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Breaking Out of the Development Lull

Risking an internal demo at the cost of fundamentals

Every project I worked on suffered from what I personally call a development lull. When you start a project, things happen fast, you prototype like crazy and make decisions every day. When you finish the project, it’s mayhem, you almost lose control over your tasks. But somewhere in the middle, nothing happens for months, sometimes […]

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The Dark Souls of Shooters, Part 2

Let's talk gameplay

„Punishing difficulty”, says The Myth of Soulsbornes. “Prepare to die”. Not to burst anyone’s bubble, but finishing any Soulsborne can be done by any dedicated gamer. The games are indeed a bit on the hard core side, but they have nothing on the madness that were Spectrum and Commodore 64 games of the 1980s. One […]

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The Dark Souls of Shooters, Part 1

Which elements of Witchfire are inspired by From games?

„It’s like the Dark Souls of shooters” came up quite a few times already, and that’s kind of expected, considering we’re a dark fantasy game the creators of which both love and are inspired by Soulsbornes. But is Witchfire really going in that direction? Is making a Soulsborne shooter even possible? There are four major […]

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