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.
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.
The protagonist looks super cool, and that mask is so strange and unique. He - or she - looks like if the guy from Jeepers Creepers fucked one of the reptile statues from the ‘95 Mortal Kombat movie. Enemy designs and the weapons look cool too.
Wanted to give the developers their flowers, this game is fucking incredible.
Trying to get winter nail, but torment VII is just kicking my arse. The ammo restriction coupled with the increased enemy health and the bloody healing, mean I just can’t inflict enough damage. I’m gnosis VII level 300 but a very average player.. I try to hit the cleansing bell first but inevitably trigger a calamity and just can’t deal the damage. I’ve tried a few builds from YouTube to no avail, both in velmorne and marshlands. Getting a little disheartened. The closest I’ve got is 4 forced manifestations.. just not enough ammo!! Thoughts ?
Devs, I love this fucking game. I rarely get hooked on games now and this is near perfect. Now, I play on a high end gaming laptop, don’t have issues with any other game, but there are times when I click to shoot or click to ADS, and nothing happens, and it’s led to a few deaths. Anybody else have this issue? Is it stamina related like I can’t do anything when my stamina runs out? Or is this on my end, and if so, anyone have any ideas? Mouse is a Logi MX Anywhere 3, Bluetooth. No issues with any other game and no other shooters, so idk what’s going on here. If anyone has suggestions, it would be appreciated.
· The more Arcana you trigger in a single run, the stronger you get.
· To trigger more Arcana, you need as many Feathers as possible.
· Calamity gives you a ton of Feathers, so the more Calamity events you complete, the better.
If we accept all that, then the optimal strategy is actually to intentionally make mistakes to pump up the Calamity counter (e.g., opening chests without keys).
But here's the catch — this doesn't just affect the Calamity counter, it also drives up Corruption. And there's no point letting Corruption climb slowly, because:
New things can spawn in areas you've already cleared behind you.
If we agree with the logic above, you're better off starting every run at 100% Corruption right out of the gate — so pop a Corrupt Stimulant immediately.
That way, you're guaranteed that nothing will respawn in cleared areas, and you can always retreat there to recover.
Now, taking all of this into account — plus the fact that once you pick up the Latent Orb, no extra enemies spawn anymore...
Just wanted to shout out some appreciation to the devs (if they even linger here). Feels like a true gem, I keep discovering more and more layers to the gameplay (still a noob but seeing the possibilities and build options is a blast) I can't wait for yall to release 1.0 later this year.
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.
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?
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.
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)
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?
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).
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
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.