
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!
Genres
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
Just a great game. The guns feel so good to use. Combat is tense and the game challenges you to improve at it. The TL;DR is: soulslike FPS with fantastic progression, combat and gamefeel set in a Cthulu colonial-times dark fantasy setting. think Bloodborne as a shooter and you're like halfway there. The progression system is probably the best part of Witchfire, so I'll focus on that. In order to unlock more of the game, you must complete certain milestones/challenges then CHOOSE to increase a special stat, Gnosis. Gnosis represents your ability to understand and exploit the powers of witchcraft. Each level unlocks more combat mechanics, more equipment options, and more parts of various maps. When I say more equipment, I mean not only more guns and spells, but more options to form your build. You get access to more and more ways to empower and specialize your character that weren't available before (e.g. relics, which enable special abilities/combat conditions, or more rosary slots for various minor buffs.) Here is the key though: increasing Gnosis makes you more of a threat to the Witch, so she responds by improving her forces and defenses. AKA difficulty is increased! And not just with more HP, but with more traps, enemy types, challenges, etc. Again, you CHOOSE when to increase your Gnosis, and you can't reduce it. (You can't unsee what is now seen.) This is amazing because you control the difficulty scaling of the game. If you want to keep it easy, you could choose to grind up a bunch of levels at your current level of gnosis, giving you a strong advantage in combat. Or if you're eager for a challenge, you can increase your Gnosis ASAP, requiring you to punch above your weight and figure out how to leverage all your new kit options. Regardless, when you do choose to increase Gnosis, you are rewarded with more game! And this makes you want to improve, noy just for challenge, but because the game rewards you for it! The game is just about to reach it's 1.0 release this summer. Currently its 0.9 and its polished as all hell. The only things I feel its missing for me right now as a new player are a tighter story, and more music. Small nitpicks that I'm sure will be addressed in 1.0.
I mean, the game is really not for me; my perception is that it has souls-like DNA to it, and I do not really like those. On the first few difficulties, I did have a lot of fun. Some people say that playing the maps over and over again gets boring, but I disagree; when the game has a difficulty curve (and it also adds new stuff to the map with every [b]GNOSIS[/b]), it does feel good to master it. However, assuming that a normal person would up the [b]GNOSIS[/b] level the moment they can, like in any other video game with the perception of constant progression, the difficulty will get ridiculous very fast. After a while, I just accepted I won't be able to see all the stuff that can be unlocked with a higher GNOSIS, because I really do not want it to get even harder when I can barely get out without getting pummeled once, and if I die twice, I lose everything. When you upgrade the character, the character's power level does not pace well with the difficulty of the maps themselves. The map will cluster four areas together. When you start to shoot, you realize one of the areas is high-difficulty, and then it will start to spawn enemies around you. Then it will throw a second wave because one of the other areas is the highest-level difficulty. Then you kill those, and a horde of enemies that came out of the portal shows up. In the middle of it, one of the familiars (mini-bosses?) will appear and start shooting, and then while you are trying to manage it, you get swooped into another area, and then, and then... You end up fighting the whole map, which obviously means you will die before all the listed things happen, and there is not really a way to manage it at all. What ends up happening is you are constantly managing risk and extracting at the first chance, which means you just [i]grind[/i]. And the grind is the [b]worst[/b].
This game is a masochist simulator. You drop in, the game is fun, then by the 3rd map that is unlocked the game starts to get absurd. Enemies overwhelm you, they spawn in and immediately attack. Sometimes they dont even register on the minimap unti they already hit you. Also getting hit makes the run harder, shooting shields, shooting while the gun is empty, getting noticed by certain enemies, leveling up all make runs harder. You level up and gain barely any power boost but the game punishes you for it. I like challenging games, but sometimes you gotta tone it down. Hard games can be fun but this is miserable.
For early access I've had very few performance issues or bugs. Gun play is on point, most weapons feel viable and there is enough variation to keep it relatively fresh. I took my time to explore and complete all the content for each difficulty level and finished the end game after 35 hours. Having said that though, there is still more content and reason to keep playing. Overall, the game play loop is fun, its not overly difficult but just enough to be challenging and it looks great. Solid 9/10 with plenty of room to grow, if your on the fence, get it.
I like the style and gunplay but can't stand the delivery. replaying the same levels over and over isn't fun at all. it gets old really quickly.
Witchfire - прекрасный шутер! Я долго присматривался к Witchfire ещё со времён её первых трейлеров, и знаете, я ни разу не пожалел, что решил попробовать, хоть мой друг сказал что игра со времён egs уже сильно изменилась, ну что поделать, я рад какой Witchfire, есть сейчас. Это тот редкий случай, когда игра с первого захода цепляет и не отпускает. Да, она в раннем доступе, но контента уже столько, что хватает на десятки часов плотного геймплея. И главное - разработчики из The Astronauts (те самые ребята, что подарили нам культовую Painkiller и взрывную Bulletstorm) реально знают, что делают, чего смеяться. [h2] Геймплей - идеальный коктейль из всего лучшего [/h2] Я никогда не думал, что можно так органично смешать Painkiller, Elden Ring, Dark Souls, рогалик и экстракшн-шутер в одном флаконе. Но Witchfire это сделала, не ну рэально От Painkiller здесь та самая бешеная, отточенная до блеска стрельба, которая дарит ни с чем не сравнимое удовольствие. Каждый выстрел - это кайф. Каждая пушка уникальна, здесь нет "просто оружия", каждое которое ты берёшь, особенно легендарные пушки, ух, очень круто начинают показывать себя на третьем тире прокачки. От Dark Souls и Elden Ring тут помимо сложностей где каждая ошибка это минус твоё хп, а ещё и дебафчики со временем, айайайая, это конечно-же крутой, фентезийный вайб, почему-то именно он навивает мне серию игр от фромов. Исследование мира поощряется, а за спешку игра бьёт больно. А ещё система Гнозиса - это вообще кайф: ты сам решаешь, когда повышать сложность мира, открывая новые локации и врагов, так сказать "левелап всего и всех, как меня так и врагов". Ведь Ведьма не дремлет, а всегда бдит за тобой. Перки после зачистки вражеских отрядов случайны, и каждый раз приходится адаптироваться под новые условия. Это заставляет возвращаться снова и снова, не знаю, просто. Дубасить. Этих. Демонюк. Один сплошной кайф, мешая свои способности вместе с Арканумами и магией. А теперь про экстракшн. Честно говоря, я не особый фанат этого жанра. Меня всегда напрягала мысль, что можно потерять всё за один неудачный забег. Но в Witchfire это реализовано настолько грамотно и деликатно, что я влюбился. Игра частенько проверяет тебя, жадинка ты и трусишка? Или право имеешь профукать 150-200к+ своих "душ" :> [h2] Звуки - атмосфера [/h2] Отдельно хочу сказать про звуковое оформление. Это просто шедевр. Саундтрек написали Марчин Пшибылович (The Witcher 3, Cyberpunk 2077) и другие мастёры своего дела и это слышно с первых минут. Мрачные григорианские хоры, тяжёлые колокола, зловещий эмбиент всё это создаёт гнетущую, но невероятно притягательную атмосферу. А звуковой дизайн каждый выстрел звучит мощно и весомо, особенно с болтовых винтовок, БЭМ! Каждый шаг врага заставляет напрячься. Окружение живёт и дышит звуками, и ты буквально погружаешься в этот мрачный мир. Звуковая картина здесь настолько богатая, что играть с наушниками - отдельный кайф, рыгающие пауки, жуткая нежить, кости трущихся друг о друга скелетонов-мечников. [h2] Локации - мрачная красота и разнообразие [/h2] Что касается локаций! Тут раздолье для исследователя. Алый Берег с его кораблекрушениями и тёмным песком. Железный Замок - классическая готика. Ведьмина Гора - огромный лабиринт, который разработчики называют самым большим уровнем в игре И его ВЕЛИЧИЕ Велморн - город, поражённый тёмной магией, где бывшие жители превратились в чудовищ, ох боги старые и новые, как я кайфую от этой локации, готов расписывать её и расписывать, одна из самых любимых локаций! (А если ещё включить тему PainKiller - Town Fight, старички меня поймут :) Каждая локация - это не просто поле для боёв. Там полно секретов, головоломок, ловушек и тайников. В процессе развития старые локации преображаются, открывая новые опасные, но щедро вознаграждающие места, вочпем нравится всё это, я не особо фанат жанра, не шибко искушенный (я про лоуглайки) для меня, тут прям кладезь! [h2] Послесловие [/h2] Witchfire - это игра, которая сделана с душой и пониманием того, что нужно настоящему геймеру. Это вызов. Это лютый драйф от пальбы в тварын. Это интересная для меня реиграбельность! Если вам нравится хотя бы половина того, что я тут написал, ОБЯЗАТЕЛЬНО берите, я настоятельно и однозначно рекомендую! Ниапреданнишеий Ракун, Ваш зеркальный писарь.
Absolutely incredible! I can't wait for the 1.0 release to dive back into this world.
I really really really want to like you. There's lot to like. But getting hit throw walls, in a game where every instance of damage feels like you are going to have a stroke, its beyond furstrating. You can't have lethal events trigger throw walls (Bells). You can't have 1 shot enemies randomdly spawn around the player with no cover. You can't have a permanent increasing difficulty system at the same time in which upgrading weapons requires you to use them in their pretty sad basic state. Having enemies to disable your evades, spells, even eyesight with no counterplay other than "lol dodge" in a game in which enemies can randomly spawn all around you is not diffilty scaling, it's giving the player the middle finger. You effectively took away all the tools they have to defend themselves and make decisions. Positioning? random enemies? Dodge? Stamina cut! Use a spell? silenced? The dodge > pop orbs to stun mechanic its only reliable with high fire rate weapons. Some minor framerate hiccups, nothing serious but noticiable. Again, there's lots to like in this game, but there some enemy design, progression and damage scaling that just clash too much with each other. What if instead randomly spawning enemies and just giving a screenshake as warning, you instead show the rifts from enemies are about to spawn and you have X seconds to find cover? What If damage sponge enemies have meaning weakpoints that disable them or make them easier to kill (Even with headshots they just eat bullets) I'm looking forward to seeing how the 1.0 shapes up to be. But at current state It's too much of a frustration simulator. And this comes from a guy who loves and has patience for the stability mess that Helldivers 2 is.
Один из лучших шутеров на рынке прямо сейчас. Который не идёт по протоптанной трапе, а предлагает тебе что-то новое и завлекает своими интересными механиками. Взять тот же гнозис или бедствия. Игра прекрасно совмещает экстракшен, рогалик, соулс-лайк и приправляет всё это такой хорошей щепоточкой той самой Bungie. ОДНОЗНАЧНО РЕКОМЕНДУЮ К ПОКУПКЕ ВСЕМ!!!
Witchfire is outrageously good. It is essential that you buy it and make sure it's successful enough that they do more. I could waste 25,000 words bleating on about every single aspect of it and it would all be secondary to the gun that plays an extremely loud bell sound when you land a perfect shot and then goes up an octave when you land another. All of the things you care about - levels, mechanical depth, replayability, performance, narrative - are incredible and hugely compelling, but they are not why I turn it back on. I turn it back on to make the licentious bell go bwonggggg.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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