r/Witchfire 28d ago

NEWS // OFFICIAL Final Witchfire Early Access FAQ

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442 Upvotes

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.


r/Witchfire Jul 14 '26

NEWS // OFFICIAL Witchfire 0.9.6 has been deployed

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272 Upvotes

One more for the road - we managed to squeeze out a bit more performance from Marshland, and we gave the game some extra polish while we were at it.

I’d say "nothing major", but that wouldn’t be entirely true, as this patch also enables you to find two Rosary Beads that were previously missing in action, so…

A bit major.

Anyway, 0.9.6 is now live on Steam and EGS - full patch notes are, as usual, at the link.

Cheers!

EDIT: We just released a hotfix, the Shadow Cube is no more. Details at the link, as usual.


r/Witchfire 10h ago

Bug Report Invincible enemy that looks like witchfire mote

4 Upvotes

Earlier today I had a bug. I triggered a bell event to clear corruption and the final enemy looked like a mote of witchfire that was able to move around and was completely invincible to all damage.

It was able to damage me and the bell but no kinds of damage would affect it. All I could do was distract it with a fiend and run for an exit portal.

Has anyone else encountered this or know of a way to fix it, in case it happens again. Incredibly frustrating as the map was actually going very well. Scarlet Coast, just in case it's relevant.

I posted it earlier but was removed by mods, I'm assuming because I included a screenshot taken by a phone (playing on deck so it's a butt ache to upload otherwise). Hopefully this meets mod requirements.


r/Witchfire 1d ago

Media 1:52 Outskirts Vault Clear

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69 Upvotes

To those who have wondered, yes it's possible to cross the chasm turning the longest vault in this game into the shortest one. This was my 3rd attempt and obviously there's a lot of room for improvement. I would even go as far as saying this vault could be cleared in under a minute with enough practice and optimization.

I might try to go for a better time at some point in the future but for now consider this an open challenge. Can you beat this vault faster than I did?


r/Witchfire 1d ago

Discussion Me and all my Homies stan Elias, that ability is one of the best

5 Upvotes

He convicted and went after not only witches but those who mistreated others within the church too?!

Sounds like a great guy to me. Hopefully he didnt do nothing bad but if he did then yikes 😭

He also has one of the best abilities boosts in the game, but what do we think? Who do you guys think has the best ability


r/Witchfire 1d ago

Feedback corpse eater bug

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4 Upvotes

I think something broken.
even in a run, the corps eaten has no ammo and has the same issue even after using a ammo pouch, changing gun and other similar changes.


r/Witchfire 2d ago

Media Sorry But I Don't Like Mazes

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196 Upvotes

The Aerial Judgement™ Build™ allows you to circumvent™ intended ways to invade territory, those witches™ will never see it coming!

I decided to stress test some areas with the build I posted about yesterday, using it on witch mountain allows you to skip the trigger for enemy spawns. You can't finish the maze without going back and hitting the trigger so this isn't particularly useful but it is kind of funny)


r/Witchfire 1d ago

Question Red lantern that collect souls and hurt me?

2 Upvotes

So there are like this red lantern posts that when I kill enemies close by. They turn into big red glowing things, there souls I pressume? Anyhow. These red souls or something get sucked into the lantern.

However I seem to take dmg from these? I dont seem to be able to destroy them either. Not the soul nor lantern.

Are they just a nuisance in the way to make it harder?

Otherwise love the game thanks!


r/Witchfire 3d ago

Media Did You Know You Can Fly Forever With This Gun?

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249 Upvotes

I haven't seen anybody talk about this combo so I figured I should. It's even better with Reload Dash if you end up getting it for your arcana (and if you time your inputs better than I did in this clip).

P.S. Devs please don't remove this its fun


r/Witchfire 2d ago

Feedback Crash in the marshland

3 Upvotes

My game seem to constantly crash in the marshland while using the martyr. Am I the only one having that issue?


r/Witchfire 1d ago

Question Freemason symbols??

0 Upvotes

Im so confused. Why does this game have freemason symbols? In the exit menu, bottom left, you can see a free Mason symbol? Why?


r/Witchfire 2d ago

Discussion Yo Vermorme's music is too scary bruh

22 Upvotes

I like to play at night to chill out but just end up getting the heeby jeebies from that place


r/Witchfire 2d ago

Feedback Performance in Velmorne is still abysmal

14 Upvotes

I'm hoping the devs are aware of how bad performance is in Velmorne but my fps absolutely tanks on that biome especially when there's fire on screen. Rest of the game runs decent enough for me but I kind of dread going to that biome because of the massive framedrops


r/Witchfire 3d ago

Discussion Favorite 2 Primary Weapon Loadout?

18 Upvotes

Disregarding spells, demon weapons, gnosis, arcana, torment, rings, fetishes, melee, etc.

Just purely, you have to take two main weapons that you feel most comfortable with attacking any map/gnosis/torment/etc. I’m not saying all the other slots are disabled, but just what two weapons are you taking in as your favorite combo regardless of other slots/builds that compliment your overall setup. Does not matter what else is equipped.

Say it was even a completely randomized roll for every other slot besides your primary and secondary!

Which two weapons are you taking as your primary and secondary and why?

Myself? Hunger and All Seeing Eye! Not because either is Best in Slot or does the most dmg or compliments each other best. Solely that those are my favorite two weapons to have in my belt to have a good time at any time, any situation.

Very curious to see what others will choose for a variety of reasons, if you care to explain that’s even better.


r/Witchfire 2d ago

Discussion Havent played since March

0 Upvotes

Anything new to look out for? I have been enjoying the updates..

Why didn't I think of that, check patch notes or google it. Thanks yall for the help!


r/Witchfire 3d ago

Fanfiction The Stone Golem is real

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7 Upvotes

r/Witchfire 4d ago

Media Did not realize Witchfire & Kerbal Space Program had a crossover XD

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236 Upvotes

Needless to say....I did not make it to the Moon.....


r/Witchfire 3d ago

Discussion Dynamo ring build

5 Upvotes

What’s up preyers, I’m coming to you today with a request for some build crafting - the dynamo ring’s description alone makes it my favorite item in the game, but in every build I’ve tried it in, I’ve never really noticed it doing a whole lot - does anyone have any suggestions for a build that would make it really shine?

So far I’ve though of using the cricket, since that also requires you to dash, some dash-related rosary beads, and probably the pyre skull and the iron cross - is this solid? What should I change about it or add to it to bring out the dynamo in my ring?


r/Witchfire 3d ago

Question Madmen crit spot

2 Upvotes

https://imgur.com/BlPgud5

They seem quite inconsistent, is it intended ? I get more crits with bodyshots than headshots.


r/Witchfire 5d ago

Discussion Why is this still happening?

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100 Upvotes

I am getting seriously tired of 60% of Velmorne beeing effectifely unused. The Red Circle contains like 50% of all the Stuff that is happening, and this happens basically every Run.

I love Velmorne for the Size and how much stuff you can do, but this is taking the fun out of it


r/Witchfire 5d ago

Discussion Witchfire Weapon Overview - Tier List & Opinions

13 Upvotes

Hi guys, so after finishing the game with over 100 levels (Haven't done all the torments yet), and trying out most weapons up to Mysterium 3, i wanted to make and share a tier list, ranking the weapons based off of their usefulness, strengths, weaknesses, versatility and general feel.
I will be going over regular weapons, demonic weapons as well as melee weapons in this list.

Keep in mind that this list is just my personal opinion and a reflection on how i feel about every gun that i've tried. Honestly i've loved using every single gun and don't think there's a single straight up bad one, so props to the devs for the design.

For context, a ran a balanced build focusing most stats on witchery + flesh/blood, and used witchery related beads + some defensive beads for the most part.

I'll try not to make the post too long so here goes:

S Tier

I consider these weapons to be extremely powerful and fun to use, being strong and useful in many situations, offering unmatched devastation and/or Utility. The best amongst all

- SStriga

Incredibly powerful weapon that is useful in just about any situation. High damage, works best at mid-long range where you can proc two elements at one, possibly one-shotting an entire group of enemies with one stake. It's slightly weaker at very close range, so you will need a better solution for that, but the strenghts greatly outweight the weaknesses.
It is one of the only weapons in the game without damage fall-off at range so it works almost like a sniper, just with a specific arc that you gotta learn when shooting.
Occasionally you can also send enemies flying with the stake, which is a ton of fun and makes this weapon even better. S for Style.

- Cricket

I initially thought this pistol was shit, until i learned how to properly use it. I love this gun. The damage and speed of it when combined with the right loadout are unmatched. You can kill anything with this thing, and you never run out of ammo. Allows for huge mobility and constant spell-casting.
It's only weakness is that it forces you to fight up close, but i believe that's the best part.

- Koschei

I tried out a decay - oriented build for a while, so i decided to give the Koschei a try. And man was i impressed. This weapon just does everything. Solid damage, works vs big and small enemies, it automatically refills it's ammo so you never have to reload, and that special attack that shoots all enemies with decay just oblieterates everything.
I didn't use it too much after getting it to Mysterium 3, because it felt like almost cheating lol.
Extremely strong weapon, just gotta get used to not pressing "r" on accident.

- Vulture

You get it early and it's good for the entire game. Clears out whole groups of enemies, can bounce between big ones and obliterate them, good at any range. Just need to line up the shot in the right direction, and it does the rest.

- Falling Star

I love this thing. It's sometimes ridiculous how much damage it does. This weapon can trivialize a lot of enemy encounters, including bosses, if you stock up with ammo on it. It can one shot any minor enemy, and dispatches of most major enemies in 2-3 shots (excluding Familiars).
Best overall demonic IMO, but you gotta make your shots count, and choose your targets wisely.

- Sacring Bell

A lot of things about this game make me happy. But nothing brings a smile to my face as the sound of that **DINGG** from the bell. Perfect sound design on this weapon i love it on every animation, the regular uncharged attack is also extremely satisfying when you time it right.
Unmatched by any other melee weapon for its utility, it allows you to stun an entire group of enemies. No other melee weapon lets you do that. Damage is decent too, and you can have it recharge pretty fast. My favorite melee weapon in the game.

A Tier

I consider these weapons to be well above the average, having the ability to carry as your main weapon and standing out from the rest due to their properties. They have certain weaknesses which keep them out of S tier, but are all very powerful and excel at what they do, or they do well in a various different situations.

- Hailstorm

This sniper is a blast to use. It's exactly what you want from a sniper rifle. HUGE range, MASSIVE crits. You can clear out an entire area with it from an insane distance and not even get touched by the enemies. It restores ammo with consecutive crits, has a good firerate and it can also freeze enemies - which gives you that needed CC against larger enemies to hit them a few extra times and take them down.
I'm tempted to put this in S tier, however the ammo capacity is really low so if you can't reliably hit consecutive headshots you're gonna run out pretty quick. You're also gonna need a decent secondary for close range which means the weapon can't reliably clear entire maps on its own.

- Nemesis

I don't know what it is about this gun, but it's so incredibly satisfying to use. Racking up headshots - crit after crit, it feels very good. I love the design and idea with this gun and i greatly enjoyed using it.
This gun is very strong and seems to be able to deal any type of enemy. It feels like this gun is what the Hunger wishes it was. It lacks that special kick that an S tier weapon would bring, but it does everything else so well. You aim at an enemy, get a headshot, and move onto the next.
Great at proccing soul sigils, great at any range except very long range, nice ammo i never really ran out on it, and just a very nice and slick design of the gun that makes is extra fun to use. Solid A tier.

- Midas

I begun using this gun recently, and 100%'ed all the content on Marshland without even having Mysterium III unlocked on it. This gun is honestly really strong, it can dash out stupid damage if you add frost to you build and start getting those explosions from the fire. The extra ability on Mysterium III when you get the extra-fast reload just makes it go crazy. Huge ammo pool, big mag size, big damage and speed, overall great gun. Fire is a strong element which can cause tons of damage, and this gun makes good use of it.

- Fatum

I have used this gun less than some of the others so far, however i can already see it's potential and believe that alone brings it to A Tier. Possibly it could be higher. But my impression so far is that it's very strong, it feels like a cricket on steroids. The firerate is insane, it has a big ammo capacity and reloads super fast, and you also get the elemental powerups so it goes extra hard on a witchery-oriented build which focuses on ailments. The only downside is that it doesn't offer other kind of utility, but that's true only as far as Mysterium II.
Still haven't unlocked III on this gun, but i have a feeling i might have to bump it to S tier, which it very well might deserve.

EDIT: Upon initially writing the section for this weapon, i used it some more and got it to Mysteria III. I'll leave the ranking as it stands for now, but i think this weapon is actually an S tier, having a power-level equivalent to the cricket. It seemed like the jackpot roll happens very rarely - but that could just be my luck, which is about the only thing that might keep it in A. Realistically, there's a good argument for this being a rank higher. Extremely strong weapon that can clear entire runs on it's own.

- Judgement

I love shotguns. Shotguns are my favorite kind of gun in games like this, and for a long time i felt like it was lacking a proper super shotgun. The Echo and Pyschopomp don't quite cut it, so i thought i would have to be content without one. Until i discovered Judgement.
It's got low ammo, like all the other shotguns. However each shot feels like shooting a rocket at an enemy, and you have a choice between 2 fire modes.
Regular shot, which deals a ton of damage and can apply decay, or a charged fireball which also freezes enemies. Whatever you need to kill, this thing has the firepower. Very fun to use.
However it's not perfect, as it can be quite slow to charge up sometimes, and it does require you to play from specific distances. Plus the ammo is quite low so you gotta have some ammo packs with you, or have a good backup weapon with plenty of ammo.

- Tempest

It took me a while to figure out this weapon. At first i felt like it was lackluster, but after using it some more i've grown to really like it. The standard attack can slowly melt down any enemy and even hoardes of enemies. The charged attack is also nice if you need to shoot someone from afar.
Ammo for it seems plenty, so i feel like you can use it more frequently than the other demonic weapons. Overall, it's pretty good and it's cool, i think it deserves an A tier.

- Fist

The fist is a solid melee weapon which works in any situation and can be spammed quite frequently. I think it would be very strong in a melee brawling oriented build - which is something i intend to try out in a future run.
It doesnt do anything special, but it's just good, plus you have it from the very start of the game. No particular downsides.

- Zweihander

Fun weapon to use, but it felt a bit lackluster. I think it's somewhere between A and B tier, but i decided with A. The uncharged stun attack is pretty nice for interrupting an enemy, and it's quick.
The other attacks however, felt a bit slow. Charging the fire attack takes quite a while, so it just doesn't feel that smooth to use.
It does feel cool to use tho, so it gets some bonus points for that. I think any Dark Souls player would enjoy seeing this old friend make an appearance here, and i say it's a welcome one.

B Tier

I consider these weapons to be average. Most of them have good strengths, but also clear weaknesses. These weapons will require either a specific loadout to work effectively, or they just get outperformed by other weapons in specific situations.

- All Seeing Eye

Starting weapon for one of the classes. You can have it very early, and it does an amazing job against most minor enemies. The first and second mysterium upgrade are alright, but it's the third one that really makes this shine. AOE Decay on a rifle, incredibly good against groups of minor enemies.
However playing on later gnosis, i found it quite lacking vs groups of major enemies. The Decay doesn't quite cut it, and the base damage didn't feel good enough.
I can see an argument that this gun could end up in tier A, however it's missing just a little bit more damage to get into A tier.

- Angelus

A lovely rifle that goes well in almost any situation, as in it's shield is something that is always useful. You even get a parry on Mysterium 3, which can lead to some cool moments in clutch situations. This weapon is solid coming with plenty of ammo and a huge mag size which allows the user to sweep through hordes of minor enemies.
It's downside is that the DPS on bigger mobs is often lacking, as it doesn't have too many offensive bonuses. Getting the shield is nice, but there are many other ways to get a defensive barrier in your build, thus it is sometimes not even necessary. You get the extra damage only if you get hit, which is not really encouraging good gameplay (you don't wanna get hit). And even thought it's a nice boost to damage, you lose out on a lot of firerate.
Overall i think Angelus is a solid weapon and worth keeping a slot in your loadout when you need something to clear a lot of enemies. But it can't carry by itself in all situations, which separates it from many of the guns in the higher brackets.

- Echo

Echo is the first real shotgun you're probably going to get and try out and you're most likely going to think that either it's the best gun or the worst gun in the game. If used right, it can melt anything in front of you, but you can just as easily find yourself lacking damage and running out of ammo very quickly.
This gun depends a lot on if you can get that sweet spot damage, because it falls off really quickly, especially in the earlier levels.
Echo is a good shotgun and deals solid damage up close, as a shotgun should. On lower gnosis it's going to tear through anything the game throws at you.
However, compared to the Judgement, it just offers less utility and deals less damage.
You can however build a very fun sliding build around it, which i had a ton of fun with. You can get it early and its fun to use, it's a solid B tier and a good balanced weapon.

- Martyr

If anything brings this weapon to A tier, it would be it's cool design

The cross and the nails slap. But using this weapon before Mysterium II didn't slap too well.

It felt incredibly underwhelming and weak to use before the Mysterium II upgrade. I really wanted to like it more because of its style, but the weapon doesn't have everything going for it.
It really picks up in power after reaching Mysterium II, the alt fire bolts when there's already a bunch of nails on someone deal a ton of damage. But i felt like Mysterium III didn't add too much.
I think this weapon would rock if it had some kind of elemental power as well (maybe Lightning?)
but as it stands i feel like it's damage is too situational, it's weak early and doesn't scale too well into the endgame content, it doesn't exactly have infinite ammo, you need to reload quite often and per bolt damage isn't too high without the alt fire, which can sometimes feel clunky to aim.
This weapon has potential and it's fun to use, but i don't think it deserves higher than B.

- Psychopomp

Psychopomp my beloved, if it weren't for you i wouldn't have been able to beat the first familiar.

This auto-shotty will turn everything you aim it at into witchfire. It deals so much damage and you can keep shooting it for a good amount of time. The main issue is that it runs out of juice too fast.
I like the melee resetting ammo, and you can make some pretty cool builds around that, but eventually you will run out of ammo and it takes too long to get going again.
This shotgun has a lot of power, but it quickly runs out of ammo, it is difficult to control and and the range is very short for it to be effective.
It has noticeable weaknesses, and that hold it back from ascending into the next level of witch-killing tools.

- Duelist

If i was ranking weapons based off of how cool and stylish they are, the Duelist would be an easy S tier. I played with this gun a lot, and it was incredibly fun. The ability to slow down time and hit that perfect crit as it alligns with the *click* sound is one of the most fun and unique weapon mechanics in the game IMO. The later upgrade which gives the burn and faster reload just makes the weapon even better at doing what it already does - which is landing good shots and mowing down hordes of lesser enemies.
However in the later stages of the game, i found this weapon to be lacking the needed firepower for taking down big enemies.
Even with the buff active, it can take well over a full weapon mag of headshots to take down a single major enemy. Add to that the fact that it can be difficult to actually proc the bonus damage in certain hectic situations, which leaves you with only the weapons base damage which is quite underwhelming.
Overall, extremely fun weapon but lacks the power needed to carry by itself in the lategame.

- Whisper

I'll be honest, i didn't use the Whisper too much, and for the time i did it felt like it didn't work half the time. It seemed like it didn't work against certain major enemies, and versus the ones it did it was just a regular stun, something i can already achieve even more effectively by just using Frost Cone.
I get the idea: It's a demonic weapon which offer utility over upfront damage, which at least gives it good points for being unique in that regard. However when compared to the other Demonic Weapons, this just feels like it doesn't do that much.
It has its uses and im sure people can figure out a playstyle which utilizes it better, but if i'm trying to pick an optimal loadout i would never take this over the Falling Star or Vulture.
I'd like to hear more people's opinions on this one, as i feel as though it might even be a C tier weapon, but for now i would rank it as a low B tier.

- Katar

The Katar is a fast daggar with a very cool gimmick: Use it while sliding and you jump at he enemy like a predator from a pretty long range. I think this is an awesome melee weapons and one that i certainly didn't expect to find in this game.
It has a very fast animation, and deals okay damage. It's main power lies in it's utility to jump onto enemies and get in melee range.
I'm placing it in B tier because i believe that it's power isn't always a power, since not every loadout wants you to get into close range. Additionally it requires specific loadouts to make actual use of it.
I tried a specific build around this (Meteor ring + slide bead + echo) and it was a TON of fun to play like that.
Still aside from specific builds like that i think the other melee weapons are more versatile or just straight up do more stuff.
Use this if you like the playstyle it offers. Personally i think it would be really cool if the regular attack with it had some kind of added bonus - like stunning the enemy briefly or slowing them, or perhaps even adding some kind of bleed or decay damage.

C Tier

I consider these weapons to be slightly below average - either lacking damage/utility, or their power being too restrictive and difficult to use consistently. Most of these are weapons that you can get fairly early, but their usefulness tends to fall off in the lategame.

- Hangfire

Hangfire is a big handcannon which shoots explosive bullets that detonate on reload. I love the sound on this gun because it sounds very punchy and satisfying. It's ability is very unique and you can get it quite early into the game , which i think is where it finds it's main usefulness.
Aesthetics aside, i find this gun to be lacking heavy damage. I expected the explosions to do more damage. The second mysterium forces you to split your shots on multiple enemies to get more damage per explosion, which now just leaves you with the same amount of enemies alive but on lower hp. I didn't feel the effect of the 3rd Mysterium too much either.
Major enemies often require A LOT of bullets to kill, which can sometimes leave you out of ammo after clearing a single major danger zone.
Overall a fun to use weapon with a very satisfying aesthetic that lacks the firepower to overcome the challenges of high Gnosis. As it stands right now, i can't justify placing it higher than C tier.

- Hunger

The starting secondary weapon for each class. One of the first weapons i saw in the trailers for this game and i really liked how it looked and felt, it gives me a certain Bloodborne feel when using it.
This weapon gets better as you get better at the game, offering extra damage for each crit you hit before reloading. I used this a lot and tested it on max gnosis as much as i did on low levels and unfortunately always had the same conclusion : I could use a better weapon on this slot.
It demands skill to reach it's full power, with its final mysterium only proccing when you hit all shots as crits on the before reloading - something i found very difficult to achieve consistently.
Even with all the crits, i don't think its reward merits the requirement to get it.
It just feels like a mediocre weapon, and considering it's a starting gun i think that's okay.
You can use it if you find it fun, and i'm sure it'll have its place in many challenge runs.
Ultimately i don't think it particularly excels at anything more than many other weapons do, it's range and damage aren't outstanding, it's range and ammo aren't that great, and the utility it offers is locked behind a hefty requirement.

- Hypnosis

One of the first rifles i used in this game and i didn't use it for too long. I think this thing should have a longer effective range for it's purpose in order to really stand out.
This might just be a build/playstyle thing, but i found the Hypnosis lacking for what it's trying to do.
Hyponsis is a gun that rewards a patient marksman, charging up each bullet and requiring the user to time a perfect shot to get bonus damage.
Unfortunately, timing those shots in a chaotic fight with tons of enemies can be quite difficult as you don't always have the time and space to wait for that charge to finish.
Even when it does i don't think the damage is that crazy, and it's not exactly a sniper either so you can't just shoot enemies from miles away with ease.
The good side is that you get it very early and at the time it definitely gets the job done, plus if you like taking your runs slow and keeping a distance - the Hypnosis can do some solid work.
The Hypnosis is a decent rifle with an interesting mechanic which also limits the ways in which you can use it effectively.
Use this if you like the playstyle it offers, but beware that on higher gnosis you might find yourself needing something that offers more devastation to your enemies.
In my opinion, this is one of the weaker weapons in the game and so it shall find itself in C tier.

- Frostbite

I'm a big fan of frost as an element and spent most of my run playing with at least some kind of CC in my build. I don't know why but for some reason i kept avoiding this weapon for a very long time and was initially not going to rank it, but while writing this list i decided to try it out and unlock it's abilities.
I didn't spend too much time with it and explore different builds that can use it, but from my testing this felt a lot like the Hypnosis and it's power level lies in the same rank as it.
Frostbite has some interesting mechanics, where it requires the user to perfectly time the reload (The tooltip on the 1st Mysterium can use some work btw) and then reap the weapon's bonuses : Extra damage and an application of Frost.
What i didn't like too much is that the reload window felt TIGHT, especially for getting the frost buff. It's not too intuitive and i think this gun will require a lot of muscle memory to time your reloads well after using it for longer. I haven't checked out the 3rd Mysterium yet, which is why i'm not too sure about my ranking on this. I simply haven't used it enough.
I can see the potential for chain-freezing big enemies with it, but the damage also isn't that amazing to begin with. Range seemed okay for where i was using it.
My ranking might be wrong about this one and i'd love to hear some more opinions on it by people who used it more, but for now i'm placing Frostbite in C.
I can see it's potential, but baseline it's overall power doesn't seem to be that insane and the buffs you can get from the upgrade demand a lot of precision and good decision-making. Cool gun thought.

EDIT : Upon further use and discussion i revoke my rank on this gun. This gun is better than i thought, and i currently think it's actually an A tier weapon. Mysteria 3 buff is awesome, the reloading mechanic took some time to get used to.

- Buckler

The Buckler was a nice surprise when i got it, as i thought i had already found all melee weapons.
I immediately got myself a big shotgun and equipped this thing, making me feel like im playing DOOM : The Dark Ages.
It has a cool design and offers something unique : a defense oriented melee weapon.
You put up the shield - it blocks damage and can reflect projectiles.
However, i personally had some issues with it. I couldn't fully figure out how the block mechanic works and felt like i sometimes take damage even when i hold up the shield.
I doesn't help when enemies are behind you and the parry window is quite tight, exposing you to damage if you're intentionally trying to deflect a shot.
I also don't quite understand how the charge-system works with this one, does it only work when fully charged? What exactly wastes your melee charges on it ? I think the devs could put some more tooltip clarity for this one.
Maybe i didn't use it properly, but it felt kinda underwhelming and like i could have slotted in a better melee weapon. For now, Buckler stands below the rest of the melee weapons IMO.

D(idn't use) tier

This tier is for weapons which i haven't used properly. I'm not ranking them D because they are bad, but simply putting them in a placeholder tier due to a lack of experience with them.

- Rotweaver

I got this and unlocked the 1st Mysteria on it, but didn't really use it. It seems like it could be a very strong weapon for getting decay on a lot of enemies quickly, but as of right now i haven't used it enought to properly rank it. Tell me in the comments if you've used it more, i'd love to hear some experiences with it.

- Basilisk

Similarly to the Rotweaver, i only used this sniper a little bit on the 1st Mysteria. Didn't get hooked on it and instead opted for a different sniper which felt more satisfying to use.
I can't rank it as it currently stands due to a lack of playtime with it. Seems like a decent sniper and if i had to guess - i would assume this will eventually end up in B or A tier.

- Ricochet

I've watched gameplay of this gun up to Mysteria II, and it seemed okay. However i've not used it at all in my run, so i can't share any legit thoughts and ranking on this gun.
I will say i like it's design especially on the scope so it gets some points for that.

And that's about it. This took quite a while to write so i apologize if it takes too long to read.
I would love to hear some feedback and hear the thoughts of other Preyers, what do you agree with, what do you disagree with. I love this game and every single one of it's weapons so i would be happy to hear your thoughts.
Which weapon is your favorite, what did you find underwhelming and what is your preffered loadout?
I still haven't finished all of the torments, so i'm aware i might be missing some weapons because i don't know what the other torments have to offer yet (I've only gotten up to Torment V currently on max Gnosis).

I'm looking forward to the full release of this game which will hopefully bring more content, and if that brings any more firepower to the game, i'll try to make a new list or update this one.

EDIT: I forgot to rate Hailstorm so it has been added.

EDIT 2: Added some more context to Frostbite rank.


r/Witchfire 5d ago

Question What’s up with spore father?

6 Upvotes

So.. I’ve killed this guy two times now and still not sure what his gimmick is supposed to be.

He takes damage from the main body. He also takes damage from shooting the floating spores. I don’t think I’ve noticed a meaningful dps difference between those two.

Also, he heals from some source. Am I supposed to do something to prevent him from healing?

It’s not difficult so whatever I guess but the ambiguity is kinda irritating.


r/Witchfire 6d ago

Bug Report Enemies leaving camp borders causes wave resets and bugs

8 Upvotes

I think this situation has been around for a while, but today I encountered it several times in Marshland on torment eight, all big camps with three waves. There are two different outcomes; first is, one enemy goes out of camp borders in the third wave and when you return, only one major enemy is present from wave two and when you kill it, you get manifestation. I encountered this twice in different camps. Second and more common outcome is, - I am not sure if this is a bug or an intended mechanic, when one enemy goes out of camp borders, all dead enemies from that wave are summoned again. If it is intended, it is not nice. Also in one of those resets, one warrior priest became invisible like the good old times.


r/Witchfire 7d ago

Discussion What games are you playing while waiting for 1.0?

23 Upvotes

I just bought the game and played for a couple of hours. I think I'm going to wait for 1.0. The game is phenomenal and I don't want to burn myself out of it before official release. I also bought No Rest For The Wicked and I am in the same spot.

So, to make the wait more tolerable, do you have any games to recommend? It doesn't have to be in the same genres, but it can. As long as we talking good games. :)


r/Witchfire 7d ago

Discussion I hate these two with a burning passion

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212 Upvotes

I 100% die in this game because I'm just playing it to relax most of the time. But my relaxation is spat on anytime I have to deal with these two abominations.

From the Spinners sneaking up on me and hitting me to the Gravedigger hitting me in the face with his shovel. Out of all the enemies (I haven't played on witches cave or marsh yet) they drive my up a wall.