- Final Witchfire Early Access FAQ - 30 July 2026
Preyers, It has been quite a while since we last updated the FAQ and the roadmap, so we’re here to fix that. This post is a one-stop shop, which means some of the answers below may sound familiar if you’ve been following our previous updates. The point is to gather everything in one place, update what needed updating, expand what needed expanding, and finally let the old FAQ retire instead of continuing to be linked around the web.Before we get down to business, there’s one more thing: is there anything you would like to ask us? We're currently collecting questions for our Q&A - you can submit them here. We do our best to stay in touch with you around the web, but some topics inevitably slip through the cracks, while others simply don’t fit into discussions focused on the game itself. This is your opportunity to ask us (almost) anything. Now, let's move on to the subject(s) at hand. Roa…
- Witchfire 0.9.6 Hotfix has gone live - 15 July 2026
HOTFIX 0.9.6 (74201)(2026.07.15)Removed an invalid Shadow Cube item that accidentally slipped into the Drowned Captain’s loot pool.Tweaked the requirements for unlocking enemies in the Summoning Circle.Increased the effectiveness of Superior Bulwark Incense by 5%.Improved rendering performance and fixed several lighting and shadow issues across multiple locations.We have seen the reports about the graphics settings not being applied correctly after yesterday’s update. Toggling the graphics preset a few times appears to resolve the issue, but we haven’t been able to reproduce it yet - it is, after all, a hotfix.
- Witchfire 0.9.6 has been deployed - 14 July 2026
PATCH 0.9.6 (74187)(2026.07.14)We tracked down another performance offender on Marshland and got rid of it to improve the experience. While we were at it, we also made a handful of other tweaks.Performance improvements.Localization fixes.Marshland level boundaries improvements.Added a missing Superior Transmutation Incense recipe to the loot pool.Fixed a bug that stopped two Rosary Bead environmental pickups from spawning on the Marshland.Fixed Shadow Orb requirements - Marshland enemies now correctly count towards Shadow Orb quests.
- Witchfire 0.9.5 has gone live. - 8 July 2026
PATCH 0.9.5 (74161)(2026.07.08)Improved performance of atmospheric changes when traversing between arenas, spawning enemies, and triggering calamities.Fixed a bug that prevented the Duel event from spawning enemies on Marshland.Duel event enemies should now stay closer to the event location.Cricket now displays correct clip size on the inspect screen.Hypnosis now displays correct base damage on the inspect screen.Fixed a bug that caused Anointer to drop lower-tier loot than intended.Fixed a bug causing the Divine Essence to not be consumed when activating a turret.Fixed streaming issues in the Hermitorium Torment Study.
- Witchfire 0.9.4 is now live. - 7 July 2026
PATCH 0.9.4 (74146) (2026.07.07) This is - most likely - the final patch for Revelations, and quite an important one, as version 0.9.4 will represent Witchfire until 1.0 lands. (unless a hotfix or a rollback of some features is needed, that is) 0.9.4 doesn’t just bring the usual swathe of fixes and improvements, but introduces a very meaningful change to the way weapons feel as we have tinkered with the damage fall-off. It was well-received among the testers, but we want to hear the thoughts of the wider audience as well, so please don't hesitate to let us know what you think. We added an option to launch the game in Safe mode on Steam. Using this feature deactivates the module responsible for super sampling - it has been known to cause crashes on hardware that does not support it. Damage drop-off rebalance: The distance over which all weapons lose full effectiveness has been doubled (b…
- Post-Revelations - Questions, Answers & The Future - 1 July 2026
Preyers! It’s been a short while since Revelations was released and the dust is slowly settling, but we’re not quite done yet as there is at least one more patch coming. Before we talk about what the future holds, let’s take a moment to talk about the update itself - it generated quite a lot of movement, we have seen the highest player count since the Early Access launch with over 4000 of you playing simultaneously, and we already know that the Revelations launch week was one of the strongest we have ever had, sales-wise. We’re not going to reveal numbers, but you can take our word for it - it was a success, and each and every one of the new players is to be thanked for that, so… thank you. We also have to thank you for a torrent of feedback - luckily, it wasn’t as harsh as the feedback we received during the Reckoning days (although, again, the criticism back then was valid), but it wa…
- Witchfire 0.9.3 is now available. - 25 June 2026
EDIT: HOTFIX 0.9.3 (73812) (2026.06.25) Fixed a critical visual bug on the Marshland. Some of you spotted and reported a visual bug that made the Cathedral in the Marshland look like it had turned into an art installation - or was in the middle of becoming The Marshland Museum of Contemporary Art. We’ve just (22:45 CET) deployed a hotfix that restores it to its proper (and much less... avant-garde) state. Thanks for reporting it! ---------------------------- Original post: PATCH 0.9.3 (73811) (2026.06.25) Changes to Weapons, Spells and Gear: Changed Corpse Eater and Heart Eater ammo reserves to be in line with other hand cannons. Heart Eater: Reduced weakspot lifetime to 5 seconds. Increased weakspot damage by 15%. Increased Mysterium III charged shot damage by 20%. Increased the power of Mysterium III lightning strike. Changes to The Velmorne Welcome: Initial Velmorne map seed has been…
- Hotfix 0.9.2 has been deployed. - 20 June 2026
HOTFIX 0.9.2 (73618) 2026.06.20 Fixed an issue with interaction prompts occurring while playing on the controller.
- Patch 0.9.1 is out now. - 19 June 2026
PATCH 0.9.1 (73613) 2026.06.19 The first patch with various fixes and balancing changes for Revelations. Changes to Weapons, Spells and Gear Cricket: Increased magazine size from 20 to 30. Designer notes: while magazine size isn't that important for Cricket due to its Mysteria, its viability as Slayer's starting gun got hit pretty hard by the decision to lock Soul Sigils behind Gnosis I. This should make it more viable, while not impacting its overall usefulness too much. Heart Eater: Reduced ammo reserves from 90 to 60. Corpse Eater: Reduced the amount of Mysterium I activations needed to reach Mysterium II from 150 to 100. Reduced the amount of Mysterium II activations needed to reach Mysterium III from 200 to 100. Iron Cross: Increased base duration by 4 seconds. Changes to patrols on Marshland Slightly reduced the enemy budgets for marshland dangerous areas (equivalent to 1-2 less s…
- Witchfire Revelations Update is out! - 18 June 2026
UPDATE 0.9.0 – The Revelations Update (73567)2026.06.18 We’ve reached the next milestone on our way to 1.0 - Revelations is the last major content update before we focus on the final release, and it’s aptly packed. The key features of the 0.9 are: Marshland - a brand new, giant level - the ruins of a sunken cathedral surrounded by a bog etched with forest, hiding new dangers, enemies, and secrets.Support for 14 new languages.Outskirts Vault - a brand new dungeon containing dangers and rewards.Garden - a new area of the Hermitorium, in which you can relax and grow resources required for incenses.Dialogue system - a new way to interact with NPCs, laying groundwork and narrative foundation for the full story reveal in version 1.0.Fallen Preyers (3.0) rework - story quests revealing their past, leading to you deciding their future.World Corruption 2.0 - a rework of the mechanic, the more bo…
- Road to Revelations - A Guide to the 0.9 Update - 17 June 2026
Preyers! The arrival of the Revelations Update is nearly upon us - we’re planning to release it at 6 PM CET on the 18th of June, so if you’re reading this on the day of the blog post publication, it’s tomorrow. The work doesn’t stop until the very last minute, so while we’re polishing the build and making our final pre-flight checks, here’s a bite-sized summary of everything you’ll be able to experience very soon. Marshland The map selection screen is about to have no placeholders left - the destination on the far left is yours to explore, as soon as - as usual - you find the chart for it and reach the required Gnosis level. If you meet these conditions, you’re welcome to dip your toes in the bog, venture through the bushes and trees surrounding the ruins of a Cathedral, and try to solve the mystery of a place considered one of the Vatican’s failures. Strange new creatures roam these la…
- Road to Revelations - new corners of the Witchfire world - 10 June 2026
Preyers! Time has come to reveal more about Revelations - this week we're putting Marshland in the limelight and letting you behind the gates of the wetlands you will be traversing while killing monsters and (what remains of) men. Piercing the veil Let's begin by using the old cliché, that this map is the biggest and most complex in the game - something you would expect from the final addition to the early access roster of maps, but The Witch Mountain is still evolving behind the scenes and may prove to be even more impressive. That's for another (more 1.0-ish) time though, so let's focus on what will be in your hands soon. While discussing Marshland with me, our Art Director Adam shared some thoughts about the creation process, and they offer a glimpse into how we approach building new regions. The image that emerges is… perhaps a bit too daydreamy and whimsical for some, but if you ha…
- Road to Revelations - Conversations, Narratives, Tools - 3 June 2026
Preyers! We’re back with yet another chapter of revealing what’s coming to Witchfire in Revelations - this week, we’re taking a closer look at the way you will begin interacting with people and creatures in the game, and giving you a quick tour of the toys you will play with once the new update drops. So, let’s not shilly-shally and begin with… Dialogue system It’s good to talk - and now we’re finally giving you a chance to interact with the entities you meet along the way. Granted, the roster has not been too impressive up to this point, but we’re about to change that - not all in one go, but the seven Fallen Preyers are not our Last Word in that regard; more is coming, but that’s something you will have to discover on your own. Over the past months, we have been conceptualising, prototyping, and building until we arrived at something we feel is modern, while paying homage to classics…
- Road to Revelations - Assistants, Plants, Strong Currents - 28 May 2026
Preyers! Last week we begun the dev diary cycle leading up to the release of the Revelations Update and we’re really excited to see how many of you gave it a read. We also wanted to thank you for all the discussions and reactions to the post; it’s great to see your support and hear your thoughts. Let's now move on to revealing the next pieces of the upcoming update, starting with… Fallen Preyers (3.0) This is what we teased last week - the overlooked part of the game getting a serious overhaul. We know the Fallen Preyers have been the quietest part of Witchfire. They work, and you use them, but they've never quite belonged to the world the way the rest of the game does. Revelations fixes that. Mask shard collection stays the same - twenty one shards for a full roster - but that's the entry point now, not the whole point. A refresher in case you skipped the lore: every Fallen Preyer once…
- Road to Revelations - Challenge, Corruption, Tongues - 21 May 2026
Preyers! This post marks the beginning of a very exciting and important period. A while ago, while replying in one of the threads, I mentioned that we don’t do shadowdrops and we won’t suddenly release update 0.9 - The Revelations Update - out of the blue. Instead, there will be a series of posts leading up to it. Well, this is the one that kicks things off. Over the next few weeks we’re going to discuss everything coming to Witchfire and give you a look at what we’ve been working on. We’ve seen your eagerness to get your hands on new content and, while there’s a lot to talk about, this week we’re starting with something that isn’t entirely new - at least not in concept. It was promised before, then put on hold, dialled back, and shuffled around a bit. But now it’s finally happening. THE BIGGEST VAULT YET This one was promised a long time ago, and we’re finally going to make good on tha…
- The Bog Remains Undisturbed For Now - 18 March 2026
Preyers! It has been a while - and it’s great to finally type these words again. Before we begin, though, let me manage your expectations: Update 0.9 is very much in development, but we’re not ready to start sharing more details of it just yet, so consider this post a sign of life and a teaser. We know it’s been a while, and it’s going to be a while longer, because this one is a whopper - an update that lays a lot of groundwork for the arrival of 1.0 later this year. The Reckoning update was a bit of a trial for us (and, fittingly, a reckoning), and we learned our lesson. What we can announce now is that there will be a closed beta test for selected members of the community. We did it before and it worked like a charm, helping us detect and squash bugs while balancing content, so with how much is changing in 0.9, we want to repeat that process. When and how the beta will be handled is s…
- Witchfire 0.8.6 has gone live - 20 January 2026
HOTFIX 0.8.6 (68388)(2026.01.20)A small but meaningful hotfix as a response to the reports.Fixed player falling through the world at various stages of Wailing Tower.Damage taken from reaching max Madness cannot kill the player anymore.Added missing witchfire gains bonus to the Corrupt Stimulant.Updated crash info text to include mention of mods and a reminder to disable them.
- Hotfix 0.8.5 is now live - 16 January 2026
HOTFIX 0.8.5 (68373)(2026.01.16)Since we’re now shifting our focus to 0.9 and new content, we’re releasing one more patch to make sure the current version is in good shape and as bug-free as possible.Fixed the bug that caused the Irongate Castle Toll Gate scenario not to trigger.Adjusted the mini boss spawn rolls and logic to function better with and without World Corruption.Lowered the World Corruption event spawn stagger - when increasing the world corruption through the Latent Orb pickup or Corrupt Stimulant, the Rifts and Orb now spawn faster.Fixed a bug that caused the World Corruption system to brick if the Corrupt Stimulant was used within the first 5 seconds of the expedition.Increased the quantity of the World Corruption rifts spawned through its progressionTorments now don't start with the World Corruption at its full allowed capacity - they gradually grow to its available cap…
- World Corruption is dead, long live World Corruption - 14 January 2026
We thought the first incarnation of World Corruption had one issue. We were wrong. It had two. The first issue: we broke the fundamental rule of Witchfire, which is: play at your own pace. The longer you lingered in a region, the more corrupted it became. To “heal” itself, the map tried to push you out or kill you. Some games thrive on this kind of pressure - like Risk of Rain - but it doesn't fit Witchfire. We are about isolation, exploration, planning, and most of all, autonomy. From that angle, World Corruption didn't quite work - even if it did provide some unforgettable action moments. We reacted quickly, releasing a patch that fixed a lot of World Corruption issues just a few days after the big update. Looking back, I think that patch did not weaken the feature enough… but we've also realized that tweaking numbers isn't the real solution anyway. Why? This is where the second issue…
- Witchfire 0.8.4 patch is now out - 14 January 2026
PATCH 0.8.4 (68353) (2026.01.14) Upon reading more feedback and having a bit of a rethink, we decided to release one more patch for The Reckoning before we return to work on the new update. Changes to Weapons and Spells Midas Decreased Overheated damage debuff from 50% to 70%. Tweaks to heat generation: Max heat per bullet in a burst lowered by 15%. Max heat generated per bullet while Heated lowered by 20%. Designer Note: While it should take around the same time to get from 0 to 100 Heat, it should be easier now to stay in the Heated sweet spot with the right trigger discipline. All-Seeing Eye: Mysterium I now also triggers below 25% enemy health. This change also affects Mysterium III triggers. Designer note: while in capable hands ASE was always a powerful weapon, many players were unhappy how its mysteria seemingly worked against each other (M1 needed enemies to be healthy, while M2…