$39.99Witchfire Greed Is a Loaded Gun
A dark fantasy shooter where every expedition is a gamble. Fight through the Witch of the Black Sea's army, grab what you can, and decide when to leave: extract with your loot, or push your luck against a Familiar and risk it all. Punishing, fast and gorgeous, with gunplay worth dying for. Repeatedly.
Is Witchfire worth it?
Witchfire is worth it if…
- you want a shooter that punishes greed as hard as bad aim
- you like soulslike games but wish they had better guns
- you enjoy build crafting: spells, relics and weapons that slot together your way
- you want a tense, singleplayer extraction loop with no teammates to carry or blame
- you can accept a grind: the best gear takes time and repeated expeditions to earn
Screenshots
One expedition, one decision: leave rich or die greedy
Each run starts at the Hermitorium, your base of operations, where you pick a battleground and set out into vast biomes. Enemies drop witchfire, the currency you level with, and loot piles up as you fight. The catch: you only keep it if you extract through a portal before you die. So the whole run builds toward one question. Leave now with a full pockets' worth, or push deeper, because killing a Familiar, one of the witch's powerful guardians, unlocks new areas and stronger upgrades. Die and your witchfire stays behind, marked on the map, with a one-time chance to reclaim it. Get greedy twice and it's gone.
Guns with personalities, and a build to match
The arsenal is the heart of the game. Every weapon has its own trick to learn and lean into, and upgrading them is genuinely satisfying, which matters because you'll be upgrading a lot. Around your guns you build a preyer, one of the undead assassins sustained by witchfire in their veins: weapons, light and heavy spells, relics, fetishes and rings all slot together into a loadout that's yours. The Arcana system grows your power and arsenal with every completed encounter, and there are countless ways to build. The gunplay itself is the part everyone agrees on: responsive, punchy, and hard to put down.
Death with consequences, the old-fashioned way
If punishing, deliberate combat is what you're after, this delivers. It plays like a soulslike seen through a gun barrel: limited healing, enemies that telegraph slow, readable attacks, and a cost for every hit. Getting hurt drains your stamina, and enough hits drain your maximum stamina, so damage compounds instead of just chipping your health bar. Death drops your witchfire where you fell, and you get exactly one chance to run back and take it from your own tombstone. Bosses and Familiars take attempts. The difficulty is the point, and it's steep: the game rewards you handsomely when you're playing well and hammers you the moment you flinch.
Questions you might have?
Can you play it with friends?
No. Witchfire is strictly singleplayer, and that's a deliberate shape: every risk in an expedition is yours alone, and every death stings on your own account. If co-op is a dealbreaker, this one isn't for you yet.
Is it a horror game?
It leans dark and unsettling rather than jump-scare horror. Expect a grim, gothic world of decaying medieval landscapes, creepy monster sounds that tell you what's near before you see it, and a story about a war between the Church and witches that you piece together from crashed ships and clues. Dread more than fright.
What does dying actually cost you?
Your run's witchfire, the currency you level up with, stays where you fell. You get one chance to return and reclaim it; die again on that recovery run and it's lost for good. Loot you already extracted is safe, so the real cost is whatever you were too confident to bank.
Is it finished?
Not yet: it's in Early Access, and it has been growing steadily, with new areas, enemies, weapons and tools of destruction added along the way. It already plays and feels polished, but expect the game to keep changing around you.


















