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We're also very aware of your comments about the performance - all the threads reporting performance issues are being read.
Yes, the console versions - they’re among the most frequently requested things across all the channels where we’re present. Last year, in one of the previous dev diaries, we mentioned that we made a new hire with consoles in mind, and his expertise has proven to be invaluable on more than one occasion. We may have also taken delivery of some devkits, but I won’t spoil anything else or talk about dates and/or target platforms - just be aware that things are very much in motion.
There’s also some controversy surrounding the fact that we may need to wipe your saves for 1.0, so let’s make things clear. We will recommend starting anew for the best experience, but we will not force anyone to do it unless there is a technical reason for it. Some of you asked what “the best experience” means, and… Witchfire is a game which is not meant to be easy (at least not from the get-go) - you’re playing as a reformed sinner who is fuelled with aether and on a mission to kill a Witch who decimated armies before you. Waltzing onto the Island of the Damned with a level 541 character and blowing everyone to smithereens hardly spells challenge.
Original Steam thread
Original Reddit thread
Original Reddit thread
Original Steam thread.
Isn’t it marvellous? Very old-school arcade racer, all that is (or rather was) missing is the enemy range indicator a'la the one from Most Wanted Anno Domini 2005. So, people who are still demanding Witchfire Karting - watch out, we may have already had some assets prepared before you were even aware of our game existence.
Original Steam thread.
Original Reddit thread.
Original Reddit thread.


That’s it for now - we will surely be back with more behind the scenes and news from the Witchfire world soon. 

Strange new creatures roam these lands, accompanied by monsters you already know. Your old foe, the Gravedigger, loves to hang around, as Marshland is the final resting place of many. Marrowflies, Carriers, Laments, and Bloaters are - on the other hand - nothing but words to you for now, but that will change very soon. And those of you who happen upon the new Familiar (who some players have already identified) will hopefully live to tell the tale.
We love old-school RPGs and took our time crafting this feature, but we believe the result is an easy-to-use, comprehensive, and readable solution that pays homage to some of our favourites, such as Baldur’s Gate 1 & 2, Disco Elysium, and Planescape: Torment.
It’s obviously for you to judge, but bear in mind that we will continue developing it, and the characters you encounter in Revelations are far from the full roster. We’re still keeping plenty of things in reserve for 1.0.
We hope you’ll become more invested in them now that you’ll be interacting with them directly - not only collecting fragments of their masks, but also learning their stories, why they perished, what their sins were, and ultimately rendering judgement over them.
The Outskirts Vault is about to open, but you won't be buying your way in. Reaching the door is a puzzle in itself, and the Vault gives up nothing to those who haven't earned the way through. Solve it, and there's plenty of shooting on the other side, with a prize that should make it worth the trouble.
The challenge has already been put through its paces by some players invited to the Revelations closed beta, and they seem to agree that it’s one of the best Witch Vaults in the game. We’re waiting to hear from more of you, so don’t hesitate to share your thoughts if you manage to conquer the dungeon.
Even before the release of Reckoning, we started redesigning the system, but we needed more time - and that’s exactly what we got between the previous and upcoming major patch.
Your choices will shape the world around you. The more brash and loud you are, the more corruption will spread around you. Force open locked chests, pick up cursed treasures, give in to too many Temptations scattered throughout the map, or commit the final offence and get your hands on the Latent Orb, and the world will not watch idly.
The Garden has been built so that you may grow resources required for incenses on your own terms, rather than collecting them between expeditions. You’ll need to plant each resource in its dedicated spot and wait for it to grow, but you now have an alternative that doesn’t require you to traverse the maps.
We’ve also placed a wooden bench there for those moments when you feel like admiring the vista of the bay, with the sinister Witch Mountain visible in the distance. From the Hermitorium it looks peaceful and tranquil - a polar opposite to what lies beneath it, as those of you who’ve already been there know.
We also mentioned new melee weapons. We currently have three working prototypes (well, four if you count the pan), but as of this moment only one has been deemed polished enough to be worthy of inclusion in the game.
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