do they still?).

But before I get to why Early Access works for the developer, let’s think for a second why some players like it and buy games that are in Early Access.

I think there are two major reasons.

Back in the 1990s, a friend who ran Poland’s biggest gaming magazine told me that most reader letters asked for behind-the-scenes content about game development. This is why they asked me to write a monthly dev diary of sorts for the mag, which I did for a couple of years.

So I think one reason why some people might buy Early Access games is to witness the evolution of a game. To participate in the discussions about it with devs and fellow players, to see and experience firsthand how the project changes, morphs, and grows. To see what it takes to bring the game to final quality and how to deal with the development and marketing.

The second major reason is simpler. There’s a saying in Poland, “the quality of your sleep depends on how well you made your bed.” I don’t think “as you make your bed, so you must lie in it” conveys it well, but “as a man sows, so shall he reap” does. In other words, if a player likes a genre or a game, participating in Early Access allows them to directly and indirectly influence the final shape of the game.

I can offer a perfect example. There was a brief period when Witchfire got a bit cartoonish – colorful, with looter shooter vibes:

2019. Placeholder HUD. Still… Ew…

Players were disappointed and told us this wasn’t what they wanted from the game they fell in love with through the moody dark fantasy teaser. We murdered that new look faster than John Wesley Hardin drew his Colt.

To tell you the truth, we had already come to the same conclusion ourselves, but the strength of the players’ reaction not only confirmed we weren’t wasting any more time on the cheery looter shooter vibes, but also made “dark fantasy, stupid!” a non-negotiable tentpole of the game.

Are there more reasons why people might buy an Early Access game? Sure. Wanting to be in the avant-garde, to taste something fresh before others. Wanting to have something that refreshes with each update, offering great value for money. We even have players who bought Witchfire now just to support us, and they are not touching it until the final release.

Sweet. Okay. But why would a developer want to go Early Access with their game?

The first and obvious answer is money. Most Early Access games come from indie developers, and Early Access is a way to keep the studio afloat.

In our case, we did not have an issue with organizing money, but it would come at the cost of having to sell some of the studio to investors. Going Early Access on EGS allowed us to keep 100% of our independence, and opening Early Access on Steam allowed us to secure the future and grow the studio.

The second reason is course corrections. Yes, individual feedback might get lost in the noise, but when it’s repeated, it will be heard. For example, players were crystal clear about how imbalanced the Calamities were a year ago. Their feedback made fixing that feature our priority, and the game is better for it.

Gnosis is an even more spectacular example: it exists because we needed to address the difficulty—and the cheesing of it—that players were vocal about.

Is this something regular testers would reveal, too? Maybe. Maybe not. Do studios really thoroughly test the game at every major stage of development, using hundreds of testers? Very few do. It’s a giant cost, and only some can afford it. Certainly not an indie studio.

But there’s more here. Something even more important.

The way you develop the game when in Early Access is very different from the way you develop the game the old school way. This could be an entire post in itself, so let me just give you the outline.

The old school way is developing and implementing multiple features at the same time, and actually, it’s quite blurry what the “stage” of such development is. There’s always something going on; the game is in a permanent work-in-progress stage.

With Early Access, not only is it easy to divide the game into stages, but you also keep it all clean to make sure the next update goes well. As a result, it is easier to see the big picture, as each stage is clearly defined both feature-wise and content-wise. Thus, it’s easier for us to understand what next steps would make the game better.

Better!...

The third reason is actually connected to the above: the keeping it clean part.

I cannot find the exact quote, but a Blizzard dev, when asked why a release was buggy despite the studio having access to hundreds of testers, replied that in the first hour after launch, the game was played by a thousand times more people than during the entire development.

Games are really complex now, and even if you’re the best developer in the world, once your game is out, someone will find something. Early Access helps us keep the project in a much cleaner state than the old school way of squashing the bugs right before the release.

The fourth reason is something I call a nudge. As a studio full of creative people, we do not suffer from a shortage of ideas. But people discussing things out loud on our Discord or Steam forum, or proposing this or that in the Suggestion section, do sway the needle. We often use quotes from the players or their general sentiment in our dev chats.

Actually, sometimes it all goes beyond nudging the design in a certain direction and directly spawns a feature that would not have existed otherwise.

Now let’s look again at the quote from the beginning of the post:

Early access is like asking a ton of unknowledgeable people that don’t cook into a kitchen to make food instead of an experienced chef – you’re not going to get a ton of good feedback in general and the good feedback will be buried in tons of useless nonsense or emotional things that have nothing to do with your game […].

It’s an interesting observation but I don’t think this is 100% correct.

First, logically, if there’s “good feedback” that gets “buried,” then we cannot say that only “unknowledgeable people” participate. In reality, it’s indeed a mix of players of every kind, from trolls to deeply knowledgeable, experienced veterans that intuitively understand game design.

Second, note how the first three major reasons I offered in favor of a developer going Early Access have nothing to do with the above quote. So even if the noise was indeed a big weakness of Early Access, there are more than enough reasons to still do it.

Third, yes, there’s noise. But we consider the feedback valuable enough that we have our QA guys monitor the Discord and forums and report daily, we have devs participating in discussions, and we have just hired a Community Manager to help with the matters even more: to distill the non-bug-related feedback and suggestions into a daily or weekly digest for the studio. Hopefully, he will be able to start in January.

Fourth, and I know this may sound surprising, but I believe that “useless nonsense or emotional things that have nothing to do with your game” is often feedback one needs to seriously and honestly consider. You will need to dig deeper to understand where this or that sentiment is coming from or why, say, something seemingly simple and innocent got an emotional response from the players, but quite often this is as important and as influential to the game as the regular “logical” feedback.

So yeah, there’s noise in Early Access — but in my opinion, it’s worth dealing with. Witchfire is a better game because of it.

And here’s my favorite argument for Early Access lately: Hades, developed this way, was an incredible success for Supergiant. They made mountains of money and earned players’ love and respect. They could have easily chosen to go the old-school development route with Hades 2, maybe just using more testers than your average indie studio can afford. But they didn’t. Hades 2 is also an Early Access game. That tells you something’s working well here, doesn’t it?

One last thing I want to add is that all of the above may not apply to every game and every developer. I’m not going to pretend like every Early Access game is developed with the best of intentions or that it will deliver joy to people looking to see how a game evolves or to taste it before it gets big. I am only speaking for us, The Astronauts. For us, Early Access and the involvement of players have been a blast — and we hope the game is a blast for you, too.

Next week, news on the WM update. Till then!

Question of the Week




Good question. Somebody else asked about underusing Shift, too.

Generally, it’s not wise for us to use the “system” keys like Esc, Enter, Shift, etc. Not only this sometimes causes issues with Windows, it also clashes with some resident software — and PC players love their Shadowplay, TinyTask, overcloakers, Beeftext, ShareX and many more. So many more.

But we will look into it. After all, PCs are all about customization of the experience. If you have any other things you want done in this area, feel free to ping us on X or talk about it on our Discord.

Witchfire x Steam Awards 2024

Dear preyers,

Are the witch and her undead horde giving you trouble? Then this might be the perfect category. It's definitely not 'Sit Back and Relax' ...is it? Which other categories can you see Witchfire in?

This way or another, it's all in the name of good fun. Witchfire or not, The Steam Awards season is upon us -- so go ahead and choose your favorites!

P.S. Working on the next big update for Witchfire as fast and best as we can. Details soon!

Hotfix 0.4.6.56132

The final hotfix for the High Stake update is is out, notes below. Seems like this is it and now we focus on the bigger December update codenamed WM!

  • Ring of Thorns: Now properly grants Ice Arcana
  • Ring of Thorns: Fixed an incorrect ability description on Mysterium II
  • Sigma Diabolicum no longer grants Decay Arcana at Mysterium I
  • Obelisk event no longer shows up in Madman’s Dream
  • Obelisk event no longer activates from inside of the island’s Vault
  • Lowered the Mysteria I activations for Psychopomp upgrade from 40 to 20
  • Fixed a misaligned crosshair on the All Seeing Eye ADS that was causing it to aim at a lower point then all other weapons
  • Tweaked the All Seeing Eye front sight to make it more visible
  • Fixed Calamity objective UI showing a completed objective if you re-trigger calamity just after completing the previous one
  • Fixed a bug that was causing player health drop below 0 if the Assassin calamity spawned in the same run in which Foul Stimulant was used, causing the inability to shoot and look up/down as well as other issues
  • Text polish pass on the new stuff
  • Fixed the Calamity’s double rewards bug
  • Fixed visible crossbow’s projectile when interacting with the Collector or Gnosis book
  • Witchfire Guard and Foul Stimulant are now mutually exclusive and cannot be used at the same time during expedition
  • Fixed percentage bonus formatting of Firepower Boost Arcana

Dark fantasy FPS Witchfire says "everybody won" after Epic Store exclusivity

Choosing to launch your new PC game without including a Steam version can feel like a scary prospect. The Valve storefront maintains a seemingly unassailable cultural presence, even as the likes of GOG, the Epic Games Store, and Microsoft's Xbox App offer alternatives. Dark fantasy FPS Witchfire did just that, and having now launched on Steam following a year of EGS exclusivity, the game's developer The Astronauts says it's extremely happy with the results.


Read the rest of the story...


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Overlooked roguelike horror FPS gets massive new update, out now

Witchfire Patch 0.4.5.56088: The One Called Fast Response

As promised in the road map, here is the Fast Response patch. Which turned out to be Medium Speed Response patch, as it took us three weeks instead of two, but at least it's finally done.

Unless a critical bug is found and a hotfix is needed, this will be the last patch until December, for which we have a bigger update planned: new content and all.

The patch today is mostly focused on balancing and bug fixing but there is a couple of interesting redesigns here and there. Also, extra ...things were added to the Island of the Damned. But to be 100% clear, this is not a big content update or anything. Just something to make sure the game is in a good state when we focus on the December update.

Here are the full patch notes:

[h2]Highlights[/h2]

  • The Island now has a new Obelisk event, a mini-boss and a new area around the galleon with an extra event. A tease of upcoming new things hangs nearby.

  • Experimental ːcoolstar2022ː: added Crosshair Spells Notifiers -- a widget which is displayed around the crosshair and notifies you when one of your spells recharges. This feature is experimental and hidden by default, you need to turn it on in Settings -> Gameplay -> Experimental section. (Please note that this feature isn't guaranteed to stay and may be removed in the future.) Tell us what you think, we'll be happy to read your feedback!

[h2]Gear[/h2]

Ring of Thorns
  • Ring of Thorns has undergone a thorough redesign.
  • Designer note: Ring of Thorns requires a very risky gameplay style, and thus needed a much bigger reward for playing well – hence the redesign.
Whisper
  • Whisper can once again stun Familiars and Faithfuls, but it takes a few shots, depending on the target's size
Hangfire
  • Removed a hidden "Fourth Mysterium" from Hangfire, that ballooned its single target damage out of proportion.
  • Designer's note: Early in Hangfire's design process, it had a different Mysterium II:"Explosions get stronger the more bullets are lodged in the same enemy."We changed it to the current version, not only because it wasn't particularly engaging and was pretty overpowered with the right setup, but we also found out that making Hangfire a more crowd-fighting oriented hand cannon gave it a stronger identity. The problem is...that Mysterium was accidentally never removed from the game, So both versions of Mysterium II activated when the gun was upgraded. Whoops.
  • Hangfire had its single target explosion damage and stun damage adjusted: subsequent explosions on the same target deal less and less damage.
  • Even with the "Fourth Mysterium" removed, Hangfire's single target damage and stun potential was still just a tad too high for its desired place in the combat sandbox. This feature was implemented so it could be reigned in without compromising its crowd-fighting capabilities
  • Increased Hangfire explosions base stun damage on initial target by 300%, and lowered Hangfire's bullet stun damage by 20%.
  • This makes Hangfire actually better at controlling spread-out crowds with explosions, while not being overpowered on single targets thanks to the new stun damage decrease on subsequent hits.
  • Increased ammo reserves from 90 to 120
Flamebreath
  • Increased Mysterium II bonus damage on Burning targets
Midas
  • You can no longer trigger Mysterium III repeatedly by interrupting reloads.
All-Seeing Eye
  • One more bullet in the clip community suggestion
White Raven's Feather
  • Cost on Unveiling Arcana lowered from 2 to 1
  • Slightly lowered the amount of Feathers dropped
Foul Stimulant
  • Now grants +100% witchfire for the whole run duration, in exchange for lowering health and stamina by 50% and preventing the corpse from spawning on death.
Witchfire Guard
  • Now protects all volatile witchfire on death, but there will be no corpse left behind to recover treasures from
Merchant's Stone
  • Now grants a significant heal, but consumes three random treasures from the Inventory


[h2]Gameplay[/h2]

  • Fixed Stake Gun projectile launch location
  • Fixed an issue that caused enemy pathing to fail following the target
  • Fixed Buckler Swordsman collision to correctly reflect the mesh community request
  • Fixed teleporting enemy losing the elemental status applied prior to teleport community request
  • Removed some clutter from the Adventure Log, like mentions of locked supply chests
  • Tweaked some enemy drops to be more appropriate to their difficulty
  • Fixed a bug that caused "New Elixir slot unlocked" to display on incorrect levelup
  • A thorough balance pass has been made on Arcana parameters
  • Adeptus Major and Adeptus Minor had their description tweaked to better describe their use
  • Adjusted some Mirror Lock switch locations that were unreasonably hard to pinpoint. Fixed reward chest that spawned turned the wrong way around
  • Improved Rarog's Egg event rewards community request
  • To avoid confusion, changed the Soultrap’s "Event Failed" notification to "Event Finished" when you fail to fill up the Soultrap before the timer runs out and only get partial Demonic Ammo rewards.
  • Absorbing Manifestations now heals significantly more
  • Potions now drop slightly less often from chests
  • A malevolent being now watches for Manifestations left unused for too long…
  • When inspecting the monk statue in the Tower, golden footsteps now lead you to the scepter making the statue puzzle easier
  • Witchfire cost of cleaning areas with the scepter has been lowered from 5K to 2K
  • Witchfire cost of Gnosis Upgrade has been raised to limit accidental upgrades
  • Added the the second ship objective for Gnosis I to clear up any confusion
  • Ambush at Tower Gate has been polished and is a bit more newbie friendly
  • Fixed Ice Sphere and Heavy Gunner’s shield being valid targets for the stake
  • Fixed Firebreath second mysterium always being active
  • Fixed Firebreath second mysterium affecting enemies that weren't already on fire
  • Fixed multiple gameplay related crashes
  • Fixed broken spells inputs after switching spell casting mode back and forth in the settings
  • Fixed locked dash direction on controller when switched dash mode for KBM
  • Enemies no longer lose their elemental statuses when teleporting
  • Severed Ear's reload trigger is no longer spammable due to reload interrupts
  • Fixed conditions for 2nd Mysterium activations objective for Hypnosis
  • Fixed sometimes incorrect notifications about available Ascension
  • Rotten Fiend is no longer a valid target for lightning jumps between enemies
  • Casting Rotten Fiend when another one is already active will correctly remove the previous one on any Mysterium, rather than only on the highest one
  • Fixed Rotten Fiend's Decay aura
  • Fixed a crash happening when some inputs were left unbound in the settings
  • Fixed hidden weapon bug when trying to swap weapons and using Elixir at full health
  • Fixed Silent Secondary corrupted Arcana preventing swap to Demonic weapon using Quick Swap input action
  • Fixed loot drops for Sister, Devotee, Wretch and Sentinel enemies
  • Trying to cast a Spell while dashing will now correctly cast it right after dash ends instead of failing
  • Stun bar UI above enemy health should now correctly display its value after switching targets
  • Spell cooldown icon no longer appears as ready when it's still recharging (micro cooldown bug)
  • Increased the threshold required to change platform input icons using mouse or controller thumbstick
  • Moving the cursor with thumbstick while pressing (A) will no longer display KBM icons on the UI
  • Improved rebinding so that you can override other binds
  • Added better Sharpen option (lets you restore the soft pre-patch look)
  • When interacting with the Gunroom, you will now see notification icons (little stars) leading you to the new gear. No more guessing whether 'new gear' means new weapon, spell, relic, fetish, or ring. Little star (and corresponding objective: 'New gear awaits in the Gunroom') will disappear after you hover a new item with your cursor -- there's no need to equip it if you don't want to.
  • Added a new objective displayed in the Hermitorium when it's possible to start researching a new gear (weapon / spell / magic item). This should help new players understand how Workshop Mirror works. It should also eliminate instances when you start a new expedition only to realize you forgot to start a new research. (However, please note that objective is only displayed when there's gear to be researched -- incantations are currently ignored, as they are not limited and can be researched infinitely.)
  • Added safeguard in the logic of displaying map icons, which hopefully will fix the bug with the icon with empty name and description
  • Settings / Controls: missing bindings are now displayed in red, making them easier to spot.
  • Settings / Controls: added warning popup which is displayed when you try to go back from the settings, and some of your bidings are still missing
  • Settings / Gameplay: changed the names of 'Screen effects' setting options to be more descriptive
  • Adventure Log should no longer display duplicate messages
  • Optimized Adventure Log memory footprint
  • Updated credits
  • Fixed mouse cursor hotspot being in wrong position across various screen sizes
  • Fixed Striga's projectile sometimes phasing through enemies
  • Better collision detection for Striga's projectile
  • Slightly lowered tracking on Warrior Priest and Maceman attacks to make dodging them more viable in intense combat scenarios
  • Slightly lowered aim leading for Devotee projectiles and made her more inclined to push closer to its target
  • Fixed camera shake rotation on melee attacks from sides to better reflect hit impact direction
  • Fixed All Seeing Eye position while aimed-down-sights community feedback
  • Shieldbearer's Shield dome radius increased by roughly 20% to make staying in it a slightly more managable task


[h2]Sounds[/h2]

  • Added ambient sounds to the Island of the Damned
  • Designed sounds for the Obelisk scenario that occurs in the Island
  • Replaced the All Seeing Eye’s radial damage sound
  • Designed an additional radial damage sound for the All Seeing Eye’s decay shockwave
  • Added a new sonic element to part of the reload sounds for Hangfire
  • Tweaked the attenuation range of Hangfire’s explosions
  • Improved the sonic transitions that occur when the preyer teleports in and out of the Wailing Tower
  • Tweaked the End of Cooldown sounds for the Charged Melee, Light, and Heavy Spell abilities to make them more audible
  • Tweaked the attenuation ranges of many of the Proximity Mine sounds
  • Fixed a small issue present in the sound of the Proximity Mine’s explosions
  • Made a change so that the Bells that anticipate a Calamity remain audible for players who mute the game’s music
  • Fixed an issue that was causing Cornucopia's casting sound to get interrupted