- Small patch - 5 June 2022
This patch reverts Flame Sword being changed into Venom Blade.
- Patch 2.0.1 - 5 May 2022
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 a HUD element that shows weapon notes in-game Fixed Nour's Destination's enemies' health scaling less than it should Flame Sword has been replaced by Venom Blade. Venom Blade makes your bullets apply a non-lethal poision to enemies. Recovery has been replaced by Bloody Pauldrons. Bloody Pauldrons allows you to cast at 0 MP by sacrificing 33% HP. Refresh now recovers 50% HP and 2 MP after killing a boss Extra Battery now makes energy packs give 100% energy and drop more frequently Medical Manual has been replaced by Blood Money. Blood Money decreases energy usage by 25% but makes medkits stop spawning. Sports Dr…
- Performance Patch - 19 April 2022
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.
- Patch 2.0.0 - 15 April 2022
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 rework! Area mechanic rework! Character progression rework! Weapons! Class and spell reworks! Upgrades rework! Improved map generation! Lots of gameplay improvements and bug fixes! Notes Since changes have been made to unlocks and other save stuff, this patch will reset your progress This is a very large patch, so if you come across a bug please post it in discussions and I'll do my best to fix it! Thank you to everyone who has played Witchinour so far, I really appreciate so many of you having taken time to tell me about your experience with the game. It means a lot to me and I'm so excited to finally be able t…
- Witchinour community update 4 - 7 April 2022
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.
- Witchinour community update 3 - 8 November 2021
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 th…
- Witchinour community update 2 - 29 April 2021
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 fo…
- Witchinour community update - 8 October 2020
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!
- Patch 1.66.5 - 28 April 2020
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 growth rate is now also the same across all difficulty levels. Chronomancy now slows time down when the player takes damage instead of slowing the alert level growth rate Picking up your spell book after completing a loop no longer increases your max HP/MP A few boss attacks have been tweaked to scale up on loops past 1 Improved appearance of player and enemy shadows Fixed colors of locked options on difficulty selection menu Fixed enemy health bar color being slightly off from the green that's used in the rest of the HUD
- Patch 1.66.4 - 9 April 2020
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. Made some small changes to UI and in-game art to make things easier to look at with scanlines off (and to look better generally) Removed background fro…
- Patch 1.66.3 - 17 December 2019
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 is finished If a custom seed is set the title screen will now display it in the top left corner Assassin upgrade now makes the player do extra damage to bosses when their HP is at 20% or lower Enemy projectiles that bounce now have a 50% chance to be destroyed instead of bouncing when they hit a wall Using Ranger's Garb's stealth now causes enemies to untarget the player Fixed a bug that was causing enemies to target the player for a moment at the beginning of a floor when they have the Stealth upgrade Fixed a bug that was causing the icons that pop-up above the player to jitter To make things easier to distingu…
- Patch 1.66.2 - 30 July 2019
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 Witchinour's achievements page. You can now set a seed for the game's randomization by setting "seed" in witchinour.ini (located in AppData\Local\Witchinour) to any integer other than -1. This can be done while the game is running - simply change the value and save it any time before the first floor's loading screen. Please note that setting a custom seed will stop you from making progress on unlocks, achievements, and rankings until it's set back to -1. Window scale is now saved between sessions A game timer has been added to the top right corner of the HUD Enemies are now smarter about where they point their weap…
- Patch 1.66.1 - 16 July 2019
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
- Patch 1.66 - 10 July 2019
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 become corrupted now have a chance to look more... lively Enemy hit and death sounds now have randomized pitch Enemy hit sounds no longer stack meaning hitting all of your shots at high level will no longer drown out other sounds Boss health is now capped which should make bosses on high loops easier to survive Pirate Costume's hook is now 50% larger and slows enemies for 3 seconds on contact Feral Armor's ability is now usable at max mana, gives the player a 25% damage boost for 8 seconds, and has a lower cooldown when the player receives no mana from it The bullets spawned by Blink are now faster and have some vari…
- Patch 1.65 - 2 March 2019
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 Enemy firing behavior when at max alert or above loop 1 has been adjusted to spawn extra projectiles in a more consistent way
- Patch 1.64 - 29 January 2019
Vsync implementation has been improved
- Patch 1.63 - 24 January 2019
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 the area text to display incorrectly when using an uncommon resolution
- Patch 1.62 - 18 December 2018
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 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.
- Patch 1.61 - 18 October 2018
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)
- Patch 1.6 - 10 October 2018
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 maximum map size has been increased slightly The increase to map size based on how far into the game the player is has been increased Maps generated now have a much lower chance to contain long, narrow paths Enemy spawning has been changed to reduce the chance that the player starts in an unsafe situation Pause screen is now transparent Default player movement is less slippery now, making Fancy Footwook less of a must-have upgrade Fixed a bug that was causing the player's wand to be rendered at the wrong depth in controller mode Fixed a visual issue with the game over and area name HUD text