Witchfire on Steam - User reviews, Price & Information

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Witchfire is a first-person dark fantasy RPG shooter in which you play as a wicked sinner turned witch hunter on his final mission to reach salvation.

Witchfire is a fps, extraction shooter and rogue-lite game developed and published by The Astronauts.
Released on September 23rd 2024 is available in English only on Windows.

It has received 8,575 reviews of which 7,976 were positive and 599 were negative resulting in an impressive rating of 9.0 out of 10. 😍

The game is currently priced at 39.99€ on Steam.


The Steam community has classified Witchfire into these genres:

Media & Screenshots

Get an in-depth look at Witchfire through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: 64-bit Windows 10
  • Processor: Intel Core i5-6600K / AMD Ryzen 5 1500X
  • Memory: 12 GB RAM
  • Graphics: Nvidia GTX 1050 Ti / AMD RX 470 (4GB VRAM or more)
  • DirectX: Version 12
  • Storage: 55 GB available space
  • Additional Notes: SSD recommended

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2025
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.
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Nov. 2025
It's gonna be a small non-comprehensive review. Basically I waited until I unlocked and fully upgraded every weapon in the game before I made my review. I spent a lot of time deliberating whether to give this a yes or a no. The gameplay is there, it's polished, it's responsive, the weapons feel unique and fun, even things I thought I would hate upgrading actually felt good to upgrade. And while I wish after unlocking all three levels of a weapon there was a way to sink more resources into it perpetually to buff the stats, performance, or unlock alternate visuals for your favorite weapons, what there is so far is good. It's acceptable. But now we get to why I was debating giving this review a yes or a no. The screen shake. My God, the screen shake. I don't know the mechanics behind it, maybe I just grew less tolerant of it, but the more I put into the game, the more frequent it seemed, and it's heavy, and it's impeding, it breaks immersion, it breaks enjoyment. These random "quakes" that just, I've never in my 30+ years of gaming understood how people could complain about motion sickness in a videogame until I played Witchfire. There were a couple times where screen shake got so bad it physically made me recoil and turn away to stop myself from feeling like I want to vomit. It's doing an absolute colossal disservice to the game and it's a lot. It's a lot to take, and it's a lot to overlook considering you end up fighting it to be able to enjoy what I genuinely believe to be one of the finest gunplays in any videogame ever. Like genuinely the way guns handle and respond feels more fun and addictive than gunplay in Destiny at its prime. If I could give you a recommendation purely on gameplay, it's a 100% unequivocal yes. It might be hard at the start it might be easy, but you can gear and upgrade to acomodate for both in the way the system is now. If, however, you suffer from motion sickness, are bothered by screen shake, it's probably a no. Know what you're getting into and understand that this has one of the most egregious, invasive, unfun, counter-intuitive screen shakes ever implemented in any videogame to date. And if devs happen to check out reviews from time to time and happen upon this one. Please for the love of all that is good in the world, please, add a way to disable the screen shake as soon as possible. (Also weapon paragon/ascension levels.)
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July 2025
Love dark souls but man has the game done irreparable damage to people's brains. Nothing outside of gaining currency and leveling stats is souls like in this game at all. Much more unique in its own way and really i can't praise it enough. Great setting, great aesthetic, doesn't feel reused or campy. All around a great experience. Pirated this first then decided that I wanted to pay them instead as soon as I got to pilot the game
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July 2025
A game that deserves many many more players. A gem of a game for anyone that likes Dark Souls in an FPS game. Be mindful though, this is a single player ONLY game. It is completely built around that and honestly, I love that. It is a game where everything in it is intentional, there is no bloat, obsolete menus. It is very streamlined. The game runs like a dream, 2k 144 fps in pretty every scenario with a 3070ti.
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Jan. 2025
I love so much of what we're seeing from this game thus far, but it has some major issues baked pretty deep into its DNA. The best thing about Witchfire is its premise, it's genuinely a gamechanger. It's a looter-shooter roguelite extraction-shooter amalgamation with free roaming levels, a lot of build customization, and an extremely satisfying core gameplay loop where the hardest challenges that levels have to offer are best done after doing all the easy challenges, but without strictly enforcing that so good players can really show off their skills and builds. I especially have to give a round of applause to the curse mechanic, where you can effectively bait the witch into launching a curse against you to get a ton of juicy upgrades for a level's raid or boss. It creates unintentional high moments where you get caught off-guard by a curse and need to adapt, it creates intentional high moments where you feel like a mad genius for doing it on purpose and getting richly rewarded for your efforts, it's absolutely brilliant. Witchfire really is something special, but what I find a bit problematic is that this outstanding high-level gameplay loop is complimented with a much more scrappy low-level gameplay loop, and I mostly don't mean that in a good way. At the early stages of the game's progression the combat feels like fencing with guns, which is very fun and engaging. The enemies don't overwhelm you with enough projectiles to make sidestepping without dodging unviable, nor are the melee enemies so fast that they have to be dodged away from instead of letting you backpedal and shoot. Your offense is tempered with having highly limited ammo and long spell cooldowns, which plays into the gameplay loop where basic ammo drops become valuable loot. Then, as the game gets harder, it starts throwing more and more aggressive enemies at you. At first it's knights that lock onto your position and jump at you. Those are actually quite fun since they're the only enemies that do something like this by this point, so they can be fun to dodge then counter. However, the game ramps this up and up and up to the point where the only enemies that spawn are ones that fire projectiles with aggressive tracking, or launch pillars of silencing lightning that require dodging at the exact correct angle, or fire explosive poison balls that need to be shot out of the air (and by that I mean shot 20 times, not just once), or simply carpet bomb the cramped corridors of the later areas with enough explosives to render positioning almost pointless. So what do you do? Dodge with perfect timing? Well beyond that being a difficult task in of itself, if even possible when facing off against a horde of 15 enemies, the stamina system has you in a chokehold. Almost every action you can take costs large amounts of stamina including basic stuff like jumping, sprinting, and a particularly baffling choice to make you lose stamina when getting hit, making rallying a bad situation nearly impossible. The net result is that Witchfire feels like "A Game where You Cannot Defend Yourself". So how do you keep yourself alive in a game where you can't defend yourself? Equip the most laughably overpowered build you can muster, point the camera in the general direction of the enemies, and watch them all blow up before they can get an attack off. In particular the heavy spell Burning Stake almost-literally plays the game for you with its unending barrage of explosions that instantly nukes entire enemy encounters while fully recharging itself in the process. It's not even easy mode by that point, it's peaceful mode. I want to see Witchfire's endgame (or midgame considering less than half the levels are out) better mimic what the early game manages to achieve by letting players bolster their defense while keeping a lid on their offense. The game as it is now severely lacks any push-and-pull during fights. You either push and instantly win or you pull and instantly lose, barely anything more interesting than that. If I was making the game I'd probably do something along the lines of: Make sprinting, single jumping, and taking damage cost no stamina Make dodging go a shorter distance with more iframes (bit iffy on this one, but the long-distance dodge is very janky) Remove the slow on losing stamina (the fact you have no stamina should be all the punishment needed) Make empowered melees have no cooldown but require a chunk of stamina Make spells have a cooldown in addition to needing charge Make heavy spells not be able to charge while they're active so chaining them is much harder Nerf the hell out of Burning Stake and buff Cursed Bell And then maybe give all light spells multiple charges. That way players can cast a lot of light spells and only a few heavy spells. I'm not going to pretend this would magically fix everything but I think something to that effect would make Witchfire more "Destiny meets Dark Souls extraction shooter roguelite" and less "Burning Stake 10,000,000 must die" especially since the latter invalidates how much effort the devs put into having enemies with interesting designs and animations. I'll throw in one quick bonus: The equipment upgrade system isn't awful but it needs work. The game ask you to get hundreds of kills with a single weapon that isn't even maxed out. Already a problem in of itself but everything else you bring to a level can steal its kills. This incentivises you to farm fodder for an hour in the starting level or go to endgame areas and get your ass handed to you while trying to chip away at hordes of tough enemies with the worst gun in your arsenal. Not a complete dealbreaker, especially when the loot is super cool and rewarding once upgraded, but still extremely tedious and unsatisfying. I think the idea is to get you accustomed to how a weapon works before you get to upgrade it to its full potential, but in practice this just doesn't work at all since upgrading weapons unlocks perks and not straight damage buffs. This means that the weapon at upgrade level 0 or 1 could be unbearable and stupid only for upgrade level 3 to fix everything. That's what happened for me with Midas, an assault rifle whose gimmick of overheating as it fires felt obnoxious to use. Then I reached upgrade level 3 and it unlocked a fast, damaging reload while overheated, and now the weapon feels perfect. The same thing goes for the sniper rifle All Seeing Eye, where the core gimmick of poison explosions on headshots doesn't exist until upgrade level 3. To put it all into perspective, both of these weapons each require 315 un-stolen kills to fully upgrade despite their gameplay being gimped before you've done this. I don't know what specifically the fix for this is, but the devs should at least let us spend currency to bypass the challenge. Doing the challenge just doesn't contribute anything enriching to the experience, and I don't want what the developers have created with these cool weapons to be squandered just because it takes hours of grinding to actually get your collection of weapons ready to use.
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Frequently Asked Questions

Witchfire is currently priced at 39.99€ on Steam.

Witchfire is currently not on sale. You can purchase it for 39.99€ on Steam.

Witchfire received 7,976 positive votes out of a total of 8,575 achieving an impressive rating of 9.02.
😍

Witchfire was developed and published by The Astronauts.

Witchfire is playable and fully supported on Windows.

Witchfire is not playable on MacOS.

Witchfire is not playable on Linux.

Witchfire is a single-player game.

Witchfire does not currently offer any DLC.

Witchfire does not support mods via Steam Workshop.

Witchfire does not support Steam Remote Play.

Witchfire is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Witchfire.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 24 January 2026 01:12
SteamSpy data 27 January 2026 17:31
Steam price 28 January 2026 20:54
Steam reviews 28 January 2026 13:58

If you'd like to dive deeper into the details about Witchfire, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Witchfire
  • SteamCharts - Analysis of Witchfire concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Witchfire compatibility
Witchfire
Rating
9.0
7,976
599
Game modes
Features
Online players
592
Developer
The Astronauts
Publisher
The Astronauts
Release 23 Sep 2024
Platforms