
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.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 22.11/day in the week to Aug 4 → 46.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Witchfire is a single-player RPG shooter from the creative minds behind Painkiller and Bulletstorm. Embark on perilous expeditions, vanquishing foes to enhance your powers and arsenal. Scavenge valuable resources and retreat to your sanctuary, or push your luck by confronting Familiars— the powerful guardians of the witch.

Skill and knowledge are essential for success against the Witch of the Black Sea and her witchfire-fueled army. If you die, return to the battlefield for a one-time chance to reclaim what you lost, or attack again with a new plan.

Explore vast, immersive biomes and choose your battleground to confront the witch's forces. Each completed encounter strengthens you and your arsenal through the roguelite system called Arcana. There are countless ways to build your preyer and dominate the witch.

Only the most wicked sinners are transformed into preyers, undead assassins sustained by witchfire flowing through their veins. In the base of operations known as the Hermitory, you can choose from a wide selection of distinctive weapons, spells, and artifacts to build your own preyer.

On each expedition, you can extract your looted items or, if you feel confident, confront the witch’s Familiar to unlock new areas and powerful items and upgrades.

Piece together a story from the past to save the future. Investigate ships crashing on the verge of the witch’s land and locate the artifact that can tip the scales in the ongoing war between the Church and the witches.

During the Early Access period, Witchfire will undergo changes, including new areas, enemies, weapons, and tools of destruction. Help us shape the game to reach its full potential!
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 17.9Kreviews | 91% | — | $16.3M |
| $39.99 | — | 94% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1907 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I honestly don't review games that often but this one has stood out to me. For an early access game, it has a level of polish you don't see very often. The gunplay felt great and the atmosphere is something that scratches an itch I haven't felt in a while. The systems feel tight and well designed if not a little restrained. I'd like to see how wild and creative they can get in the future.
Absolutely class. There's a bit in the tutorial (I'll admit I nearly stopped playing after dying a couple times in the tutorial, it's a bit of a walk back) where you stand over a cliff edge and look down and you can almost feel the breeze where the wind is howling. Impressive, quality and amazing. I've sunk 50 hours into it to get all the achievements available in 0.93 before the witch release and I'm sad there isn't more. Brilliant visuals, brilliant atmosphere, great progression and you never feel anything is unfair (unless you're doing some of the torments and get a bad madness orb field). Absolutely worth the £30. I hate souls games because the controls are what you're fighting. You're locked into disgusting animations etc. The movement in this is crisp AF and genuinely any mistake will be your own fault. Feels hard but fair (until you figure it all out). It isn't flawless, one or two crashes in 50 hours. At first you figure out how to play, then you figure out the weapons you like, then it all slots into place and you've cracked it and can pretty much run everything with whatever you like. I'd say my biggest gripes are that there's no real huge jump from gnosis 3-7, so you may as well crank it. Enemies don't become annoying sponges but this means at higher levels sometimes you flatten a mob or boss before it gets to threaten you. Would love an endless delve or wave mode. Warrior priests are the only bad enemy I'd say, because the homing attack is bollocks. Decay and the ailment immunity bead need a nerf. Would love more variants that make you counterplay or change it up especially with bosses. Assassin calamity is the best one as it changes how you play. All in all, amazing. In my top 10 all time I think.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +3 more
Hours played at review time, across 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Combining magic abilities with stamina-based dash and slow methodical shooting is genious! Also great graphics and locations! Very addictive gameplay so far!
The Game lacks mouse-locking, making playing it in windowed mode impraticable. Hopefully it while be added before full release.
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Gunplay alone makes this game worth a purchase - I can't quite explain why but it reminds of what I used to love about Destiny, the gun's just feel good to use (the one's I've tried so far anyway), and adding spells into the mix makes me feel like a warlock. I'm really excited to see what this game is like at full release. So far it's fun and challenging in all the right way. The art style is pretty great, although I'm not the biggest fan of the Preyer and Mesel's designs, they're ugly in an off-putting way. The four maps I've played so far are unique and I haven't gotten bored of exploring them yet, the different events and quirks of each map makes them distinct; although I'd like a bit more variation colour-wise, I know this is a grim world but everything is a bit too drab for me personally and I'd like to see some of the environments feel more visually distinct and interesting to look at. The story very much takes a backseat, but the general framing of the Preyer hunting the Witch is more than enough of a drive for this kind of game, and the bits of religious lore sprinkled in help to build the atmosphere of the world quite well in my opinion. I wouldn't want to be stuck watching cutscenes or sitting through dialogue when all I really want is to jump back into another run and try out some new manifestation, gun, and spell combos. I absolutely hate grinding these days, it's what put me off Destiny in the end, but with how the runs work and progression feeling consistent, I haven't felt like I've wasted my time at all in the past ten hours (a couple of bugs that killed a run aside). Overall, very much recommend this game, even in early access it feels very good to play, with a bit more polish and some minor tweaks I genuinely think this could be a masterpiece.
Why is this ♥♥♥♥ so hard.
Поправьте русский перевод, с обновой сломали!
This game is a gem and should be cherished!
I'm absolutely OBSESSED with this game!! I could go on and on about everything I love about it! A solid 9/10 game! These improvements would bring this game to a 10/10: - If the Inventory was introduced to me in the tutorial, I don't remember it because it took an embarrassingly long time for me to realize that I had one. Also, I don't think the Calamity system was thoroughly explained to me either because I didn't know how it worked until I looked it up. - Give the player a brief tutorial of how the Vestal Flame works. - At the Hideout, add a Gear Chest to the Training Room. This'll allow the player to test weapons without requiring them to run across the map and back again just to switch them. - The Armory should be organized by weapon type. - Players should have Unlimited Stamina at the Hideout. - The description for the spell "Firebreath" states that it recharges Melee. If I'm not mistaken, this is a Mysterium power that is only unlocked once you've upgraded the spell. This can create confusion and frustration for a player who equips it expecting to use their Melee more often. - The "Pendulum" and "Conductor" Arcanum should have their description rephrased to be clearer. - The "Accelerant" and "Pyrolysis" Arcanum have the same description, but Pyrolysis adds a downside. This implies that Pyrolysis is simply a weaker version of Accelerant, and it probably is. If some Arcanum are stronger than others, there should be rarities attached to them like Uncommon, Rare, Epic, and Legendary. If not, then all Arcanum should be roughly the same strength. - The "Elemental Fire Rate" Arcanum only grants increased Fire Rate for non-automatic weapons, which feels like an unnecessary caveat that doesn't need to exist, in my opinion. - Currently, Spell Arcana have a chance of being an element that the player doesn't even have equipped in their arsenal, essentially giving the player the option to upgrade nothing. This creates unnecessary frustration. Luckily this can be solved in a myriad of ways and I'm sure this development team is talented enough to alleviate it appropriately. - Enemy blips on Mini-Map should display as up/down arrows to indicate whether enemies are above/below the player. - I understand the decision to hide Items' next Mysterium power so that the reward is a surprise, but I don't think this serves the player very well. Players are more engaged with tasks when they're excited for the reward upon completing them. If a player puts time and effort into a reward that ultimately disappoints them, it teaches them not to be excited about ANY Mysterium powers. - Sometimes when I activate my Rotten Fiend heavy spell, it won't activate but will still drain the spell's charge. Please fix this and any similar bugs related to spells. - Fix crashes related to allocating points in Ascension.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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| $16.3M | 41.3K | 94% | $14.99 | |
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