menu Menu
77 articles filed in
Witchfire
Previous page Previous page Next page Next page

Destiny's Influence on Witchfire

What elements of Witchfire are inspired by Destiny?

Many times when I am asked a design question by a programmer, my reply is: “See how Destiny does it.” This reached the point when this appeared on our team chat… People following the game have also noticed a lot of Destiny in Witchfire. Luckily, no one seems to have an issue with it… Comment […]

Continue reading


Witchfire at Pixel Heaven 2019

Showing the gameplay at Warsaw's own retro/indie games festival

Last week we showed two minutes of Witchfire gameplay at Pixel Heaven 2019. We don’t have any plans to have a presence at any shows this year but we’ve made an exception for Pixel Heaven. Sure, it’s convenient, taking place here in Warsaw, but the real reason is that it’s truly a special thing. It’s […]

Continue reading


Redesigning Weapons

From WW1 to dark fantasy

Missed the last entry due to national holidays but we’re back with another dear diary. A great thing happened that last week, though. Making Witchfire is super hard. It’s a project, uhm, quite big for a team this small. Painkiller was done, on average, by sixteen people: we started with eleven, but ended up with […]

Continue reading


Snapshot: April 2019

Here’s what on our screens today: As always, my screen is email and playtests, but here’s something I needed to look at today: the concept art for the musketeer. The reason I had to check it out was to… …compare it to the in-game model. Any character in any video game has three forms: the […]

Continue reading


Is Witchfire the Next Painkiller?

No. Saved you a click.

Some people who work on Witchfire were the creative force behind Painkiller. I guess this is one of the reasons we’re seeing this a lot of hope – be it in YouTube or Reddit comments – that our new project is basically Painkiller 2. So to make matters clear, let me use this week’s entry […]

Continue reading


It'll be Done when It's Done

...but also, a short WIP video!

I was to give one, just one advice to an indie developer, it’d be: Never commit to a date. I’ve made the mistake of committing to a date many times. “Anyone can err, but only the fool persists in his fault”, said Cicero. Facing the facts, I am, apparently, not the smartest man on the […]

Continue reading


The Secrets of FoV

A word or two on something that should make a few PC players happy...

From the folks at AMD, recently we got a wonderful gift – a brand new ultrawide LG monitor – that turned out to be both a blessing and a curse. The blessing part is easy. Witchfire looks fantastic in 21:9. The curse part is obviously a joke but the gift did result in an extra […]

Continue reading


Art Direction Note + Wallpapers

Herman Saftleven inspired our first game. Who inspires the second one? Also, pretty pictures!

What keeps us so busy in the art department? It’s maintaining a cohesive visual language while so many other development aspects are screaming for our attention. Of course if you say that gameplay is king …you are totally right. All good level designs cater to the core mechanics. Visual guidance, covers and navigation spaces create […]

Continue reading


Making a Gun Come to Life

Showcasing what it takes for the simple act of firing a gun feel good.

This week’s post is inspired by this fantastic tweet: We chose to show what it takes to make the simple act of firing a gun feel good. It’s more modest than the above tweet that shows what is basically a full combat encounter, but we hope it’s still interesting for people who want to know […]

Continue reading



Previous page Next page

keyboard_arrow_up