Enjoy the final - fingers crossed - patch for the Witch Mountain Update. Some pretty important changes in this one,
here are the patch notes.A quick word on the Labyrinth difficulty and design. Witchfire’s a game-in-progress, so the Labyrinth is more a proof of concept than a finished feature. You’ve probably noticed this already - it’s why we’ve got Fallen Preyers 2.0, Calamities 3.0, and so on. The core idea’s solid and fun, but there’s a Labyrinth 2.0 coming down the line. Karol’s got a ton of ideas he couldn’t squeeze in this time, but we’ll revisit them ASAP.
For now, we’ve cranked up the difficulty. The Labyrinth is HARDER to beat. Some builds might still breeze through, but if you’re strolling in casually, it’s a real challenge now.
Next week, we’ll drop a roadmap update. Then we’re hibernating for a few months to cook up the next big update - a new region plus a fresh layer to the game that’ll shake up how you think about stats and levels. More on that soon. For now, enjoy the mountain and the new gear (Judgment deniers: dig deeper, it’s a beast of a gun).