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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!

Summit in sight.

I could begin with some inspirational quote about Patience and Time, but nothing quite fits - so let’s cut to the chase. The wait is almost over, and you’re surely itching for more info on what’s coming.

The Witch Mountain Update has already been previewed in one - or even two - of our earlier posts, but there’s still a lot you don’t know. Fret not, I’m not about to spoil everything. In fact, we’ve been tiptoeing around the subject, trying to tell you as much as we can without... Well, revealing too much. The Mountain is unlike any other level, and we believe experiencing it - especially for the first time - will be a unique adventure, one we’d rather leave for you to live through on your own. That said, we may tease you a bit more by showing you a few more postcards from the level:







By now, you’ve likely heard about the Labyrinth hidden in the wretched underbelly of the Mountain. It has been part of the landscape for thousands of years, and the local people were never eager to visit it - except for a few souls who were as brave as they were doomed the moment they stepped between those cursed walls. About 400 years ago a king decided it's time to explore what lies under the Mountain and he paid little mind to warnings of the locals, who have seen people stepping into the Labyrinth never to return. He organised an expedition manned by soldiers and scholars, dozens of people who embarked on a quest into the unknown.

None lived, none returned to tell the tale.

Now, your quest has led you to the doorstep of Witch Mountain. What lies on its slopes and within its vast network of caves is yours to discover.

Of course, we’re not just going to let anyone waltz in without any prior experience only to get their head kicked in. You most likely know the drill by now - before you will be able to visit a new region in the game, you need to obtain the navigation chart; it's no different this time. The chart in question is in the Cathedral, in the Iron Gate Castle, and if you're thinking "Isn't that the building in which the Dimacher resides...?", you're right on the money. Get in, grab the chart, get out - battling the knight is strictly optional, but it does offer a certain new reward you may find useful.

Once you arrive on the slope, take your time moving forward. The mountain is worth exploring thoroughly - its many nooks and crannies hide two new spells and a fetish. Duelist, the highly requested revolver, has already been revealed, and it’s accompanied by - yes, you guessed it - a new heavy shotgun, affectionately named Judgment.



Since you’re all eager to get your hands on the revolver, you’ll be able to obtain it by conducting research in the workshop. The shotgun, however, will require a bit more effort, as it’s a reward for forging your path through the level.

We promised to rework the Fallen Preyers, and we’re delivering on that promise. While not much has changed in the Hermitory, their behaviour on the battlefield is vastly different. They now spawn automatically - no need to open the map and deploy them manually. You’ll also notice they’re much more useful, but that’s something you’ll have to experience firsthand.

Last but not least, we’re introducing Shadow Orbs. Adrian has already described this little doodad, so if you want the full breakdown, click the link. If, however, you prefer to embrace the unknown, just wait for one to drop in-game and see for yourself how it works.

The full list of features also comes as a handy picture:



This update also includes numerous bug fixes, improvements, and minor updates - a lot of them implemented thanks to your feedback. So, once again, thank you for speaking your mind and letting us know what bothers you. Your input is invaluable and helps us improve the game, even if said improvements occasionally have the capacity to break your heart and ruin the fun - more on that in a moment, in…

[h2]Hermitorium Archives #2[/h2]

[h3]Preyer Transport Agency[/h3]

We know that things move fast, and those on the bleeding edge of pushing boundaries are always looking for new ways to entertain themselves. A few weeks ago, players were slapping Galley Slave left and right, putting him in his place at breakneck speed. Now, they’ve found a way to harvest his energy, converting it into a technique that allows Preyers to move so fast it appears as if they’re teleporting.



Lodown, a member of our Discord responsible for this breakthrough, has also been hard at work proving that when physics and magic mix, the results can be devastatingly effective in the field of ballistics.



If anyone else wants to give it a go, hurry - the Galley Slave Teleportation Service is being deactivated next week, with no plans for a return. I can hear the booing already, but - that said - I am also sure you’ll find new ways to make physics misbehave in no time.

[h3]Knight? More Like a Squire.[/h3]

I was going to write about how you’ve moved on from disrespecting the Galley Slave and are now crash-testing Dimacher, but that wouldn’t be entirely fair. While the 47-second clip submitted to our Discord on February 22nd certainly is impressive, I took a dive into our subreddit and found something even more stunning.



Full video can be viewed on reddit - just click here

Less than ten seconds. This is strict tuna, no crust territory. And kudos if you got that reference.

[h3]Give Me 24 Hours.[/h3]

We understand that Witchfire is a work in progress and that more content is coming (reminder: the next piece of the puzzle arrives on the 13th), but unlocking all achievements in under a day seems a bit… excessive. We admire the dedication - make no mistake - but it’s turning playthroughs into literal speedruns. Keep it up, and we might just start working on Witchfire Karting next.

Follow the link to the source

[h3]Writers Gonna Write…[/h3]

In my previous post, I mentioned that we’re eagerly awaiting the sparks of creativity inspired by your Witchfire experiences. Now, I’m delighted to say we have our very first fanfiction. Head over to Reddit and give it a read if you’d like to see crushinator7755’s spin on the beginning of the Witchfire story.

[h3]CONSOLES WHEN?????[/h3]









There are two things you ask about almost daily: co-op and consoles. The co-op question was addressed in the previous post, so let’s repeat what’s been said about consoles and state that nothing has changed so far:

We’d love to bring Witchfire to consoles, we’re actively exploring our options and considering different paths for a console release. Once there’s something concrete to announce, you’ll be the first to know. Stay tuned - consoles aren’t benched forever.

[h3]Help Yourselves to Guns and Ammo.[/h3]



It’s great to see comments like this, but let’s go ahead and reassure you—there are no microtransactions coming to the game. However, there are plenty more weapons on the way. While we have a ton of ideas, we always welcome more. Our Discord server has a dedicated suggestions channel that’s teeming with creative concepts for weapons, items, and mechanics. Head over to The Sugar Thread and drop your suggestions there!

That's it for now, see you around the web.

Cheers!

Crew Expansion – A New Relay for the Community.

Let me begin by confirming what you already know—or at least suspect: this post is a bit different from the previous ones. Not only because it’s not strictly about Witchfire, but also because it’s written by someone other than Adrian—it’s written by me, Piotr (/Pete), your community manager. It was high time to say “Hi,” so here I am to do just that.

Hi.

And as much as I’d love to declare that I have achieved comedy and call it a day, I can’t shake the image of Kelly from The Office shaking her head in disapproval. The objection is valid, so, let’s get down to business.

My name is Piotr Modzelewski, and I’ve been working in gamedev for the past eight years in various roles, primarily handling community affairs for both large projects—developed by teams of over a hundred people—and smaller indie games made by just a handful.

I have also dipped my fingers into writing, PR, marketing, voice-over work, and even mustered the courage to wrestle with Unity every once in a while. After these adventures in teams big and small, I find myself being one of The Astronauts, and as I take a look around, I have to say: a team of 24 sounds damn fine to me. Not just because it's the same number as the astronauts who went on moon missions (though I love that), but because it means you actually get the chance to speak with the people you work with and know them beyond just their avatars in the company chat. You know, 24 just seems like a value in the sweet spot range (a goldilocks zone, if you will)—there are enough people to get a proper job done, but not so many that you end up confusing one with another.

As for my history with the medium, I’ve been playing video games for as long as I can remember. There are several franchises I’ve been (and still am) obsessed with, and while I could talk for hours about Mass Effect or Gran Turismo (please don’t get me started on them), the brightest star in my Witchfire-esque stellar neighbourhood is undoubtedly Destiny. Don’t get me wrong—many shooters have made me gasp (Resistance, Killzone, Project Snowblind, Halo, just to name a few)—but Destiny was something else on so many levels, which resulted in thousands of hours spent scouring the solar system, shooting, looting, jumping, and… well, shooting some more. Times change, and so do games—at some point, the shine wore off, and I was left with a bit of a gnawing hunger, an itch for a shooter that I couldn’t scratch. Coming across Witchfire, with its equally fantastic gunplay, sprinkled with a rich topping of magic and elemental combos, felt like striking gold.

I am—pardon the pun—bewitched by this game. That’s not to say I find it perfect—by no means—but there’s something amazing taking shape here. Working on something you're passionate about always gives you that extra bit of drive, so I see this whole situation as an absolute win. Even if it means I’ve been spending hours on end playing the game, I don’t think that will do any harm. In fact, I believe that knowing Witchfire inside and out is essential to doing this job well, as it allows me to better understand your feedback and relay it to the team with genuine insight.

And let’s not beat around the bush—it’s very important. Yes, there is a clear vision for the game, but your input can have a humongous impact, and at the same time, it’s great to see how many of you are enjoying what has been crafted so far. Our Discord is home to nearly fourteen thousand Preyers, and we just celebrated breaking the ten-thousand-member mark on our subreddit. There are a lot of you (as we mentioned on our X/Twitter last week), and that means a lot of potential feedback—we love all the buzz you’re generating about the game.

We’re observing your discussions on the Witchfire Discord, listening to your suggestions, and constantly being amazed by your ideas. It goes without saying that the feedback and bug-reporting channels on Discord, Steam, and Reddit aren’t just for decoration—we frequent them and read your thoughts. You’re helping us. The upcoming (promise) Witch Mountain Update will not only introduce a new, feverishly anticipated chapter in the game but also contain numerous bug fixes that wouldn’t have happened without you. The exact numbers are still unknown, but it’s already nearing triple digits, so by reporting back to us, you’re actively making the game better. I’d say that’s a win for everybody.

Speaking of Witch Mountain—we’ve seen the enthusiasm sparked by the recent PC Gamer article, and we absolutely love it. We understand that the plot is becoming quite thicc (just like our team, according to one member of our Discord), and the information regarding the new level has been somewhat confusing—to the point where some of you were asking whether the article was accurate.

Allow me to clarify, then: the source of that information is none other than Adrian himself, so it would be difficult to find anyone who knows more on the subject. Yes, The Labyrinth is coming, and it’s going to be absolutely huge—it’s by far the biggest level in the game (as mentioned in the previous post), though that wasn’t exactly intentional. We’re well aware that making bigger levels isn’t always the best approach—as has been proven on numerous occasions by quite a few games. So, we’re learning from the mistakes of others, but at the same time we’re on a journey of discovery—we can clearly see the destination, we’re just taking the time to make sure that the path is fun before we will let you scale the Witch Mountain.

And, seriously, don’t worry—we won’t make you wait much longer.

Those of you who’re here on regular basis know that posts usually end with Question of the Week, but it won’t be the case this time. Welcome to The Hermitorium Archives, a novum that will bring you a selection of what’s been hot in the community in the recent days and weeks.

The Hermitorium Archives


[h3]Bullying the bully[/h3]
One of the greatest marks of community and the love it has for a game is how creative they can get in distorting something that has been designed to be a challenge. And, boy, have you delivered.

The Galley Slave duel was supposed to be a fight for your life, a struggle with an opponent who is, let me remind you:
  1. a familiar of the witch;
  2. a towering, hulking mass of muscle;
  3. a disgusting, disfigured monster, weilding a freaking cannon.

He jumps out of a floating, ghostly galleon to spread destruction and strike fear into the hearts of those unwise enough to face him. Obviously, we knew that the shock and awe would fade over time, the more encounters you had with him, but it took you almost no time to make him—pardon my French—your bitch.

You turned a boss battle into a competition to see who could beat him not only the fastest but also with the least effort. Don’t get me wrong, it shows the mastery some of you have achieved over the mechanics and how crafty you can get in exploiting them. We’re gamers ourselves—we’ve spent our fair share of time hunting for exploits we could use against bosses in other games—but seeing you break out your ingenuity to dismantle something we created is both rewarding as hell and incredibly entertaining to watch. And just to illustrate what I’m talking about:

Can anyone do it faster?

Echo and Burn silliness.

Galley Slave fight but I planted 80 land mines on the beach.

Had he been a real entity, the therapy bills alone would be enough to bring the entirety of the G20 to its knees.

[h3]No 360, but scope[/h3]
Speaking of exploits—a while ago, it was rediscovered that the game allows for quickscoping, and while we’re not fans of players abusing mechanics to the point where they become boring, we have to admit… this one is unlikely to go away. Witchfire is not an online shooter where quickscoping would lead to rage quits, and let’s be honest—there are some hairy situations where you need every edge you can get. Perhaps I’m also looking fondly at this lack of a fix because Hailstorm is one of my weapons of choice. There is something disturbingly succulent about making sure yet another opponent’s neck is free of the burden of their head.

Found out that quickscoping is a thing in this game.

[h3]Look ma, one hand?[/h3]
Weapons are always a hot topic in the community, and few seem to get you more excited than the fanning revolver. Yes, the same one that was already mentioned and displayed in the previous post—please contain yourselves. I’m here to clarify something that’s been brought up several times, including once again after the PC Gamer article dropped:

One of these—one-handed revolver operation vs dual-wielding—is off the table. Mostly due to the low "work required" to "impact and fun factor" ratio. One is not. For now, I cannot say which is which.

[h3]They level up so fast...[/h3]
Oh, and it appears that some of you simply didn’t get the memo that that the grind is meant to be somewhat challenging…

541 is the maximum. You cannot go beyond this level, there is nothing more to do as of today - I wouldn't dare to ask "what now?", because Panther (a member of our discord, who achieved the level cap in December) would probably just come up with a way of achieving this level again, this time while playing blindfolded, or something. You lot are amazing.

[h3]Stop trying to make the "co-op" happen[/h3]
But no matter how amazing you get, the answer to this:

... Will still be a resounding "no". We have explained the reason why many times before and in detail but the TLDR is still that Witchfire is designed to be the best possible Single Player experience and laser-focused to deliver exactly that.

Oh, and before I go—we know that Witchfire has sparked creativity in many of you, and we absolutely love seeing what you come up with. So don’t hesitate to tag us in your Witchfire-related creations or share them on our Discord server. Whether it’s artwork, a fresh UI concept (yes, we’ve seen those before), a custom logo, or even just a perfectly crafted meme, we’re always happy to see the game through your eyes. And, let’s be honest—memes hold a special place in our hearts. We even have a channel dedicated solely to them.

And if you need to get in touch with me, your friendly neighborhood gestionnaire de communauté, feel free to reach out via our Twitter/X, Facebook, or our Discord, where you can find me @Spajk. Affectionately rechristened Spatch.

I am gazpacho, oh.

Apparently.

This has been the first transmission—I will see you around.

Cheers!

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.