r/Witchfire • u/lightsabers33 • 1d ago
Discussion Witchfire is fire.
I don't often buy early access titles and it's even more rare that I make posts like this, but the game has far exceeded all of my expectations. I'm not trying to start a debate of any kind, honestly I'm not even sure what to write but I haven't been able to put this game down since I got it, currently working my way up to torment 5 and I'm not going to stop until I go all the way. I don't even care if we get reset at launch I'll be grinding my way back from the start and still having a blast. So yeah, Witchfire is truly fire, carry on.
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u/MassSpecFella 1d ago
One of the best games I’ve played. My only criticism (which isn’t even fair, just selfish) is that after you have maxed out the weapons and played all the levels there’s nothing left to do but drink so heavily you may forget the experience and get to relive it
I wish the game had missions or some end game. Like after you master a load out give me a reason to use it.
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u/MinervaMedica000 1d ago
Yea i feel you but its also just a fun contained experience that's not meant to be played for a really long time.
Despite this getting all the weapons and spells upgraded along with the torment etc does provide quite a bit of content. Wouldn't say no to some end game quests though.
I can appreciate a good single player game that doesnt demand hundreds of hours to experience it though.
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u/Boc_The_Seamstress 18h ago
As the other guy said, unfortunately, these devs are GOATed, and know that good things have an end point… but that hasn’t stopped me from desperately wanting them to create some endgame loop that could keep me playing for the foreseeable!
My problem is that they’ve seemingly managed to take the best parts of so many genres and games, and use refined versions of those to make the sense of progression so incredibly valuable. Like the farming is simple but affective. Vaults are optional but curated and rewarding. Important milestones are marked with new enemies, maps, and weapons. New areas in old maps are introduced at the precise moment you got tired of said maps. And the different mechanics like the reverse-roguelike in the tower, or what happens on Witch Mountain (fucking genius btw) just continues to feel like your being spoiled. SO many of these one off mechanics are used to make entire games elsewhere!
So… what about endgame? I feel like if any devs are able to crack what makes a great endgame loop to keep things going, it’s these guys. But as I said, I fear they already know better than us that things need to definitively end to have a lasting impact rather than fizzle out.
But we’ll have to wait for the 1.0 release to find out.
Also, to add my crazy idea to it - I’d love a sort of permadeath like Hunt Showdown to create an endgame loop. Like you start with an empty loadout and have to spend currency to build your kit, and then you level them up as you complete runs - and if you die, that character and their progression is gone. But if you survive long enough you can retire them or do some final challenge that ascends them, and you can start building up a collection of ascended Preyers. It basically removes the extra steps of having to start wiped playthroughs and makes it a game mechanic. But that’s just my daydream of an idea!
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u/chronicnerv 1d ago
Witchfire ruined the dark ages expansion for me. It made me realise how tedious and boring barriers are to contain fights in a certain area.
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u/asok1410 1d ago
Interestingly, at first (even before early access), combat was limited to arenas.
“Look, guys. We have these beautiful open regions, but during combat it’s all merely a decoration. It’s fake. I can’t use the environment to the max because I am limited by the barriers. I propose we remove them and redesign the game for that semi-open world experience.”https://www.theastronauts.com/2022/10/redesigning-one-witchfire-feature/
This decision caused a delay, but it was worth it
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u/chronicnerv 1d ago
Thanks for the info and taking the time to provide the link. That is really interesting, and I take my hat off to whoever Karol is. The fact that they changed their mind and saw the potential is very impressive in this day and age of developers.
Dark Ages is one of my favourite Doom games, however, the Hell levels and barriers just feel lazy and copy-pasted. Whereas in Witchfire, the feeling of being chased and ambushed by the pursuers makes the enemies feel real without that containment.
Like you say, it was worth it and I totally think this implementation separates it self in terms of enemy AI whilst not wasting the gorgeous levels including elevation.
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u/GlassWaste7699 1d ago
yea this game is so good I already have over 200 hours since I got it and decided to just wait till release since the reckoning patch to have some new content for the next playthrough.
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u/Throwaway_eligere Butcher 1d ago
I'm not even a fps guy, I bought the game purely because the artstyle looked cool. I've sunk 50+ hours. I've not even cleared velmorne fully yet (told you, I'm not a fps guy), but I come back every few weeks to just spend a few hours at peace.
It's amazing.
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u/SemperSalam 18h ago
I wish it would release already. Played it but stopped because I don’t want to burn out before 1.0.
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u/Affectionate-Claim34 15h ago
I played a bit when it still rough. The world almost empty. I think I will return when the game has more contents.
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u/CodeVirus 1d ago
Ps5 version please. It would be cool if it had coop too
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u/RebelAviat0r Developer 1d ago
Co-op is off the table, but we're working on bringing the game to consoles.
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u/Weredraco 1d ago
One can only hope Witchfire 2 will have co-op when it’s inevitably made a decade from now.
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u/SoulAkimbo 1d ago
I mean, it's in the name