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Adrian Chmielarz
Adrian Chmielarz
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What's the Best Time to Release a Game or Big Update?

The day and month for the GGU are set: 04.04.2024. Let's use this as a pretext to talk about release dates.

The first big Witchfire update, codenamed GGU, should be ready soon but will be released on April 4th. (Knocking on wood, spitting, throwing salt) Why? Why not release it as soon as it’s ready? Let me use this question as an opportunity to talk about release dates and the myths surrounding them. How important is […]

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Seven New Things Coming Soon to Witchfire

Sort of a preview of the GGU patch notes

The last thing we said about the GGU — Witchfire’s first big update — was: We are now targeting February, possibly March. I mean, let’s be honest, it’s going to be March rather than February, but it looks like that’s it. Still, despite setting the month, even our biggest fans are beginning to be impatient: […]

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Making of the Witchfire Key Art 

What is it and why every game needs it

Every day I see something cool implemented for the GGU — for those who don’t know, that is our first big Witchfire Early Access update — and the work is progressing nicely. But I know you don’t want too many spoilers, so this week let’s talk about something else: our key art. The key art […]

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A New Witchfire Feature, Gnosis

Re-designing leveling up vs. difficulty

There is a certain element of Witchfire design that looks great and fun on paper and makes total sense gameplay- and lore-wise – and half of the players love it, and the other half hate it. No, not the Calamity system, we handled that in the previous update. I’m talking about the fact that with […]

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Learning How to Early Access

The yellow boxed GGU news...

GGU will be late. We are now targeting February, possibly March. It’s not a significant delay, but it is a delay. And it’s not as though we didn’t mention the possibility of a December release. So that’s our responsibility, and we owe you an explanation. I believe our reason is more intriguing than the usual […]

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Witchfire Design: Deep Dive into the Calamity

When I say deep, I mean deep...

Heh, I probably should not be writing this post. You’re not here by accident, so most likely you know we are a small team who made Witchfire (now in Early Access). A small team means each day of work matters a lot. One of my jobs – apart from management, finances, business, marketing, outsourcing and […]

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Witchfire GGU Diary 3: Iron Pineapple and the Opening Hours

Opening hours of a game are a design challenge

How did the video affect our daily numbers? – asked one of The Astronauts. I didn’t know. I didn’t check because I assumed it didn’t. The video I’m talking about is the one from Iron Pineapple, a YouTuber known for his reviews of Soulslike games. The video features Witchfire. Actually, Witchfire is the biggest segment […]

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Witchfire GGU Diary 2: Rambo, Time Stealers and Dark Fantasies

Explaining the design pillars of Witchfire

This isn’t the easiest blog post to write. No, nothing bad happened. It’s just that we had our Witchfire release party – hey, better late than never – last night. It started innocently enough… …but many bottles were opened that night and after the dinner we all went back to the studio and talked, accompanied […]

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Witchfire GGU Diary 1: Level Art and the Sunken Cost Fallacy

More Astronauts, more fun.

You know what is the common biggest mistake of a successful game studio? They start making multiple projects. I did it back in 1995. We – I co-owned a studio called Metropolis – just released Teenagent, that made us a lot of money, relatively speaking, of course. So we started the work on: It was […]

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