We are a small independent game developer located in Warsaw, Poland. Before The Astronauts, some of us worked on games like Painkiller and Bulletstorm.
Our latest project is Witchfire, a dark fantasy first person shooter set in an alternative world in which witches are real and very dangerous – but so are you, witchhunter.
Our first game was a weird fiction mystery titled The Vanishing of Ethan Carter. The game has won many awards, including BAFTA, and we sold over one million copies. It’s available on PC, PS4 and Xbox One. Click here for more details.
By Adrian Chmielarz Posted in Witchfire on 2019/09/11
A month ago, I said we’re in a “development lull” hell: despite everyone putting in the hours, we didn’t feel like the game was progressing. Our proposed solution was:
Instead of keeping on building the game, we’re dedicating August to building a demo. An internal one, focused on the flow of action, and the minute-to-minute, or even hour-to-hour experience. Something short, but also something you can actually loop-playtest for hours if it’s any good.
Here’s the report.
Short version, it worked!
Long version, it worked …in unexpected ways.
The main goal was achieved. You can feel it in the air that we’re out of the lull. In three years, I have not played more Witchfire than I did in the last month. The “Demo 1” is crude, and definitely of the internal use only quality, but it’s incredibly useful and fun.
But we only realized half the goals we set for ourselves in the beginning of the work. Some of what we missed is the same old game development story, we underestimated the amount of work for this or that feature. But some misses happened because we discovered things we either needed to or simply wanted to (indie life for the win!) deal with first.
So the way the development went is that we actually had a functional “Demo 1” after merely a week of work. I was impressed. It was super bare bones, but we had the bones! Now only add the meat and there we are, right?
Well, not really. The development slowed down for whatever reason and then, two weeks later, we actually changed direction. Not because we’re irresponsible, but because we realized with what we have, we got the answers to some core questions that we had for a long time, and we can now redirect our efforts elsewhere.
The timeline sort of looked like this:
(“Demo 2” is “Demo 1” but polished enough for the very first ever private playtest with some friends).
Here’s what are our major findings from “Demo 1”:
So these are the major findings. Quite a lot of progress for a month of work.
Right now, some of us work on new features needed for “Demo 2” (e.g. we only had one melee and one spell ability in “Demo 1”), some work on bringing what we already have to final quality, and some work on the AI. It’s clear that “Demo 2” will take us a bit longer than just September, but I hope we can keep the velocity achieved in August.
TLDR: The idea we had to break out of the development lull worked, we’re on the roll, 10/10, would break out again.
We know that from the environment and enemies the game looks like a purely swords and sorcery kind of fantasy but the guns give it away that it’s not quite the case.
It’s an alternate world so it’s hard to compare the date to our reality. We’d say if that it was our reality indeed, it’d be the end of the XIXth century. The reason we sometimes refer to the game as gaslamp fantasy (not to be confused with steampunk which the game is not).