
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 →
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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 745 reviews with recorded playtime.
Reviews
Themes across 743 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
Really good game
總分 : 95/100 優點: -------------------------------------------------------------------- - 武器跟技能非常有趣,透過升級整個玩法都變不一樣 - 完素跟遺物的搭配,變化蠻多的,有高手向也有新手向的打法 - 有魂系的感覺,怪物跟王的設計壓迫感十足 - 有 RPG 設計 - 配點跟夥伴系統 缺點: -------------------------------------------------------------------- - 一開始難度真的很高隨便都會暴斃,但拿到特定重法術之後變的超強 (就是在講你 rotten fiend) - 只有單人 這是目前我玩過最好玩的魂系撤離射擊遊戲,希望未來會有更多的內容
When developers decide they want to turn a beautiful game into a failed one… the game starts off great, with challenges that make you love it, but once you enter the harder challenges, winning becomes impossible. In challenge VII, for example, you can’t pick up ammo, yet enemies have no limit — they spawn from everywhere, their health keeps increasing nonstop, and you have limited ammunition. Even critical hits do nothing. If you want to add a difficult challenge, then put strong weapons in the game. In high‑level challenges, you can only win by luck — luck only, not skill.
Amazing!
纯单人开荒完全是大牢
堆怪严重,弹药少血瓶少,一个图七组怪能清三组就烧高香了,还时不时有腐化入侵,不会做游戏可以不做
Good gunplay, lots of things to collect and unlock. FPS rogue-like extraction.
游戏给我做好了呀,怎么给我CPU烧了
玩起来是挺有意思的,但是这怪物的 索敌是认真的?怪的远程是超远无衰减的,玩家如果不带狙,栓动步枪打回去都是个位数的。而且既然想做魂游那种感觉,就不要堆这么多怪,一堆怪在哪里压根不知道往哪里躲,尤其是灵知高了后,很多时候清怪的时候后面总能刷一点怪过来,背后肘击你。 而且这个挨打掉体力.......作为游戏设计而言负反馈太严重了,因为受伤了,很多时候需要闪避拉开距离,然后受伤直接把体力打残了,闪闪不了跑跑不动,很容易恶性循环。 最后就是为什么要写这个评论?喜欢我城堡和boss激情互肘的时候,大门跑进来两个从传送门超远寻路过来的刽子手直接 背后闪现两刀给我 扬了吗?
Oh yeah.. This is good, beautiful scenery as well. I'm enjoying it.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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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