
Witchfire
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Witchfire
Witchfire blends dark fantasy with first-person combat, casting you as a sinner transformed into a witch hunter on dangerous solo expeditions. Defeat foes, gather resources, and choose whether to retreat or challenge the witch’s Familiar. Encounters strengthen you through the Arcana roguelite system, while weapons, spells and artifacts offer different ways to shape your build. Death gives you one chance to recover what you lost—or you can return with a new plan. Steam player rating: 91% positive from 17,437 reviews. The Steam PC version supports full controller support. English full audio and subtitles in multiple languages are available.
Credits
Lowest recorded in 36 months
$31.992024-08-13 · Epic Game StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 12 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Mode and controls
The Steam PC version is a single-player RPG shooter with full controller support.
Language
English full audio is available, with subtitles in multiple languages, including English, German and Chinese.
03Frequently asked questions
What happens on an expedition?
Take expeditions, defeat enemies, and choose whether to extract your loot or face the witch’s powerful Familiar.
How does progression work?
The Arcana roguelite system strengthens you and your arsenal after completed encounters.
How do I customize my character?
At the Hermitory, build your preyer with a selection of weapons, spells and artifacts.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
It's fun, but not $40 fun. I'd wait for it to cook a bit more. The gameplay loop is solid enough that I'll come back to check it out on new content releases.Show moreShow less
Kinda funny how extraction shooters are MUCH more fun and enjoyable when you don't have to worry about some guy with a hack engine noscope sniping you from the complete opposite end of the map.Show moreShow less
Pros The combat feels excellent, with highly satisfying visuals, impactful camera work, and impressive bullet effects. The game environment is stunning, making exploration enjoyable. The Gacha equipment system adds an exciting layer of progression. Each weapon has unique effects, creating diverse and interesting gameplay styles. I appreciate mechanics that punish mistakes, like the calamity bar increasing when taking risks or making errors—it adds an extra layer of challenge. Overall, the game is solid, and I plan to keep playing. Cons The price feels too steep for the amount of content available. After 15 hours, I’ve completed all three levels and earned 17 out of 20 achievements. The game needs significantly more content to justify its cost. The stamina system is overly punishing. Losing large amounts of stamina when hit makes later levels frustrating since you get hit frequently. Stamina is required for everything except walking, so escaping enemies becomes nearly impossible once you run out. You're left with two options: "spray and pray" or slowly walk away, hoping to survive. Worse, shooting and jumping prevent stamina regeneration, making the system feel overly restrictive. This is easily my least favourite mechanic in the game—it creates a frustrating loop that feels unfair rather than challenging. While the visuals are excellent, they have a very distinct UE5 look. This isn’t necessarily bad, but as more games adopt this style, it starts feeling less unique. I prefer a more distinctive art direction. Conclusion Right now, I can’t recommend the game, mainly due to its high price relative to the content. The gameplay loop is enjoyable, but with such limited content, it becomes repetitive quickly—at least for me. If the game receives more content in the future, I might reconsider, but as it stands, it doesn’t feel like it offers enough value for the cost.Show moreShow less
imagine the gunplay of Destiny but none of the intense shame of being a Destiny playerShow moreShow less
Witchfire is a really good shooter mired in some weird and contradictory design decisions that make the gameplay more frustrating than enjoyable for me. When the game gets out of its own way, it feels awesome, with very snappy combat and fun powers. The atmosphere is great, and the performance is well optimized, with only occasional dropped frames in some environments. As far as the core gameplay is concerned, it should be a slam dunk. But then the game gets too “clever” for its own good. Witchfire mixes elements of soulslikes, extraction shooters, roguelites, and traditional RPG leveling, but these elements clash in weird and tedious ways. The need to level up ends up gating you constantly, and it’s really the primary thing that matters in terms of how well you will do in a run (the roguelite in-run ability unlocks are underwhelming and don’t actually make for meaningfully different runs, at least at the levels I’ve reached so far), which makes the game loop come down to just repeating the same couple levels again and again with very little meaningful variation and playing in the most boring way possible to grind resources. For example, you start the game with very little stamina. Stamina is what helps you dodge enemy attacks. This is important because on the first island, all of the enemies you encounter have attacks that target you without fail (some are slow heat-seeking missiles; others are fast deadeye shots, and others are melee attackers with teleport mechanics). So with your limited stamina, you can only dodge one or two of these attacks before you need to rest behind cover. But the game spawns enemies in groups of 4-6 right next to (often behind) you. If you encounter more than one swordsman at a time, you just die; you can’t run from them and can’t effectively fight them, because the game hasn’t given you tools to do so at the start. What you have to do is spend a while dipping into the level, shooting from cover, finding a bit of gold and witchfire, and leaving so you can level up and unlock more guns. This isn’t a tense experience, so it doesn’t work as an extraction shooter, really. Either you trigger the right mobs and it’s kind of too easy, or you trigger the wrong ones, and you get overwhelmed and die. It’s just kind of a rote experience you have to get through, so that you can level up enough to play the real game. And you do, and the game starts to feel a bit fun. Then you meet the first boss. His attacks also home in on you, and they have very wide area of effects. So wide that your newly leveled up stamina isn’t leveled up enough for you to be able to dodge them with a single dodge. And every time he hits you, he takes out half your health bar and chunks down your stamina, which makes you less able to dodge. Basically, trying to beat him without leveling your stamina significantly is going to end up with you dying, and since you can only fight him after clearing the entire island, you end up clearing the whole island multiple times, just to lose all the resources in a boss fight that feels cheap and unfair. The smart play is the boring one again–farm some resources, then walk away, multiple times, until you’re leveled up enough. Meanwhile, many of the game’s mechanics are cryptic and obtuse and can only really be understood via googling, so you often just get killed by things you can’t possibly understand (like a pirate ship that shows up mid bossfight for reasons and kills you by quickly draining a sanity meter you didn’t know you had). Out of sheer obstinance, I powered through, I leveled up, and I became one of 20% of steam players to actually beat the first boss (that feels like a pretty low percentage to me, and indicative of how many people aren’t enjoying the experience of the early game enough to keep going–it’s the first boss, after all). It felt like I accomplished something, of a sort. And I was starting to learn enough of the game. Maybe it would be more fun-challenging and less punishing-hard now. I leveled up my gnosis (difficulty) to unlock some more weapons, because item progression is hard-locked by your gnosis level. And one of my next tasks was to explore a crypt. And I’ll just say that the crypt is one of the most frustratingly artificially “hard” level designs I’ve ever encountered in a game. And I realized that it wasn’t a matter of getting past the first cheap boss to unlock the fun game. This is just how the game does difficulty; it wants to be a hard game so badly that it mistakes what makes a lot of hard games fun. I don’t feel challenged by tense encounters; I feel punished by obtuse rulesets, level gates, and odd mechanics. The shooting (because this is a shooter, in the end)--is actually maybe a bit easy, if anything. I’m sure I’ll get some responses telling me to “git gud” and saying I’m playing the game the wrong way. I’ve seen plenty of such responses to other criticisms of this game, where folks say “It really clicks at about ~30 hours in.” And I know that for some people, Witchfire will be exactly what they want. For me, it’s too tedious and frustrating in its current state to justify spending that kind of time on it. I don’t want to wait for a game to get enjoyable, googling obscure mechanics and hidden traps and cursing at hard level gates while I slog to level up and unlock the promise of what the game could be. It’s still early access, so this all might change (I don’t suspect it will significantly, because a lot of the problems, really, are design choices, not implementation flaws, and it’s quite late in early access at this point). I’ll come back and reassess and update my review after it hits 1.0. But until then, I’m done trying to git gud and done waiting for the game to git gud too. Edit: Y'all: my criticism is not that the game is hard (I like hard games): it's that the mechanics it uses to be "hard" are just grindy roadblocks and cheap gotchas that make the game repetitive and not actually very skill-based. On its surface, Witchfire promises the combat loop of a Destiny or Doom: an aggressive, movement-heavy shooter where you experiment with loadouts and abilities on the fly and where the challenge comes from adapting to a wide variety of enemy attack patterns. And maybe it becomes that…eventually. But it starts you with no mobility, no equipment, long cooldowns, and next to no health until you grind through a bunch of levels. It rewards you for playing in a risk-averse way (extracting early is always more rewarding than pushing your luck and losing everything, and getting hit is punishing in unrecoverable ways). So the actual way you play the game for the first 10 hours is to farm the same five mobs on the same 2 levels from a safe difference and extract as soon as things get risky. If the devs removed the grindy leveling, the extraction-shooter rewards, the insanity mechanic, and the slow-drip level-gated unlock of loot from this game…it might be a lot of fun. But while those things are in there, it's not worth slogging through 10+ hours of a bad game to hopefully unlock a good one.Show moreShow less
Witchfire is a great game for Dads and other busy people. If you want a single player FPS with lots of depth that you can play an hour or two here and there but still get satisfying game play and make good progress. This game is what you need! The cool Gothic style and great gunplay makes this game more than worth the money imo. I also think the devs love this game because it feels and plays like a passion project to me and they dont try to sell you stuff so no micro transactions which is refreshing too.Show moreShow less
Witchfire is a strange one. I've been looking forward to it ever since it was announced at the game awards in 2017, but I cannot recommend it in it's current state. Theprimary game loop is divided into two segments, the hub and expeditions. The hub allows you to level up, research new gear, level up said gear and level up the overall world difficulty and progression by researching Gnosis. This loop feels really solid and you always feel like there's something new to do every time you come back to the hub from an expedition. The expedition is the second segment. An expedition is basically just choosing which level you want to play and you then set out to collect resources you can use in the hub. Levels are fairly small but open and you choose how you want to tackle each challenge in whichever order you want simply by exploring. Encounters and enemy groups are clearly marked on the map and clearing these will yield resources and temporary buffs. Depending on your Gnosis (world progression) you'll be able to see and interact with more hidden stuff in each level, giving you a reason to come back later as well. Witchfire borrows aspects from extraction shooters as well by robbing you of everything you've collected if you die, so sometimes it's not a bad idea to abort early and try again for the main objective some other time. Movement is smooth and slick, enemies are varied and well designed and the guns look, sound and feel great. The core loop is phenominal, but Withfire also has some massively negative points towards it. First off, the environments are simply not designed for combat. You always fight in open fields that sometimes have some debris spread around. Every encounter feels the same and it gets repetetive and boring extremely quickly. Areas feel like they are designed to be traversed through rather than fought in. Despite your flexible movement, there's only ever a single plane of elevation, unless you're fighting on the slope of a hill. Enemies also tend to spawn around you for seemingly no reason. Sometimes you'll be alone only to turn around and notice 10 skeleteons following mere meters behind you. Sometimes they'll spawn when you're already fighting a group of enemies, causing what the game clearly marked as a small encounter to become an overwhelming onslaught. And with the environments being so open, there's oftentimes nowhere to hide as you're suddenly surrounded by 30 riflemen shooting at you from all sides. The problem is only made worse by the fact that you can only dodge while you have stamina, but taking damage also drains your stamina, leaving you open to the next attack, which then leaves you open to the next attack and so on. Most of the game is actually extremely easy until suddenly it snowballs out of nowhere and you suddenly find yourself completely out of options. Doom 2016 and Eternal reward players with more health the more damage they've taken, allowing players to climb back up from the brink of death and continue fighting, but Witchfire does the complete opposite and it's incredibly frustrating. Lastly, there's no real narrative to be found beyond the intro cutscene, no story to string me along and keep me interested. This might just be because the game is still in development, but when combat gets repetetive and I feel satisfied with my current gear there's nothing to motivate me through the grind. I'll be keeping an eye on this game as there are plenty of interesting aspects to it, but as things currently stand I would recommend holding off on it. EDIT: Since this review apparently stirred some discussion I've decided to add an additional segment: Opinions are subjective, design is not. I try to view design elements from an objective standpoint, but at the end of the day this review is just my opinion. You may disagree with it, and that's fine. You may love this game while I don't, and that's also fine. All the more power to you! I love reading differing thoughts and discussing game design but only as long as you have an actual argument. I don't play military shooters. I picked this game specifically because I was looking for a challenging game with complex movement mechanics. Quake and Unreal Tournament have been my bread and butter since I was a child, but maybe that just doesn't make Witchfire a good fit for me? Make of that what you will. Maybe I haven't seen everything. Maybe I do suck at the game. All I know is that I'm on Gnosis 3. None of the past 15 weapons/gear I unlocked interested me and I felt like I was running out of new things to find in the levels. I got bored and stopped playing. But at the end of the day that is just my perspective and my opinion.Show moreShow less
Pretty Good. Ok so off the bat, the thing that is the most polarizing about this game is its difficulty, and from my perspective, there's a very simple reason for it: There are a lot of different systems for punishing you. It feels like several different designers had several different ideas about punishment systems in the game, and individually, they are all good, and encourage you to lean into what makes the game fun by punishing you for trying to escape the frenetic 'in-the-mix' combat loop. The problem with that is that they all exist simultaneously, and trigger individually. As a result, if your build is working and you're playing well, you are untouched by any of these punishments and can really enjoy tearing through some visceral combat with fantastically designed weapons and a character system with enough item slots with varying effects that you take control of your identity in that combat. But if you're struggling, *just by a bit* the punishments start *hammering down on you*. So if you scroll through and see reviews from both sides of this coin, understand why it's happening. The people that don't have a problem with the difficulty are correct, because if you're winning, there really *isn't* a difficulty problem. The game doesn't just randomly punch you in the face for no reason. *But*, the players saying it's too hard also aren't wrong, because if you flinch, the game unleashes a haymaker into your face, and if *that* makes you flinch, it gives you a wet willy, etc etc. Just to give you a jist, here is every system that punishes you for taking damage. HP (Death) Stamina (you lose stamina on being hit) Max Stamina (if you get hit too much, you lose max stamina) Mini-Stun (If I recall correctly, taking any hit mini-stuns you, crippling your movement for a quarter second or so) Dodge-Stun (If you lose max stamina, you lose the ability to stagger enemies with your dodge-soul-thing) Witch Curse (When you get hit, there's a chance the witch notices, filling a meter. When the meter fills you get a 'calamity', which is what it sounds like) That's 6 different horrible things that can happen on *any hit*, and to be honest, there are probably more if I were to really pick it apart instead of discuss it offhandedly. But the game gives you plenty of means to *avoid* any of the hits that could inflict you with all these castigations, it's really that the game isn't interested in giving you any "second chance mechanics", and instead gives you a bunch of "you *had* your chance" mechanics. All this is to say.... the difficulty is real swingy. It either isn't really present when you're winning or is mashing your face into the ground because you got a B- on your Pope Test. Is that good, is that bad? Eh, it's really whatever. It depends on how you feel about that kind of difficulty in your games, it just bears explanation. Personally I don't mind, even if it feels a bit messy. The gameplay loop when you're dodging the punishment effects is quite spectacular. The weapons are fantastically interesting (saying it again, because it *really bears mentioning a lot.* each weapon has it's own entire playstyle designed into it, you're not just choosing "shotgun or sniper rifle" you're choosing a unique gameplay loop that could carry an entire small indie game on its own with every different weapon), the sound design is an auditory vat of jello for you to sink into, and the visuals are like.... really freaky good for such a small game coming out of nowhere. The creative vision is disgustingly coherent and well done, which is the most surprising thing for an early access game to have on such confident and assured lock right off the bat. I've gotten my money's worth out of this just in early access, you might too if you're willing to take a few sudden forearm smashes in the face because you got hit with the wrong attack once and Papa Witchfire had one too many pope-sodas and is taking it out on you for disappointing him.Show moreShow less
It's fun, but lacks a hook. Witchfire is one of those games that you get when the devs are talented but directionless fans. Instead of something that's great and unique, Witchfire ends up playing like a list of the games that these developers love. Souls/Remnant games, Apex, Hades perhaps, and a dash of extraction. While it's a great time killer, there's nothing to really draw you in and keep you playing. Just to list off a few fundamental issues that I have with the game: Same maps on repeat. While this would be fine in a BR or extraction game due to other players providing the variable experience in matches, this is just a single player game. So it turns into a repetitive grind that only changes when you unlock gnocchi [sic] which opens up more of the maps with challenges, albeit very small extra areas. I feel like this just induces burnout more than anything in a single player game. Great Apex-like movement, no reason to use it. Seriously the long, fast slides feel very Apexy. Apex, as you might recall, is strictly PVP. I have no reason (or at least, haven't yet) to be taking these risky high-pace movements. I made great use of sliding in Apex, often grappling for momentum and flinging myself behind them to come out ahead. I am failing to see a reason to slide myself into a bunch of enemies that will stun lock that ♥♥♥♥ out of me. The inventory/stash system???? What even is this? Why do unused keys go there and why can't I bring them with me?? I've got 30 useless keys in there. The level up system is just a mockery of a Souls game. Like it's maybe 12% endearing that you took inspiration from Fromsoft, but 88% embarrassing and kind of insulting that this is how you chose to show it. There is one single offensive stat that reduces spell cool down. Two supporting/ancillary stats to make the game a bit easier (one gives more souls, one increases item spawn) and then you have vigor, endurance, and a "heal more from your potions" stat. So what is the build here? Either vigor or endurance dump, or maybe cast spells a bit more often. No damage, no real variation, and therefore no purpose or reason to care about it. It does look pretty good though, animations are nice, guns are detailed, environment is fairly pretty and gives kind of an open world feel which is necessary, especially considering it's a hub-based game. But as long as it remains a mish mash of influences it will only be maybe a 5/10 game for me. I can see how some people enjoy it, but I truly believe most of these positive reviews will actually burn out within 10 hours of game play and change their minds. 1 Year check in: Virtually the same, a lot more content, stats system reworked a bit, a few other knick knacks added... ultimately still just mediocre. Same awful game mechanics that turn the game into a grind fest, same awful sound engineering that play random ass zombie sounds all around you, make enemies that are standing in front of you sound like they're attacking from behind... It sucks because this is put together much better than the recent counterparts in the genre, but just isn't that fun to play.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.