While the full game doesn’t have a release date, an Early Access window for the PC has been announced for Q4 2022.Those who are interested in first person shooters will likely have been keeping tabs on Witchfire ever since it was announced by indie devs The Astronauts back in 2017. Needless to say, I’m still looking forward to it, and that Early Access announcement has me excited. Witchfire was also one of the titles I was looking forward to in 2018. Witchfire, as described by The Astronauts, is a dark fantasy shooter, with lots of lore and world-building. Witchfire was announced during The Game Awards 2017, by the developers of The Vanishing of Ethan Carter, Painkiller, and Bulletstorm. Especially since most of what I said has been paraphrased, and honestly, the entire read is eye-opening stuff. Then I recommend giving the dev update a read. There’s a lot more in this dev update and if you’ve been waiting for Witchfire to magically appear or something. Gameplay is a mixture of an arena and traversal-ey’ shooter (think Gears of War or DOOM).There will be a lot of weapons, but they aren’t saying how many as of yet. Devs are not sure if Witchfire will be speedrun friendly.Expect lots of secrets in the game’s world.There will be an option to have the crosshair centered.Those abilities can also be combined (think Magicak). The game will feature an element system, allowing players to use elemental abilities.Ultrawide monitor support (21:9) support is in, as some of the devs are using them for development.But will only add those if it benefits the game. They are exploring the possibility of incorporating Nvidia’s, AMD’s, and Intel’s visual technologies.The game is being developed in Unreal Engine 4, with no plans to move to Unreal Engine 5.No RNG when it comes to weapons, meaning no randomized perks.The inventory system will be unlimited for storing stuff, but your character will be limited in what can be equipped at any given time.That’s the only place that you can ever call safe. Witchfire’s world will include a hideout – a safe space for the player’s character.Witchfire won’t have co-op, as the game has been planned as a single-player experience.While Witchfire is 1st person game with fast movement. Comparisons to the Soulsborne games were made, and those games are 3rd persona perspective games with relatively slow movement. They are toying with the possibility of having checkpoints in the game.No, Witchfire won’t have any NFT nonsense.Here are the cliff notes of those replies. Not a vast team with infinite resources, so development is going to take a while.įinally, they made it known they have been listening to their fans and wanted to hold a Q&A to end this massive update. That we need to remember that this is a small team of nine. Of course, they had to sneak in a reminder that while they’re slaving away on Witchfire. Well, they’ve seen a thing or two and have decided that perhaps announcing it before they’re ready to do so wouldn’t be a good idea. Positive things have been happening, such as the team working alongside another team, which has helped them redesign a few characters that will be featured in Witchfire.Īs for when we’ll get an actual release date for Witchfire. The Astronauts have assured that development is still ongoing despite the lack of updates, which might continue to be a thing. Of course, it’s not required but it does show they do give a damn about us and our interest in their game. Something of which I wish more developers would do. So they’re being as transparent as possible. Which is something they didn’t want to be the case. Still, they felt that perhaps they were taking us, their fans for granted. The world-building alone can take years, and we still don’t know the scope of Witchfire, but this at least tells us what’s going on. It doesn’t help development that Witchfire is going to be a massive game, full of lore and world-building. Mainly because they enjoy the elements of those games and they want to incorporate what makes some so damned good. The Astronauts have been studying some of the more recent rogue-lite games such as Hades, Dead Cells, Risk of Rain, and others. As for what’s taking the game’s development so long, it’s a marathon and not a sprint.
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