
You can read our blog post on the photogrammetry tech here. We believe we can push the tech even further, with new tools, hardware, and all the experience we gathered during the development of our first game. This tech allows us to 3D scan real-life objects – even entire buildings! – and use them as digital assets in our games for unparalleled visual quality, and natural, organic look and feel. But what engine and tech does the game use?Īlso, as you can see in the teaser, Witchfire uses the photogrammetry tech we previously used in The Vanishing of Ethan Carter. 2018 is going to be a very busy year for us. Simply, things change, and there’s no point in announcing a feature that may be killed or a lore element that will morph into something barely recognizable.Īs soon as we feel 100% confident about the features and the world, we’ll resurface with much more info. It’s not like we’re secretive for no reason. The game is nowhere near complete, it’s going to be a long time before it’s ready. Can’t wait to bring you along on the ride with us!īut really, not much to add. After we made an innovative – we think – narrative game, now we want to make a shooter unlike anything we’ve done before. One of the reasons we called the studio The Astronauts was to emphasize the journey to new places. There was also a big action adventure called Come Midnight that People Can Fly was making for THQ over ten years ago …but let’s leave that story for another time. Katharsis was a 2D arcade shooter, Reflux was an RTS, and Gorky 17 was a strategy RPG. As I have already mentioned, we’ve also made a few shooters, Painkiller and Bulletstorm. Mystery of the Statuette, Teenagent, The Prince and the Coward – all adventure games. Within the novel, authors Ardath Mayhar and Ron Fortier weave a rich story filled with history and a detailed back-story giving you a great look at the principal characters and their past relationships. We love adventure games, and we’ve made some in the past, even before People Can Fly or our The Vanishing of Ethan Carter. Witchfire tells the tale of these two coming back together and settling longstanding family issues. The three co-owners of The Astronauts were also the co-owners of People Can Fly, as well as the creative leads behind shooters like Painkiller and Bulletstorm. That change in direction isn’t anything new for the core team. The obvious next step is to create another one like this, right?īut we really, really want to make a shooter. To date, we have sold over 1 million copies of the game.
#Witchfire bog Ps4
Our first game was The Vanishing of Ethan Carter, a narrative game for PC and PS4 which won BAFTA’s Game Innovation award, and was nominated for GameSpot’s Best Game of the Year and IGN’s Best PC Game. So you made a narrative game and now you’re making a shooter? We have revealed the game during this year’s Game Awards, hoping for a certain reaction. The reason we’re launching the teaser so early is simply to let everyone know that we’re alive and kicking, and how radically different this new project of ours is compared to our previous game, The Vanishing of Ethan Carter. The game is still a long way from release and we are not announcing any other platforms than PC. A witchfire might also ally with other hags or witches and even join their. But here’s how it looks (we recommend watching it in 4K even if your screen is 1080p): A witchfire often resides in a bog or swamp, which slowly blackens and decays. …and that’s kind of all we can say at the moment. It’s a dark fantasy first person shooter… also, having a lot of workbenches with thralls seems to bog down the client only.Have you been wondering what we’ve been up to lately? Well, the new game we’re working on is called Witchfire. Summary: while there seems to be no performance difference server wise, having a filled storage affects replication speed a lot. Slow replication with pauses every 8 seconds. Also, as you can see in the teaser, Witchfire uses the photogrammetry tech we previously used in The Vanishing of Ethan Carter. 2500 Furnaces (active, coal, ironstones, t1 thrall), ~2 FPS client, ~165 FPS server.Slow replication with pauses every 8 seconds.

The game has won many awards, including BAFTA, and we sold over one million copies. Our first game was a weird fiction mystery titled The Vanishing of Ethan Carter. 2500 Furnaces (active, coal, ironstones, no thrall), ~10 FPS client, ~165 FPS server. Our latest project is Witchfire, a dark fantasy first person shooter set in an alternative world in which witches are real and very dangerous but so are you, witchhunter.2500 Furnaces (empty), ~30 FPS client, ~165 FPS server.2500 Standing Torches, ~17-18 FPS client, ~425 FPS server.

Round 6 - Urban Myth 'Active Workbenches / Thralls are performance hogs'we start out with 2500 foundations, with 1 Standing Torch each.
