Witchfire
264

Players in Game

7 976 😀     599 😒
90,20%

Rating

$35.99
$39.99

Witchfire Steam Charts & Stats

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.
App ID3156770
App TypeGAME
Developers
Publishers The Astronauts
Categories Single-player, Steam Achievements, Full controller support
Genres Action, Early Access
Release DateQ4 2024
Platforms Windows
Supported Languages English

Witchfire
264 Players in Game
5 042 All-Time Peak
90,20 Rating

Steam Charts

Witchfire
264 Players in Game
5 042 All-Time Peak
90,20 Rating

At the moment, Witchfire has 264 players actively in-game. This is 94.05% lower than its all-time peak of 4 333.


Witchfire Player Count

Witchfire monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.

Month Average Players Change
2025-06 150 -12.38%
2025-05 171 -18.45%
2025-04 210 -49.4%
2025-03 415 +36.39%
2025-02 304 -41.96%
2025-01 525 -25.19%
2024-12 702 +36.46%
2024-11 514 -68.87%
2024-10 1652 -34.08%
2024-09 2507 0%

Witchfire
8 575 Total Reviews
7 976 Positive Reviews
599 Negative Reviews
Very Positive Score

Witchfire has garnered a total of 8 575 reviews, with 7 976 positive reviews and 599 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Witchfire over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 2438 minutes
Blend the death / rebirth / get-your-stuff-back-before-you-die-again souls like mechanics with Destiny-like gunplay and you're about there. Like Hades? That devilishly addictive push through unlocks one death after another? Then you'll like this. I used to write about videogames for a living. I made it a point never to leave to reviews on Steam because it was what I was doing most of the day anyway. I'm writing one for this game. I picked up on Witchfire about 8 years ago when the team release first screenshots. It immediately had my attention with its stark gothic aesthetic and photogrammetry built environments. The dev team is made of - get this - 8 people (I think it's become 12 recently). My hat is truly off to them. Not only have they committed to a project of such length, but also they've also faithfully kept up with their ever well written blog on their home website. Many would say "give the Astronauts more staff, more studio" etc. But like that small coffee shop you love that you would prefer remained a best kept secret, I would hate to mess with the clear cohesion in this team, serving up some hot coffee of their own. Because this game sings. The combat mechanics are simple to pick up. I mentioned Destiny - the gunplay is almost a carbon copy of the feel. Not to mention the Destiny-like palm strike melee of the Wizard class. The devs admit themselves they were fans of Destiny. So when such mechanics are "ripped off" so well - its impossible to be mad. Stamina is a resource to be kept an eye on, especially in the most intense of encounters. It is not plentiful so, unlike DOOM, we can't go dodge crazy. Enemy attack patterns must be learned and moments picked carefully. One wasted dodge could mean the last mistake you make. At witch point (see what I did there) all your loot and XP currency remains while you get booted to the hub area. It could well have been a near perfect run. One sneaky balls up round the corner and you're back home, cursing, rushing to get back through through the portal to redeem your efforts or it's all lost for good. That is if you can survive the trip back over there. Ammo, healing potions and use of table turning spells are all also limited resources. To the impatient, on first impressions this may seem like a throttling of player agency. It is the opposite. While combat is simple to pick up, the skill ceiling is very high indeed and it all comes down to a mastery of timing as to when each skill is used. Mastery of each area leads to unlocks of new areas. Even then - places visited are not over and done with. New doors and dungeons can be unlocked, each with their own challenges and unique loot nestled within the whole wonderful mess I've described so far. The devs made the right choice going early access. From the looks of the level select area, we have about two thirds of the game playable right now, that more than earn the asking price. The most recent being a very Destiny-like dungeon that challenges us to use a resource for ammo and health pickups, or skill your way through, piling up the same resource to open new doors. I bet Bungie are mad they didn't think of it first. Frankly, this level, The Witch Mountain, should be incentive enough to push through all the prior content. And you'll do it with a smile. Every time you'll go back. And every time, you'll want more. This was one of those rare occasions where a game that came on my radar so long ago finally came to be in my hands... and it wasn't some twisted morphed, downgraded scrape of what we originally saw. This is the result of what a small passionate team can do when they're left alone to cook. No investors, no publisher demands, no deadline. Just passion and a clear accountability to minimum acceptable standard. The freedom to say "it'll be ready when it's ready"... Like in all games, no doubt, some realities of development have led to sacrifices. But from one design improvement to the next, the Astronauts have done a stellar job hiding these in the finished product. Don't let the budget cutscene on the store page put you off. Don't let the early access price put you off. You like rogue-likes, you played a ton of Destiny before it got awful. You like From Software Games... You'll like this.
👍 : 8 | 😃 : 0
Positive
Playtime: 455 minutes
Really enjoying it so far. It would be great if we could increase the number of bullets we can carry, maybe through research or some kind of upgrade system. It would give us a clear goal to work toward and help ease this pain/limitation
👍 : 1 | 😃 : 0
Positive
Playtime: 812 minutes
This game has great combat and interesting mechanics, would highly recommend
👍 : 2 | 😃 : 0
Positive
Playtime: 732 minutes
Honestly, I just don't enjoy it that much. There was a short burst after I got some power on the second island and I thought "Yeah alright, this is pretty good....". THe first 2-3 hours were fine, I honestly just kept playing to see how much better it would get. It got better. But it never got better than that. The weapons are "OK". Magic is kinda interesting. This might be a game where you need to spend 20+ hours to really understand it, and appreciate it. Set up your build, upgrade everything. But 12 hours is all I think I'm giving it. (Probably closer to 8, I leave games open in the background alot)
👍 : 7 | 😃 : 3
Negative
Playtime: 18297 minutes
Honestly, I dont even need to write up how good this game is because in a year or two, this is going to be one of the most copied games of all time. Witchfire represents a distinct step forward in roguelike FPS games, extraction shooters, and generally fantasy shooters. The world in incredibly rich and deep. The gameplay seems simple at first and slowly opens its gaping maw to show you how insanely deep it can go. The graphics are rich and stunning. It runs like a dream and has extensive NVIDIA and AMD frame generation methods to keep your FPS at 144. Playing with friends is an absolute hoot and the game is beautifully crafted for multiplayer co-op. With that said, ITS STILL JUST AS GOOD SINGLE-PLAYER. This to me is the true hallmark of a dev team that knows what they are doing. Stop thinking about it. If you have even the slightest inkling of interest from the screenshots and trailers, dump whatever is in your Steam cart and buy this instead. $40 may seem like a lot for early access, but this game is more complete than most 1.0 or even 2.0 releases Ive seen, and it will undoubtedly go up to $60 once it hits its full release. This is the best surprise banger I have picked up in years and Im pretty sure it has no more than a dozen people on the dev team. Reward good games. Buy it. Buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it buy it Buy it. BUY IT
👍 : 6 | 😃 : 2
Positive
Playtime: 251 minutes
This game has massive potential. The gun-play scratches that destiny itch that Bungie forgot about and the MOBS/Bosses are challenging but fair. Unfortunately updates are slow to roll out and bugs are present. DEV's if I could have one MAJOR request please add a multiplayer co-op component with a co-op centric design. Have the locations co-op locations separate from the main core design. This game could be 11 out of 10 if i could go on hunts with my friends!
👍 : 9 | 😃 : 0
Positive
Playtime: 1038 minutes
I want to like this game but the difficulty spike is just unbearable. End game is just "how much artificial difficulty can we shove in here" It stopped being fun after the 15 hour mark.
👍 : 29 | 😃 : 12
Negative
Playtime: 2598 minutes
This game is a perfectly accurate simulation of a witch hunt: being that the witch does not actually exist and you instead spend your time systematically eliminating entire populations.
👍 : 24 | 😃 : 25
Positive
Playtime: 1767 minutes
I'm a sucker for pretending to be a set of eyeballs on the end of a gun, and in my time of barrel-gazing, I've learned that knowing when to cut is just as important as knowing what to add in the first place. Protracted stints of exposition, lengthy gun-drawn (safety on) scenery-chewing, and frequent/ pacebreaking wait times betray the core tenets of the genre. "Momentum," or a shooter's ability to achieve and maintain a "flow state," is a *powerful* avenue for conveyance of player power and agency, moreso when it is a result of interlocking systems that work in tandem and don't *disrupt* said Momentum. Witchfire, for any small complaints I might have about difficulty spikes or any jabs at it being ""derivative"" in certain ways, is *very* good at training you to use a big (varied, interesting) toolkit efficiently. "Derivative" might actually be more unfair to Witchfire than I mean to be considering - again - the best examples of the genre (*ahem* Witchfire) iterate on the good and trim the bad. The gunplay is Destiny gunplay, out of the dev's own mouth, but Destiny gunplay was the "good" from that game, with long stints of downtime between missions and an obnoxious gear score system (not present here) the bad. Every weapon is essentially a Destiny Unique that refines its functionality as you level it, from machine pistols that reload on post-kill dashes to snipers that hit *everything* in your scope when you get a critical hit. Spells meant to be interwoven into combat - down to a charged melee strike - recharge with damage output instead of any sorts of convoluted resource management ala Eve hypos or magic bars and *also* level up/ gain new functionality. Even the stamina bar - power-limiting and even frustrating if done poorly - rewards flow and momentum: an undamaged bar and a dash while facing an enemy reveals a meticulously-feedbacked little dopamine orb you can fire at that stuns *almost anything* and pops like a lootbox. Speaking of feedback, there's like, *so much* feedback, dude. Heads burst like party poppers, gun Foley/ design is *incredible,* and every chest you unlock or boss you kill is a cascade of rumbles/sound cues, meticulously crafted just like a group of interns did for Destiny back in whenever the hell that was first released. Gouts of flame shimmer and growl beautifully while every lightning bolt arcs and whines as if from Zeus himself, particle effects *exploding* with rock-solid framerates. Diagetic text cues for objects, enemy spawns, or nearby quests are "written" in the corner in cursive as if your scary little guy were discovering things with you. No great game is without its flaws, though. Difficulty spikes are sometimes *brutal,* and every jump in "Gnostic" level bumps threat level worldwide and can dramatically alter enemy pools, specific level challenges, and my patience in a given session. Systems are sometimes poorly conveyed, and this includes challenges/ obstacles that required 15 hours of encountering them to intuit how they should be solved (though most are low-stakes and miss-able BESIDES SOME CATACLYSM EVENTS). The game is loudly unfinished, and I hit *many* walls in my time with it so far; to its credit, there is a lot of game here already and devs are quite active. Incredibly optimistic for the future of this game, and wholeheartedly impressed that such a tight experience could be crafted by such a small dev team. This is the good shit, halcyon days shooting, and a surprise classic I'm excited to drop another 20 hours in when it's feature-complete.
👍 : 33 | 😃 : 0
Positive
Playtime: 1910 minutes
Been following the development of this silly little game for basically a decade at this point and finally caved in, not being able to wait for full release. But by god, it did deliver! [h3]The Good[/h3] - probably my favourite gunplay in any game ever (i have weird taste tho) - understated but absolutely gorgeous environment and level design - tight movement - great progression system that doesn't feel overpowering, i would say its 70% knowledge and skill and 30% upgrades - tons and tons of secrets - really good optimization, runs like butter - well designed and juicy ui - recognizable and varied enemy design - no bullshit, just challenging gameplay [h3]The Bad[/h3] - story is kinda bad, bit cringe at worst (but hey, they bother you for like 2 minutes with it and then its irrelevant) - cutscenes and boss introductions are kinda meh [b]But the best part[/b]: It's hard, it's challenging. In many different ways. They want you to figure stuff out by yourself. And while it might be frustrating at first. Throughout all my runs I started understanding the mechanics and puzzles more and more and it was really rewarding. It really doesn't hold your hand and rewards you in a way that most games just don't do anymore these days. Because it wouldn't sell well, because most people don't wanna or aren't able to engage with this depth. 9.5/10
👍 : 60 | 😃 : 3
Positive

Witchfire Steam Achievements

Witchfire offers players a rich tapestry of challenges, with a total of 20 achievements to unlock. These achievements span a variety of in-game activities, encouraging exploration, skill development, and strategic mastery. Unlocking these achievements provides not only a rewarding experience but also a deeper engagement with the game's content.

Prophet of the Whispering God
Shieldbearer
Galley Slave
Faithful
Vault Breaker
Fallen Preyer

Wake a Fallen Preyer

Mysteria

Unlock all three Mysteria on a weapon

Prophecy

Slot a Prophecy

Gnosis

Increase Gnosis

Research

Obtain the first Research item

Arcana

Absorb seven Witchfire Manifestations in one run

Mushrooms

Taste each edible mushroom

Armamentarium

Fill every slot of the loadout

Mirage

Open a Mirage

Cursed Chest

Open a Cursed Chest

Event

Finish an Event

Gatekeeper
Master Sentinel
Lost and Found

Retrieve your remains

Soul Sigil

Stun an enemy by destroying their Soul Sigil


Witchfire Screenshots

View the gallery of screenshots from Witchfire. These images showcase key moments and graphics of the game.


Witchfire Minimum PC System Requirements

Minimum:
  • OS *: Windows 7 64-bit
  • Processor: Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz (4 cores)
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX1050 Ti
  • DirectX: Version 12
  • Storage: 40 GB available space

Witchfire Recommended PC System Requirements

Recommended:
  • OS: Windows 10 or later 64-bit
  • Processor: Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 cores)
  • Graphics: NVIDIA GeForce GTX 1060 6GB
  • DirectX: Version 12
  • Storage: 40 GB available space

Witchfire has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.


Witchfire Videos

Explore videos from Witchfire, featuring gameplay, trailers, and more.


Witchfire Latest News & Patches

This game has received a total of 5 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.

Witchfire Patch 0.4.3.55481
Date: 2024-09-25 19:25:42
👍 : 493 | 👎 : 6
Witchfire Patch 0.4.4.55505: The One About Hermitorium and Whisper
Date: 2024-09-27 18:25:48
👍 : 719 | 👎 : 7
Witchfire Patch 0.4.5.56088: The One Called Fast Response
Date: 2024-10-19 14:01:03
👍 : 1206 | 👎 : 15
Hotfix 0.4.6.56132
Date: 2024-10-22 19:52:53
👍 : 728 | 👎 : 5
Patch 0.5.1
Date: 2024-12-20 20:40:11
Frostbite buff
👍 : 603 | 👎 : 5


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