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Witchfire - dark fantasy RPG shooter from developers of The Vanishing of Ethan Carter - now available on Early Access

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,050
Location
Nantucket
first "story" trailer

This looks like dark fantasy singleplayer Destiny. How accurate is that statement?
Is Q4 2024 the full release, or EA?
I would imagine it's early access because it's being listed as early access on Steam. A release in September 2025 would be two years from the EGS launch.

Approximately how long will this game be in Early Access?​

“About 9-12 months. Anything shorter would make it almost impossible for your feedback to have a real impact on the game. Also, the quality of the audio-visuals we produce simply requires time.”
 

geno

Savant
Joined
Aug 21, 2018
Messages
765
Location
Spain

Wasn't it supposed to release on Steam as a complete game? It's the first time I heard about a game finishing the ESG exclusiveness deal and then release as an EA title in another platform.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,090
I really don't like dashing mechanics in FPS games, it makes the game too easy, you don't really have to think about the positioning of your character at all, you see shit coming your way and just dash away.
Sprint should be unlimited, but have a short delay on startup, kill your handling (worse turning etc.), and prevent shooting (at least with any kind of accuracy). Doing this keeps the player mobile and encourages close range fights, but stops things from being dependent on quick dodging everything.
i like doom, but dont wish for every game to be like it
 

geno

Savant
Joined
Aug 21, 2018
Messages
765
Location
Spain
Roadmap.

Witchfire Early Access Roadmap 2024-2025​

The masterplan is here.​

By Adrian Chmielarz Posted in Witchfire on 2024/08/21


Last year, we shared a roadmap with you, but since then, we’ve gained more wisdom and experience. For many of us, this is our first Early Access game, so the learning curve has been steep. But now, we know better.
At a high level, I believe we’re delivering well on our promises, with one exception: time.
In our original post, we aimed to release an update every two months. That expectation turned out to be off, but for reasons that might surprise you—they certainly surprised us. It wasn’t about us working slower than anticipated. Instead, we realized that our fans wanted substantial reasons to dive back into the game. We considered smaller updates, such as adding a new weapon or a Vault, as not compelling enough to warrant extended play sessions. As a result, we calibrated our updates to be larger in scope, like our recent one, which introduced a whole new region and significant features like Prophecies and Fallen Preyers.
Additionally, we didn’t fully account for the post-release support period. Bug fixes, player feedback adjustments, balance tweaks, and Quality of Life improvements all take time. For instance, we released the Ghost Galleon update on April 4th, but the final patch for it wasn’t out until May 9th—a full month of support. We’re committed to keeping the game clean and polished, but that requires time.

Where We Stand Today: Content Recap​

Let’s recap our current progress:
Regions:
  • Irongate Castle (already in the game)
  • Scarlet Coast (already in the game)
  • Island of the Damned (already in the game)
  • [Redacted] (75% finished)
  • [Redacted] (5% finished)
  • Witch Mountain (15% finished)
There’s also a small map called Hermitorium (75% finished), which serves as your hideout. However, it’s too small to be classified as a “region.”
Anyway, as you can see, we’re more than halfway through. Half of the regions are already in the game, and another one—our biggest yet—is nearing completion. We’ve selected concepts for the final region, and we have a clear vision for Witch Mountain, with top men working on it. Top. Men.

Progress on Promised Features​

Here’s a comparison of what we promised in October 2023 versus what’s currently in the game:
  • Bosses: At least 6 – Currently: 3.
  • Enemy Types: At least 46 – Currently: 41.
  • Weapons: At least 31 – Currently: 15.
  • Magical Items: At least 24 – Currently: 18.
  • Spells: At least 20 – Currently: 15.
We’re on track with bosses and weapons (we’re about halfway through), but we’ve surpassed expectations with everything else. However, this doesn’t mean we’re close to being done with these features. We may already have 41 enemy types, but we definitely want dozens more. The same goes for everything else—we’re not going to stop at just five more spells, for instance.
So, a better way to look at the state of content now would be:
  • Bosses: 2 Familiars and 1 Prophet completed, more to come.
  • Enemies: 41 enemy types currently, many more to come.
  • Weapons: 15 currently, at least 16 more to come.
  • Magical Items: 18 currently, more to come.
  • Spells: 15 currently, more to come.

What Does “More to Come” Mean?​

I can’t reveal specifics, but I can assure you that you won’t be disappointed. Each update, whether big or small, will always include a gear pack. By the time the game reaches version 1.0, your arsenal should be enough to equip a small army.
Speaking of small updates, you might recall I mentioned earlier that we’ve shifted to only making big updates. However, we’re considering a smaller, but equally enticing update between the Steam Early Access release and the next big update. Think of it as an experiment—a chance to see what happens when we release something that adds “only” a day of gameplay.

90-copy.jpg


Upcoming Features and Enhancements​

Now, let’s look ahead to some of the major features we’re still working on:
[Redacted], aka Stats 2.0
Our current stats system is fairly simple, with six main stats that offer benefits like more HP, more Stamina, and more witchfire from enemies. With Stats 2.0, our goals are to:
  • Add an additional layer of depth to stat leveling.
  • Introduce new purpose for stats beyond just improving them.
We’re not planning to make weapons dependent on character stats, like in From Software’s games. But we’re indeed exploring how stats can work toward something extra, requiring players to make hard choices and focus on specific playstyles.
Alchemy
You’ve asked for it, and we’re excited about it. We want to make potion crafting more meaningful and, frankly, more fun. This isn’t an easy task, especially since we don’t want you to have to select a potion type every time you heal—but we’re up for the challenge.
Witch Mountain:
While we have a clear vision for what we want from this region, making it fun is another matter. Boss fights, in particular, are incredibly time-consuming to develop, and we need to approach them smartly while still delivering a spectacular experience.



Calamities 3.0 / Extraction 2.0:
Calamities are in a good place right now, but we want them to be great. There’s still work to be done on this front, as well as on the extraction aspect (escaping the region with loot).
Research 2.0:
Our arsenal has grown too large to be researched linearly, and with more additions on the way, things will only get more complicated. We need to give you more control over what to research and when.
Prophecies 2.0:
The Prophecies system has been well-received. But how about being able to choose the Omens that accompany a given Prophecy?
[Redacted]
We have a feature that’s well into development, but we’re still debating whether to reveal it now or save it as a surprise for the final release.
Melee Weapons:
Another highly requested feature that we’re keen on. We’ll see how it pans out.
Repeatable and One-Time Quests:
Partially done, but they need more development time.
Story:
Last but not least, we have a dramatic and dark story to tell. While bits and pieces, Souls-style, are already in the game, we aim to deliver something bigger.

These are the major things on our list, but of course, new ideas might come up, and some from this list may not make it. Game development is all about iteration, and an idea that sounds great on paper doesn’t always translate to fun in-game. As one of our players wisely put it:

Discord_2024-08-21_18-32-03.png


Maybe we create the best melee weapon ever, and it turns out it just doesn’t fit Witchfire. Who knows? So, please treat everything in this post as our vision for the game—but remember, things may change.

Timeline Expectations​

Here’s how we currently see the timeline:
Soon: Witchfire Early Access releases on Steam. It will be mostly the same version as on the Epic Games Store, without a new region or major content additions. However, we plan to add a little something to spice up the release. Rest assured, there will never be exclusive content locked to a specific PC shop, so of course EGS players will get the very same thing.
End of 2024: A smaller, experimental update, as mentioned earlier, featuring a new arena (not a Vault) and a step toward the late game.
January/February 2025: A big update with our largest map yet, codenamed Txx Wxxxxx Txxx. Yes, that also abbreviates to TWT—an amusing coincidence, but one that means I need to change this codename asap. This update will include a big new map, new enemies (including Majors), a new Familiar, and plenty of arachnophobia.
Mid-2025: Another major update, introducing the final region (excluding Witch Mountain, which will likely be distributed in chunks with each update). This region will probably be the most challenging, filled with ancient threats much older than the witch…
Late 2025: Final release. Will it be PC-only, followed by a look into consoles? Will it be a simultaneous launch across all suitable platforms? Will it really be in 2025? I can’t say for certain right now. We’re in discussions with various potential partners, and it’s simply too early to predict how the final version will shape up.
But we are working hard toward a full release next year.
If you have any questions, feel free to ask them on our Discord.
Till next time, and for your consideration:


Question of the Week​


Before we announced Steam, the first comment under every tweet of ours was “Steam when?” This has now changed to “Consoles when?” Which makes us happy that people care! But we will be looking into consoles — of course we will — only closer to the full release. So please ask us again next year for specifics.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,045
Location
Eastern block
This looks like the spiritual successor to Hellraid which was never released

A shame it's only available on the Epic store
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,050
Location
Nantucket
September 23rd steam early access.
https://store.steampowered.com/news/app/3156770/view/4590944913276971788?snr=1_5_9_
Get ready for an unforgettable journey!
Our dark fantasy RPG shooter Witchfire is coming to Steam Early Access on
September 23
.

During the next two weeks to release we will be revealing more info, like a thank you surprise for all Early Access players, or the exact hour of the release in various parts of the world. But here's a quick Q&A:

- Will my EGS save work?
- Yes

- Will there be achievements?
- Yes

- Controller support?
- Yes

- Will it work on Steamdeck?
- Yes

More news soon, the next two weeks are going to be something else for us...
smilei
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,238
Still in early acces?
I've heard that CD Projekt took a lot of people and other studios have hard time...
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,703
Location
California

TLDR Full Release = Fall 2025 (taken from the cool/fun devblog)​


Timeline Expectations​

Here’s how we currently see the timeline:

Soon: Witchfire Early Access releases on Steam. It will be mostly the same version as on the Epic Games Store, without a new region or major content additions. However, we plan to add a little something to spice up the release. Rest assured, there will never be exclusive content locked to a specific PC shop, so of course EGS players will get the very same thing.

End of 2024: A smaller, experimental update, as mentioned earlier, featuring a new arena (not a Vault) and a step toward the late game.

January/February 2025: A big update with our largest map yet, codenamed Txx Wxxxxx Txxx. Yes, that also abbreviates to TWT—an amusing coincidence, but one that means I need to change this codename asap. This update will include a big new map, new enemies (including Majors), a new Familiar, and plenty of arachnophobia.

Mid-2025: Another major update, introducing the final region (excluding Witch Mountain, which will likely be distributed in chunks with each update). This region will probably be the most challenging, filled with ancient threats much older than the witch…

Late 2025: Final release. Will it be PC-only, followed by a look into consoles? Will it be a simultaneous launch across all suitable platforms? Will it really be in 2025? I can’t say for certain right now. We’re in discussions with various potential partners, and it’s simply too early to predict how the final version will shape up.

But we are working hard toward a full release next year.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,052
Having played this a while now I have to say it is a very solid game. Some thoughts:

- Progression is good. It never feels like you're wasting your time, there's always something to unlock or fiddle with.
- Gunplay is good, although hardly "hardcore". The game helps with headshots and such via "bullet bending". That's fine though, good performance is rewarded appropriately. That's part of the roguelite element.
- Some elements ought to be explained better or made more visible, like the Witches attention.
- Calamities during boss fights what the fuck?!
- Maybe it's a question of personal taste but some of the guns are just bleh. There do seem to be enough options to satisfy all kinds of play style though.
- Game looks gorgeous and the art direction is just the right kind of edgy.
- This thing screams "2P coop" real loud, sad
 

geno

Savant
Joined
Aug 21, 2018
Messages
765
Location
Spain
I feel like this is a game about grinding. At least the combat is great and the unlocks make runs more engaging, but I'm not a fan of the structure (or lack of). I don't see how they'll address this in a satisfactory way, hopefully the updates and quest features will make for a more solid ecosystem.
But right now I'm only thinking in how to optimize the grinding.
 

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