HomeGamesUpdatesPricingMethodology
Steam News10 June 202625d ago

Road to Revelations - new corners of the Witchfire world

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 remai

In this update8

Full notes

Full Witchfire update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes9 additions5 changes0 removals
  • Maps
  • Gameplay
  • UI and audio
  • Balance
  • Store
  • Events
changedPiercing the veilLet'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.
addedPiercing the veilWhile 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 have a certain kind of sensitivity, I am sure you will understand exactly where we're coming from.
addedPiercing the veilFor us, just like for you, every new region we unveil is a big source of excitement. It never is just another area that adds more territory and makes the game bigger, but a meticulously sculpted space that reveals another piece of Witchfire's lore and enriches the world.
changedPiercing the veilWe craft levels piece by piece, avoiding repetition and refusing to follow the same schemes, so each place can feel unique, special in its own way, while the world around it stays believable and grounded enough for you to dive in and lose yourself in its depths. Maybe that sounds too romantic, but this is the actual work done not only by the art team: months of references, decisions, revisions, and tens of thousands of assets planned, placed by hand, and optimized.
addedPiercing the veilAnd as beautiful as Marshland is, we are not here just for art contemplation, are we? On the other side of this equation lies gameplay - to provide the finest and most versatile experience that we can deliver, and we constantly try to balance between a believable world and a playable space. We approach every location from a different angle - sometimes through risky endeavors, just to push the envelope a little further, sometimes by finally adding things we always wanted to put in the game - things that simply make Witchfire more fun. Or a greater challenge.
changedPiercing the veilA beautiful but hostile wetland where the path disappears into reeds, fog, and old religious failure. At first glance, it may seem like there is nothing interesting waiting there - far from the Witch’s main influence, this pilgrimage site has long been forgotten, erased from history and wiped from the maps.

Witchfire changes

changedLet'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.
addedWhile 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 have a certain kind of sensitivity, I am sure you will understand exactly where we're coming from.
addedFor us, just like for you, every new region we unveil is a big source of excitement. It never is just another area that adds more territory and makes the game bigger, but a meticulously sculpted space that reveals another piece of Witchfire's lore and enriches the world.
changedWe craft levels piece by piece, avoiding repetition and refusing to follow the same schemes, so each place can feel unique, special in its own way, while the world around it stays believable and grounded enough for you to dive in and lose yourself in its depths. Maybe that sounds too romantic, but this is the actual work done not only by the art team: months of references, decisions, revisions, and tens of thousands of assets planned, placed by hand, and optimized.
addedAnd as beautiful as Marshland is, we are not here just for art contemplation, are we? On the other side of this equation lies gameplay - to provide the finest and most versatile experience that we can deliver, and we constantly try to balance between a believable world and a playable space. We approach every location from a different angle - sometimes through risky endeavors, just to push the envelope a little further, sometimes by finally adding things we always wanted to put in the game - things that simply make Witchfire more fun. Or a greater challenge.

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 have a certain kind of sensitivity, I am sure you will understand exactly where we're coming from.

For us, just like for you, every new region we unveil is a big source of excitement. It never is just another area that adds more territory and makes the game bigger, but a meticulously sculpted space that reveals another piece of Witchfire's lore and enriches the world.

We craft levels piece by piece, avoiding repetition and refusing to follow the same schemes, so each place can feel unique, special in its own way, while the world around it stays believable and grounded enough for you to dive in and lose yourself in its depths. Maybe that sounds too romantic, but this is the actual work done not only by the art team: months of references, decisions, revisions, and tens of thousands of assets planned, placed by hand, and optimized.

And as beautiful as Marshland is, we are not here just for art contemplation, are we? On the other side of this equation lies gameplay - to provide the finest and most versatile experience that we can deliver, and we constantly try to balance between a believable world and a playable space. We approach every location from a different angle - sometimes through risky endeavors, just to push the envelope a little further, sometimes by finally adding things we always wanted to put in the game - things that simply make Witchfire more fun. Or a greater challenge.

Throughout development we have been trying to bring you places that feel truly diversified and cover the whole spectrum. From the welcoming warm-up of the outskirts, through the narrow spaces of the town that are more demanding with their close-up structures, to a compact stronghold to conquer from the bottom all the way up to the king’s chamber in the castle.

And now it is time for something misty and convoluted, yet open and vast - a place of definitely not welcoming nature with all the mysteries that it hides between trees, bushes, roots, muddy caves, and ruins of a forgotten monastery.

A beautiful but hostile wetland where the path disappears into reeds, fog, and old religious failure. At first glance, it may seem like there is nothing interesting waiting there - far from the Witch’s main influence, this pilgrimage site has long been forgotten, erased from history and wiped from the maps.

But this next piece of the Witchfire world hides more than marsh veiled by rotten silence. It holds the secrets of the Cathedral of Saint Aurelian, revealing one of the Vatican’s failures and pointing toward the mystery of another Fallen Preyer. It is a place inhabited by abominations both already known to you and unseen in other lands - creatures that seem perfectly at home while you remain the invader, struggling to survive against impossible odds.

What lies between the vegetation is yours to discover. We have been teasing Marshland for a while now, showing you screenshots from the whole level, but they won’t really make sense until you piece it together by experiencing it on your own. And beating a new familiar who, by the way, is in one of the screenshots - can you spot it?

The wait won't be much longer.

Revelations is going live next Thursday, on the 18th of June 2026.

Be prepared.

Call for saves

We also want to be prepared, and we’d like to make sure that the saves you have are compatible with the new update. We have a sizeable repository of our own saves, but the more we test, the more confident we are that everything works well.

If you’d like to share your saves with us and give us a bigger pool of files to test, please use the form linked below to upload the files - thank you!

Witchfire Revelations save submission form

And like we said already, we will not force a wipe upon you unless it's absolutely necessary for technical reasons. I am just reiterating it because I saw yet another thread about it on Steam and we wanted to make it abundantly clear what our stance is. Early Access titles are often rough around the edges - we’re not using the label as an excuse, but as a tool to get you involved and craft a game that reflects not only our vision but also your feedback. It comes with certain risks you have to be aware of when you sign up for it; keep it in mind.

Hermitorium Archives

Witchfire Levelmaxxing experience

It’s an age-old rule that the higher you set the bar, the more determined some people are to reach it - level 541 was reported for the first time mere 10 days after the Early Access launch, and while that was an absolutely astounding pace, all those who clawed their way to the top deserve to be recognised. A couple of days ago a new topic appeared on our subreddit, in which No_Idea_2852 shared their experience of the climb - give it a read if you’d like to know what it was like. We did, and we will be thinking about how to improve the tall-end experience in the future.

Click here to visit the original thread.

Picture perfect

With 0.9 just around the corner, we’re slowly focusing our gaze on 1.0 and the (Witch) mountain of stuff we keep in our backlog. There is a separate channel on our internal communicator which is bursting at the seams because we would like to throw in so much stuff into the game - two of the features listed there were recently mentioned among you on reddit and Steam. Given that they are something we have been thinking about, let’s address them publicly.

Click here to visit the original thread.

What we already have in the game is technically an inspection screen, it’s just a bit static - meaning you cannot freely rotate the items and look at them from every angle. We understand that what the OP is requesting is for the Preyer to be able to inspect the weapons during gameplay - a bit like a camera slowly panning across various surfaces of cars in racing games, only with weapons instead of cars. We take it as a huge compliment and we’re proud that you like the design so much you’d like to have a closer look, but this one is rather unlikely to happen. We may add rotation to the current inspection screen (if time and resources allow), but looking at the gear while mid-run… Not so sure about that. It could destroy the immersion, but we cannot deny the appeal - time will tell, but for now you will have to do with “it’s not a definitive no”.

Click here to visit the original thread.

The second name-dropped feature from your wishlist is a dedicated photo mode - I already answered in the thread, but given how many people actively read every single one of them (I’d hazard a guess it’s not many), we’re talking about it now, too. Photo modes are a bit of a tricky subject - on one hand, they seem to be quite simple, just free the camera and call it a day, but there are so many underlying systems that would need to be temporarily paused or culled altogether, it becomes a more complex task. Doing it right (and making it feature-rich enough to deserve a photo mode moniker) is a huge undertaking - one we’d like to have a go at if and when there is time, but it’s not now - there are far more pressing issues and another “seemingly simple, yet complex at second glance” thing is currently being worked on: vibrations. We mentioned it before and we implemented a simple system a while ago, but to build an immersive and comprehensive rumble - one that doesn’t just make the controller go brrr when you press a trigger, but rather incorporates feedback from explosions and other environmental phenomena - is no small feat. One we’re working on, and we’re quite excited to tell you more, but… not just yet.

This is not an official merch announcement

Click here to visit the original thread.

… but we’re already making some moves behind the scenes and after your reaction to the Witch, and... let’s call it enthusiasm for the visuals, I am going to suggest we make a body pillow. Maybe not just with The Witch, hell, if you can already purchase a body pillow featuring a certain dextro-amino-acid specimen of a space-faring race from another game, what’s stopping us from launching a “collect them all” campaign with body pillows showcasing seven Fallen Preyers?

For legal reasons, I have to state that this is just a tortured joke. And as someone who has some experience in creating dating sims, I dread to think what the mod mentioned in the reddit thread would be, but I have been to the internet far too many times…

Garden hose spraying acid

Click here to visit the original thread.

Now, this one is a bit less recent, but it’s worthy of attention - about a month ago, Lomgjumping-ease3579 created a thread about Rotweaver and asked whether it is the best weapon, trying to prove the point by attaching a video of Dimacher melting in front of the said gun. It’s a bit funny, but it appears that every weapon is the best weapon in Witchfire, provided you know how to use it - typing “best weapon” into our reddit returns 408 results and taking a stroll through them shows just that. Which is a bit of a testament to how versatile the current weapon system is, so we’re excited to see what you will make of the new weapons and how they will disturb your current playstyles (spoiler alert: given how popular the Tempest has already proven, it may be a hit).

Save for Striga, because it’s the best weapon in the game. Personal opinion, not a statement from the whole dev team. Also, don’t change my mind.

That's it for now, we will be back next week with a summary, but we know that exciting times are coming, and we cannot wait to see what your take on all the new stuff is.

Cheers!

Spajk

Source

Steam News / 10 June 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.