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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 đŸ’đŸŽ„đŸ„ł

[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.

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.