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 Piotrek Modzelewski Posted in Team, Witchfire on 2025/02/13
Let me begin by confirming what you already know—or at least suspect: this post is a bit different from the previous ones. Not only because it’s not strictly about Witchfire, but also because it’s written by someone other than Adrian—it’s written by me, Piotr (/Pete), your community manager. It was high time to say “Hi,” so here I am to do just that.
Hi.
And as much as I’d love to declare that I have achieved comedy and call it a day, I can’t shake the image of Kelly from The Office shaking her head in disapproval. The objection is valid, so, let’s get down to business.
My name is Piotr Modzelewski, and I’ve been working in gamedev for the past eight years in various roles, primarily handling community affairs for both large projects—developed by teams of over a hundred people—and smaller indie games made by just a handful.
I have also dipped my fingers into writing, PR, marketing, voice-over work, and even mustered the courage to wrestle with Unity every once in a while. After these adventures in teams big and small, I find myself being one of The Astronauts, and as I take a look around, I have to say: a team of 24 sounds damn fine to me. Not just because it’s the same number as the astronauts who went on moon missions (though I love that), but because it means you actually get the chance to speak with the people you work with and know them beyond just their avatars in the company chat. You know, 24 just seems like a value in the sweet spot range (a goldilocks zone, if you will)—there are enough people to get a proper job done, but not so many that you end up confusing one with another.
As for my history with the medium, I’ve been playing video games for as long as I can remember. There are several franchises I’ve been (and still am) obsessed with, and while I could talk for hours about Mass Effect or Gran Turismo (please don’t get me started on them), the brightest star in my Witchfire-esque stellar neighbourhood is undoubtedly Destiny. Don’t get me wrong—many shooters have made me gasp (Resistance, Killzone, Project Snowblind, Halo, just to name a few)—but Destiny was something else on so many levels, which resulted in thousands of hours spent scouring the solar system, shooting, looting, jumping, and… well, shooting some more. Times change, and so do games—at some point, the shine wore off, and I was left with a bit of a gnawing hunger, an itch for a shooter that I couldn’t scratch. Coming across Witchfire, with its equally fantastic gunplay, sprinkled with a rich topping of magic and elemental combos, felt like striking gold.
I am—pardon the pun—bewitched by this game. That’s not to say I find it perfect—by no means—but there’s something amazing taking shape here. Working on something you’re passionate about always gives you that extra bit of drive, so I see this whole situation as an absolute win. Even if it means I’ve been spending hours on end playing the game, I don’t think that will do any harm. In fact, I believe that knowing Witchfire inside and out is essential to doing this job well, as it allows me to better understand your feedback and relay it to the team with genuine insight.
And let’s not beat around the bush—it’s very important. Yes, there is a clear vision for the game, but your input can have a humongous impact, and at the same time, it’s great to see how many of you are enjoying what has been crafted so far. Our Discord is home to nearly fourteen thousand Preyers, and we just celebrated breaking the ten-thousand-member mark on our subreddit. There are a lot of you (as we mentioned on our X/Twitter last week), and that means a lot of potential feedback—we love all the buzz you’re generating about the game.
We’re observing your discussions on the Witchfire Discord, listening to your suggestions, and constantly being amazed by your ideas. It goes without saying that the feedback and bug-reporting channels on Discord, Steam, and Reddit aren’t just for decoration—we frequent them and read your thoughts. You’re helping us. The upcoming (promise) Witch Mountain Update will not only introduce a new, feverishly anticipated chapter in the game but also contain numerous bug fixes that wouldn’t have happened without you. The exact numbers are still unknown, but it’s already nearing triple digits, so by reporting back to us, you’re actively making the game better. I’d say that’s a win for everybody.
Speaking of Witch Mountain—we’ve seen the enthusiasm sparked by the recent PC Gamer article, and we absolutely love it. We understand that the plot is becoming quite thicc (just like our team, according to one member of our Discord), and the information regarding the new level has been somewhat confusing—to the point where some of you were asking whether the article was accurate.
Allow me to clarify, then: the source of that information is none other than Adrian himself, so it would be difficult to find anyone who knows more on the subject. Yes, The Labyrinth is coming, and it’s going to be absolutely huge—it’s by far the biggest level in the game (as mentioned in the previous post), though that wasn’t exactly intentional. We’re well aware that making bigger levels isn’t always the best approach—as has been proven on numerous occasions by quite a few games. So, we’re learning from the mistakes of others, but at the same time we’re on a journey of discovery—we can clearly see the destination, we’re just taking the time to make sure that the path is fun before we will let you scale the Witch Mountain.
And, seriously, don’t worry—we won’t make you wait much longer.
Those of you who’re here on regular basis know that posts usually end with Question of the Week, but it won’t be the case this time. Welcome to The Hermitorium Archives, a novum that will bring you a selection of what’s been hot in the community in the recent days and weeks.
One of the greatest marks of community and the love it has for a game is how creative they can get in distorting something that has been designed to be a challenge. And, boy, have you delivered.
The Galley Slave duel was supposed to be a fight for your life, a struggle with an opponent who is, let me remind you:
He jumps out of a floating, ghostly galleon to spread destruction and strike fear into the hearts of those unwise enough to face him. Obviously, we knew that the shock and awe would fade over time, the more encounters you had with him, but it took you almost no time to make him—pardon my French—your bitch.
You turned a boss battle into a competition to see who could beat him not only the fastest but also with the least effort. Don’t get me wrong, it shows the mastery some of you have achieved over the mechanics and how crafty you can get in exploiting them. We’re gamers ourselves—we’ve spent our fair share of time hunting for exploits we could use against bosses in other games—but seeing you break out your ingenuity to dismantle something we created is both rewarding as hell and incredibly entertaining to watch. And just to illustrate what I’m talking about:
Had he been a real entity, the therapy bills alone would be enough to bring the entirety of the G20 to its knees.
Speaking of exploits—a while ago, it was rediscovered that the game allows for quickscoping, and while we’re not fans of players abusing mechanics to the point where they become boring, we have to admit… this one is unlikely to go away. Witchfire is not an online shooter where quickscoping would lead to rage quits, and let’s be honest—there are some hairy situations where you need every edge you can get. Perhaps I’m also looking fondly at this lack of a fix because Hailstorm is one of my weapons of choice. There is something disturbingly succulent about making sure yet another opponent’s neck is free of the burden of their head.
Weapons are always a hot topic in the community, and few seem to get you more excited than the fanning revolver. Yes, the same one that was already mentioned and displayed in the previous post—please contain yourselves. I’m here to clarify something that’s been brought up several times, including once again after the PC Gamer article dropped:
One of these — one-handed revolver operation vs dual-wielding — is off the table. Mostly due to the low “work required” to “impact and fun factor” ratio. One is not. For now, I cannot say which is which.
Oh, and it appears that some of you simply didn’t get the memo that that the grind is meant to be somewhat challenging…
541 is the maximum. You cannot go beyond this level, there is nothing more to do as of today – I wouldn’t dare to ask “what now?”, because Panther (a member of our discord, who achieved the level cap in December) would probably just come up with a way of achieving this level again, this time while playing blindfolded, or something. You lot are amazing.
But no matter how amazing you get, the answer to this:
… Will still be a resounding “no”. We have explained the reason why many times before and in detail but the TLDR is still that Witchfire is designed to be the best possible Single Player experience and laser-focused to deliver exactly that.
Oh, and before I go—we know that Witchfire has sparked creativity in many of you, and we absolutely love seeing what you come up with. So don’t hesitate to tag us in your Witchfire-related creations or share them on our Discord server. Whether it’s artwork, a fresh UI concept (yes, we’ve seen those before), a custom logo, or even just a perfectly crafted meme, we’re always happy to see the game through your eyes. And, let’s be honest—memes hold a special place in our hearts. We even have a channel dedicated solely to them.
And if you need to get in touch with me, your friendly neighborhood gestionnaire de communauté, feel free to reach out via our Twitter/X, Facebook, or our Discord, where you can find me @Spajk. Affectionately rechristened Spatch.
Apparently.
This has been the first transmission—I will see you around.
Cheers!
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