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G'day friends, I've been hard at work porting Witch Thief over to the Nintendo Switch! Which is very exciting. I've just this week sent off a build to Nintendo for checking. But wait you ask, why are you posting about this on steam? Many of the fixes, improvements and optimisations I've introduced for the Nintendo Switch roll over to the PC build and make it even better! So lets get into that!
G'day Friends,
It was great to catch up with so many of you over the weekend at PAX AUS,
Got a heap of feedback and chatting with you all about Witch Thief and Cardboard Keep's other games.
If you guys haven't seen them, check out
Warden Melody of the Undergrowth:
Trapped in an ancient forest, a young prince searches for a lost god. Here he befriends the spirit of a young girl and a volatile child, and they quickly find their destinies intertwined. Third-person action-adventure inspired by genre classics of the N64-era.
Puzzle Puppers:
Stretch out cute dogs to their food bowls! Easy to learn, difficult to master with deceptively simple puzzles and mechanics.
Attrition: Tactical Fronts:
Attrition: Tactical Fronts is a quick play, turn-based strategy game for 1-2 players. Matches can take as little as 5 minutes while offering strategic variety and depth.
Hope to see you all at future conventions too!
Later this week I hope to have the content patch ready! it's really close, just putting on the finishing touches as well as a collection of quality of life improvements you have all asked for!
G'day friends, It's been a little while since I last posted but I wanted to make a post before the October content patch comes out. This build should be much more stable than previous builds and introduces a few quality of life fixes for you! Mainly, Checkpoints! A lot of feedback I've recieved is that levels feel too long and dying at the end on the stage boss just to have to do it all again is really depressing so now every level has a Mid stage checkpoint! Checkpoints are located roughly in the middle of each stage, generally after the midboss and will allow you to retry a stage from that point instead of the very beginning! Retrying a stage after reaching the checkpoint will wipe your current score so you will need to survive the whole stage if you want to ace a stage but it will make it a lot easier to progress through the game. Alongside the checkpoints, I've also updated the underlying engine to a more stable version and we should see many little pains disappear alongside this update! Most importantly here is a fix for the strange bug that caused the game to lock up when you went to exit it! Content patch news: The content patch coming later this month is coming together nicely! It will bring a lot of new gameplay and replayability to the entire game as well as a robust game loop that we can keep iterating over to make it better together! I'm keen to show it off to you all! Patch Notes:
This patch introduces a new menu for rebinding controls for all the input methods you use, controllers, keyboards and mice. It's bound to have some issues with it but for now it's a huge improvement on the old system. Let us know how it goes! Also in this patch is some under the hood improvements that should make both input more stable and the post processing FX more performant. Cheers!
Hiya friends, Release has been a whirlwind and it's been great to hear feedback from you all on Witch Thief. I'm happy to let you all know that many fixes have now been applied and balances tweaked! Here is a list of changes! Balance Fixes
G'day friends and all!
Witch Thief is now released! This is just step on of the road map and we have more content coming down the line!
Witch Thief has been the last year and a half of my life so it is very exciting to finally get it out to the people to play! After showing at PAX Aus and doing the convention circuit in Australia it has been excellently received and I'm really looking forward to seeing more people internationally playing the game!
So jump on in friends! Give the game a go, leave a review and let me know what you think!
G'day friends, on the road to release, I thought it would be a good idea to draw up a roadmap for Witch Thief and the future of it. This way you will know what to expect with the future of Witch Thief as well as look forward to some new content down the line :D
Progress is coming along swiftly!
Witch Thief is now pretty much 99% complete, I am now playtesting the heck out of it, tweaking values, balancing and adding in the last little bits of polish.
As the title suggests we now have achievements in Witch Thief, so all you hunters out there can get your fix, and for everyone else we can get a giggle when we get achievements for whacky things.
Likewise, Steam Cloudsave is fully implemented!
Stay tuned for an update in the next week! Might be releasing the release date :P
I'm incredibly excited to announce to you all that Witch Thief will be coming out really soon, like within the next month soon! We'll have a firmer date in the near future!
While we are talking about the future, I'm hoping to get a roadmap setup to help you all know what the future of Witch Thief will be after launch! Don't worry I'm going to keep on working on it to make it better with some new features and lots of fixes as they come up.
Make sure you tell your friends and even better get everyone to wishlist Witch Thief so you can get the launch discount that will be coming along with it!
Con season must be in the air!
If you're in Canberra and looking for a blast this weekend, come visit our booth at GammaCon! We'll be showcasing Witch Thief there alongside Cardboard Keep's other products!
In addition we'll have Witch Thief TShirts for sale along side steam keys!
So come on down if you can and say hi :D
Good news everyone! Witch Thief will be showcasing alongside Cardboard Keeps entire suite of games this weekend at AvCon!
So if you're in Australia and Adelaide this weekend come on over to the convention. It's taking place at the Adelaide Convention Centre, play the game meet the team (The whole whopping one of me) and give me your feedback! I'd love to hear it.
Also we'll have some Witch Thief shirts, keys for the game that maybe will grant you early access :D
I hope to see you there!
G'day friends! It's been a while since I last posted but fear not I've been working away the past month to get a lot more content in engine. You may also notice a brand new trailer is uploaded to the steam page now. This one with music! Key points:
More work completed and getting even closer to release! Added Doll Maker Art Adjusted pickups not spreading out enough Added fix for in builds, the incorrect spawnpoint being used. Added cheat codes to main menu New slide in for main menu Adjusted turn speed of arcane missile. Still playing with it Weapon drops are now weighted to NOT give you the same weapon, making it slightly harder to get high tier weapons You now lose one grade of weapon power when dying. You still drop any other grades you had (So if you have grade 3, you only drop two powerups) Fixed the bouncy scale of the player weapon indicator Increased dodge duration and speed Added art for upgrading weapons Applied a fix for shooting when facing a different direction. Should be more accurate now. If only one enemy remains, it now gets a new attack that targets the player, so you won't ever have the last enemy looking dumb and shooting a corner. Massively adjusted enemy hit boxes, they should all be hittable now with all weapons Adjusted trigger zone for L2R3 Sword summon attacks now have a drop shadow L2R6W1 book enemies swapped with swords Added a muzzle flash for the player (Also a unity bug exists here which made it A LOT harder) Player respawn should now not destroy long lasers Enemy lasers should now fade out nicer All dolls that target the player should be coloured correctly now Disabled score popups from pickups on players position Steal Spell now does more damage and fires bullets faster Steal Spell now has a max number of bullets, destroying extras. This prevents too much damage and prevents heavy lag when 200+ bullets are overlapping. Added new tool tips All level ends now have a 5 seconds "collect stuff" phase before going to end level screen Corrected a bad optimization zone in the Cathedral. Rocks no longer drop pickups Library level boss laser is now slower Main menu Magic ring adjusted Player movement now pushes the UI around, making it feel juicier
Hello friends. I'm going to try out posting my commit notes and occasionally how things are going as announcements here. Should help let you know how I'm going with release for WT, it's getting close! Without further ado.
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