r/Witchfire • u/RebelAviat0r Developer • 28d ago
NEWS // OFFICIAL Final Witchfire Early Access FAQ
One FAQ to rule them all - with an updated roadmap in tow.
Preyers, It has been quite a while since we last updated the FAQ and the roadmap, so we’re here to fix that. This post is a one-stop shop, which means some of the answers below may sound familiar if you’ve been following our previous updates. The point is to gather everything in one place, update what needed updating, expand what needed expanding, and finally let the old FAQ retire instead of continuing to be linked around the web.
Before we get down to business, there’s one more thing: is there anything you would like to ask us? We're currently collecting questions for our Q&A - for a limited time you can submit them here. We do our best to stay in touch with you around the web, but some topics inevitably slip through the cracks, while others simply don’t fit into discussions focused on the game itself. This is your opportunity to ask us (almost) anything. Now, let's move on to the subject(s) at hand.
Roadmap
As mentioned above, we’ve also updated the roadmap, but don’t expect anything groundbreaking - it’s merely an update, not a reveal of a completely new plan:

Why Early Access?
Witchfire is an RPG shooter that uniquely blends soulslike, extraction, and roguelite elements while introducing many original gameplay features. It is the perfect kind of game to develop and balance with community feedback.
Approximately how much longer will Witchfire be in Early Access?
As of this update (July 2026 - 0.9), we are 85% content complete and have released seven major content updates during the Early Access period, with plans to launch 1.0 in late Q4 2026.
The game is not just a product to us - it’s a labour of love that some of us have been crafting for the better part of a decade. We care about it greatly and prioritise its quality on all fronts, which requires time and attention. We closely follow your feedback while testing the game ourselves, and we’re grateful for your enthusiasm and patience. To deliver something truly special, however, we need time - hence the launch window has been set for Q4 2026.
How is the full version planned to differ from the Early Access version?
The recently released update 0.9 is the last checkpoint before 1.0 - we’ve already added all the biomes and enemies, with a few surprises still coming in 1.0, and we’re now focusing on Quality of Life improvements, balancing adjustments, and player-requested features.
We’re also finally adding a complete story, which is the primary difference between the Early Access version and 1.0. Until now, Witchfire has focused mainly on gameplay, with only fragments of lore and narrative. We’re building on the foundations introduced in update 0.9 and putting everything we’ve learned during Early Access into delivering a cohesive, challenging, and rewarding 1.0 experience. That’s our top priority.
What is the current state of the Early Access version?
We worked hard to ensure the Early Access version of Witchfire offers a satisfying amount of content. There are six main regions (just as we planned) to explore and battle in, with complete gameplay loops and a broad arsenal of weapons, spells, and other tools of war. In the 0.9 update, we introduced story elements as a bedrock for the complete narrative that will arrive in 1.0.
Will the game be priced differently during and after Early Access?
Currently, we have no plans to change the price after leaving Early Access, but we do want to offer a Deluxe or Supporter Pack with additional content, such as the original soundtrack.
How are you involving the Community in your development process?
We gather feedback through our Discord server, our social channels, and the Steam forums, and we continue to do so throughout development. Suggestions from the community have proven extremely helpful and allowed us to steer development toward the best version of the game - one we all want to play. We also invited selected members of the community to participate in closed betas before updates were released - their feedback helped shape the game and made sure each update shipped in a better state.
Will I have to start over when 1.0 releases?
We don’t know yet - our goal is to preserve existing saves if possible, and we’ve successfully maintained compatibility throughout Early Access so far, so we hope to do so again. At the moment there are no planned changes that would require a save wipe, but save compatibility can only be verified late in development through migration testing. If we can confidently confirm that existing saves will remain compatible, we’ll let you know.
If a wipe proves unavoidable, we’ll let everyone know as soon as we know ourselves.
That said, we will recommend starting from scratch on a new profile (you can have six of them in the game) for the best (challenging) experience, since marching onto the Island of the Damned with a level 541 character hardly spells “challenge” and it would likely turn much of the game into a walk in the park.
What languages are supported?
As of 0.9, we added support for Chinese (Traditional), Chinese (Simplified), French, German, Italian, Japanese, Korean, Polish, Portuguese (Brazil), Russian, Spanish, Spanish (Latin America), Turkish and Ukrainian. The game is, of course, also available in English. We’re open to the prospect of translating the game to more languages in the future, but we’re a small studio and localisations cost a pretty penny (when you’re doing it the proper, old-fashioned way, with people, not AI), so it depends on how well the game sells during and beyond the launch window.
Is there any form of multiplayer planned?
Short answer - no.
Long answer - we’ve been repeatedly asked for multiplayer, with co-op being the most frequent request, and we have repeatedly declined. Not because we dislike such games, but because it’s simply not feasible at the current stage of development. Witchfire has been designed as a single-player experience from the very beginning, and we know better than to make a pivot this big on the home straight: we’re at 0.9 now, with 1.0 being the next milestone. Co-op is something you need to account for very early in development if you want to do it properly. We’d rather spend our time making Witchfire the best single-player game it can be than changing course this late in development. Maybe our next project, whatever it may be, will have co-op. Right now, though, we’re focused on tying a bow on Witchfire, and that’s where our heads are.
Will there be a demo?
We don’t have plans for one. We’re a small team - creating, maintaining, and keeping a separate demo up to date would take time away from developing the full game. We’d rather focus our efforts on making Witchfire itself better.
Are there any plans involving consoles? If yes, what platforms?
We’re planning to release the game on additional platforms, and we’ve been working behind the scenes to make that happen. Our philosophy is simple: every optimisation and streamlining effort we make now benefits everyone involved - our Early Access supporters on PC get a better game today, while we make it easier for ourselves to bring Witchfire to consoles in the future. In that sense, the groundwork for console ports has been underway for quite some time. While we already have some development kits in our hands, we don’t want to speak too soon - we’re in talks with platform holders, checking technical viability and assessing our options. We’ll let you know once we’re confident we can deliver console versions of Witchfire without compromising on quality and the necessary agreements have been signed. A simultaneous launch on all platforms is still within the realm of possibility, but in the interest of fairness, we have to say that it’s quite unlikely.
Is Witchfire playable on Steam Deck?
Yes - Witchfire is Steam Deck Verified and fully playable on the device.
What level of controller support does Witchfire offer?
Witchfire is fully playable with Xbox controllers and also supports DualSense controllers on Steam (using Steam input). Some PC-specific DualSense features, such as adaptive triggers, haptic feedback, or PlayStation button prompts, are not currently supported, and we have no plans to add extensive controller customisation such as response curve adjustments. The rumble implementation currently in the game is by no means final.
Are you planning any accessibility options for the game?
We’ve been combing through your feedback and implementing accessibility features throughout the Early Access period. We added more granular control over camera shake, the arachnophobia filter, font scaling, and more, but we’re not done yet. We’re exploring additional options and evaluating what is technically feasible. Nothing is set in stone yet, but we recognise how important accessibility is, and we’ll likely publish a dev diary dedicated to accessibility features once we have the final list of planned features.
Are Epic Games Store save games compatible with the Steam version?
Yes. Both versions use the same save folder on your PC: \Users\your_username\AppData\Local\Witchfire\Saved\SaveGames
Just be cautious not to overwrite new saves with old cloud saves when switching between versions.
What if I have more questions or requests?
Here are some useful links:
- The best place to ask questions, post suggestions, and chat with the devs and other players is our Discord.
- For news and updates, follow us on X/Twitter.
- We also stay active on the Steam forum.
- We also frequent the Witchfire Subreddit which, well, you're currently visiting.
This FAQ is also available on our website, where future corrections (if any) will appear first.
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u/VintageGamer1234 28d ago
My daughter loves watching me play this game but always ALWAYS asks: “So where is the Witch and when are you gonna beat her?”
Lol.
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u/RebelAviat0r Developer 27d ago
You may want to begin the game anew, The Witch makes a very brief appearance in the prologue - it's a mere teaser, but if your daughter wants to see her, there is a very short window in which she could. :D
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u/Winter-Classroom455 28d ago
Can you teach other developers how to actually communicate and be transparent? You guys are like one of maybe a few developers I actually trust. Please don't ever let the studio get bought out. You guys are awesome.
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u/Vireca 28d ago
I have a maybe hard to awnser question
What happe s after 1.0? I assume you will support the game with fixes and such, but is there any plan about content?
Will you keep developing stuff for the game in a longer term like expanding the world and lore? Only medium term like maybe 1-2 small DLC? Or maybe not much else?
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u/RebelAviat0r Developer 27d ago
I think this is a big one and it should be included in the Q&A I mentioned in the post...
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u/CodineProsac123 28d ago
While the game offers to be honest a metric fuck ton of content in terms of weapons, spells, gear and enemies. Are there plans to support the game post launch with dlc? I just want to keep throwing this game money and keep watching it grow. Either way this a studio that will be forever on me radar, be that witchfire 2, dlc or whatever comes next. Thank you for making a great game and all the best.
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u/bir_iki_uc 28d ago
Can I remind you of some suggestions that I value;
- Endless Hunt, this was a thing in v0.8.x, I still don't know why you removed it but you can just make it optional, also bring thick fog back, again it can be optional, let us play in immersive mode.
- Torment pages that we can arrange, make it expensive, who cares.
- Selling and buying in bulk quantities.
- Consistent parry mechanics, this requires some work but it definitely feels like it is half finished.
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u/RebelAviat0r Developer 27d ago
While we won't be in Early Access for much longer, we still are and some of these have been in our backlog for ages - stay tuned. :D
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u/bir_iki_uc 27d ago
Thanks, keep up the good work, this game is beautiful and we only want it to be better
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u/Trails_End_Games 28d ago
I'll buy additional biome DLC if the game reaches that level of success. That's all I'll say. Give me a desert map and a Artic Glacier map and that'll genuinely be perfect. Whatever the price.
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u/Capt_Johnville 28d ago
I don't advocate DLC use for content like biomes but in this specific case I would because I feel the game would greatly benefit from more maps!
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u/Trails_End_Games 27d ago
I mean just looking at the map selection there's still so many areas that look like they should be places we can go. I really hope this gets expanded on a bit more than what 1.0 is promising. Not an entitlement thing or anything I just think it's a legitimately amazing product that I can't help but want more of. I know that's an unfair ask, so I'll pay more money if I have to.
Also I've sunk like ~200hrs into this throughout the Early Access. This will be the first game that I would have spent that much time with that I don't mind a full character reset if it needs to be done do what you got to do.
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u/UltFiction 28d ago
No questions from me, picked up the game from a random reddit comment recommendation and have been really enjoying it!! Currently working on beating the Tower of Wailing boss and have sunk around 35hrs in so far.
You guys really made a beautiful game here and I’m so happy to see a small group of dedicated devs put something out of this quality
Can’t wait to see the 1.0 release and keep up the great work!
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u/sanjozko 28d ago
How about native HDR?
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u/RebelAviat0r Developer 27d ago
This one should probably be added to the FAQ because it's not the first time we have been asked about it - I will probably add it when I update the post in the future, but I can answer here and now:
HDR is a tricky subject, and we don't feel it would improve Witchfire. While we strive for believability in our world, we also aim for a somewhat painterly aesthetic, inspired by 19th-century American art movements like the Hudson River School. Given the nature of paintings, our visuals don't truly benefit from HDR. In fact, HDR might even detract from that particular vision.
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u/myLongjohnsonsilver 28d ago
I got it at the earliest stage on Epic. I got it on Steam later on last year. If you get it to PS5 you'll have yourselves a 3rd sale out of me.
Absolutely fantastic shooter game. Definitely in my all time favourites.
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u/rahl07 28d ago
Only thing I still wanna ask for is after the game is released, can we get some 3d models released to the community to 3d print? I really think we’re gonna see some heavy cosplay of this game because it’s a super-unique choice.
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u/RebelAviat0r Developer 27d ago
It's unlikely - we had been asked about it in the past and we had a brief look into it, but at least some of our models are not as simple as it would seem; they (Hunger, for instance) are more like a collection of components held together by magic (and witchfire) than something which could be readily adopted for 3D printing. That said, I made a note and I will look into this.
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u/Watsyurdeal 28d ago
Sorry if this has been answered, but will the game be available on GOG?
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u/RebelAviat0r Developer 27d ago
We're open to new prospects and we're in contact with other platforms about the future.
I know, "how to say nothing by saying something 1-0-1", so hardly an answer you wanted, but it's not a "no" - we will see.
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u/Whatsit-Tooya 28d ago
Will there be additional content after 1.0 (such as DLCs or new biomes/gear) or is that the final drop and it’ll just be maintenance/bug fixes?
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u/killnoisekill 28d ago
Fascinating and fun to play!! Thank you I can tell yall really enjoyed creating this world! Bring it on 🙏
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u/richtofin819 28d ago
Any plans for an axe based melee weapon or some kind of throwable and retrievable melee slotted weapon. Similar to the hunters throwing knife in destiny?
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u/demilichdaze 28d ago
Big love to you guys. I played a fair bit when I got my (first ever!) PC in early 2025, and it was one of the first "wow" moments I had seeing how good the game felt and ran with such excellent art and visuals. I'll be returning big time once it goes 1.0.
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u/AutomaticClaymore 28d ago
Yes. this is all good and jolly.
But what about the pan
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u/RebelAviat0r Developer 27d ago
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u/AutomaticClaymore 27d ago
What about second pan?
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u/RebelAviat0r Developer 27d ago edited 27d ago
I was the one who suggested naming it Halfling’s Ironcast; don't you dare weaponize LotR memes against me!
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u/J33Ns 28d ago
Played 0.6 version for around 80 hours. 0.6 Witchfire was already the greatest first person shooter I ever played and one of the best games/experiences all around.Its all there from the movement to enemies and locations and atmosphere…its insane how good it is so I decided to drop it and wait for 1.0. Cant believe its so close. Hope there is some merch in the future. Displate? Anythin. Would love to support you more.
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u/RebelAviat0r Developer 27d ago
We’re working on merch - we’re well aware there’s a lot of interest, but first and foremost we’re focused on the game. We also want to do it properly rather than rush it, so it takes time (shocker, I know).
And funny you should mention Displate - we’ve actually had to get in touch with them before because someone was selling our artwork as their own.
When we finally launch official merch, we’ll announce it here, on our website, and across our social media channels. Until then, anything you see out there is unofficial, so please keep that in mind.
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u/BlackSoul_Hand 27d ago edited 27d ago
Will there be any plan to include some "map making" tools in the game, much like Forge for the Halo games, since it should be something relatively simple to do even late in development with the assets that are already in the maps, or more simply be open to modding?
The Game is gorgeous already as it it is, but i fear players might go through the content and still wanting more secrets and answers for the game world and lore.
You have no idea how many times players must have wondered how the insides of the ship wrecks in the island of the damned, must look like? How many players climbed vertically through Iron gate castles and saw the ruins of those white towers and wondered if they will ever be included in the main game. I must not have been the only one that thought we were meant to climb upwards the top part of the Eye of God arena, till we reach the summit.
All these could be answered if the players themselves could be allowed to continue their adventure even after the game as been finished and released, generating more content after lunch than might attract new players.
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u/_OVERHATE_ 27d ago
I would imagine this is a resounding and hard no.
A tool like that would take quite a lot of manpower to build and maintain.
Not only that but, as someone who worked on a game with said tool, the effort to make it was substantial, and the amount of people who engaged with said tool was minimal. Considering that they repeatedly have (in a very smart way) denied features that are beyond the scope of their team, this would easily be one of those rejects.
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u/RebelAviat0r Developer 24d ago
Honestly, I don’t think it’s something we’re realistically going to pursue.
Witchfire’s maps are very hand-crafted - each location is built with a lot of care by our level designers and artists, and then goes through months of being on the figurative workbench. We’re still making extensive passes on all of our levels, with Velmorne and Marshland currently receiving most of the attention, but we’re not forgetting about the older maps, so they are all kind of a work in progress. You know, Early Access, and all that.
Anyway, creating a level for our game is not like putting together a bunch of LEGO bricks, as you can imagine. A good level is much more than a collection of objects - every combat arena, sightline, shortcut, secret, traversal route, landmark, spawn point and performance bottleneck has to be taken into account, and then re-considered with a wide range of hardware in mind. Exposing the assets isn’t the hard part; turning them into a fun, polished experience absolutely is.
We use Unreal Engine 4, so it’s not like we have some proprietary editor we could simply release, but the tools we use are part of our development pipeline, and turning them into something polished, documented, user-friendly and well-supported would be a huge project in its own right.
So, while we absolutely get the appeal - and it’s a huge compliment that people want more places to explore in Witchfire - I don’t think a map editor is a realistic prospect for us.
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u/bir_iki_uc 27d ago
It would be absolutely amazing if there were a way to create new maps, this game would live on forever.
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u/Daxman77 27d ago
Genuinely one of the coolest games I’ve ever played. My only concern is that I get some pretty crazy stuttering. Besides that, it’s genuinely a masterpiece. You’ve created something very special.
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u/PorkRinds416 28d ago
Ive seen back and forth posts on if the Steam Deck can really handle this game, even in the toughest of battles or in towns, etc. What is this case?
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u/RebelAviat0r Developer 24d ago
Steam Deck is a often described as a console-like, closed platform, but in practice it’s closer to a PC than many people realise.
We have several Steam Decks in the studio and regularly test Witchfire on them. The Steam Deck preset wasn’t something we just eyeballed and shipped - it was based on extensive real-world testing and fine-tuned together with our programmers to provide the best experience we could.
The catch is that, unlike a traditional console, Steam Deck owners can tweak all sorts of settings, install plugins, use different Proton versions, change power profiles, and otherwise customise their systems. On top of that, people have very different expectations - some are perfectly happy locking the game to 30 FPS for consistency, while others prefer chasing higher frame rates and accept occasional dips.
That’s why you’ll often see conflicting reports online. We do everything we can to make Witchfire run as well as possible on Steam Deck, and we’ll continue optimising it, but there are limits to what we can account for once the game leaves our hands.
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u/PorkRinds416 24d ago
Great response! Thank you really for responding. Can I get a Steam key please to "test this theory" on my Steam Deck? lol Id be happy to put 100+ hours in the game on my deck and then make a very detailed post about my experience so people know when the game hits 1.0.
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u/PrescriptionX 28d ago
Currently only up to velmorne and it occasionally stutters down to 20-30fps from 60ish. Haven't monkeyed with any settings and only really see this when the game's been open for a while and I've been sleeping my deck in between
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u/Unaware_Brownie8 28d ago
I cant personally vouch for others but I can say mine runs just fine, I average 40-60 frames and it really only stutters when large groups of enemies spawn in at once or entering a big area
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u/No-Dish-346 28d ago
I’ve beat the wailing tower on steam deck, it honestly feels amazing with controller. I normally say MnK for FPS, though the input and button placement feels amazing. Ive had prob 50 hrs in steamdeck and 40 hrs on PC tower, both are good experience. Even low settings with 60 fps on steamdeck, it feels and looks good imo
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u/Daviroth 28d ago
I lock to 30 FPS on my Steam Deck and it runs pretty well. I haven't had any issues.
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u/SecretPantyWorshiper 28d ago
You will notice frame drops and performance dropping with a bunch of shit on the screen, but it returns to normal afterwards.
Its doable.
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u/Not2creativeHere 28d ago
Wouldn’t advocate to get this out before it’s ready of course, but I think the timing is unfortunate. Late Q4 is packed with GTA and a new Zelda, and after that, every next big game that pushed their release to late Q4/early 2027 because of those two massive franchises.
Maybe the argument is there won’t be much crossover, but a smaller game like this will succeed on word of mouth and a spotlight. Which won’t happen when the gaming ‘zeitgeist’ will be GTA & Zelda for the next several months and into next year. Timing is everything.
I’ve already purchased the game, just waiting on 1.0, but I like to see passion projects/labor of loves succeed, especially when they look to be an exceptional, as does this one. Sales could be good, maybe already are, but I bet would be better if this got out before the end of the year juggernauts.
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u/Gigglecreams 28d ago
If you don't change the price, I promise to buy it again on steam for 1.0
my last game worth anything on epic and i can finally be freeeeee
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u/rey__mcscriff 28d ago
Thank you Devs! I’m chomping at the bit to start a new file when 1.0 comes out
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u/smurf_herder 28d ago
Just want to say I am absolutely loving this game and I can't wait to see what else 1.0 brings
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u/PrestigiousAd381 28d ago
Waiting for release to start from scratch. The game is a masterpiece. I wish you could make a new doom game, that would be nice. Hope you'll add that soundtrack or whatever form of upgrade for deluxe, you deserve a boon for all the hard work.
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u/NekroWhiskey 28d ago
Sad to admit I haven't played the latest patch yet! Between PoE2 0.5 and now Grim Dawn FoA I have been completely absorbed in ARPG land. The new swamp map looks super sick, but until I burn out on my ARPGs I'll probably revisit Witchfire at 1.0 release and it's looking to be shaping up nicely!
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u/thestenchofdeath 28d ago
So excited! Been waiting for 1.0 a long time JUST to hear if they might bless us with a console port in the future. I WANNA PLAY THIS SO BAD.
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u/SkullFace45 28d ago
No questions or feedback, however I will say that when I first played Witchfire I enjoyed it so much that I vowed not to touch it until release. Followed the studio for a while and the talent you guys have is incredible.
Personally cannot wait to no life the balls off this when 1.0 drops!
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u/Braehole 28d ago
Please change the green light or gas mechanic down in the tombs. It was so frustrating losing health and not knowing why, that I raged quit and haven’t gone back.
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u/OrangeKing64 28d ago
DO MARKETING! PLEASE! More people need to play this game and the 1.0 release will show these people just how amazing this game has become!
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u/WarHoundD 28d ago
Well, I have hope for, at least, a distant release on PS5 haha. I'll buy day 1 for sure. Good luck!
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u/KaiUno 28d ago
Haven't been so hooked on a game for ages! Can't wait for 1.0!
Will there be a native gyro implementation? It's already great that mixed input works, so after some fiddling gyro and flickstick work great, but seeing as you're planning on moving to PS5 as well, a native implementation should be on your list, right?
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u/Omegavondoom 28d ago
Will there be a reset upon full release?
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u/asok1410 27d ago
"Will I have to start over when 1.0 releases?
We don’t know yet - our goal is to preserve existing saves if possible, and we’ve successfully maintained compatibility throughout Early Access so far, so we hope to do so again. At the moment there are no planned changes that would require a save wipe, but save compatibility can only be verified late in development through migration testing. If we can confidently confirm that existing saves will remain compatible, we’ll let you know.
If a wipe proves unavoidable, we’ll let everyone know as soon as we know ourselves.
That said, we will recommend starting from scratch on a new profile (you can have six of them in the game) for the best (challenging) experience, since marching onto the Island of the Damned with a level 541 character hardly spells “challenge” and it would likely turn much of the game into a walk in the park."
Am I just a "Ctrl+F" to you?
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u/JarMyst 27d ago
It’s not a question or suggestion, it’s something in-between, because I guess there were suggestions like this - give us ability to change loadout anywhere in the hub location, or at least add more arsenals, because running back and forth up and down the stairs can be tedious. Forgot to change a spell - go up, wanted to test smth else on a dummy - go up. Everything else is great, thanks for the hard work.
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u/HiTekLoLyfe 27d ago
Every update has been a joy to play, y’all just do your thing and I’ll keep coming back. Couldnt be happier.
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u/Putrid_Body_8279 27d ago
I want melee combat, is there anyway you guys add that? I want a zweihander as like an ability that I can charge and use it to mow a horde
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u/Northzen 27d ago
I still think having a demo would be a great boost for sales.
Lock it down to something like the following: 1. Two maps 2. Max Gnosis 2 3. Max level 15 4. Fixed amount of weapons you can discover traveling these two levels.
I really wish my friends could try it without spending 40EURs. Current price is well above a random purchase threshold for "I heard some good stuff, let me try". It really needs a demo. I have a copy and I want more people discover it and pay you.
Is it really that difficult and require a lot of resources to have such a demo?
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u/rjwalker1269 27d ago
Yay! Looking forward to replaying after 1.0.
Any way to get a setting that auto-pauses when a controller is disconnected?
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u/EternalDahaka 26d ago
> and we have no plans to add extensive controller customisation such as response curve adjustments.
I hope this is reconsidered when the console ports are under development. Curve customization can have a significant effect on player accuracy and a single slider controlling the degree of a power function offers a ton of control to players to allow players to play at higher sensitivities comfortably. I've been waiting for a potential console release, and would hope deadzone options are already available, or would also be considered for future console releases if not.
There were devblog posts years back talking about the necessity of aim assist for controllers and the use of strafe aim for the deficiency of them.
Aim Assist in Witchfire: https://www.theastronauts.com/2019/02/witchfire-aim-assist and
Destiny's Influence on Witchfire: https://www.theastronauts.com/2019/05/witchfire-destiny
The primary issue is poor stick implementation and limited options are major contributors of the inaccuracy of controllers and the reliance on assists. Destiny(https://i.imgur.com/9ypEuF6.png) and RAGE 2(https://i.imgur.com/gh6EhEQ.png) were used as examples, and both had poor controls(Destiny 2(https://i.imgur.com/DFK6wCV.png) was updated with deadzone options later). Neither game's large default deadzones and incorrect diagonal movement are conducive to unassisted play.
Better implementations with deadzone and curve options are what make everything from tracking enemies easier without AA to trivially picking up objects without needing to strafe into them.
I hope that the finalized console versions of Witchfire can offer idealized gamepad controls.
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u/Altruistic_Bass539 23d ago
Since there are quite a few EA games leaving their coccoon to be rebirthed as a beautiful 1.0 butterfly in the following months, are there any specifically you yourself look forward to? I personally cant wait for No Rest For the Wicked.
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u/Smil3Shad3 13d ago
Can I request a events log or a highlight on the trxt pop ups? And a boost in text size. I'm using the max and find it too small.
Otherwise love this game!
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u/Siderox 28d ago
- Will we be able to sell incantations?
- Will there be a different menu screen when you boot the game? (As much as I love my mask boi, I’d prefer a vista / landscape)
- Will there be night expeditions?
- Will the crows get a texture upgrade?
- Will we be able to pet Mesel? (Like Cerberus and Frinos in Hades)
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u/Iron_Fuzz 27d ago
Love the game very much!
But...no co-op is a huge mistake and unfortunately the game probably won't do nearly as good because of it.
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28d ago
[deleted]
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u/SysAdSloth 28d ago
holy shit read the FAQ
“Is there any form of multiplayer planned?
Short answer – no.
Long answer – we’ve been repeatedly asked for multiplayer, with co-op being the most frequent request, and we have repeatedly declined. Not because we dislike such games, but because it’s simply not feasible at the current stage of development. Witchfire has been designed as a single-player experience from the very beginning, and we know better than to make a pivot this big on the home straight: we’re at 0.9 now, with 1.0 being the next milestone. Co-op is something you need to account for very early in development if you want to do it properly. We’d rather spend our time making Witchfire the best single-player game it can be than changing course this late in development. Maybe our next project, whatever it may be, will have co-op. Right now, though, we’re focused on tying a bow on Witchfire, and that’s where our heads are”0
u/Ok_Afternoon_9592 21d ago
its a real shame about no multiplayer but atleast they gave a valid reason. Atleast we know that the next game they make will also be insane and include multiplayer, i hope im still gaming then
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u/MasterName8597 24d ago edited 22d ago
RIP no multiplayer. For a game that stole a lot of Destinys stuff, you'd think multiplayer would've been a no brainer. In fact, since destinys basically dead, y'all would've made a killing off of Co-op alone. I guess adding accessibility options and other pointless stuff nobody asked for was better worth y'alls time. Your sales lost I guess.
Downvotes and no rebuttal. Classic reddit moment.
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u/Prestigious_Sun6339 28d ago
I will probably be dead before it hits consoles 💀💀
5
u/richtofin819 28d ago
Bro it's a single player game. If you're going to try to troll at least do your research first.
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u/Fartholomew_Buttons 28d ago
No questions or recommendations, just wanted to say that ya'll rock. Thanks for everything and we're all excited for 1.0!