
Witchfire is a first-person dark fantasy RPG shooter in which you play as a wicked sinner turned witch hunter on his final mission to reach salvation.
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About
Witchfire is a single-player RPG shooter from the creative minds behind Painkiller and Bulletstorm. Embark on perilous expeditions, vanquishing foes to enhance your powers and arsenal. Scavenge valuable resources and retreat to your sanctuary, or push your luck by confronting Familiars— the powerful guardians of the witch.

Skill and knowledge are essential for success against the Witch of the Black Sea and her witchfire-fueled army. If you die, return to the battlefield for a one-time chance to reclaim what you lost, or attack again with a new plan.

Explore vast, immersive biomes and choose your battleground to confront the witch's forces. Each completed encounter strengthens you and your arsenal through the roguelite system called Arcana. There are countless ways to build your preyer and dominate the witch.

Only the most wicked sinners are transformed into preyers, undead assassins sustained by witchfire flowing through their veins. In the base of operations known as the Hermitory, you can choose from a wide selection of distinctive weapons, spells, and artifacts to build your own preyer.

On each expedition, you can extract your looted items or, if you feel confident, confront the witch’s Familiar to unlock new areas and powerful items and upgrades.

Piece together a story from the past to save the future. Investigate ships crashing on the verge of the witch’s land and locate the artifact that can tip the scales in the ongoing war between the Church and the witches.

During the Early Access period, Witchfire will undergo changes, including new areas, enemies, weapons, and tools of destruction. Help us shape the game to reach its full potential!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +3 more
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 628 reviews with recorded playtime.
Reviews
Themes across 626 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Short review: This game ♥♥♥♥♥. The fact that this is made by an indie studio is mindblowing. Buy this game. Long review: I'd heard about this game now and then for a while, but didn't really have a firm grasp on what it actually was until I played it myself. Essentially, it has: - Soulslike mechanics: Enemies drop souls (called "Witchfire" ingame) that are used to level, if you die you drop yours and have to get them back. Your character has a slew of levellable stats that affect an excel spreadsheet of attributes. You'll recognize what I mean right away, it's hard to explain. - Extraction Shooter gameplay loop: HEAR ME OUT HERE, you depart for locations from your hub area, explore, fight enemies, gather currency and items, then try to extract via portal before dying so you don't lose everything. This is NOT Tarkov or Arc Raiders, you aren't stuffing things into a backpack, when I say "gather items" I mean you shoot dudes with a gun and the stuff they drop gets slurped up into your bottomless inventory. Trust me, when I say "Extraction Shooter", I mean that in the sense that you shoot things and then extract. And it's great. - Helldivers-esque map randomization: When you travel to a map to do some shooting & looting, the actual POI's of the map are randomized, although the map itself is physically static. It's simple, but keeps things fresh. This is your reminder that Helldivers is also technically an extraction shooter, in case you're still feeling wary from my last point. - Destiny weapon design: You're basically carrying around 3 Exotic weapons at any given time. All of the guns in this game have a specific thing special effect or mechanic to work with. Remember Ace of Spades from Destiny? The handcannon that supercharges your bullets on reload after hitting headshots? That's literally your starting gun. The guns in this game are so ♥♥♥♥♥♥♥ cool, man. They look cool, they sound cool, and most importantly - DESTINY GUNPLAY (holy ♥♥♥♥ how): I'm actually amazed by this one. Bungie's had its up and downs over the years, but their gunplay has always, and I mean always, been the best in the business. I have no idea what unearthly ritual these developers performed in order to pull it off, but this gunplay feels GOOD. You just need to play it to feel it, you'll see what I mean right away. This game has tons of influences just dripping off of it, in the best way. In theory, if you take all of these inspirations and mechanics and mash them together, you should get a disgusting mess. But somehow, this isn't a disgusting mess. I have no idea how. It's clear that the developers for this game have played tons of games themselves, and really wanted to make something that combined the best of the games they've enjoyed over the years. I respect the ♥♥♥♥ out of that. That's so insanely based. Closing notes: During one of my runs, I got a build together that made all my attacks vs burning enemies into crits, and all my crits returned bullets to my magazine, and I managed to take down a boss by setting him on fire and magdumping my more or less bottomless magazine like my life depended on it. At that moment, as I saw a torrent of bright damage numbers pour out of the boss and his HP bar plummeted, I was suddenly back in high school, emptying my Power Weapon into the raid boss's head during the damage phase of a Destiny raid. It's very rare that a shooter peaks in the way this can peak. Again, this game ♥♥♥♥♥. The fact that this is an indie studio is mindblowing. Buy this game.
If I understood the game progression sooner, I probably would've refunded this game. In short, you start the game on beginner difficulty and are not able to progress in certain areas until you permanently increase the difficulty (referring to gnosis). Certain weapons, challenges, and areas are all tied to difficulty progression that is non-reversible. What I dislike about this system is how it feels like they only allow you one way to play their game. I could look past acquisition of content tied to difficulty but I don’t want to be stuck in that harder mode with no reverse available. I've respect for anyone who enjoys challenging gameplay but I don't think everyone wants it in one flavor alone. Having options for those who'd like a less chaotic playthroughs in the long run that doesn’t involve being locked out of half the game would go a long way. I don’t want my file permanently in hardcore mode just because I wanted a certain weapon or visit a locked area.
This is one of the best Early Access games on this entire platform. The style is oozing, the shooting is sublime, the progression is divine and the arsenal is as diverse as a parade in June. Did I mention the style? The style is godly (pun intended). You are doing yourself a disservice if you're not playing this game.
Witchfire is something special. It’s a mix of roguelike elements blended with a solo-extraction shooter. I can’t say I’ve ever played anything like it. It isn’t without its flaws: there is some grind involved in the Gnosis system, workshop research can take multiple runs to complete, and weapons can be a chore to upgrade via mysteriums. But something about this game scratches an itch I didn’t know I had and I find myself jumping back in often to make more progress. Each map appears deceptively small on the surface but typically contain multiple dungeons, secrets, and additional areas that require a higher Gnosis levels requiring multiple play throughs to see and unlock everything. The highlight of the game for me has to be the combat system. Mixing spell casting with impactful weapons that are fun to use of which there is a healthy variety ensures that most play styles are viable. I’m a cricket/psychopomp main and nothing quite beats the rush of ripping through waves of enemies, dash-reloading all the while flinging frost and summoning minions to deal with adds. There is a stamina system ala souls-likes but depending on your build this quickly becomes a non-issue. It is far from an easy game: you will get killed, lose all your ♥♥♥♥, and have to go back and get it all while trying to make sure you don’t die again. Bosses will absolutely challenge you and certain dungeons require a ridiculous degree of skill, such as the tower on the first map: on the surface it just looks like a giant tower looming over the entire island, but once you get inside there is an entire dungeon of its own that will challenge even the most skilled players. Enemy variety is varied and fun. Nothing ever feels unfair imo and typically death is something to be learned from: could you have dodged sooner? What’s the ideal load out for the enemies I face? Are my spells appropriate for the weapons I’m bringing in? All questions that must be answered when taking a crack at this games maps. Elite enemies add a nice challenge as well, and the world corruption system adds an additional challenge worth undertaking. The Astronauts are excellent devs and you can tell they take pride in releasing a polished experience. Updates do take a while to come out but most of them are top-tier quality and what’s here is equal to if not more than most 1.0 releases. I cannot recommend this game enough. Can’t say there is anything quite like it. If you are a fan of extraction shooters, punchy weapons and pulling off crazy ♥♥♥♥ in the face of overwhelming odds, you can’t do much better than Witchfire. Excited for 1.0 and beyond.
I like the gritty art, spells and gunfire is pretty fun! There's a lot of potential here but I'm just not interested in getting 2-shot by the first boss again. I'm not super interested is spending another hour stuck in the same little map sweeping up trash-mobs. This game started out fun and quickly turned into a chore. In Doom you get to be a brawler and enjoy the ebb and flow of health, armor and ammo. In this game every single point of damage is a brutal hit. I got to the 3rd area and you have to win 7 fights in a row while circling a big island (the map doesn't change each time but the baddies move around a little)... 45 minutes later after circling the island and killing every single baddie you get 1 shot at killing a massive boss. It will 2-shot you from practically anywhere, sometimes even while behind cover like a cart, or maybe on the far side of a stone cliff wall... for example... ask me how I know... There is a TON of locked content that I can't access until I beat this boss but.... eh... I just don't want to clean up trash mobs for another 45 minutes to lose a 35 second brutal boss fight again. There is NO OTHER PATH to unlock new abilities or guns until I beat this guy. I'm sure there's fun on the far side of this time sink but it's hard to learn a boss's moves when you only fight him for about 40 seconds of every hour that I stay stuck here in a place of no progression... I'm out. I do hope they keep cooking. Maybe I'll come back and check it out in a few months.
I really like this game but it hasn't worked for me for a month or two. There's been a known issue regarding nvidia drivers for a wile now and its hasn't been addressed by the devs. usually early access would excuse this but its just been too long at this point. Iv tried a lot of things to try to get it to work edit: I got it to run on my laptop on the lowest settings for a bit until parts of the map just started flat out stopped loading in
Headline: I finished the story, now I’m just here for the chaos. After 32 hours and a full completion of the story, I can confidently say Witchfire is one of the most polished extraction-lite experiences currently on the market. It doesn't just play well; it feels right. Mechanics: Tight, visceral, and incredibly satisfying. Every shot feels impactful, and the combat loop is a masterclass in "just one more run" design. The Devs: This is where the game truly shines. It is rare to find a studio that listens to community feedback this effectively. The frequent patching isn't just maintenance; it’s active evolution. The Content: The Revelations update—specifically Corruption 2.0—is a complete game-changer. It added the depth and complexity the world was craving. Replayability: Extremely high. Even after finishing the main campaign, the procedural elements and build variety keep the loop fresh. If you like high-stakes combat, polished mechanics, and developers who actually care about their players, buy this game. Pros: Everything feels premium; Devs are legends; Revelations is peak gameplay. Cons: It is possible to lose all your progress and want to scream after 1.0 (but in a fun way).
Офигенная игра. Наглядный пример, когда маленькая студия выпускает неказистую игрушку, которая внезапно разрывает топ. Графика старовата, но и я не молод - мне вообще по кайфу, гораздо лучше натужного глянца. Отсутствует нормальное обучение - не беда, есть интернет и пытливый ум, воспитанный РПГ старой школы. Но, есть две большие проблемы, имхо. Очень мало карт. Логично, что при такой популярности появятся ДЛС с новыми картами, и я их куплю без тени сомнения. Но ведь уже давно технологии позволяют генерировать карты по шаблону. Берите те же карты, но при каждом новом прохождении не сундуки местами меняйте, а ландшафт. Вторая проблема связана с первой. Сложность растёт даже не в геометрической, а экспоненциальной прогрессии. 1 карта изи катка. 2 карта норм катка. 3 карта жесть катка. Вроде всё логично. Но при развитии сюжета и увеличения "гнозиса" внезапно на этих картах наступает натуральный апокалипсис. Взрывается всё, со всех сторон стреляют, кругом жопа. Прям буллет-хелл. Да, найдётся полтора задрота, которые скажут, что я просто не скилловый. Но платёжеспособная часть населения как раз не задроты, а такие нескилловые ребята как я. Возьмём к примеру Элден Ринг - 800к+ очень положительных отзывов, хотя игра сложная. ДЛС к Элден Ринг - 80к+ смешанных, потому что просто неиграбельно из-за сложности. Здесь полтора задрота будут кричать, что всё изи. Но статистика показывает, что до 25 уровня дошло только 30 % игроков, хотя получить 25 уровень это 3 часа игры. До 50 уровня - 14 %, хотя 50 уровень это далеко не предел. Проблема в том, что ты не пройдёшь 4 карту, пока не откатаешь 30 раз третью карту, а равно не пройдёшь 5 карту, пока не откатаешь 4 карту. С учётом того, что они тупо одинаковые - это просто приедается. Я хочу играть, а не фармить. Мне не в кайф 30 раз проходить Алый берег, чтоб потом выхватить в рыло от второго фамилиара в Вельморне. И это мы не берём в расчёт механику бедствий, от которой жопа просто рвётся. В сухом остатке - игра кайф, я часов 50 в ней ещё точно набью. Но есть проблемы, которые надо решать. Снижать сложность, включать рандомную генерацию локаций, ребалансить события. Ставлю дизлайк не потому, что игра плохая, а чтоб привлечь внимание. В остальном - полный кайф
This game is great until the difficulty ramps up. The game uses every cheap tactic in the book to make it hard. Instead of intelligent design they just make it unplayable. enemies spawn in right behind you constantly. Enemies are damage sponges. a ton of enemies have the ability to instantly teleport or jump right into your face. while others fire very effective sniper shots at you. They will keep spawning over and over all around you. When things get crazy there is so much visual noise on screen that half the time you cant even see what you are doing. You have to keep moving except every thing you do requires stamina and even getting hit drains it. So you never have the stamina to actually keep moving. Enemies almost never drop health or ammo so a lot of the time rng will just screw you and there is nothing you can do about it. You will get overwhelmed and die to bs. I love games that are very challenging. But i want them to be challenging in a way that is fair and fun. This is not fun. Its just frustrating. This problem is getting worse as they keep making new enemies but at the same time dont power the player up to deal with them. If you want the game to be a hectic mess on high difficulty and spawn enemies behind you while being sniped, mortar bombed and charged then i need more stamina and damage to engage with the enemies. Hopefully they address this so that i can call this one of my favorite games again.
Супер рогалик дум+диабло
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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