![]() ![]() You played a crucial role in the development of the game, even though most of you are probably unaware of that. I’m glad to see they owned it and do seem to have recovered from it, though.Īnyway, and now I am getting to the part that’s truly important to us, another thought I had when reading the post was, “Shit, we’re taking our fans for granted, too.” When I read the post, it was clear to me what behind all that anger and frustration hides a brutal honesty that’s so rare to find these days. It’s hard not to feel a bit sorry for the studio. I will do my best for this kind of outburst not to happen again.” ![]() “We may be tired, confused and frustrated at our own ineptitude, but there is no reason to lash out at you. And the ending ( “if our lack of updates bothers you, refund the game”) was a disaster.Ī day later, the CEO of the studio apologized ( twice) with class. …but the post was tone deaf, angry and patronizing. It’s time-consuming to make your game look presentable to the public. The only thing that will get the game out of the door faster is concentrating all the effort on development. There’s a lot of good points in there – no, really, they’re correct about almost everything… Ebb, the developers of a cool horror shooter called Scorn, released an update in which they explained why the updates are quite rare. Remember the Scorn drama that happened back in November 2021? Of course, we won’t keep it a secret forever, but hey, it’s only January. So even though this timeframe does look reasonable to us, we don’t want to make fools of ourselves and commit to a particular day and month. And we’re not 100% certain it’s achievable. After the countless delays of countless games, we don’t think it makes a lick of sense to name a day unless you’re 100% certain it’s achievable. We feel like being more specific than a quarter is pointless at this moment. We need to make sure we deliver on both fronts.īut why say the quarter and not the month? Players no longer tolerate bugs, and they expect many, many joyous hours of play. We’re looking to how Hades or Dead Cells or Risk of Rain 2 or other notable roguelites did it, and will most likely combine elements of these paths to reach the full release.ĭespite releasing in EA first, it’s still a big challenge for a team like ours. A game with world-building and lore, but heavily focused on the roguelite gameplay loop. How exactly would EA work for a game like Bulletstorm or The Vanishing of Ethan Carter?īut it makes total sense for Witchfire. Why Early Access? Well, this is something that never made any sense for basically any games we’ve worked on before. PC, Early Access, fourth quarter of 2022. Prepare to How good are the chances that Witchfire will be released this year? :-)- Dirk January 3, 2022 But, at least for now, we’re totally fine with the latter. Our persistence layer is big enough for us to consider calling the game a dark fantasy RPG shooter instead of dark fantasy roguelite shooter. Meanwhile, roguelites are saying: “when you die, we do punish you for it, but we also let you keep some stuff so you can unlock and upgrade cool shit that might help you in the future.” To sum it up, hard-core roguelikes are saying: “when you die, you lose everything, but hopefully you also learn a lesson”. ![]() In Dead Cells, you can keep some of the gold instead of losing it all and all the unlocks are persistent. In Returnal, you lose your personal upgrades but not the upgrades on the guns. In human language it means that you don’t lose everything when you die.Ī few examples from some better known roguelites… In Hades, you lose gold but keep gems, keys, and many other things that allow you to upgrade your hero and weapons. No wonder, literally just a letter of difference.įrom our perspective, the best reason we found to call a game a roguelite is a certain level of forgiveness, usually in the form of the so-called persistence layer. The second kind is more or less anything that vaguely resembles a roguelike.īut in real life, we’ve seen roguelites called roguelikes and vice versa. Meaning features like “procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death” are obligatory. Theoretically, the first kind is just like a certain ancient game called Rogue. There are rogue like games, and rogue lite games. For now, let’s focus on why we call Witchfire a “roguelite”. I am using it here as a vague reminder of what the game is. That is our current logline (a brief summary of the game that shows the main theme, character and conflict). Witchfire is a dark fantasy roguelite shooter from the creators of Painkiller, Bulletstorm, and The Vanishing of Ethan Carter. Armed with strange weapons and forbidden pagan magic, hunt a powerful witch holding the key to your salvation. ![]()
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