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 0.9.6 (74201)
(2026.07.15)
Removed an invalid Shadow Cube item that accidentally slipped into the Drowned Captain’s loot pool.
Tweaked the requirements for unlocking enemies in the Summoning Circle.
Increased the effectiveness of Superior Bulwark Incense by 5%.
Improved rendering performance and fixed several lighting and shadow issues across multiple locations.
We have seen the reports about the graphics settings not being applied correctly after yesterday’s update. Toggling the graphics preset a few times appears to resolve the issue, but we haven’t been able to reproduce it yet - it is, after all, a hotfix.
PATCH 0.9.6 (74187)
(2026.07.14)
We tracked down another performance offender on Marshland and got rid of it to improve the experience. While we were at it, we also made a handful of other tweaks.
Performance improvements.
Localization fixes.
Marshland level boundaries improvements.
Added a missing Superior Transmutation Incense recipe to the loot pool.
Fixed a bug that stopped two Rosary Bead environmental pickups from spawning on the Marshland.
Fixed Shadow Orb requirements - Marshland enemies now correctly count towards Shadow Orb quests.
PATCH 0.9.5 (74161)
(2026.07.08)
Improved performance of atmospheric changes when traversing between arenas, spawning enemies, and triggering calamities.
Fixed a bug that prevented the Duel event from spawning enemies on Marshland.
Duel event enemies should now stay closer to the event location.
Cricket now displays correct clip size on the inspect screen.
Hypnosis now displays correct base damage on the inspect screen.
Fixed a bug that caused Anointer to drop lower-tier loot than intended.
Fixed a bug causing the Divine Essence to not be consumed when activating a turret.
Fixed streaming issues in the Hermitorium Torment Study.
PATCH 0.9.4 (74146)
(2026.07.07)
This is - most likely - the final patch for Revelations, and quite an important one, as version 0.9.4 will represent Witchfire until 1.0 lands.
(unless a hotfix or a rollback of some features is needed, that is)
0.9.4 doesn’t just bring the usual swathe of fixes and improvements, but introduces a very meaningful change to the way weapons feel as we have tinkered with the damage fall-off. It was well-received among the testers, but we want to hear the thoughts of the wider audience as well, so please don't hesitate to let us know what you think.
We added an option to launch the game in Safe mode on Steam. Using this feature deactivates the module responsible for super sampling - it has been known to cause crashes on hardware that does not support it.
Damage drop-off rebalance:
- The distance over which all weapons lose full effectiveness has been doubled (base ranges have not been changed). For example, a gun that dealt full damage at 10m range, and then steadily lost all effectiveness over the 10-14m range, now will do so over 10-18m range.
- Base pellet spread of shotguns has been tightened.
- Pellet spread reduction on aiming down sights and crouching has been reduced.
- Recoil reduction on aiming down sights and crouching for Machine Pistols have been reduced
- Maximum range gains from Arsenal have been slightly reduced across the board (10 to 15%, depending on the weapon type).
Designer notes: sharp damage drop-off with range has been a pain point for many new players as long as Witchfire has been playable. It has been implemented for multiple reasons, but as time went on, it became increasingly clear: while most people didn't mind it, people who disliked it really hated it. As with all common quality of life issues, we decided to examine it, and see if it could be resolved without compromising the core vision of the game.
We experimented and playtested a version that was less punishing, and after more deliberation and additional playtesting over our Beta branch, we decided to go forward with the rebalance. We believe this change has a positive influence on gameplay, and added an interesting strategic layer to the game. The rest of the changes in that paragraph have been introduced to keep the effectiveness of specific weapon classes relatively the same - this is meant to be mostly a quality of life/game feel change, not a difficulty change.
Keep in mind that the reasons why we initially implemented such a short damage drop off range are still there, and prolonged playtesting might prove that the tradeoffs are too severe, and we roll back the changes.
Early game levelling:
- Reduced the amount of witchfire it takes to Ascend before the player hits level 30.
- Increased witchfire gains multiplier on the Island of the Damned and Scarlet Coast.
Designer notes: we're balancing the levelling experience not around retention time, but player satisfaction. Level-ups are meant to be rare enough to feel earned and valuable, without feeling grindy. It seems that right now the balance is slightly off, so we'll be looking at witchfire acquisition rate through the game before 1.0. That, however, will be quite a lengthy process, so for now we decided to focus on the early game experience. This is when players have the least objectives to work towards, so gathering witchfire is in the spotlight, and early game buildcrafting opportunities don't really open up until you get a few levels under your belt.
Melee weapons:
- Added a Zweihander melee weapon to the game. It has to be found to be unlocked.
- Changed Sacring Bell charged attack animation - it has intentionally longer windup, to balance out the Bell's powerful Special attack.
Changes to spells:
Burning Stake:
- Reduced base duration from 30 to 25 seconds
Miasma:
- Increased base decay tick from 4 to 6.
- Decay damage now increases every 2.5 seconds instead of every 3 seconds
- Increased base duration from 20 to 30 seconds.
Changes to weapons:
- Increased Nemesis ammo reserves from 65 to 88.
Traps and events:
- Flytraps and Festers can now spawn in the Marshland.
- Removed numerous events and traps that could spawn underwater in the Marshland.
- The Mine Attractor event reward treasures are no longer cursed.
Enemies:
Lament:
- Fixed Lament crying triggering at too long distance from the player.
- Laments will now stop crying if they get too far from the player for too long.
- Laments will only cry if they are targeting the player now.
- Laments' deafening cry effect will now scale with distance from the player. Cry effect intensity is now proportionate to the distance to the player:
- Upon going out of range, the ability will be interrupted.
- Ability will not be used against foes other than the Preyer.
Spore-head:
- Reduced bombardment total area and lowered the randomization of target locations.
- Reduced projectiles lifetime post landing to 10s at maximum.
- Fixed a bug that caused the projectiles destroyed by the player to damage the player.
- Projectile explosions no longer push the player upwards.
- Fixed a bug that was preventing the enemy from using melee attacks.
Concelebrant:
- Concelebrants chase logic tweaked - it is now easier to avoid the skirmish.
Changes to World Corruption:
Stone Golem:
- Drastically reduced the chance for Stone Golem to spawn due to World Corruption, as it was never intended to be a guaranteed encounter (in World Corruption).
Unstable rifts:
- Reworked the way unstable rifts spawn; all portals should feel less crowded, rifts will spawn mostly in empty areas, with only a few reinforcing the remaining dangerous areas.
- Total amount of rifts has been slightly increased.
- Decreased the number of stronger unstable rifts spawning at higher World Corruption.
Spires:
- Spires gained a new physical mesh, they feel way more "shootable" now.
Madness orbs:
- Madness orbs have been limited to fewer arenas, in order to make room, but also to eliminate spaces where they were the sole obstacle. In the current iteration, they should have more of an additional area modifier feel, instead of disrupting the flow of play across the whole maps.
World corruption - known issues:
- World Corruption Spawn Particles can sometimes show in unintended areas - we’re investigating this issue.
UI:
Letters Screen improvements:
- Better layout on 16:10 screens.
- Added animation when sending a letter.
- The thread automatically scrolls to the bottom after sending a letter.
- Added information about thread status, making it clear whether the current thread is finished or we're currently awaiting a reply from the Vatican.
- Threads on the left side of the screen now display icons depicting their status.
- Finished threads are now displayed at the bottom of the list. This isn't very noticeable right now, but will be more useful when more correspondence is added to the game.
- Tweaked Letters appearance in the Workshop screen.
Other:
- Added support for in-text icons in popups which let us display better key binding conflict message in controls settings.
- Improved threads appearance on the left side of the Letters screen.
- Dossier: fixed an issue with quest name overlapping other UI elements in some languages.
Audio:
- Designed new sounds for the Sacring Bell.
- Restored the volume slider for Dialogues in the audio settings.
Other improvements and changes:
- Captain's log and scout note on Marshland got a unique camera placement, they should now look nicer.
- Tweaked animation timing for Grenadier Kick ability.
- Husk and Cultist overhead melee animation timing adjustments.
- Performance tweaks for Iron Cross and Cursed Bell spells (backend tweaks for these spells to be less resource-hungry).
- Added trail VFX to indicate Fallen Preyers' teleport location after quest ambushes
- Temptations should now disappear from map instantly after being picked up.
- Story texts/VO updates & corrections.
- Changed the turret activation cost to 1000 Witchfire + 1 Divine essence.
- Tears of whispering god has a new prompt: open instead of disarm.
- Corrupted turrets HP lowered.
- A new, surprise addition to World Corruption: Madness heads, which - upon detecting the player - slightly rise the Calamity meter.
- Marshland mini-boss difficulty tweaks.
- Turret corruption distance tweaks.
- Madness orbs balancing.
- Removed multiple Proximity Mine spawn points that were too close to the entry portals on Marshlands
- Performance optimizations for Miasma and Frost Cone (backend improvements).
- Increased the Witchfire multiplier for Witch Mountain to 200%.
Bug fixes:
- Fixed the timing on the most problematic Swordsman/Buckler/Maceman/Axeman/Wretch melee attack.
- Fixed Maceman lightnings possibly stripping the player of all shield charges and dealing damage on top of that, as well as tweaked its tracking.
- Fixed missing recoil for weapons when they had their magazine sizes increased.
- Fixed range of interaction with garden plants in the Hermitorium.
- Fixed a bug that caused the enemy to freeze after killing a frozen enemy with Blessed Fire bead equipped.
- Fixed Tainted Coin inventory category.
- Fixed "..." interaction prompt bug.
- Incense ingredients are now consumed correctly.
- Fixed Zweihander consuming two charges.
- Fixed Zweihander not taking into account lowered crosshair.
- Fixed Soul Eater not showing soul sigils in fall off range.
- Fixed a bug that caused Divine Essence to drop from mini-bosses and calamities before World Corruption becomes unlocked.
- Fixed all melee weapons being visible in the background of some screens (e.g Gnosis) when the weapon is extended.
- Removed the extra mini-boss from Marshland.
- Various text fixes.
- Fixed an incorrect RoF value displayed on Vulture's inspect screen.
- Fixed exploding barrels behaviour, damage and chaining.
- Fixed a bug that was causing homing projectiles to not follow Bloaters and Creepers.
HOTFIX 0.9.3 (73812)
(2026.06.25)
Some of you spotted and reported a visual bug that made the Cathedral in the Marshland look like it had turned into an art installation - or was in the middle of becoming The Marshland Museum of Contemporary Art. We’ve just (22:45 CET) deployed a hotfix that restores it to its proper (and much less... avant-garde) state.
Thanks for reporting it!
----------------------------
Original post:
PATCH 0.9.3 (73811)
(2026.06.25)
Changes to Weapons, Spells and Gear:
Heart Eater:
Changes to The Velmorne Welcome:
Changes to Marshland:
Changes to World Corruption:
While investigating why Unstable Rifts weren’t appearing at Irongate Castle, we discovered a broader issue with the World Corruption system.
Until now, each run randomly selected five World Corruptions that would scale throughout the expedition, with the selection tied to the map seed. Unfortunately, that seed binding was broken - regardless of the map seed, the World Corruption seed was always identical. As a result, the same set of World Corruptions was selected every time.
Temporary changes:
To address this while we continue working on a permanent solution:
World Corruption Spire changes:
We’ve also continued refining the World Corruption Spire event:
Ammo-related changes:
Designer notes: this threw off playtesting of new weapon maximum reserves, so these will be adjusted in the near future
Designer notes: Hunt ammo pickups were introducing too much noise on the battlefield, and picking up all these tiny drops of ammo was more of a chore than a satisfying looting experience. Moreover, ammunition economy was always meant to be a real concern in Witchfire, but slowly that aspect of planning disappeared as time went on. That change is a step towards making it once again something you have to think about during expeditions.
Non-level/gear-specific fixes and balance changes:
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.
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.
PATCH 0.8.4 (68353)
(2026.01.14)
Upon reading more feedback and having a bit of a rethink, we decided to release one more patch for The Reckoning before we return to work on the new update.
Changes to Weapons and Spells
Midas
- Decreased Overheated damage debuff from 50% to 70%.
- Tweaks to heat generation: Max heat per bullet in a burst lowered by 15%. Max heat generated per bullet while Heated lowered by 20%.
Designer Note: While it should take around the same time to get from 0 to 100 Heat, it should be easier now to stay in the Heated sweet spot with the right trigger discipline.
All-Seeing Eye:
- Mysterium I now also triggers below 25% enemy health.
- This change also affects Mysterium III triggers.
Designer note: while in capable hands ASE was always a powerful weapon, many players were unhappy how its mysteria seemingly worked against each other (M1 needed enemies to be healthy, while M2 and M3 chipped away at their health). This change should alliviate that, while at the same time making M1 and M3 feel more impactful.Ice Stiletto
- Max charges increased from 1 to 2.
- Freeze duration reduced by 30%.
- Cooldown time increased by 20%..
Designer Note: While Ice Stiletto was quite powerful at Mysterium III, it was performing much worse than other light spells before it was fully upgraded. Adding another charge aims to alleviate that problem, while also compensating for lowered freeze time when fully upgraded (which was a bit over-tuned when doubled by Mysterium III).Changes to Torments
- Torments now start with varying World Corruption levels.
- The Collector can now sell Corrupt Stimulant (Gnosis IV, costs 2500 WF & 5 Gold).
Changes to Codex Maleficarum debuffs
- Xochitl, the Last Empress[ - greatly reduced Decay damage dealt by enemies who don't normally apply Decay.
- Gobnait, the Singer to the Dead - reduced minimum distance required to deal damage by 10%.
Tweaks
World Corruption
- World Corruption development is now limited up until the pickup of the Latent Orb, or use of the new Corrupt Stimulant.
- Limited the amount of roaming enemies being cached at the portal.
- Increased spawn range of roaming enemies in the goal of lowering the amount of crowds gathering next to the portal.
- World Corruption music now flows in and out based on the intensity of the combat.
Divine Essence Economy
- Opening a Divine Chest now requires 30 Divine Essence (up from 20).
- Tornadoes drop Divine Essence.
- Added Divine Essence drop chance to enemies.
- Added Divine Essence drops to world events.
- Some Witchfire Crystals can now be replaced with Divine Essence Crystals (Gnosis 3 or higher).
- Divine Essence now can drop from all chests.
- Familiars and Faithfuls always drop Divine Essence when killed.
Collector tweaks
- Large Witchfire Cluster stock cap increased from 10 to 30.
- Restock time reduced from 4] to 1.
Designer Note: This should help endgame players transform excess gold into Witchfire. This might be changed in the future, if future changes make gold more relevant in the endgame.Summoning Station
- Lowered many requirements for summoning enemies in the Summoning Station to better align with their actual rarity in the game.
Various
- Moved the Watch Commander spawn and location to the chapel in the burning city on Velmorne.
- Limited Flamer's flamethrower attack range and slightly adjusted their projectile speed to allow for easier dodging.
- Collector has a new item available: Corrupt Stimulant.
- Designed a custom interaction sound that plays when using stimulants.
- Divine Chest icon is now white.
- Chest number in summary screen should now be calculated properly.
Bugfixes and Improvements
- Fixed a bug that caused dead enemy frozen weapon meshes to collide with the player, causing them to get stuck.
- Fixed a bug that caused Warrior Priest to become invincible if stunned at a particular moment during its teleport.
- Fallen Preyer Barachiel spawn fixes.
- Gatekeeper's objectives should now be completed correctly when Gatekeeper is destroyed by Fallen Preyer Sefer.
- Fixed Stone Golem's map icon position not refreshing.
- Fixed Profane Study key dropping when already acquired.
- Added VFX to make Golem's heart more visible and readable.
Performance / Technical Improvements
On top of all these gameplay changes, we also took this opportunity to improve a couple of things under the hood. We smoothened streaming times to reduce traversal stutters, improved particle system loading schedules, optimized the warning system, streamlined the game director’s refresh cycle, and removed unused, redundant scenarios for each level.
These changes should improve your experience across all maps, with Velmorne benefiting the most - the baseline performance is not going to change, but the amount of hitches should be reduced. - Max charges increased from 1 to 2.
The full patch notes are available on our website, but here’s the gist of what’s new since the last update:
Patch 0.7.5 (64591)
- Velmorne now uses 0.3GB less memory
- Ambush Bells optimization
- Fixed Ambush Bells objectives not updating properly.
That 0.3GB memory reduction may look small, but it can prevent PCs with 16GB RAM or less from dipping into virtual memory – meaning smoother performance.
This patch likely (hopefully) wraps up the Webgrave update cycle. We’re still here and we will still read your feedback, but we're shifting the focus to developing more content for future updates - more info coming soon.
Cheers!
Final patch (fingers crossed) for the Webgrave update! Four patches later, we're moving on to the work on the next update (fingers crossed). Here are the full patch notes:
Patch 0.7.4 (64561)
Some heavy Velmorne optimizations and improvements,
Fixed Creeper not granting witchfire on death,
Slomo Calamity spawns should behave better now,
Fixed few minor clipping issues of dynamic items (Velmorne),
Optimization of witchfire eyes on enemies,
NOTE: A few players reported unusual fps drops in Velmorne or other areas. We just found out that latest Windows 11 update, namely KB5063878, might cause this. Sometimes uninstalling it helps, sometimes uninstalling then re-installing it does. But do it only if you have unusual, unexplained drops (which is very rare, FWIW). Here’s how.
P.S. We will indeed publish an updated road map soon. We're getting closer to 1.0, folks... (fingers crossed ːsteamhappyː)
Current Release
Build 24222647
Uploaded Jul 21, 2026
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
• Run as administrator
Download
Direct link available
48.5 GB
24222647
40E36421
59eb539ff28c36e1a8e81320b4994c4c73e6c95a72f21243ffd34a7d70541173
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