About the Game


Skill and knowledge are essential for success against the Witch of the Black Sea and her witchfire-fueled army. If you die, return to the battlefield for a one-time chance to reclaim what you lost, or attack again with a new plan.

Explore vast, immersive biomes and choose your battleground to confront the witch's forces. Each completed encounter strengthens you and your arsenal through the roguelite system called Arcana. There are countless ways to build your preyer and dominate the witch.

Only the most wicked sinners are transformed into preyers, undead assassins sustained by witchfire flowing through their veins. In the base of operations known as the Hermitory, you can choose from a wide selection of distinctive weapons, spells, and artifacts to build your own preyer.

On each expedition, you can extract your looted items or, if you feel confident, confront the witch’s Familiar to unlock new areas and powerful items and upgrades.

Piece together a story from the past to save the future. Investigate ships crashing on the verge of the witch’s land and locate the artifact that can tip the scales in the ongoing war between the Church and the witches.

During the Early Access period, Witchfire will undergo changes, including new areas, enemies, weapons, and tools of destruction. Help us shape the game to reach its full potential!
Screenshots
11 images
Version Information
Steam Patch Notes
Official update history
HOTFIX 0.9.2 (73618)
2026.06.20
Fixed an issue with interaction prompts occurring while playing on the controller.
PATCH 0.9.1 (73613)
2026.06.19
The first patch with various fixes and balancing changes for Revelations.
Changes to Weapons, Spells and Gear
Cricket:
- Increased magazine size from 20 to 30.
Designer notes: while magazine size isn't that important for Cricket due to its Mysteria, its viability as Slayer's starting gun got hit pretty hard by the decision to lock Soul Sigils behind Gnosis I. This should make it more viable, while not impacting its overall usefulness too much.
Heart Eater:
- Reduced ammo reserves from 90 to 60.
Corpse Eater:
- Reduced the amount of Mysterium I activations needed to reach Mysterium II from 150 to 100.
- Reduced the amount of Mysterium II activations needed to reach Mysterium III from 200 to 100.
Iron Cross:
- Increased base duration by 4 seconds.
Changes to patrols on Marshland
- Slightly reduced the enemy budgets for marshland dangerous areas (equivalent to 1-2 less swordsmen per each).
- Removed holy sister from patrol enemy list on marsh (no random majors spamming extra larvas).
- Patrol strength also slightly lowered on marshland (equivalent to 1-2 less swordsmen per patrol wave).
Various fixes and balance changes
- Fixed trimmed VO lines in Cain's quests.
- Fixed an issue with Concelebrant's health bar being hidden for too long.
- Fixed Shieldbearer health bar appearing in the Hermitorium.
- Fixed Workshop mirror animation triggering twice.
- Fixed Mesel invisible during dialogue when player starts the Collector's questline with Mesel absent.
- Slightly increased probability of Mesel's absence.
- Fixed Fallen Preyers speaking simultaneously on approach in the "Judge..." quest step.
- Added missing keyboard icons to binding menu.
- Changes the Stag-head lightning VFX location.
- Reduced the Carrier plunge activation distance.
- Reduced the Spore-head mine's health by 33%.
- Increased the Spore-head mine's projectiles' activation range by 40% (to allow escaping them post-activation, as their damage radius remains the same).
- Lowered the frequency of Concelebrant hiding underground.
- Reduced Concelebrant's direct projectile attack speed by 25%.
- Fixed a bug that caused Concelebrants tracking attack to behave incorrectly.
- Added padding between Concelebrant different attacks.
- Added missing torment modifiers to the random pool.
- Fixed an issue with interaction prompts producing screen shake and continuous sound being played.
- Fixed Sacring Bell's shockwave not working through the walls - it now does.
- Fixed Koschei quest item pickup - grants the note correctly.
- Visual tweaks and bugfix in the Cathedral and Belltower zones on Marshland.
- Fixed text typos in item descriptions.
- Updated credits.
UPDATE 0.9.0 – The Revelations Update (73567)
2026.06.18
We’ve reached the next milestone on our way to 1.0 - Revelations is the last major content update before we focus on the final release, and it’s aptly packed. The key features of the 0.9 are:
- Marshland - a brand new, giant level - the ruins of a sunken cathedral surrounded by a bog etched with forest, hiding new dangers, enemies, and secrets.
- Support for 14 new languages.
- Outskirts Vault - a brand new dungeon containing dangers and rewards.
- Garden - a new area of the Hermitorium, in which you can relax and grow resources required for incenses.
- Dialogue system - a new way to interact with NPCs, laying groundwork and narrative foundation for the full story reveal in version 1.0.
- Fallen Preyers (3.0) rework - story quests revealing their past, leading to you deciding their future.
- World Corruption 2.0 - a rework of the mechanic, the more bold and brash you are, the harsher the world around you becomes.
- Nine new enemies.
- Four new weapons.
- Two new spells.
- Twelve new Rosary Beads.
- Two new torments.
{STEAM_CLAN_IMAGE}/45147727/e1651ccdac2a8e20e51f1f6567bb3e389c427178.jpg
Gameplay
Story Content, 1st batch:
- The Collector: narrative introduction to the mysterious Hermitorium trader.
- The Severance: narrative introduction to Fallen Preyers.
- The Fallen Preyers: interact with them, fight alongside them, learn their unique stories, and decide their fate.
- and yet another quest, introducing a new character.
Class Selection update:
- All players start with the same class; class selection happens a bit later in the game.
- Class selection is preceded by an additional event.
- All class loadouts now also include Hunger.
World Corruption:
- Carried out a rework of the mechanic
- Added one more event, with several other being worked - to be included in the future updates.
World Corruption balancing changes (not final yet):
- Altered the spawning rates for most World Corruption events to make them more consistent/interesting/fun across runs.
- Madness orbs, madness influence range halved.
- New type of interactable torch and other turrets are now present across the maps.
- New cleansing bell event.
- Temptations - new mechanic available from Gnosis III.
- Locked chests can be forced open without a supply key - available from Gnosis III.
- Divine intervention on cursed treasures has been dialled down.
Changes to weapons, spells and gear
Buckler:
- Quickened shield lowering and parry animation.
- Lowered blocking/parry cost for more powerful hits.
- Increased parry stun damage and damage.
- Added a small stamina cost to blocking.
Twinshade:
Rework of all mysteria:
- Mysterium I: Summon the Sword when enemy is below X health (Sword deals increased damage, and always kills its target when summoned by Mysterium I)
- Mysterium II: Summon the Sword and deal double damage when the enemy is stunned
- Mysterium III: If the spell kills an enemy, part of the charge is refunded
Additional changes:
- Lowered charge count from 3 to 2.
- Shortened casting time and weapon drop speed.
Kirfane:
- Added short Shock status effect to the initial lightning bolt target
Echo:
Designer notes: Echo has been a performance outlier among Witchfire weapons for a while, while also not requiring you to engage with its Mysteria to get the most bang for your buck. We tried reining its effectiveness in a bit, especially against Familiars and Faithfuls, and making it more desirable to trigger its Mysteria.
- Base stun damage lowered by 20%%
- Base damage: lowered by 15%
- Mysterium I: Pellet explosions now deal Physical damage instead of Fire damage.
- Mysterium II: greatly increased range, significantly buffed damage and stun damage. Damage type changed from Physical to Fire.
Judgement:
- Charge time lowered by 0,3 sec
- Charging up your shots now also increased stun damage
Tribunal:
- Increased base stun damage
- Increased base damage (from 135 to 160)
- Increased power of the summoned lightning by 25%
Nemesis:
- Improved stability (it was always meant to be an easier to use bolt action rifle)
- Increased clip size from 6 to 8 bullets
Martyr:
- Added new effect to Mysterium III: "Ripping out nails damages the enemy they are stuck in."
Whisper:
- Lowered ammo reserves (bugfix)
Bittersweet Nightshade:
- Shockwave now triggers on all damage. Mysterium III stun still only triggers below 40% health
Baleworth:
- Healing orbs now drop regardless of health, but the drop chance and healing power increases the lower your health is.
Philosopher's Stone:
- Instead of healing, now grants a healing elixir.
- Lowered the use requirements from 3 to 2 treasures.
- Increased inventory cap from 1 to 2.
- Lowered Collector price from 5000 to 3000 witchfire.
Alchemy:
- Recipes for new, more powerful, but also much costlier versions of existing Incenses added to the game.
- Lowered the effectiveness of some of the basic Incenses.
- Rebalanced recipe costs, including what and how many resources are needed.
- Lowered drop chances of Charred Bone.
- Charged melee attacks no longer spawn Charred Bones.
- Lowered spawn chances of Angelica and Eryngium by 20%.
Other:
- Streamlined the quest obtained from statues near the tower entrance on the Island of the Damned.
- Added a new Gnosis level.
- Added a Marshland quest.
UI
Dialogue Screen
- Designed and implemented completely new Dialogue Screen.
- Modified text layout logic in order to accomplish hanging indent in Dialogue Screens.
- Added two different button styles for Absolve and Condemn buttons.
Letters
- Designed and implemented completely new Letters Screen.
- Letters in the Workshop screen are now clickable and open the new aforementioned screen.
- When there's at least one unread letter, the Workshop now displays sealed letter image.
- When all the letters are read, the Workshop now displays the beginning of the last received letter contents.
Workshop
- Enabled last research category -- it's called Examination and lets you send some items to Vatican for analysis.
Dossier
- Designed and implemented completely new Dossier Screen.
- Dossier allows you to inspect items related to quests.
Active Quests
- You're now able to set any quest in Dossier as 'tracked' -- it will be then shown in Active Quests window.
- Active Quests are now automatically displayed for a few seconds at the beginning of each expedition.
HUD Notifications
- Reworked gameplay notifications system. They are now queued and support different types of notifications to be displayed.
- Designed and implemented new types of notifications: New Quest, Quest Updated, Dossier Updated, Quest Completed.
- When a new objective is added at the top-left corner of the screen, it plays a highlight animation, making it easier to spot.
- Notifications visibility can now be controlled by a separate group in Gameplay -> User Interface Settings ("Gameplay & Quest Notifications").
Rosary Screen
- Added transition animation when opening Rosary screen.
- Added proper UI support for multiline bead descriptions.
- Active beads list now correctly adjusts its size in all cases (beads with multiline descriptions, all gnosis levels, all text sizes). Resizing is smoothly animated. The cross adjusts its position as well. If cross ends up being too low, it starts to fade out from the bottom using smooth gradient.
Stats Screen
- Added transition animation when opening Stats screen.
Map Screen
- Added new Marshland map.
- Added World Corruption meter to the Map Screen.
- Added info about active Torment when World Corruption meter is displayed (Torments modify World Corruption value).
- Made 'likely spoils' icons wrap into multiple lines if necessary.
Level Select ('Start New Expedition' screen)
- Added Outskirts to Level Select, you no longer need to go back to the rope in order to go to Outskirts.
- Added Marshland to Level Select.
- Level Select's navigation bar: indicating on which levels there are some quests active (displaying quest icon under level's name).
Inspect Screen
- Long properties descriptions of Spells, Relics, Fetishes, and Rings are now properly wrapped into multiple lines.
- Reworked Inspect Screens to enable scrolling when the content overflows designated area.
Gnosis Screen
- Set up new Gnosis level support in Gnosis Screen.
- Disabled cursor when 'Gnosis increased' animation is played.
Game Intro
- Removed Class Selection from Game Intro.
- Disabled cursor during Game Intro.
Tutorial Popups
- Tutorial popups now play their own, distinct sound on open.
- Tutorial popups don't show cursor (until it's moved). This should fix the issue with distracting moving cursor in Prologue when playing the game using gamepad.
Credits
- Updated credits.
- Changed italics font for consistency.
- Disabled cursor in credits screen.
Localization
- Fixed inconsistencies in used fonts across the whole game.
- Added Cyrillic font support, for both Russian and Ukrainian languages.
- Set up fallback fonts to be used in Chinese, Korean and Japanese languages.
- Added Turkish "i" support for correctly displaying both dotted and dotless "i" in Turkish.
- Made texts in startup loading screen (i.e. Bible quotes) to be localizable.
- Changed transform policy of various texts across the board to be correctly displayed in all languages, especially German.
- Reworked all two-line headers used in multiple windows for consistency and proper localization support.
- Increased line spacing in a few places when language is set to Chinese, Korean, or Japanese, in order to increase readability.
- Removed 'More to come after Early Access' text under language setting. They have arrived now.
- Fixed multiple texts which were previously not set up properly in localization system.
- LOTS of changes, tweaks, and fixes (in virtually EVERY UI screen and window) of texts not fitting on the screen, being truncated, overlapping each other, or overflowing a designated space, in languages other than English.
Other
- Menu tabs are now hidden until unlocked. This should make new players be less overwhelmed - tabs such as Workshop, Stats, or Rosary are not displayed at the beginning of the game.
- Arcana Screen: long Charismata descriptions are now properly wrapped into multiple lines.
- Changed Loading Screen layout on ultrawide screens.
- Fixed an issue with Gunroom's equipment list being incorrectly positioned on ultra-wide screens.
- Tweaked Vestal Flame screen behavior when changing Text Size.
- Added icons support to Interaction Widget. Costs in witchfire or Divine Essence are now nicely displayed as icons.
- Multiple interaction prompts are now laid out horizontally.
- Fixed Player having two icons on the Mini-Map.
Audio
Improvements:
- Polished the sounds for the Iron Cross spell.
- Polished the sounds of the Firebreath spell.
- Designed new sounds for the Vestal Flame and all the interactions associated with it.
- Added a custom sound that plays when you pick up gold.
- Polished the sonic aspect of some in-game transitions (when traveling from the Hermitorium to the Outskirts and from the Hermitorium to the Class Selection screen, on the 1st playthrough).
- Polished the sounds for some of the World Corruption elements.
- Designed new sounds for some of the Tutorial's pop-ups.
Others:
- Implemented the audio portals' system in Velmorne.
- Added alternative footstep sounds when the Preyer moves on water (this feature is in very early stages of development).
- Imported some additional new enemy voices.
- Implemented new music tracks by Mikołaj Stroiński.
- Implemented new voice lines for many NPCs.
Fixes:
- Solved an issue that could prevent the Mission Complete stinger from triggering.
- Fixed an edge case in which in-game sounds remained audible while browsing game menus.
- Removed an artifact from one of the reload assets for Midas.
- Made portal sounds a bit more present in the game's mix.
- Made the UI sound for "action unavailable" more prominent in the mix.
Designed sounds for the following content additions:
- New available areas: Marshland, the Hermitorium's garden, and the Outskirt's Vault.
- New enemies.
- New weapons and spells.
- New UI elements (correspondence and dialogue screens, etc.).
- New gameplay elements (associated to World Corruption, the new Vault, etc.).
Bugfixes and QoL changes
- Fixed some weapon pickups being visible through walls when weapon flattening was in effect.
- Fixed cinematic props sometimes not being visible.
- Fixed Echo third mysterium activating when stamina is exhausted.
- Martyr's nails now also deal damage to enemy from which the nails are being torn out of.
- Improved gameplay pausing systems when cinematics and dialogues are active.
- Modified "Skip" prompt on cinematics to hide and reappear when anything is pressed.
- Fixed soul sigils being possible to appear on dead enemies.
- Fixed sniper rifles scopes visuals being cut off on wide screens.
- Fixed sniper rifles sometimes having black scopes.
- Fixed Stormball not shooting thunder strikes at non-character damageables.
- Stormball spell now deals damage not only to enemies, but also to damageable objects.
- Picking up 7 manifestations is not required to mark level as fully completed, clearing 7 arenas and spawning those manifestations will suffice.
- Added a few safeguards in low-level gameplay systems which should prevent some (rare) crashes.
- Fixed incorrect item offerings in interaction prompts on Irongate Castle.
- Fixed Velmorne's mirage and vault gate requiring payment each time.
- Opening menu while standing within an interaction no longer enables the player to cast spells and interact at the same time.
- Fixed interaction and progression saving for tunnel mirage on Scarlet Cost.
- Fixed interaction and progression saving for vault entry gate on Irongate Castle.
- Fixed Irongate Castle Vault gates that were not interactable.
- Killing Anointer now correctly counts towards "Irongate Castle: Kill a Faithful" Gnosis objective.
- Kirfane no longer triggers from Echo's bullet explosions.
- Various prompts, such as "You need higher Gnosis to see it clearly", will now be displayed in red to make them more visible.
- Decay damage over time can no longer critical.
- Fixed starting ammo for weapons while having ammo-modifying beads equipped.
- Reduced Calamity Vortex Stabilizer health by 40%.
Strictly technical:
- Added support for UI global invalidation - this should lower the base frame cost by a couple percent for everyone.
- Disabled FPP flattening for the duration of cinematics.
- Optimized spawning of clothing actors.
- Fixed landscape LOD issue present when field of view value is set at more than 90.
- Improved game assets packing - patches should be smaller and apply quicker.
- Game should now pause on focus lost and when gamepad is disconnected.
- Game should now start (for the first ever start on the system) in user detected language. It should also inform returning player that their system detected language is available.
- Fixed graphics preset displaying in the options menu.
- Fixed water disappearing when changing graphics presets too quickly.
- Several improvements in binding options.
- Added subtitles setting.
UPDATE 0.9.0 – The Revelations Update (73567)
2026.06.18
We’ve reached the next milestone on our way to 1.0 - Revelations is the last major content update before we focus on the final release, and it’s aptly packed. The key features of the 0.9 are:
- Marshland - a brand new, giant level - the ruins of a sunken cathedral surrounded by a bog etched with forest, hiding new dangers, enemies, and secrets.
- Support for 14 new languages.
- Outskirts Vault - a brand new dungeon containing dangers and rewards.
- Garden - a new area of the Hermitorium, in which you can relax and grow resources required for incenses.
- Dialogue system - a new way to interact with NPCs, laying groundwork and narrative foundation for the full story reveal in version 1.0.
- Fallen Preyers (3.0) rework - story quests revealing their past, leading to you deciding their future.
- World Corruption 2.0 - a rework of the mechanic, the more bold and brash you are, the harsher the world around you becomes.
- Nine new enemies.
- Four new weapons.
- Two new spells.
- Twelve new Rosary Beads.
- Two new torments.
{STEAM_CLAN_IMAGE}/45147727/e1651ccdac2a8e20e51f1f6567bb3e389c427178.jpg
Gameplay
Story Content, 1st batch:
- The Collector: narrative introduction to the mysterious Hermitorium trader.
- The Severance: narrative introduction to Fallen Preyers.
- The Fallen Preyers: interact with them, fight alongside them, learn their unique stories, and decide their fate.
- and yet another quest, introducing a new character.
Class Selection update:
- All players start with the same class; class selection happens a bit later in the game.
- Class selection is preceded by an additional event.
- All class loadouts now also include Hunger.
World Corruption:
- Carried out a rework of the mechanic
- Added one more event, with several other being worked - to be included in the future updates.
World Corruption balancing changes (not final yet):
- Altered the spawning rates for most World Corruption events to make them more consistent/interesting/fun across runs.
- Madness orbs, madness influence range halved.
- New type of interactable torch and other turrets are now present across the maps.
- New cleansing bell event.
- Temptations - new mechanic available from Gnosis III.
- Locked chests can be forced open without a supply key - available from Gnosis III.
- Divine intervention on cursed treasures has been dialled down.
Changes to weapons, spells and gear
Buckler:
- Quickened shield lowering and parry animation.
- Lowered blocking/parry cost for more powerful hits.
- Increased parry stun damage and damage.
- Added a small stamina cost to blocking.
Twinshade:
Rework of all mysteria:
- Mysterium I: Summon the Sword when enemy is below X health (Sword deals increased damage, and always kills its target when summoned by Mysterium I)
- Mysterium II: Summon the Sword and deal double damage when the enemy is stunned
- Mysterium III: If the spell kills an enemy, part of the charge is refunded
Additional changes:
- Lowered charge count from 3 to 2.
- Shortened casting time and weapon drop speed.
Kirfane:
- Added short Shock status effect to the initial lightning bolt target
Echo:
Designer notes: Echo has been a performance outlier among Witchfire weapons for a while, while also not requiring you to engage with its Mysteria to get the most bang for your buck. We tried reining its effectiveness in a bit, especially against Familiars and Faithfuls, and making it more desirable to trigger its Mysteria.
- Base stun damage lowered by 20%%
- Base damage: lowered by 15%
- Mysterium I: Pellet explosions now deal Physical damage instead of Fire damage.
- Mysterium II: greatly increased range, significantly buffed damage and stun damage. Damage type changed from Physical to Fire.
Judgement:
- Charge time lowered by 0,3 sec
- Charging up your shots now also increased stun damage
Tribunal:
- Increased base stun damage
- Increased base damage (from 135 to 160)
- Increased power of the summoned lightning by 25%
Nemesis:
- Improved stability (it was always meant to be an easier to use bolt action rifle)
- Increased clip size from 6 to 8 bullets
Martyr:
- Added new effect to Mysterium III: "Ripping out nails damages the enemy they are stuck in."
Whisper:
- Lowered ammo reserves (bugfix)
Bittersweet Nightshade:
- Shockwave now triggers on all damage. Mysterium III stun still only triggers below 40% health
Baleworth:
- Healing orbs now drop regardless of health, but the drop chance and healing power increases the lower your health is.
Philosopher's Stone:
- Instead of healing, now grants a healing elixir.
- Lowered the use requirements from 3 to 2 treasures.
- Increased inventory cap from 1 to 2.
- Lowered Collector price from 5000 to 3000 witchfire.
Alchemy:
- Recipes for new, more powerful, but also much costlier versions of existing Incenses added to the game.
- Lowered the effectiveness of some of the basic Incenses.
- Rebalanced recipe costs, including what and how many resources are needed.
- Lowered drop chances of Charred Bone.
- Charged melee attacks no longer spawn Charred Bones.
- Lowered spawn chances of Angelica and Eryngium by 20%.
Other:
- Streamlined the quest obtained from statues near the tower entrance on the Island of the Damned.
- Added a new Gnosis level.
- Added a Marshland quest.
UI
Dialogue Screen
- Designed and implemented completely new Dialogue Screen.
- Modified text layout logic in order to accomplish hanging indent in Dialogue Screens.
- Added two different button styles for Absolve and Condemn buttons.
Letters
- Designed and implemented completely new Letters Screen.
- Letters in the Workshop screen are now clickable and open the new aforementioned screen.
- When there's at least one unread letter, the Workshop now displays sealed letter image.
- When all the letters are read, the Workshop now displays the beginning of the last received letter contents.
Workshop
- Enabled last research category -- it's called Examination and lets you send some items to Vatican for analysis.
Dossier
- Designed and implemented completely new Dossier Screen.
- Dossier allows you to inspect items related to quests.
Active Quests
- You're now able to set any quest in Dossier as 'tracked' -- it will be then shown in Active Quests window.
- Active Quests are now automatically displayed for a few seconds at the beginning of each expedition.
HUD Notifications
- Reworked gameplay notifications system. They are now queued and support different types of notifications to be displayed.
- Designed and implemented new types of notifications: New Quest, Quest Updated, Dossier Updated, Quest Completed.
- When a new objective is added at the top-left corner of the screen, it plays a highlight animation, making it easier to spot.
- Notifications visibility can now be controlled by a separate group in Gameplay -> User Interface Settings ("Gameplay & Quest Notifications").
Rosary Screen
- Added transition animation when opening Rosary screen.
- Added proper UI support for multiline bead descriptions.
- Active beads list now correctly adjusts its size in all cases (beads with multiline descriptions, all gnosis levels, all text sizes). Resizing is smoothly animated. The cross adjusts its position as well. If cross ends up being too low, it starts to fade out from the bottom using smooth gradient.
Stats Screen
- Added transition animation when opening Stats screen.
Map Screen
- Added new Marshland map.
- Added World Corruption meter to the Map Screen.
- Added info about active Torment when World Corruption meter is displayed (Torments modify World Corruption value).
- Made 'likely spoils' icons wrap into multiple lines if necessary.
Level Select ('Start New Expedition' screen)
- Added Outskirts to Level Select, you no longer need to go back to the rope in order to go to Outskirts.
- Added Marshland to Level Select.
- Level Select's navigation bar: indicating on which levels there are some quests active (displaying quest icon under level's name).
Inspect Screen
- Long properties descriptions of Spells, Relics, Fetishes, and Rings are now properly wrapped into multiple lines.
- Reworked Inspect Screens to enable scrolling when the content overflows designated area.
Gnosis Screen
- Set up new Gnosis level support in Gnosis Screen.
- Disabled cursor when 'Gnosis increased' animation is played.
Game Intro
- Removed Class Selection from Game Intro.
- Disabled cursor during Game Intro.
Tutorial Popups
- Tutorial popups now play their own, distinct sound on open.
- Tutorial popups don't show cursor (until it's moved). This should fix the issue with distracting moving cursor in Prologue when playing the game using gamepad.
Credits
- Updated credits.
- Changed italics font for consistency.
- Disabled cursor in credits screen.
Localization
- Fixed inconsistencies in used fonts across the whole game.
- Added Cyrillic font support, for both Russian and Ukrainian languages.
- Set up fallback fonts to be used in Chinese, Korean and Japanese languages.
- Added Turkish "i" support for correctly displaying both dotted and dotless "i" in Turkish.
- Made texts in startup loading screen (i.e. Bible quotes) to be localizable.
- Changed transform policy of various texts across the board to be correctly displayed in all languages, especially German.
- Reworked all two-line headers used in multiple windows for consistency and proper localization support.
- Increased line spacing in a few places when language is set to Chinese, Korean, or Japanese, in order to increase readability.
- Removed 'More to come after Early Access' text under language setting. They have arrived now.
- Fixed multiple texts which were previously not set up properly in localization system.
- LOTS of changes, tweaks, and fixes (in virtually EVERY UI screen and window) of texts not fitting on the screen, being truncated, overlapping each other, or overflowing a designated space, in languages other than English.
Other
- Menu tabs are now hidden until unlocked. This should make new players be less overwhelmed - tabs such as Workshop, Stats, or Rosary are not displayed at the beginning of the game.
- Arcana Screen: long Charismata descriptions are now properly wrapped into multiple lines.
- Changed Loading Screen layout on ultrawide screens.
- Fixed an issue with Gunroom's equipment list being incorrectly positioned on ultra-wide screens.
- Tweaked Vestal Flame screen behavior when changing Text Size.
- Added icons support to Interaction Widget. Costs in witchfire or Divine Essence are now nicely displayed as icons.
- Multiple interaction prompts are now laid out horizontally.
- Fixed Player having two icons on the Mini-Map.
Audio
Improvements:
- Polished the sounds for the Iron Cross spell.
- Polished the sounds of the Firebreath spell.
- Designed new sounds for the Vestal Flame and all the interactions associated with it.
- Added a custom sound that plays when you pick up gold.
- Polished the sonic aspect of some in-game transitions (when traveling from the Hermitorium to the Outskirts and from the Hermitorium to the Class Selection screen, on the 1st playthrough).
- Polished the sounds for some of the World Corruption elements.
- Designed new sounds for some of the Tutorial's pop-ups.
Others:
- Implemented the audio portals' system in Velmorne.
- Added alternative footstep sounds when the Preyer moves on water (this feature is in very early stages of development).
- Imported some additional new enemy voices.
- Implemented new music tracks by Mikołaj Stroiński.
- Implemented new voice lines for many NPCs.
Fixes:
- Solved an issue that could prevent the Mission Complete stinger from triggering.
- Fixed an edge case in which in-game sounds remained audible while browsing game menus.
- Removed an artifact from one of the reload assets for Midas.
- Made portal sounds a bit more present in the game's mix.
- Made the UI sound for "action unavailable" more prominent in the mix.
Designed sounds for the following content additions:
- New available areas: Marshland, the Hermitorium's garden, and the Outskirt's Vault.
- New enemies.
- New weapons and spells.
- New UI elements (correspondence and dialogue screens, etc.).
- New gameplay elements (associated to World Corruption, the new Vault, etc.).
Bugfixes and QoL changes
- Fixed some weapon pickups being visible through walls when weapon flattening was in effect.
- Fixed cinematic props sometimes not being visible.
- Fixed Echo third mysterium activating when stamina is exhausted.
- Martyr's nails now also deal damage to enemy from which the nails are being torn out of.
- Improved gameplay pausing systems when cinematics and dialogues are active.
- Modified "Skip" prompt on cinematics to hide and reappear when anything is pressed.
- Fixed soul sigils being possible to appear on dead enemies.
- Fixed sniper rifles scopes visuals being cut off on wide screens.
- Fixed sniper rifles sometimes having black scopes.
- Fixed Stormball not shooting thunder strikes at non-character damageables.
- Stormball spell now deals damage not only to enemies, but also to damageable objects.
- Picking up 7 manifestations is not required to mark level as fully completed, clearing 7 arenas and spawning those manifestations will suffice.
- Added a few safeguards in low-level gameplay systems which should prevent some (rare) crashes.
- Fixed incorrect item offerings in interaction prompts on Irongate Castle.
- Fixed Velmorne's mirage and vault gate requiring payment each time.
- Opening menu while standing within an interaction no longer enables the player to cast spells and interact at the same time.
- Fixed interaction and progression saving for tunnel mirage on Scarlet Cost.
- Fixed interaction and progression saving for vault entry gate on Irongate Castle.
- Fixed Irongate Castle Vault gates that were not interactable.
- Killing Anointer now correctly counts towards "Irongate Castle: Kill a Faithful" Gnosis objective.
- Kirfane no longer triggers from Echo's bullet explosions.
- Various prompts, such as "You need higher Gnosis to see it clearly", will now be displayed in red to make them more visible.
- Decay damage over time can no longer critical.
- Fixed starting ammo for weapons while having ammo-modifying beads equipped.
- Reduced Calamity Vortex Stabilizer health by 40%.
Strictly technical:
- Added support for UI global invalidation - this should lower the base frame cost by a couple percent for everyone.
- Disabled FPP flattening for the duration of cinematics.
- Optimized spawning of clothing actors.
- Fixed landscape LOD issue present when field of view value is set at more than 90.
- Improved game assets packing - patches should be smaller and apply quicker.
- Game should now pause on focus lost and when gamepad is disconnected.
- Game should now start (for the first ever start on the system) in user detected language. It should also inform returning player that their system detected language is available.
- Fixed graphics preset displaying in the options menu.
- Fixed water disappearing when changing graphics presets too quickly.
- Several improvements in binding options.
- Added subtitles setting.
HOTFIX 0.8.6 (68388)
(2026.01.20)
A small but meaningful hotfix as a response to the reports.
Fixed player falling through the world at various stages of Wailing Tower.
Damage taken from reaching max Madness cannot kill the player anymore.
Added missing witchfire gains bonus to the Corrupt Stimulant.
Updated crash info text to include mention of mods and a reminder to disable them.
HOTFIX 0.8.5 (68373)
(2026.01.16)
Since we’re now shifting our focus to 0.9 and new content, we’re releasing one more patch to make sure the current version is in good shape and as bug-free as possible.
Fixed the bug that caused the Irongate Castle Toll Gate scenario not to trigger.
Adjusted the mini boss spawn rolls and logic to function better with and without World Corruption.
Lowered the World Corruption event spawn stagger - when increasing the world corruption through the Latent Orb pickup or Corrupt Stimulant, the Rifts and Orb now spawn faster.
Fixed a bug that caused the World Corruption system to brick if the Corrupt Stimulant was used within the first 5 seconds of the expedition.
Increased the quantity of the World Corruption rifts spawned through its progression
Torments now don't start with the World Corruption at its full allowed capacity - they gradually grow to its available cap.
Adjusted combat music logic, it now properly turns off when it’s no longer needed.
The world corruption music will now play only in sufficiently heavy combat is taking place, and the latent orb quest is active.
Fixed the bug that caused invisible frozen weapon meshes remaining after battle to collide with the player, if the frozen enemy in question was killed with a headshot.
Fixed debug text about Spider Calamity in adventure log.
Minor text fixes in item and event descriptions.
The first issue: we broke the fundamental rule of Witchfire, which is: play at your own pace.
The longer you lingered in a region, the more corrupted it became. To “heal” itself, the map tried to push you out or kill you. Some games thrive on this kind of pressure - like Risk of Rain - but it doesn't fit Witchfire. We are about isolation, exploration, planning, and most of all, autonomy. From that angle, World Corruption didn't quite work - even if it did provide some unforgettable action moments.
We reacted quickly, releasing a patch that fixed a lot of World Corruption issues just a few days after the big update. Looking back, I think that patch did not weaken the feature enough… but we've also realized that tweaking numbers isn't the real solution anyway.
Why?
This is where the second issue manifests. It's one thing to make a cool feature; it's another to make a cool feature that you want to replay over and over again. World Corruption, even for those who truly enjoyed it, became exhausting after a while.
That is a red flag for us. We have players who spent hundreds of hours in the “old” Witchfire without burning out. I doubt they would dedicate the same amount of time to the game if we kept World Corruption in its current form.
I don’t have to guess why.
“I like to get on the expedition, conquer the challenges, clean up the level, wrap it all up nicely, and then come back to the Hermitorium to level up,” said Michał, one of The Astronauts.
With the current implementation of World Corruption, that satisfaction is impossible. You can never achieve a clean map. That kind of chaos is fun once in a while, but not always. Not for every single expedition.
I could go on, but the short of it is: World Corruption requires a redesign.
For what it's worth, I've already done it - on paper. I have written a proposal for World Corruption 2.0 that changes it drastically. Hopefully, it will satisfy both the players who enjoy the craziness, and the ones who live by the rule of playing at their own pace.
Here is the plan.
So, with today's patch, World Corruption is nerfed hard. Basically, before you pick up the Latent Orb chest, you will barely experience it. There might be a rift or two, maybe a Golem will appear, but these events will be rare - a spice rather than a main ingredient.
However, if you enjoy the World Corruption rush, you now have three specific ways to trigger it:
- Pick up the Latent Orb
- Do Torments: they now have World Corruption attached to them
- Check The Collector for a cool new item: Corrupt Stimulant
TLDR: World Corruption is nerfed. If you want it, pick up the Latent Orb, do Torments, or buy the Corrupt Stimulant from The Collector. World Corruption 2.0, a completely redesigned version, is coming in the next big update.
I think today’s patch is a good compromise. The “old” Witchfire is back, just with a little friction here and there to keep you awake. But those who want the chaos can easily unleash it. This solution is much closer to our design philosophy.
Enjoy the current incarnation while it lasts - it’s going to be replaced entirely soon.
Signed,
The Overseer
(known in secular circles as Adrian)
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Interviews
You may have seen that the Reckoning Update had a bit of a media buzz surrounding it - various outlets have been interviewing Adrian on subjects related to the game and the overall condition of the industry. Here are a few highlights:
A different angle:
Witchfire, in a way, is a heist game. Like there's the witch, and she set up all these defenses. It's sort of like if you think about trying to rob a bank, there would be patrols, patrolmen, and infrared cameras. So imagine all of that just in a dark fantasy theme.
From DualShockers Interview.
On replayability:
I think a lot of people believe they are replaying these games because the shooting part is fun, which is obviously true, but I think a significant part of the experience is the mood and the world.
From PCGamesN (I).
On the importance of Early Access:
It’s a good example of why Early Access works, because only at that scale are we able to understand what doesn’t work.
From GamingBible.
On Steam and Steam Deck:
Steam is not really a shop. Steam is a community. And so we wanted to make sure that that community is basically served… but what we’ve learned, which was kind of surprising, is that making your game compatible, like Steam Deck Verified, actually makes your game better.
From FRVR.
If you want to read more, interviews are available at these links:
Gaming Bible, The Gamer, Mein MMO (German), IGN Italy (Italian), TechRaptor, eTeknix, PC Games N (II), PC Games N (III), PCGamesN (IV).
(A note from Adrian: The recent wave of interviews covered three topics: Witchfire, the state of the industry - mostly the AAA vs indie dynamic - and AI.
In case you missed the discussion on that last point, here is the short version: Witchfire does not and will not feature a single asset that was not created 100% by a human.
This isn't virtue signaling -- this game started as a project of human passion, and we see value in keeping it that way until the end.)
Hermitorium Archives
Before we begin this episode of Hermitorium Archives, I’d like to take a moment to repeat something I already included in various places - a few words of thanks.
The release of The Reckoning and its aftermath was a textbook example of why having a passionate community matters. Your feedback is and always has been priceless, but the absolute torrent of thoughts and comments we received all around the web once the update dropped was on another level, and it allowed us to course-correct when it turned out that World Corruption had dialled things not just to 11, but all the way to 15.
After we published 0.8.1, the first patch for the update containing a slew of balance changes, Arian released a statement - and one of the (late) comments under it requires addressing, to my mind at least:
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It was not for the sake of experimentation. And yes, we really test our games - the last few days before an update drops are usually nothing but playtesting and bugfixing. The thing is, we’re all pretty hardcore - most of us just grit our teeth and soldier on, even if it gets properly hard, so we can sometimes lose perspective and tune the game to our own tastes. Which is fine 99% of the time, but sometimes we miss the mark and make it too hardcore - as was the case with The Reckoning.
To quote Pablo Francisco pretending to be Keanu Reeves: “we went too far”. But we’re still in Early Access, and such blunders should happen during this period, if ever.
That said - as Adrian mentioned it earlier - the latest patch for the game, 0.8.4, which has just dropped, tames World Corruption a bit more. It’s a temporary stop-gap solution for now, while we’re having a rethink. The concept will return - it’s far too potent to be left rotting on the shelf. Or underground. You get the idea.
Anyway, let’s dive in.
They are doing what to the tornadoes?!
We knew that these were coming. Hell, we were doing the same thing when we were testing the update prior to release - back then, the tornadoes did not disappear after you made contact with them, so they were much more annoying, but you could also use every single one a few times. Until you found yourself between three of them, but I digress.
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Reddit: https://www.reddit.com/r/Witchfire/comments/1pstmld/unavoidable_tornado_riding/
Anyway, upon seeing this topic, my reaction was a bit different and a meme was born, so I think it’s best to let it do the talking.
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I don’t feel so good, Mr Preyer.
There are a couple of things that have to remain constant, and the sport of Dimacher-bashing is definitely one of them. No matter what content is released and how hard we work on bringing new stuff to you, there is always someone who decides it’s time to have a go at one of the familiars. In this issue, we have a new kind of curse - all the ailments at once.
It was always in the realm of possibility and it had to happen sooner or later, but it’s still glorious.
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Reddit: https://www.reddit.com/r/Witchfire/comments/1q3gtho/giving_dimacher_every_disease_at_once/
That’s a DAMAGE TICK.
Speaking of Dimacher, the battle with him has been an absolute cornucopia – and it seems that while some people struggle, others have made this skirmish their playground.
FilthMasterRich is one of the few who are often having a whale of a time – you can now use his experience, as he recently provided an important lesson in buildcrafting, showing everyone just how dramatically you can change your experience by mixing up the loadout. In the linked post, we have a full-fledged walkthrough of how to create a build that produces damage ticks capable of bringing almost anybody down, and I bet that includes the iron-clad familiar of the Witch.
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Reddit: https://www.reddit.com/r/Witchfire/comments/1puczya/big_tick_damage_build/
Magnificent job.
I didn’t see any posters.
… And yet, the disco is here. I am going to start a campaign to have something like this in the game as an easter egg.
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Reddit: https://www.reddit.com/r/Witchfire/comments/1ptkobo/what_a_strange_easter_egg/
Certified nerd-out
We don’t really have a gun culture in Poland, save for some rather unwise hunters who regularly confuse people with boars and cause tragedies, so this is quite exotic to us - a person who actually knows what they are talking about, and their analysis of the weapons in the game.
It’s fascinating to see how many details you’re able to find and learn about the genesis of various elements and components. That said, there is one thing we’re painfully aware of and we’ve yet to fix, but it hasn’t been mentioned in the post. Can you guess what we got wrong with one of the bigger weapons?
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Reddit: https://www.reddit.com/r/Witchfire/comments/1q95xmh/gun_nerd_observations/
It’s not a walk in the park, it’s a sprint through hell
While assessing your feedback, there were numerous times when some of you called the game a walking simulator. The game plays as it usually does in most cases, but we know there are times when something doesn’t go according to plan and the whole map is empty. You can truly have a walking sim in the castle or on the coast, but this…
This is the opposite end of the spectrum. This is what happens when you’re really trying to extract and everything is thrown at you to stop you. The full clip is four minutes of fighting for your life, and it’s absolutely brilliant.
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Reddit: https://www.reddit.com/r/Witchfire/comments/1prqi8y/okay_now_that_was_a_tense_escape_sequence/
Sneaking in (to the Vault)
The subject of alternative paths has been mentioned quite a few times in posts on Steam/Reddit/social media, and in our own posts - it’s always a choice and not something accidental.
It was the same when it came to the Velmorne Vault: we discussed the option to bypass the gate and not pay the entry fee, and we decided to leave this loophole open. There is one more hack (which is actually more of a bug that we will eventually fix) connected to the Velmorne Vault gate, but it appears that it hasn’t been discovered yet - which kind of reaffirms my belief in our playerbase and their honesty.
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Reddit: https://www.reddit.com/r/Witchfire/comments/1q8w3om/bypass_a_locked_gnosis_3_gate_in_velmorne/
Cure worse than the illness
Well, the arachnophobia filter was supposed to eliminate spiders, not the fear of the creatures attacking you. Posts such as this one are a great indicator that the job is well done.
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That’s it for now - this is likely our final post for a while, as we’re retreating to the depths of the Workshop to work on crafting the next stage of our road towards 1.0.
One more update in Early Access, bumping the version number to 0.9, and then 1.0 in all its glory and content. Including…
Oh, no spoilers, right.
Cheers!
PATCH 0.8.3 (68233)
(2025.12.19)
This is a quick one - it contains a few changes that were required after 0.8.2 was deployed yesterday.
Bugfixes and improvements:
- Fixed Wailing Tower Prophecy prices.
- Torment effects dealing damage only to distant or close enemies no longer clear weapon elemental effects when outside the desired range.
- Torment effect "Everyone has less health" is now correctly applied to Elite and Ascended enemies.
- Fixed Torment effect "Enemies cannot be knocked back or stunned" preventing elemental effects from being applied by weapons.
- Martyr now correctly scales reserve ammo with Arsenal.
- Fixed Torment Alpha incorrectly activating in unaffected regions.
- Weapon stat tooltips now correctly indicate whether they apply to the currently equipped weapon.
- Fixed Duelist duel start on Surged enemies.
Additional PSA: back in 0.8 we added basic support for controller rumble - it is disabled by default and can be enabled via
Options -> Controls -> Controller.
PATCH 0.8.2 (68206)
(2025.12.18)
Changes to weapons, spells and gear:
Fatum:
- Increased the cumulative bonus chance to land (3x Element) after each (2x Element) roll.
- Decreased the chance to trigger elemental status effects on each bullet from 25% to 15%.
- Increased the duration of (3x Electro) and (3x Fire) buffs from 7 seconds to 10 seconds.
- Fixed counting non-enemy targets (e.g. traps) as kills.
- Fixed incorrect M1 visuals.
Martyr:
- Fixed Martyr nails throwing all physics bodies with power over 9000.
Buckler:
- Buckler can now be lowered down faster.
- Successful parries now restore stamina.
- Parried melee attacks now deal more stun damage.
- Lowered block and parry charge costs for weaker attacks, while slightly increasing costs for stronger attacks.
Ice Sphere:
- Fixed Ice Sphere heavy spell failing to freeze enemies that teleported inside the bubble.
- Fixed Ice Sphere freezing enemies only temporarily (some enemies, such as bosses, may still resist being frozen).
Tweaks to Rosary beads:
Requirements for several beads have been altered to provide more early-to-mid game build variety:
- Light Spell Charge Bead: Blood 20 -> 15
- Ammo Preservation Bead: Arsenal 20 -> 15
- Melee Recharge Bead: Flesh 20 -> 15
- Healing Bead: Mind 20 -> 15
- Sanity Bead: Mind 20 -> 15
- Stamina Bead: Blood 20 -> 15
- Spell Recharge Bead: Witchery 20 -> 15
- Blessed Aim Bead: Faith 25 -> 20
- Adrenaline Bead: Blood 25 -> 20
Tweaks to Incenses:
- Restoration Incense: health threshold increased from 30% to 40%. Healing speed increased by 150%. Added a 7-second delay between receiving damage and healing starting.
- Bloodthirst Incense: increased trigger chance for weapons with larger magazines.
- Patience Incense: increased bonus healing from +30% to +100%. Increased healing duration from x4 to x8.
- Conjurer Incense: increased healing on light spell from 5 to 8, and on heavy spell from 8 to 13.
- Resilience Incense: increased damage resistance from -50% to -70%. Increased healing duration from x2 to x3.
Changes to world, events, traps and enemies:
World Corruption:
- Triggering a World Corruption Rift no longer spawns a Calamity.
- Island of the Damned: World Corruption builds up faster on Gnosis 3, 4 and 5.
- Torments now allow for faster and higher World Corruption buildup.
- Torment Alpha allows full World Corruption buildup without picking up the Latent Orb, and doubles the quantity of patrol spawns.
- World Corruption now progresses faster and further while a Torment is active.
- Torment Alpha now progresses World Corruption much faster and doubles the intensity of the Hunt.
- Picking up the Latent Orb now strongly reinforces the Hunt.
- Stone Golem critical spot should now be easier to hit while it is disassembled.
- World Corruption events now stagger in time instead of spawning all at once.
- Fixed a bug that caused World Corruption events to spawn in the Irongate Castle Vault and at the entrance to the Velmourne Vault.
- Raising World Corruption to the maximum level now affects the atmosphere and triggers its own music.
- Balanced World Corruption sound cue volume based on its current level.
- Divine Essence: all sources not related to World Corruption are now worth much more. Costs in the Tower and Witch Mountain have been adjusted accordingly.
- Changed Madness Orb explosion range from 500 m to 40 m.
- Divine Essence can now drop from Cursed Chest events.
Torments:
- Swapped gold for Volatile Witchfire in the Torment reward pool. Increased rewards for repeating already completed Torments and Torment Alpha.
- Fixed target acquisition of the Torment effect "Killed enemies explode with three homing Decay bombs".
- Torment Alpha effects should now be correctly applied during expeditions to affected regions.
- Torment effects dealing damage only to distant or close targets now affect enemies only.
- Torment effect "Only Critical Hits inflict damage" now only affects damage dealt to enemies.
Freezing Crystal Trap (Totem of Clots):
- Lowered its HP so it can be destroyed with a default charged punch.
- Fixed a bug that caused an incorrect name to be displayed.
Warrior Priest:
- Fixed a bug causing Warrior Priest projectiles not to deal damage.
- Fixed a bug causing Warrior Priest projectiles to float endlessly in the air.
- Adjusted projectile tracking to make them easier to dodge, and slowed them down by an additional 16% to slightly lengthen the dodge window.
- Fixed a bug causing Warrior Priest melee projections to appear choppy in certain circumstances.
- Increased the shared cooldown on the Warrior Priest respawn ability.
Various enemy fixes:
- Warden: fixed a bug causing the entity to spawn Elite Ascended Elite enemies.
- Grenadier: removed self-damage from all area-of-effect attacks, also fixing cases where a summoned Rotten Fiend could damage the player.
Various world fixes:
- Fixed a Divine Chest position in Velmourne so it is no longer inside the Vault area.
- Fixed a chest position on the Scarlet Coast so it will no longer float.
- Fixed all inactive gates in Velmourne.
- A Codex Maleficum page could previously be found both on the Scarlet Coast and inside a Latent Orb. The Scarlet Coast version has been replaced with a different page that was previously a random Veiled Chest drop. As a result, some players may now find a second page on the Scarlet Coast.
Changes to SFX:
- Fixed a bug that made the rattling of the "Mirror Lock" event totems inaudible.
- Added a sound alert when the Gravedigger steals player remains.
- Objective Complete sound now triggers when fully charging a Latent Orb.
- Reworked some Surge-related audio notifications.
- Added new sounds that trigger when equipping melee weapons.
- Fixed small inconsistencies in Cricket's shooting sounds.
- Slightly lowered the loudness of Martyr nail base impact sounds.
- Fixed a remaining infinite sound loop after picking up a Surge.
Changes to UI:
- Replaced the old italics font with the new one in remaining UI elements.
- Fixed Torment descriptions in the Inventory using inconsistent text styles.
- Inventory item details now better support longer descriptions and lore, especially when text size is set to Large or Extra Large.
- Inventory item details now better support longer item names.
- Arcana details screen now better supports longer Arcana names.
- Melee weapons now display the number of kills in their inspect screens.
- Gnosis screen now displays a scroll indicator when text size is set to Large or Extra Large.
- Witch Portraits Collection now shows yellow diamonds indicating newly unlocked portraits.
- Fixed incorrect opacity of the Surge Display when activating a new Surge while the previous one was blinking.
- Removed the Latent Orbs counter from the HUD, as it is no longer necessary.
- Latent Orbs are now correctly assigned to Bound and Unbound categories in the Inventory.
- Added a map corruption animation when opening the map.
- Added a Latent Orb HUD objective.
Miscellaneous fixes:
- Fixed a bug preventing Arsenal from influencing some parameters of new weapons.
- Explosive Package: Exploding Head is no longer triggered by player movement.
- Fixed visual issues with player weapon projectiles in some scenarios (e.g. shooting Striga while looking down).
- Fixed the marker position on the Wishing Table.
- Patrols no longer drop Divine Essence before Gnosis 3.
- Fixed stun soul behavior for spiders.
- Optimized turrets.
- Mid-flight crossbow bolts no longer trigger danger indicators.
- Fixed Arcana power scaling with different Omen effects.
- Fixed Hypnosis zoom-in and zoom-out stutters after each shot.
- Fixed navigation issues affecting flying enemies and projectiles in areas with stacked navigation planes (e.g. Irongate Castle bridge and the river below).
- Increased repeatable rewards for Latent Orbs across the board.
- Fixed T-posing monk ghosts on the island after collecting the Scepter.
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System Requirements
How to Install
Witchfire.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
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23835166
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