Witchfire Design: Deep Dive into the Calamity
Heh, I probably should not be writing this post. You’re not here by accident, so most likely you know we are a small team who made Witchfire (now in Early Access). A small team means each day of work matters a lot. One of my jobs – apart from management, finances, business, marketing, outsourcing and […]
Witchfire GGU Diary 3: Iron Pineapple and the Opening Hours
How did the video affect our daily numbers? – asked one of The Astronauts. I didn’t know. I didn’t check because I assumed it didn’t. The video I’m talking about is the one from Iron Pineapple, a YouTuber known for his reviews of Soulslike games. The video features Witchfire. Actually, Witchfire is the biggest segment […]
Witchfire GGU Diary 2: Rambo, Time Stealers and Dark Fantasies
This isn’t the easiest blog post to write. No, nothing bad happened. It’s just that we had our Witchfire release party – hey, better late than never – last night. It started innocently enough… …but many bottles were opened that night and after the dinner we all went back to the studio and talked, accompanied […]
Witchfire GGU Diary 1: Level Art and the Sunken Cost Fallacy
You know what is the common biggest mistake of a successful game studio? They start making multiple projects. I did it back in 1995. We – I co-owned a studio called Metropolis – just released Teenagent, that made us a lot of money, relatively speaking, of course. So we started the work on: It was […]
In the episode zero of the diary about our first big update, I want share some light on why we stopped patching the current version, and what are the three pillars of the GGU (the codename for our first big update as described in the roadmap). Not a game exists that is bug-free. If we […]
Witchfire Development Roadmap - October 2023
Here it is, our (almost) spoiler-free, condensed vision for Witchfire. The things we will be working on until we reach 1.0. This vision is an amalgam of two different thoughts. One is ours, the designs we cook up and the worlds we want to bring to life. The other is yours, the players. We said […]
The Good, the Bad and the Incredible – Two Weeks of Witchfire
Here’s a candid report on the first week of Witchfire. What went right, what went wrong, and what blew our minds. The Good The reception is phenomenal to us. Most – not all, to be clear – players and professional reviewers seem to like the game. Witchfire enters early access with a bright future ahead […]
(sticky post) Witchfire Patch Notes
HOTFIX 0.4.6.56132 (2024.10.22) PATCH 0.4.5.56088 (2024.10.19) Highlights Gear Gameplay Sounds PATCH 0.4.4.55505 (2024.09.27) Highlights Also: PATCH 0.4.3.55481 (2024.09.25) Highlights Crash fixes: Also: PATCH 0.4.2.55456 (2024.09.23) Highlights Striga: Also: PATCH 0.4 .1.55385 (2024.09.23) PATCH 0.4 – The High Stakes Update First, the top level changes that arrived with the update are described here. Second, below are […]
“I won’t be able to squeeze that in” – said the programmer. “But it’s crucial it’s done. I cannot imagine the game without it.” – I replied. This went on for a while. I really wanted – no, needed! – a certain feature in the game. In my mind, it significantly enhanced the experience. Initially, […]