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

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! 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

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, 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, 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! 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

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

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

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 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)

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