
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.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 22.11/day in the week to Aug 4 → 46.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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!
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 17.9Kreviews | 91% | — | $16.3M |
| $39.99 | — | 94% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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
Reviews
Themes across 1907 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is genuinely amazing. It's like if the most satisfying aspects of Destiny's combat were paired with the art direction of bloodborne. Speaking of the art in this game, it's just SOOOOOOO GOOOOOOOOOOOODDD. The only reason I haven't put more time into this game is because I'm waiting for the lore/story update to come out - however once it does I bet I'll be spending 100+ hours on this game.
做个联机呗,按这个游戏的底子搞联机不卖爆啊
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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
Hours played at review time, across 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I honestly don't review games that often but this one has stood out to me. For an early access game, it has a level of polish you don't see very often. The gunplay felt great and the atmosphere is something that scratches an itch I haven't felt in a while. The systems feel tight and well designed if not a little restrained. I'd like to see how wild and creative they can get in the future.
Expertly crafted mix of Destiny's gunplay, Soulslike difficulty and extraction elements. The world is pretty, the newly added story is intriguing, the vibes are *perfect*, the gameplay is extremely fun and challenging in just the right way. I continously forget this game is technically in early access and The Astronauts are still cooking the release update. It's a highly polished experience and has mostly just added and improved content since I first started playing during 0.6. On top of all of it, runs great and has nice accessibility options if ya need em.
I'm absolutely OBSESSED with this game!! I could go on and on about everything I love about it! A solid 9/10 game! These improvements would bring this game to a 10/10: - If the Inventory was introduced to me in the tutorial, I don't remember it because it took an embarrassingly long time for me to realize that I had one. Also, I don't think the Calamity system was thoroughly explained to me either because I didn't know how it worked until I looked it up. - Give the player a brief tutorial of how the Vestal Flame works. - At the Hideout, add a Gear Chest to the Training Room. This'll allow the player to test weapons without requiring them to run across the map and back again just to switch them. - The Armory should be organized by weapon type. - Players should have Unlimited Stamina at the Hideout. - The description for the spell "Firebreath" states that it recharges Melee. If I'm not mistaken, this is a Mysterium power that is only unlocked once you've upgraded the spell. This can create confusion and frustration for a player who equips it expecting to use their Melee more often. - The "Pendulum" and "Conductor" Arcanum should have their description rephrased to be clearer. - The "Accelerant" and "Pyrolysis" Arcanum have the same description, but Pyrolysis adds a downside. This implies that Pyrolysis is simply a weaker version of Accelerant, and it probably is. If some Arcanum are stronger than others, there should be rarities attached to them like Uncommon, Rare, Epic, and Legendary. If not, then all Arcanum should be roughly the same strength. - The "Elemental Fire Rate" Arcanum only grants increased Fire Rate for non-automatic weapons, which feels like an unnecessary caveat that doesn't need to exist, in my opinion. - Currently, Spell Arcana have a chance of being an element that the player doesn't even have equipped in their arsenal, essentially giving the player the option to upgrade nothing. This creates unnecessary frustration. Luckily this can be solved in a myriad of ways and I'm sure this development team is talented enough to alleviate it appropriately. - Enemy blips on Mini-Map should display as up/down arrows to indicate whether enemies are above/below the player. - I understand the decision to hide Items' next Mysterium power so that the reward is a surprise, but I don't think this serves the player very well. Players are more engaged with tasks when they're excited for the reward upon completing them. If a player puts time and effort into a reward that ultimately disappoints them, it teaches them not to be excited about ANY Mysterium powers. - Sometimes when I activate my Rotten Fiend heavy spell, it won't activate but will still drain the spell's charge. Please fix this and any similar bugs related to spells. - Fix crashes related to allocating points in Ascension.
I wanted something like Darktide or Remnant: Of the Ashes to play that, well, wasn't Darktide or Remnant and this popped up on my feed. It very much feels like something in between both, the movement of Darktide with the combat of Remnant with Dark Souls like RPG experience. I do quite fancy it, and it's nice to have something to play on your own, but I would very much like to see an cooperative experience of this game in the future. Not a must though, because I'm having the time of my life currently just jumping in and doing a portal or two and then focusing on studies/work etc. In this current EA state, I still would say it's 100% worth getting. 40 € is a fair price for the content + experience, but it DID make me consider if I wanted to get it in EA or not. Very happy I did get it though. Graphics is a matter of taste, and this Inquisitorial, sometimes Zdislaw/Giger, sometimes more fantasy/gothic artstyle is something I adore. Jumping around the map, looking at the great, careful design is a pure joy. The Aesthetic lines up great with the gameplay and I was not ready for my second Witches Familiar encounter, loved it! (Visually, that is. The fight itself was sadly a bit too easy even as a surprise) 9/10 Graphics for ME, where Remnant is what I'd normally use as a frame of reference for this type aesthetic experience as my 10/10. Performance: No issues, so far. No lag spikes, no crashes. It feels like I'm playing a well optimised console game with how fluently it runs, even in 4K. I've had 1 graphical glitch, DLSS I'd assume, as the texture on a windmill turned crappy after tabbing in and out, and that's about all I can remember. 10/10 at the point of review. Gameplay: Varies. Mostly an intense, fun experience but I am a sneaky little sh*t and that sometimes makes me stand on top of an otherwise unreachable area and kill Major enemies or the first familiar with them virtually unable to do anything to me. But when I DON'T try to abuse stuff, it's great. ONE annoying issue I guess, is when a Cataclysmic event happens during a vault. But that's probably just skill issue on my part. Corruption is much fun, and stressful and I like that even after increased Gnosis it's essentially left up to you if you want that experience or not. Love most guns, relics etc. My favourite Heavy Spell is easily my Rotten Grenadier to let me get some nasty Striga shots in or other items. Such variations available in builds that often performs well, I feel like it's more up to good playing than a good build, though some synergies and items absolutely outperform others. There's no "unusable" things, which makes me happy. 9/10 Story: I love this type of environmentally telling story, it just feels so alive. The setting is great, the artworks and zones you encounter in the world that tells small stories is amazing. I'd love to see even more of those small hidden areas that tells their own stories, it's so rewarding. 8.5/10
Interesting and challenging gameplay loop. It's satisfying to annihilate packs of mobs with new builds. 10/10
Strange mix of vcery solid classic game mechanics and "feels." Combat makes me feel like early Painkiller. Weapons are not quite as medieval-outlandish as Painkiller, which probably makes them feel more manageable. The fantasy vibe of deciding between getting up close or going ranged.. but accepting that things will get close and strafe-crazy eventually, boomer shooter style, it gives off Hexen/Heretic vibes. Movement and the ability to bounce around normally inaccessible areas of a level is very Destiny 2. Think double jumping with the D2 Hunter class combined with a mostly "figure it out" approach to exploring levels. There are some multi-tiered approaches to some challenges that will remind you of a D2 raid... only ultra light and less frustrating. Once you figure it out, you will be justifiably angry at yourself for getting it wrong, unlike the progressively over-complex and "wtf" approach D2 took towards raids. Visually it is about at the standard of of Vermintide 2... a world that is gorgeous and epic-atmospheric. Each island has a reasonable amount of "space"... from vertical climabing of architecture and mountains to sub levels of caves and dungeons. There is a grind element to unlocking, upgrading and exploring. The final game reference is a hybrid Destiny 2 and Dark Souls one. As you increase your gnosis level, difficulty goes up... randomising of level challenges each time you revisit an island keeps things somewhat interesting, and can become brutally unforgiving. For an indie dev, fairly frequent early access progress, AND Steamdeck friendly... Witchfire gets so much more right than a lot of over budgeted mega team AAA titles. ZERO buyers remorse on this one. I bought in at v0.9... there is enough content and balancing at this point that it is a solid game. Of course, more islands would be welcome. If you're suffering from Destiny 2 nostalgia from the Forsaken-or-earlier era AND you dig fantasy/Vermintide 2.. Witchfire is a win.
10 years of development well spent. Very, very good. A lot of its design is similar to Destiny, with some perks even having direct parallels to ones that show up in Destiny. Destiny is a good thing for things to feel like because Destiny feels good. Every weapon has unlockable unique effects. Vibes are killer. Gameplay loop is crazy satisfying I just want to keep going back out to root around for junk and test out my upgrades. Shaping up to be my favorite shooter of the last couple years. Buy it. All that being said, I have two main gripes: Let me reload while jumping Let me play as a woman
Шутер в обертке Souls-like, который умеет удивлять атмосферой C первых минут заставляет тебя чувствовать себя «нищенствующим гончим» в мире, где всё хочет тебя убить. Если вы ждали классический Souls-like с мечами, то приготовьтесь: здесь правит бал огнестрел и магия. Что понравилось: Стиль и атмосфера: Игра выглядит очень сочно (особенно если выкрутить настройки на ультра, как мы сделали на стриме). Освещение, дизайн локаций и общее ощущение зловещего спокойствия в «Обители» переданы отлично. Стрельба и динамика: Это настоящий шутер. Подкаты, рывки, стрельба вслепую — геймплей бодрый. Приятно удивило разнообразие пушек: от классического револьвера до «дробаша-пердомета», который поджигает цели. Система прогрессии: Исследования в мастерской, прокачка через «вознесение» у алтаря и сбор «ведьминого огня» (местного аналога душ) затягивают. Интересная фишка с арканумами, которые дают бонусы прямо во время экспедиции. Секреты и лор: Куча записок, загадочные гнозисы, которые нужно качать, чтобы прочесть надписи, и секретные сокровища, которые нужно буквально выкапывать. Нюансы: Порог вхождения: В начале может быть «нифига не понятно, но очень интересно». Придется разбираться, как работают фимиамы, зачем нужны бусины для розария и что это за «ячейки для фетиша» (да, название забавное). Техническая часть: Местами графика может показаться суховатой или «пластиковой», но это быстро проходит, когда начинаешь вникать в детали окружения. Итог: Игра ощущается как «CS в мире темного фэнтези». Ты заходишь на карту, зачищаешь опасные зоны, собираешь лут и пытаешься вовремя свалить через портал, пока тебя не зажали. Если любите челлендж, крутой саунд-дизайн и не боитесь часто умирать ради прогресса — Witchfire стоит того, чтобы её попробовать. Моя оценка: 8 «цыган-огнеглотателей» из 10. Стримы: Twitch - https://www.twitch.tv/kuzzzen_ VK Live - https://live.vkvideo.ru/kuzzzen_ YouTube - https://www.youtube.com/@KuzZzeN_Play
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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