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Full Steam announcements and update articles for this title.
(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.
(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.
(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.
HOTFIX 0.9.2 (73618)
2026.06.20
Fixed an issue with interaction prompts occurring while playing on the controller.
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 bold and brash you are, the harsher the world around you becomes.
Seven new enemies.
Four new weapons.
Two new spells.
Thirteen new Rosary Beads.
Two new torments.
Story Content, 1st batch:
The Collector: narrative introduction to the mysterious Hermitorium trader.
The Severance: narrative introduction to Fallen Preyers.
The Fallen Preyers: interact with them, fight alongside them, learn their unique stories, and decide their fate.
and yet another quest, introducing a new character.
Class Selection update:
All players start with the same class; class selection happens a bit later in the game.
Class selection is preceded by an additional event.
All class loadouts now also include Hunger.
World Corruption:
Carried out a rework of the mechanic
Added one more event, with several other being worked - to be included in the future updates.
World Corruption balancing changes (not final yet):
Altered the spawning rates for most World Corruption events to make them more consistent/interesting/fun across runs.
Madness orbs, madness influence range halved.
New type of interactable torch and other turrets are now present across the maps.
New cleansing bell event.
Temptations - new mechanic available from Gnosis III.
Locked chests can be forced open without a supply key - available from Gnosis III.
Divine intervention on cursed treasures has been dialled down.
Buckler:
Quickened shield lowering and parry animation.
Lowered blocking/parry cost for more powerful hits.
Increased parry stun damage and damage.
Added a small stamina cost to blocking.
Twinshade:
Rework of all mysteria:
Mysterium I: Summon the Sword when enemy is below X health (Sword deals increased damage, and always kills its target when summoned by Mysterium I)
Mysterium II: Summon the Sword and deal double damage when the enemy is stunned
Mysterium III: If the spell kills an enemy, part of the charge is refunded
Additional changes:
Lowered charge count from 3 to 2.
Shortened casting time and weapon drop speed.
Kirfane:
Added short Shock status effect to the initial lightning bolt target
Echo: Designer notes: Echo has been a performance outlier among Witchfire weapons for a while, while also not requiring you to engage with its Mysteria to get the most bang for your buck. We tried reining its effectiveness in a bit, especially against Familiars and Faithfuls, and making it more desirable to trigger its Mysteria.
Base stun damage lowered by 20%%
Base damage: lowered by 15%
Mysterium I: Pellet explosions now deal Physical damage instead of Fire damage.
Mysterium II: greatly increased range, significantly buffed damage and stun damage. Damage type changed from Physical to Fire.
Judgement:
Charge time lowered by 0,3 sec
Charging up your shots now also increased stun damage
Tribunal:
Increased base stun damage
Increased base damage (from 135 to 160)
Increased power of the summoned lightning by 25%
Nemesis:
Improved stability (it was always meant to be an easier to use bolt action rifle)
Increased clip size from 6 to 8 bullets
Martyr:
Added new effect to Mysterium III: "Ripping out nails damages the enemy they are stuck in."
Whisper:
Lowered ammo reserves (bugfix)
Bittersweet Nightshade:
Shockwave now triggers on all damage. Mysterium III stun still only triggers below 40% health
Baleworth:
Healing orbs now drop regardless of health, but the drop chance and healing power increases the lower your health is.
Philosopher's Stone:
Instead of healing, now grants a healing elixir.
Lowered the use requirements from 3 to 2 treasures.
Increased inventory cap from 1 to 2.
Lowered Collector price from 5000 to 3000 witchfire.
Alchemy:
Recipes for new, more powerful, but also much costlier versions of existing Incenses added to the game.
Lowered the effectiveness of some of the basic Incenses.
Rebalanced recipe costs, including what and how many resources are needed.
Lowered drop chances of Charred Bone.
Charged melee attacks no longer spawn Charred Bones.
Lowered spawn chances of Angelica and Eryngium by 20%.
Other:
Streamlined the quest obtained from statues near the tower entrance on the Island of the Damned.
Added a new Gnosis level.
Added a Marshland quest.
Dialogue Screen
Designed and implemented completely new Dialogue Screen.
Modified text layout logic in order to accomplish hanging indent in Dialogue Screens.
Added two different button styles for Absolve and Condemn buttons.
Letters
Designed and implemented completely new Letters Screen.
Letters in the Workshop screen are now clickable and open the new aforementioned screen.
When there's at least one unread letter, the Workshop now displays sealed letter image.
When all the letters are read, the Workshop now displays the beginning of the last received letter contents.
Workshop
Enabled last research category -- it's called Examination and lets you send some items to Vatican for analysis.
Dossier
Designed and implemented completely new Dossier Screen.
Dossier allows you to inspect items related to quests.
Active Quests
You're now able to set any quest in Dossier as 'tracked' -- it will be then shown in Active Quests window.
Active Quests are now automatically displayed for a few seconds at the beginning of each expedition.
HUD Notifications
Reworked gameplay notifications system. They are now queued and support different types of notifications to be displayed.
Designed and implemented new types of notifications: New Quest, Quest Updated, Dossier Updated, Quest Completed.
When a new objective is added at the top-left corner of the screen, it plays a highlight animation, making it easier to spot.
Notifications visibility can now be controlled by a separate group in Gameplay -> User Interface Settings ("Gameplay & Quest Notifications").
Rosary Screen
Added transition animation when opening Rosary screen.
Added proper UI support for multiline bead descriptions.
Active beads list now correctly adjusts its size in all cases (beads with multiline descriptions, all gnosis levels, all text sizes). Resizing is smoothly animated. The cross adjusts its position as well. If cross ends up being too low, it starts to fade out from the bottom using smooth gradient.
Stats Screen
Added transition animation when opening Stats screen.
Map Screen
Added new Marshland map.
Added World Corruption meter to the Map Screen.
Added info about active Torment when World Corruption meter is displayed (Torments modify World Corruption value).
Made 'likely spoils' icons wrap into multiple lines if necessary.
Level Select ('Start New Expedition' screen)
Added Outskirts to Level Select, you no longer need to go back to the rope in order to go to Outskirts.
Added Marshland to Level Select.
Level Select's navigation bar: indicating on which levels there are some quests active (displaying quest icon under level's name).
Inspect Screen
Long properties descriptions of Spells, Relics, Fetishes, and Rings are now properly wrapped into multiple lines.
Reworked Inspect Screens to enable scrolling when the content overflows designated area.
Gnosis Screen
Set up new Gnosis level support in Gnosis Screen.
Disabled cursor when 'Gnosis increased' animation is played.
Game Intro
Removed Class Selection from Game Intro.
Disabled cursor during Game Intro.
Tutorial Popups
Tutorial popups now play their own, distinct sound on open.
Tutorial popups don't show cursor (until it's moved). This should fix the issue with distracting moving cursor in Prologue when playing the game using gamepad.
Credits
Updated credits.
Changed italics font for consistency.
Disabled cursor in credits screen.
Localization
Fixed inconsistencies in used fonts across the whole game.
Added Cyrillic font support, for both Russian and Ukrainian languages.
Set up fallback fonts to be used in Chinese, Korean and Japanese languages.
Added Turkish "i" support for correctly displaying both dotted and dotless "i" in Turkish.
Made texts in startup loading screen (i.e. Bible quotes) to be localizable.
Changed transform policy of various texts across the board to be correctly displayed in all languages, especially German.
Reworked all two-line headers used in multiple windows for consistency and proper localization support.
Increased line spacing in a few places when language is set to Chinese, Korean, or Japanese, in order to increase readability.
Removed 'More to come after Early Access' text under language setting. They have arrived now.
Fixed multiple texts which were previously not set up properly in localization system.
LOTS of changes, tweaks, and fixes (in virtually EVERY UI screen and window) of texts not fitting on the screen, being truncated, overlapping each other, or overflowing a designated space, in languages other than English.
Other
Menu tabs are now hidden until unlocked. This should make new players be less overwhelmed - tabs such as Workshop, Stats, or Rosary are not displayed at the beginning of the game.
Arcana Screen: long Charismata descriptions are now properly wrapped into multiple lines.
Changed Loading Screen layout on ultrawide screens.
Fixed an issue with Gunroom's equipment list being incorrectly positioned on ultra-wide screens.
Tweaked Vestal Flame screen behavior when changing Text Size.
Added icons support to Interaction Widget. Costs in witchfire or Divine Essence are now nicely displayed as icons
Multiple interaction prompts are now laid out horizontally.
Fixed Player having two icons on the Mini-Map.
Improvements:
Polished the sounds for the Iron Cross spell.
Polished the sounds of the Firebreath spell.
Designed new sounds for the Vestal Flame and all the interactions associated with it.
Added a custom sound that plays when you pick up gold.
Polished the sonic aspect of some in-game transitions (when traveling from the Hermitorium to the Outskirts and from the Hermitorium to the Class Selection screen, on the 1st playthrough).
Polished the sounds for some of the World Corruption elements.
Designed new sounds for some of the Tutorial's pop-ups.
Others:
Implemented the audio portals' system in Velmorne.
Added alternative footstep sounds when the Preyer moves on water (this feature is in very early stages of development).
Imported some additional new enemy voices.
Implemented new music tracks by Mikołaj Stroiński.
Implemented new voice lines for many NPCs.
Fixes:
Solved an issue that could prevent the Mission Complete stinger from triggering.
Fixed an edge case in which in-game sounds remained audible while browsing game menus.
Removed an artifact from one of the reload assets for Midas.
Made portal sounds a bit more present in the game's mix.
Made the UI sound for "action unavailable" more prominent in the mix.
Designed sounds for the following content additions:
New available areas: Marshland, the Hermitorium's garden, and the Outskirt's Vault.
New enemies.
New weapons and spells.
New UI elements (correspondence and dialogue screens, etc.).
New gameplay elements (associated to World Corruption, the new Vault, etc.).
Fixed some weapon pickups being visible through walls when weapon flattening was in effect.
Fixed cinematic props sometimes not being visible.
Fixed Echo third mysterium activating when stamina is exhausted.
Martyr's nails now also deal damage to enemy from which the nails are being torn out of.
Improved gameplay pausing systems when cinematics and dialogues are active.
Modified "Skip" prompt on cinematics to hide and reappear when anything is pressed.
Fixed soul sigils being possible to appear on dead enemies.
Fixed sniper rifles scopes visuals being cut off on wide screens.
Fixed sniper rifles sometimes having black scopes.
Fixed Stormball not shooting thunder strikes at non-character damageables.
Stormball spell now deals damage not only to enemies, but also to damageable objects.
Picking up 7 manifestations is not required to mark level as fully completed, clearing 7 arenas and spawning those manifestations will suffice.
Added a few safeguards in low-level gameplay systems which should prevent some (rare) crashes.
Fixed incorrect item offerings in interaction prompts on Irongate Castle.
Fixed Velmorne's mirage and vault gate requiring payment each time.
Opening menu while standing within an interaction no longer enables the player to cast spells and interact at the same time.
Fixed interaction and progression saving for tunnel mirage on Scarlet Cost.
Fixed interaction and progression saving for vault entry gate on Irongate Castle.
Fixed Irongate Castle Vault gates that were not interactable.
Killing Anointer now correctly counts towards "Irongate Castle: Kill a Faithful" Gnosis objective.
Kirfane no longer triggers from Echo's bullet explosions.
Various prompts, such as "You need higher Gnosis to see it clearly", will now be displayed in red to make them more visible.
Decay damage over time can no longer critical.
Fixed starting ammo for weapons while having ammo-modifying beads equipped.
Reduced Calamity Vortex Stabilizer health by 40%.
Strictly technical:
Added support for UI global invalidation - this should lower the base frame cost by a couple percent for everyone.
Disabled FPP flattening for the duration of cinematics.
Optimized spawning of clothing actors.
Fixed landscape LOD issue present when field of view value is set at more than 90.
Improved game assets packing - patches should be smaller and apply quicker.
Game should now pause on focus lost and when gamepad is disconnected.
Game should now start (for the first ever start on the system) in user detected language. It should also inform returning player that their system detected language is available.
Fixed graphics preset displaying in the options menu.
Fixed water disappearing when changing graphics presets too quickly.
Several improvements in binding options.
Added subtitles setting.
(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.
(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 progression
Torments now don't start with the World Corruption at its full allowed capacity - they gradually grow to its available cap.
Adjusted combat music logic, it now properly turns off when it’s no longer needed.
The world corruption music will now play only in sufficiently heavy combat is taking place, and the latent orb quest is active.
Fixed the bug that caused invisible frozen weapon meshes remaining after battle to collide with the player, if the frozen enemy in question was killed with a headshot.
Fixed debug text about Spider Calamity in adventure log.
Minor text fixes in item and event descriptions.
Preyers,
The new roadmap is here and it’s a bit different this time, as it’s not just focusing on the future, but also the past. We felt that Witchfire’s development process deserves a look back, and showing in one handy image just how much has changed since the game launched into Early Access nearly two years ago.
Seven updates behind us, three more to go — with the third one being 1.0. It’s happening.
The reason the next update is called The Reckoning is that our focus is now on finalizing most gameplay features and mechanics. We specifically highlight Melee Weapons (to clarify, these replace the fist, not the guns) and Banes (extreme optional challenges). However, the update will also include significant upgrades to Alchemy, the Sanity system, Arcana, Prophecies, and much more. All will be revealed in due time.
Extraction 2.0 aims to increase tension at higher Gnosis levels and is currently in the prototyping phase. The paper design is complete, but naturally, we need to experience it in action first.
Of course, there will also be new gear to earn, along with a few other surprises — like S????? — that must remain under wraps until we’re closer to December. First half of it, to be a bit more precise.
Now, here comes the controversial part. I’m sure some of you have noticed that the dates for the final two updates are marked simply as “2026.” The reason is that, for this last stretch, we must be extremely careful with promises. Some team members have shipped over a dozen titles; others have yet to ship their first. And we want 1.0 to be spotless.
Looking at this new roadmap, I see that we’re good (pardon the little brag), but we’re not fast. We need to verify whether The Reckoning update genuinely finalizes most features before fully understanding what remains.
I can tell you, though, that something has shifted in the air. The team is now focused not on making Witchfire, but on finishing Witchfire. It’s scary, but also exciting.
Oh, and the alternate name for The Reckoning update was Blood and Tears. We heard you wanted a challenge?
I wanted to begin this issue with a small thank-you note. In the previous post Adrian mentioned the spike in review count caused by the release of the Webgrave Update – I wanted to present a different number.
Two weeks ago it was still August, so the numbers weren’t in yet, but they are here now and I can confidently say that last month was the biggest we’ve ever had on our Subreddit. The previous peak of 99,000 unique users & 1.03 million impressions was established in November 2024 – last month you beat it. 110,000 of you visited and it generated 1.25 million impressions.
Our Discord also grew – a thousand of you joined the server in August, effectively doubling the number of new members we welcomed in July. The number of messages skyrocketed as well (circa 24,300 in July, 50,000 (!) in August), as did every other metric. Since this is not a corporate presentation, I won’t bore you with pie charts – I just wanted to thank you for all the engagement.
And I know, “New content increases traffic, what a novel concept, wow.” It’s not that I’m surprised the numbers went up, but rather how much they went up. Thanks for tagging along for the journey and being here with us – it means a lot!
And now, let’s get down to having a look at what you’ve been up to in the past two weeks.
…and I don’t think it ever will. Over the past few weeks I have been observing what has been brewing in the community and while there were a lot of threads and posts asking for an increase in difficulty, a more granular analysis of comments casts a different light on the subject. Namely, the opposite one. So, I guess, in a way, we reached balance – vocal minorities are expressing their (opposing) opinions, but for the most part people are just playing and managing to get through the minions of the witch just fine.
That said, Gnosis is by no means in a final state, and there is some wiggle room and potential to unlock new challenges.
To illustrate what I am on about, we have a couple of new videos posted to our Reddit:
Gnosis 6 Foul Stimulant Velmorne All Bosses Spells Only, No Guns No Melee
Angelus + Ammo Preservation Bead + Crown of Fire
Not all of these are submissions in the Dimaher-bashing category, but they very clearly show that you’re finding new ways of tailoring the gameplay to your needs and playing your strong cards, which is awesome. It also shows that there is a lot of potential and that a challenge mode is something you would welcome rather happily. Since we have some more time until the release, I’d say the chances have just increased…
The world of Witchfire may not be the most pleasant place, but it does have its moments. I was capturing the calm stillness for the Winding Down posts a while ago, but TinyNuubi decided to show a different shade of the game world. Not necessarily picturesque, but beautiful regardless – it’s a joy to see that people are appreciating the craftsmanship and the effort. Thank you!
Click to visit the thread displayed on the screenshot above.
There are a lot of things happening behind the scenes, but we’re reading your ideas and weighing them. While we already have quite a firm vision for the game, the benefit of Early Access is that we can always switch things up a bit. Keep these ideas coming – some are shockingly close to what we’ve come up with already (obviously, I cannot tell you which ones), some are very different from our own, but we really enjoy the conversations you’re having and the paths you’re charting.
Well, not all of them… The mention of that thread about the design of the witch made me really concerned for some of you, but I digress.
That’s it for now – since the roadmap has been presented, we may go into a state of slight hibernation and not post every single week, but we’re cordially inviting you to join the conversation on our Discord, Reddit and Steam forum. We’re active there and interacting with you on a regular basis.
Cheers!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Witchfire, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Witchfire statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.