Small patch
This patch reverts Flame Sword being changed into Venom Blade.
This patch reverts Flame Sword being changed into Venom Blade.

This patch reverts Flame Sword being changed into Venom Blade.
This patch reverts Flame Sword being changed into Venom Blade.
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
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!
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.
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.
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
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:
Notes
Art and visuals rework
UI rework
Tutorial
Difficulty system
Dressing room
Library
Game structure rework
Modes rework
Character progression rework
Outfits rework
Spells rework
Upgrades rework
Unlocks rework
Miscellaneous gameplay changes
Bug fixes
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
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 trailer.

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
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 this other thing" and so on until I end up revealing all the stuff that's gonna be in the patch! So for now I'm just gonna share two screenshots.
The first screenshot is to show off the rework I'm doing of all of the game's art. My goal with the art rework is to make everything look nicer obviously, but also more readable. The scanlines option's been renamed to "CRT mode" instead, as it has CRT-style curvature now. I've also implemented a color correction shader and made it so that color output is the same whether CRT mode is on or off. Enemy bullets get a contrasting glow now which helps to pick them out when things get hectic, and this applies to thrown projectiles as well, making things like cavemen's spears or dwarves' axes especially easier to see compared to pre-2.0.

The second screenshot is partly to show off the library screen, which you get to from the title screen. Once you've seen an upgrade in-game, it'll show up here. It's not a terribly important feature, I just implemented it because I really like bestiaries and other little information and lore menus in games. Oh! And patch 2.0 also adds mouse control for menus (that was a fun one to add to my old menu code!).
The other thing I wanted to show off with this screenshot is that patch 2.0 is going to be bringing the total number of upgrades up to 40 and reworking a large number of the existing ones. A lot of the upgrades in pre-2.0 don't affect how the player plays very much and so I'm trying really hard with the upgrade rework (and other reworks) to create a lot more variety in playstyles and between runs.

As for release dates and Witchinour 2, Q1 2022 is my guess for patch 2.0. I originally wanted to release patch 2.0 and Witchinour 2 around the same time but I kind of got away from that idea the closer patch 2.0 has gotten to the finish line.
Patch 2.0 came about because I liked what I was doing with Witchinour 2 so much that I decided to go back and put its gameplay into Witchinour and use it as a base for Witchinour 2, which is not something I anticipated when I started working on it, so I apologize for not having had solid timelines for any of this until recently.
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
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 and lots of iterations on its design before coming up with something that I felt satisfied with and that I felt was worthy of everyone who played Witchinour and shared their thoughts and feedback with me.
"So", I thought, "why should Witchinour be frozen in time?" and started updating the game to bring it up to speed with Witchinour 2. These updates are what form the content patch I announced in the last community update and touch almost every aspect of the game. For reference, the draft of the patch notes for patch 2.0 is sitting at about 1000 words right now, and I promise the word count isn't inflated!
As for a release date? Patch 2.0's release is kind of tied to Witchinour 2's release because I inevitably find things to change or implement in each project that I end up doing in the other project as well. So, for now, the release date is eventually, but I promise I'll post another community update as soon as I have more to share.
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
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 disabling purchases of Witchinour for a while until the patch is ready. If you're wondering why the cover image for this announcement is pixelated, it's because I wanted to tease that patch 2.0 will come with a new logo!
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
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
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 roguelite top-down shooter. It's not a sequel to Witchinour but it shares Witchinour's focus on speed. I've also redesigned it and restarted its development an embarrassing number of times times now, which is why I've been quiet about it, but its most recent form is something I'm extremely satisfied with! I'm not ready to reveal it yet but when I do, I'll post a Steam announcement. I think if you like Witchinour even a tiny bit you'll find my new game extremely cool.
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
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
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
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
I tested these changes as thoroughly as I could but if you find any bugs let me know and I'll try to put out a fix as quickly as possible!
By the way, thank you all for your support. It makes me happy to know that people have enjoyed something I created. I'll keep trying my best to make fun games!
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
Vsync implementation has been improved
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
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
Just a tiny fix.
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 but in the past weeks the game has become more and more playable. I don't have an exact timeline for anything but I'll be sure to post an update here when it's ready.
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)
Just two tiny fixes.
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