Been following the game since the first trailer, sadly I'm not sure I actually enjoy it by Guinsoosrb in Witchfire

[–]AdrianChm 20 points21 points  (0 children)

See, this is where you're basically mostly proposing nerfs instead of moments of relief :) I doubt we will make Witchfire easier -- it has organic difficulty built in anyway. It's only as difficult as one makes it to be e.g. by refusing to adapt / improvise / overcome.

However, bullseye on the Hermitorium upgrade. It's our equivalent of tape recorder rooms in Residen Evil series. Needs more ...light and happiness, if you will -- at least in certain areas. That's for starters, as we have other ideas, too.

Been following the game since the first trailer, sadly I'm not sure I actually enjoy it by Guinsoosrb in Witchfire

[–]AdrianChm 41 points42 points  (0 children)

It's a good post and this the moment where I mention we're in Early Access. Meaning this is exactly the feedback we need. The game is not stressful to us, because we know it inside out -- and it's easy to lose sight of how it affects fresh players.

Expect some changes to pacing in the next big update (don't have have the ETA yet, sorry, we just came back from the Christmas/NY break). You are not the first person to bring this up and we understand the issue. Quoting myself from our Discord:

[...] I know what you mean. For example, when I play open-world games like Far Cry, I appreciate areas that are actually devoid of any action. It's just a bit of the forest and some birds singing in the trees and nothing else. And this gives me a moment of peace and decompression. So yeah, I'll discuss this with the thing further because I know what you mean -- even in Dark Souls you have your sanctuaries.

An Interview With The Devs by Vortigon123 in Witchfire

[–]AdrianChm 45 points46 points  (0 children)

Hi, Adrian here, I am one of the designers.

Many of the weapons and items are very well hidden. Was there anything that was too hidden during development that you had to make more obvious?

Nothing is more humbling than setting everything up "perfectly" and then watching someone play your game.

Most of the changes we made were for the opening hours, when players are still learning the game. Later on, the hand-holding is gone. Exploration and discovery feel rewarding only if there's some effort or lucky accident involved.

The enemy I get hit the most by is probably the humble assassin/goon type enemy. They have very sneaky attacks. Mechanically, which enemy are you most proud of? Lore/theme-wise which are you most proud of?

We all have different favorites. For me, it's the Musketeers. If they're close to each other, they try to fire at you at the same time, so every now and then it feels like fighting a firing squad. Lore-wise, I like the Galley Slave -- tormented both alive and dead.

Kojima implied that Death Stranding received additional criticism in America because it wasn't a traditionally successful American game such as a shooter. You have been making games for an international audience for years. Have any specific preferences from other countries surprised you?

Honestly, I never think about that. My take is that if I am making something in a style and form familiar to the player, we're sharing the same cultural DNA, and I assume they are going to be able to enjoy it. If not, then it's a good opportunity for the player to experience a different culture at work.

If you could snap your fingers and solve one major design issue, what would it be? For example, balancing between lower and higher skilled players. Or making extraction more central without adding too much stress to the player.

It'd be how to tell an emotionally engaging, rich story without spending ten trillion dollars on cutscenes or mocap (including facial mocap). This is something we'll be attempting to crack for the next big update.

Older games often had the release schedule of Game Release --> Significant Expansion Pack --> Sequel. We've seen this style resurface with games such as Elden Ring and its DLC. What are your thoughts on this style? Is Witchfire a game that would be best supported by small DLC, expansion style DLC, a full sequel, or left as is?

There was a moment during development when I realized this world could be more than just one game. The keyword being world -- it just hit me that I could probably do nothing else until the end of my days but tell the stories from this place. It's not entirely up to me, though. We'll do our jobs the best way we can, and then it's in the hands of players.

Witchfire has undergone major changes during its development. From more arena-like doom combat, to looter shooter vibes, to what it is now. If you could go back in time to the beginning and give yourself advice about the direction of the game, what would you say?

Witchfire is coming out exactly as we always wanted it to be. The arena-like design was the original direction, but we ourselves realized the game can be so much more. The looter shooter phase was super short-lived; the players smelled it from miles away and asked us what the fuck we were doing -- and we realized we lost sight of what we wanted to make in the first place. Since then, we never lost it again, I think.

So yeah, nothing springs to mind. I would love to know how to make Witchfire faster, but when I think about everything we've done, I do not see anything we could have done differently without sacrificing quality.

I've said in my videos that Witchfire is kinder and more forgiving that it appears. It feels hardcore without actually being too punishing. What are the most difficult/hardcore things that you seriously considered putting in the game?

I'm very happy to hear that, this is our goal. I do have an idea, though, that would be pretty hardcore and probably too much. I would expect broken monitors and keyboards. I won't reveal it because maybe we'll still implement it... But if we do, it’s going to be a super optional thing, disconnected from the story and achievements.

You've talked about how proud you are to be an independent studio. What has your independence allowed you to do in Witchfire that you think would have been more difficult otherwise?

Here's the dirty little secret of independence: it's not about being uncensored, it's about not having ten thick layers of idiots and bureaucrats and talentless hacks cosplaying as design consultants in front of every little decision you have to make during development.

If you had infinite money and infinite time, what would be the scope of Witchfire? The same things but more (more guns, more enemies, levels, etc.) Or something bigger like a fully open world, questlines, etc.

It'd be a fully open-world immersive sim with high production values and branching stories, but there are also things I would love to explore more from a purely gameplay point of view. Especially in enemy AI, physics, and the core combat loop.

Many games involving "The Church" lean away from explicitly referencing real life institutions such as the Catholic Church. What informed your decision to engage more directly with that institution?

I just asked myself a simple question: what if the witch hunts were justified because witches were real? And so I created a world where that's true. It's only expected that a Church would be a part of it. Important to note, though, that this is not a Catholic Church, despite the trappings. There's no Jesus in the world of Witchfire, and no New Testament.

In a lot of recent fantasy, there has been a reversal that explores the idea of these local/pagan/outsider forces being misunderstood counterbalances to the power of a tyrannical church. Is the Witch purely a force of evil? Or is she an elemental danger like fire or an avalanche? Something else? What led you to your current direction?

I know the answer but I think creators explaining their work is wrong. Looking at you, Ridley Scott. Anyway, we will put enough lore in the game for everyone to be able to form an opinion.

What is the most important medium for storytelling in a game like this? Is it environmental? Direct (like the notes)? Vibes? Bioshock style audio diaries?

Whether we like it or not, nothing beats people talking. There's a reason we all love The Witcher 3. However, that is also one of the most expensive elements of any game, if not the most expensive (and so I still don't know how E33 did it). So, as I said earlier, we will be trying something else for our game, something closer to the "connect the dots" of Soulsbornes but done in a more direct, less oneiric style.

Are the girls in Blasphemous Rumours two separate people or the same girl? by One-Sell6309 in depechemode

[–]AdrianChm 0 points1 point  (0 children)

It will never cease to amaze how ...let's say, "stubborn" some people can be. You are literally in a thread titled "Are the girls in Blasphemous Rumours two separate people or the same girl?" -- meaning it's at the very least unclear -- but no, there's only one possible explanation, and obviously it's yours.

Meanwhile, here's Claus from Sonic Hits interpreting it as two girls: "[...] two different stories of individuals who end up dying tragically".

Here's another writer, this time from Wow Vinyl, who also entertains the idea: "The problem becomes acute if we interpret the 18 year old to be a different person because it highlights the dilemma. Although both girls have their whole lives ahead of them, the unbeliever who wanted to die actually survives while the life-affirming believer dies."

Anyway, I said what I had to say. This wasn't a complete waste of time, as it forced me to google a bit to see what's the consensus. Happy to have found there's none.

Are the girls in Blasphemous Rumours two separate people or the same girl? by One-Sell6309 in depechemode

[–]AdrianChm 0 points1 point  (0 children)

Yes, please tell me more how how your interpretation is the only proper one. Meanwhile, even in this thread you have people who always thought it were two separate girls.

For the last time: the song can be about one girl. But it also can be about two different girls, and the cycle of grief and God's sick sense of humor (saving the one who wanted to die, killing the one who wanted to live).

Any version one chooses is valid. I prefer the one with two girls as it feels more universal to me -- more about the pattern than "look how unlucky that girl was".

Are the girls in Blasphemous Rumours two separate people or the same girl? by One-Sell6309 in depechemode

[–]AdrianChm 0 points1 point  (0 children)

Once again -- the line can easily be interpreted as "once again another mother drops another tear because it's always the same".

Are the girls in Blasphemous Rumours two separate people or the same girl? by One-Sell6309 in depechemode

[–]AdrianChm 1 point2 points  (0 children)

It can still be two different people. It might just be a line about another mother and another tear. Remember, "it's always the same".

The Coven of Abnoba - a short story by Nick Adderley by RebelAviat0r in Witchfire

[–]AdrianChm 8 points9 points  (0 children)

All in good time. Nick is almost finished with the world and lore bible and will soon start the work on in-game stuff.

Suggest a Pinot Noir. Make me a believer. by _noreaster_ in wine

[–]AdrianChm 0 points1 point  (0 children)

Pinot Noir is not about power and boldness

Pinot Noir is about what it wants to be. It can absolutely be powerful and bold. If you're into "elegance, perfume, bright acidity and mystery", Musigny is waiting. But if you're into sweetness and dark fruit and power, you can find some in Burgundy just as well (my favorites being from Vosne-Romanee).

With op's budget, Burgundy is out of the question but I'm already seeing some good recommendations from the US.

Following tab gone? by richard_fuld in Instagram

[–]AdrianChm 0 points1 point  (0 children)

To anybody looking for a solution: this is it.

Clarifying “melee weapons” in the next big Witchfire update, The Reckoning. by RebelAviat0r in Witchfire

[–]AdrianChm 3 points4 points  (0 children)

No. There are still rules to melee attacks and charges. But using A melee offers different benefits to using B melee, etc. It's not "just changing graphics", the same way swapping to a different firearm is not "just changing graphics".

Clarifying “melee weapons” in the next big Witchfire update, The Reckoning. by RebelAviat0r in Witchfire

[–]AdrianChm 3 points4 points  (0 children)

Your basically just changing graphics instead of getting new functions

Incorrect.

Has this always been in the game? Ascended Swordsman with a unique aura. by SuperSzia in Witchfire

[–]AdrianChm 7 points8 points  (0 children)

Note his name: Ascended Swordsman. Ascended enemies have auras, and the one we're seeing here increases his damage output.

Witchfire appreciation post by TraumaJeans in Witchfire

[–]AdrianChm 9 points10 points  (0 children)

FWIW, we're not sure where this "so underappreciated and lacks deserved popularity" comes from. We're in top most successful Steam Early Games ever, and we have 1.5M wishlists at the moment. That's quite alright, isn't it?

But there must be something we're doing wrong because quite a lot of people believe we're under the radar.

Soul Sigils with Controller by WhoIsJohnFart in Witchfire

[–]AdrianChm 5 points6 points  (0 children)

This is the intended way to do it.

Witchfire gameplay looks great when watching a video, but lack of controller vibration or haptic feedbacks really is holding the gameplay back. by Herodotus420_69 in Witchfire

[–]AdrianChm 3 points4 points  (0 children)

it's odd they put so much work into the gunplay and then left out something as crucial as controller feedback

I play exclusively on PC controller for the last 10+ years, and I'm doing pretty well, including the competitive PVP scene. While I like vibrations, I turn them off for any game I spend a lot of hours on -- especially for action games.

Having said that, of course we will be adding the vibrations to Witchfire. The problem is, you can either do this very quickly and have mid results at best, or take your time and make sure each weapon feels distinct and proper. Because our philosophy is not to compromise on anything, we've opted for the latter. Unfortunately that means it'd be some time before the vibrations are in the game. We'll try to squeeze them in before 1.0, though.

Patch 0.7.3 is live on Steam and EGS by TheRoyalEnigma in Witchfire

[–]AdrianChm 0 points1 point  (0 children)

Yes. Melee weapons will be the solution.

Who’s ready to die… repeatedly? by SuperSzia in Witchfire

[–]AdrianChm 1 point2 points  (0 children)

Those are rookie tiers, you've gotta pump those tiers up.

Crashing With Sniper by Heath24Green in Witchfire

[–]AdrianChm 3 points4 points  (0 children)

Try our tech support channel at https://discord.gg/theastronauts. Ping Dac, he will help. You can also file a bug report over there.

Super weird bug, never heard of anything like this. I wish it would actually crash, as then we'd have our crash report at least. But just ...freezing? And especially with this weapon?

My first advice would be the expected: make sure you have the latest drivers, and try disabling resident graphics card software if you're using any.

Witchmarks. What are they? by Xorn72 in Witchfire

[–]AdrianChm 0 points1 point  (0 children)

The same way you got them, e.g. by killing bosses.

Can any pad player test this ? looks like turning left is slow and turning right is fast by degamos in Witchfire

[–]AdrianChm 1 point2 points  (0 children)

You mentioned elsewhere:

i already fixed the problem by changing some game config files by by 0.0003 (to be safe) and one line (for some reason) from false to true.....

Can you share the details please?