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 Uncategorized on 2024/10/03
I think there are a few interesting things to say about Witchfire’s difficulty, but let’s get this out of the way first:
Yes, we are sure. There is one very tiny exception to this, which is that the Drowned Captain mini-boss (a Faithful) appears after reaching level 10 instead of reaching a certain Gnosis level, but this will be changed in the next patch. Other than this, only Gnosis affects difficulty.
Because each time you level up, the witch reorganizes her defenses. It basically means that we re-roll each map. So the new layout (enemy placement, trap placement, the Warden route, etc.) might be a bigger challenge, even if simply by the fact that it’s new and you need to adapt to it.
Also, the presence of some enemies or traps is not guaranteed. So you might have played without ever seeing enemy X or trap Y, but the level-up re-roll finally put them on the map.
It is impossible to finish the game without increasing Gnosis. For example, some areas are locked by the witch with a spell so advanced that it requires you to have a deeper knowledge of all things occult and esoteric. Meaning: higher Gnosis level.
Another example: each level-up costs more and more, and you might want to increase Gnosis because with each increase you get more witchfire off enemies.
So yeah, sooner or later, you will have to increase Gnosis. But — it’s 100% up to you when you want to do it. There are players who do it as soon as possible, and there are players who spend dozens of hours leveling up before they increase Gnosis. So you have to do it, but it is 100% your choice when.
Now that we’ve cleared up those misconceptions, let’s talk more about how difficulty works in Witchfire.
Here’s a fun fact about the game: the HP of our enemies is static and unrelated to the player level.
The vast majority of RPGs, action or not, increase the HP of enemies with the player level. This is why some Skyrim players first visit all the caves to trigger setting their difficulty level at their current level, and only then level up.
From Soft games do it too, in a way. A late-game skeleton looking slightly different than the early-game skeleton will have way more HP. Because the game knows you have made significant progress and compensates for your ever-growing powers with the ever-growing HP of enemies.
Witchfire’s enemies have the exact same HP — each their own, of course — throughout the entire game.
And yet, the player grows in power through leveling up. Your health increases, you have more stamina, and you can cast spells more often…
So… the game should get easier with each level up, right? Enemy HP stays the same, the player grows in power; it’s simple math.
The thing is, HP is just one of many factors that can increase the difficulty. Here are a few more:
We have even more tools at our disposal, but this shows how we achieve the increase in difficulty without scaling the enemy HP to the player level.
New and more challenging enemies appear, sometimes in larger groups; old enemies get enhanced, and resources stay limited. This is what you are fighting against, but you have your own tricks. You grow your powers, find or research and enhance your gear, gain allies, and use [redacted] to affect your combat style.
In the end, Witchfire’s difficulty system creates a dynamic tug of war between you and the witch. As you grow stronger, so do the challenges you face, creating a constantly evolving and (hopefully) engaging gameplay experience.
We have addressed co-op in the FAQ (TLDR: it will most likely not happen), but I want to address the claim that “Most people just aren’t interested in PvE games”.
First, this statement is verifiably false. Take Hades, for example: a critically acclaimed, story-based roguelite. Single-player only, yet it has sold over seven million copies on Steam alone, not counting EGS and console sales. I could provide hundreds more examples of successful single-player games, so let’s put this argument to rest, please.
Second, there are already numerous excellent co-op shooters available: Destiny 2, Deep Rock Galactic, Darktide/Vermintide, Warhammer 40,000: Space Marine 2, and more. However, there’s a scarcity of single-player dark fantasy RPG shooters like Witchfire.
So we’d rather double down on being the best Single Player game we can be than to dilute our resources and designs to add co-op. We believe that by staying true to our vision, we can create something special that will resonate with players seeking a deep, personal gaming experience.
Deus vult.