Witchfire
The development for Witchfire continues on strong with a new look at the latest internal demo for Witchfire
Development for Witchfire is still going strong even if we are not hearing about it every week. I know I was a bit worried as the last time we had a huge info dump was quite a while ago, but as it turns out, The Astronauts are back at it with a new update for their latest internal demo of the game. No, this is not something anyone outside of the studio will be able to get their hands on without something nefarious happening. It is, however, a way for some of us looking forward to Witchfire to see how things have progressed and what is new to the game with the latest video that has been placed out there. Even if it is on the shorter side of things.
By short, I am talking about maybe thirty seconds of footage from a demo of Witchfire that takes the developer about fifteen minutes to complete. All of which sounds short, but it is just one little section of the game so far, they are overpowered, and obviously know how to traverse the landscape quickly. What is interesting to see here for Witchfire, though, is that we have new weapons in the game, more spells, new enemy types, and a boss. A boss that can be killed or just severely injured to crawl away for a later date. All of which dependent on your personal skill with the game. An interesting feature to add in if you ask me.
Witchfire — Internal Demo 2
Internal Demo 2
That “a bit longer” turned out to be two months. But the difference between Internal Demo 1 and Internal Demo 2 is huge.
Here’s exactly what Internal Demo 2 is:
- Four weapons to choose from (three can be equipped): three types of Hand Cannons, one type of Bolt Action Rifle. We have more (like a shotgun) but not polished enough to put them in the demo.
- Two Light Spells to choose from, four Heavy Spells to choose from (the Light/Heavy nomenclature will most likely be changed in the future, but that’s what we use for the development).
- Six enemy types, including a boss.
- Three arenas (combat zones, basically).
- New HUD, new Attack Warning system, new Damage Indicator system. This cannot be stressed enough, but the HUD is not the final version and many elements can totally change, including the way your health and stamina are displayed, the font we use, etc. Maybe we will keep the minimap, maybe we won’t. You get the idea.
Have you been able to keep up on Witchfire since it was first announced or have you been missing out in the mix? Is it impressive to see what a team of nine has been able to build thus far and do you think it could lead to a massive title for us all to enjoy? How do you feel about the different outcomes you can get with bosses and will they truly show up later in a bigger form or just the beat down one for us to mop up? Let us have all of those thoughts down in the comments and then feel free to discuss. When there is more for Witchfire, it will be added to the site for you. All you have to do is keep coming back and checking in.