Witchinour

mahojigoku

Released
Jun 12, 2017
Platforms
Windows
Last updated
Wishlist on SteamAdd it on the Steam store page. Opens in a new tab.

Updates & announcements

20 posts
  1. Developer post

    Small patch

    This patch reverts Flame Sword being changed into Venom Blade.

  2. Developer post

    Patch 2.0.1

    Hi everyone! This patch is aimed at replacing and improving some of the weaker upgrades and some other small changes. As always, let me know what you think - and if you enjoy the game please consider leaving a review, it really helps to make the game visible to new players! Added

  3. Developer post

    Performance Patch

    Hi everyone! Thanks to player feedback I was able to identify a performance issue that was happening for some players. I've made a patch live that should fix this and improves performance generally.

  4. Developer post

    Patch 2.0.0

    It's been years since Nour got lost in the dungeon, now a new group of explorers find themselves pulled to it... and there's been lots of changes in that time! Here's the short version: Art and visuals rework! UI rework! Tutorial! New difficulty system! Dressing room! Game modes

  5. Developer post

    Witchinour community update 4

    Hi everyone! Just wanted to let you all know that patch 2.0 will be going live very soon! I would expect it sometime within the next week, and purchases will be re-enabled shortly after that. Right now I'm just doing things like updating the game's store page and editing a new tr

  6. Developer post

    Witchinour community update 3

    Hi everyone, I've been wanting to make a post about my progress on patch 2.0 lately but kept putting it off because I couldn't decide what I wanted to show. For a lot of the stuff I'm working on I feel like I would have to be like "I added this, and I added this because I added t

  7. Developer post

    Witchinour community update 2

    Hi everyone, it's been a while since the last community update and I have some new stuff to share! The new roguelite top-down shooter I'm working on is a sequel to Witchinour, which I'll refer to as Witchinour 2 for now. It took me rewriting the game from scratch about five times

  8. Developer post

    Witchinour community update

    Hi everyone! As you may know from recent patch notes, I have been working on a new roguelite top-down shooter. During that time I became inspired by some of the large content patches I've seen put out for other games and decided that I would do the same myself. So I'm going to be

  9. Developer post

    Patch 1.66.5

    At some point changes I made ended up making the alert level growth rate much slower than it should have been, so I did small rebalancing of it. Instead of talking about boring numbers I'll just say that I think it should feel a little more like a tug of war now. Alert level grow

  10. Developer post

    Patch 1.66.4

    Just a patch to deal with some lingering issues I've had. By the way, I'm still working on a new game! Witchinour came out almost three years ago and my art, design, and programming skills have all improved a lot since then. The new game I'm working on is, like Witchinour, a rogu

  11. Developer post

    Patch 1.66.3

    Added a small (seriously, it's barely noticeable) amount of visual feedback to player and enemy firing Enemies now leave bodies behind when killed More blood because it looks cool HP and MP are now displayed above the player Spell and ability icons now flash after their cooldown

  12. Developer post

    Patch 1.66.2

    Steam leaderboards have been added. You can check your records and ranks by selecting Rankings at the title screen. There are leaderboards for floors cleared (per difficulty), kills (Boss Rush), and fastest loop (per difficulty). You can view the full leaderboards by going to Wit

  13. Developer post

    Patch 1.66.1

    Version number increases are now more reasonable Menus can now be navigated via analog stick Player's shadow no longer renders while they're dead Quills now behaves like Blink and fires more bullets

  14. Developer post

    Patch 1.66

    Gamepad controls are now rebindable in the options menu Input is no longer required to switch between keyboard + mouse and gamepad, simply use whatever! Gamepad crosshair distance has been increased (good for aiming Blink!) Added some shadows here and there Floor tiles that becom

  15. Developer post

    Patch 1.65

    Added a visual effect for stealth Outfits that start with upgrades no longer have them counted against their upgrade points The speed bonus from clearing a floor has been increased slightly Pumpkinour's caltrops now hold enemies for a limit of two seconds instead of indefinitely

  16. Developer post
  17. Developer post

    Patch 1.63

    Vsync is now available in the options menu Disabling scanlines now disables shaders entirely, which should make the game playable on older machines with weak or no shader support Taking screenshots with the Steam overlay should now function correctly Fixed a bug that could cause

  18. Developer post

    Patch 1.62

    Just a tiny fix. Mouse is now properly locked in fullscreen mode In more exciting news, I've been working on a followup to Witchinour for a while and it's nearing the point where I feel it's ready to be properly revealed. If you follow me on Twitter you've seen little clips of it

  19. Developer post

    Patch 1.61

    Just two tiny fixes. Patch 1.6's resolution and camera changes left Scope useless, so Scope now makes your shots more accurate The Trackery's music volume has been adjusted to be in line with the other areas' (it was previously too quiet)

  20. Developer post

    Patch 1.6

    Witchinour's base resolution has been increased The game's old camera implementation has been replaced with a static camera Analog aiming has been improved Analog movement has been improved Crosshair visibility has been improved Reworked map generation The base minimum and maximu