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Steam News25 June 20268d ago

Witchfire 0.9.3 is now available.

EDIT: HOTFIX 0.9.3 (73812) (2026.06.25) Fixed a critical visual bug on the Marshland.

In this update9

Full notes

Full Witchfire update

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

What changed

27 fixes10 additions27 changes2 removals
  • Gameplay
  • Fixes
  • Balance
  • Maps
  • Performance
  • Events
fixedHOTFIX 0.9.3 (73812)
fixedFixed a critical visual bug on the Marshland.
fixedSome 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.
changedChanges to Weapons, Spells and Gear:Changed Corpse Eater and Heart Eater ammo reserves to be in line with other hand cannons.
changedHeart Eater:Reduced weakspot lifetime to 5 seconds.
changedHeart Eater:Increased weakspot damage by 15%.
interval between salvos has30seconds120secondsinterval between salvos has increased, buff

Witchfire changes

fixedHOTFIX 0.9.3 (73812)
fixedFixed a critical visual bug on the Marshland.
fixedSome 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.
changedChanged Corpse Eater and Heart Eater ammo reserves to be in line with other hand cannons.
changedReduced weakspot lifetime to 5 seconds.

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 changed, dangerous arenas are further from the start now.

Watch Commander now spawns in different place, and patrols a slightly bigger area, slightly slower. It’s possible now to miss/avoid him completely instead of having to fight him at the start every time.

Changes to Marshland:

Fixed Carrier launching at the player instantly upon spawning, before the materialization is fully complete.

Nerfed Marshland arena tier mods by 200 HP.

Changed default seed to a one which fits the Marshland mood better.

Nerfed blank resistance on Marshland enemies, they should be way less bullet-spongy now.

Adjusted HP cost and physical resistances of all new non-flying enemies to compensate for the above.

Wings are now critical zones on the Marrowfly, making it far more vulnerable to shotguns.

Slightly reduced HP on both the Marrowfly and the Bloater.

Added Stag-head and Spore-head back to the default level enemy pool.

Lowered several damage abilities across Marshland enemies - from values that multiplied to a clean 100 down to uneven numbers, so players are left with a sliver of health more often.

Rebuilt preset costs in the Director to accommodate these changes, so dangerous areas will have a slightly different feel than before.

Added mushroom spawn points to Marshland.

Added Torch Turrets to Marshlands.

Removed Spriggans and Mercenaries from Marshlands enemy pool.

Increased the number of proximity mines that spawn on Marshlands.

Fixed the prompts for Marshland quest objects (they should now should fade in nicely, while player approaches and be invisible during dialogues).

Fixed a bug that could prevent traps from spawning on Marshland.

Ongoing Marshlands level polish and optimizations.

Fixed a bug that was causing Concelebrant not to re-emerge correctly in some cases.

Fixed Concelebrant health bar disappearing and boss fight music stopping in wrong moments.

Fixed Marrowfly, Stag-head and Bloater movement logic.

Bloater attack should now only trigger attack warning notifications if it poses real danger to the player.

Fixed a bug that caused a huge amount of enemies to spawn in the Marshland Cathedral.

Fixed post processes on Marshland sometimes causing it to be extremely green or black and white.

Changes to World Corruption:

While investigating why Unstable Rifts weren’t appearing at Irongate Castle, we discovered a broader issue with the World Corruption system.

Until now, each run randomly selected five World Corruptions that would scale throughout the expedition, with the selection tied to the map seed. Unfortunately, that seed binding was broken - regardless of the map seed, the World Corruption seed was always identical. As a result, the same set of World Corruptions was selected every time.

Temporary changes:

To address this while we continue working on a permanent solution:

World Corruption is no longer tied to the map seed. Even if the map seed is locked, the selected corruptions will now vary between runs.

In future updates, we plan to restore deterministic World Corruption generation while maintaining a varied and consistent difficulty progression.

We are also considering removing the current limit of five World Corruptions per run.

We’ll continue adding new World Corruptions over time and increasing the presence of existing ones as the World Corruption percentage rises.

Randomness will primarily affect where World Corruptions appear, rather than which ones appear.

World Corruption Spire changes:

We’ve also continued refining the World Corruption Spire event:

The total number of Spires has been restored to five.

They now arrive in three waves (+1, +2, +2) instead of five individual waves.

Each Spire fires a single salvo by default, gaining one additional shot for every 20% increase in World Corruption.

Their maximum firing range has been reduced to 350 meters (roughly 1-2.5 combat arenas). Previously, they could target the player from anywhere on the map.

Their accuracy has been reduced by half, doubling the area in which their shots can land around the player.

The interval between salvos has increased from 30 seconds to 120 seconds. This interval gradually decreases as World Corruption rises. Spires will also fire in tighter groups, creating longer periods of relative safety between bombardments.

All Spires now spawn within the same area to reduce unnecessary traversal.

A new tremor effect, along with a log message 10 seconds before impact, now warns you of an incoming salvo.

Approaching a Spire now causes it to summon three weak Witchfire Wretches to defend it, making destroying them a more engaging encounter.

Fixed a bug that caused patrols to drop twice the ammo they were supposed to.

Designer notes: this threw off playtesting of new weapon maximum reserves, so these will be adjusted in the near future

Instead of always dropping ammo, Hunt enemies now have a chance to drop it, but each drop grants more ammunition. Major enemies have increased drop chance. Providence now can trigger on these drops.

The resulting re-balance should result in around 25% decrease of ammunition granted by the Hunt.

Designer notes: Hunt ammo pickups were introducing too much noise on the battlefield, and picking up all these tiny drops of ammo was more of a chore than a satisfying looting experience. Moreover, ammunition economy was always meant to be a real concern in Witchfire, but slowly that aspect of planning disappeared as time went on. That change is a step towards making it once again something you have to think about during expeditions.

Non-level/gear-specific fixes and balance changes:

Dialogue subtitles corrections & fixes.

Moved Mesel a little bit backwards, so that she won't block player's path before Sefer's judgement.

You can now open the Profane Study at Gnosis III, instead of Gnosis V. All Torments now require at least Gnosis V to start.

Fixed an issue with Drowned Captain not spawning on Gnosis 0-3.

Fixed Statue of the Priest objective display if the player died after restoring it with the Scepter.

Fixed extra elixir slots granted by Temptation.

Electro obelisks now correctly take damage from Tribunal.

Fixed Elias’ sometimes not vanishing after picking up the Healer's Cloth in the Velmorne Vault.

Nerfed Cleansing Bell budgets (equivalent of 2 swordsmen per wave).

Fixed an issue where ship log ambush triggered every time (even if finished or when player is not there).

Fixed friendly characters (i.e. Rotten Fiend) attacking Cleansing Bells and friendly turrets.

Spire tremor added - it notifies that a spire assault is coming.

Fixed an issue which caused the inspect body objective on Marshland to autocomplete.

Added new effects to better visualize Concelebrant bossfight mechanics.

Fixed the hitbox of Buckler projectile - it will now be easier to hit.

Added a patrol spawn timeout - to fix an issue where backlog of scheduled patrols would cause a seemingly never-ending battle near itinerant portal. Now spawn of a patrol wave grants you a guaranteed 60 sec grace period until next one spawns

Fixed some gameplay events - e.g. spires and skull traps - firing during cinematics and dialogues.

Fixed Scaring Bell pickup being visible through walls in some scenarios.

Improved performance of some environment lighting transitions.

Fixed weapon swapping when using CTRL as the Crouch key.

Optimized Burning Stake spell (backend, performance tweak - does not impact its effectiveness in-game).

Fixed incorrect inventory category for garden-related items.

Source

Steam News / 25 June 2026

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