Earlier this year, I immersed myself in the Early Access phenomenon Witchfire. The experience was so compelling that it fundamentally shifted my perspective on unfinished titles. Developed by The Astronauts—the same creative force behind 2014’s The Vanishing of Ethan Carter—this shooter stands out not just for its unique mechanics, but for the studio’s commitment to iterating based on player feedback as they march toward a 1.0 release later this year.

Seeking a deeper understanding of the project’s trajectory, I sat down with key members of the development team. You can find the full details of our conversation in my feature, Hunting A Witch. Among the topics discussed was the industry’s growing reliance on generative AI. The team was unequivocal: Witchfire has not utilized generative AI, and it never will. This commitment was confirmed by studio co-founder and creative director Adrian Chmielarz, lead artist and technical art director Andrzej Poznanski, enemy and encounter designer Kacper Domanski, and lead designer Karol Krok.

Witchfire artwork

The leadership team offered nuanced perspectives on the technology. Poznanski likened the use of AI in creative work to a Michelin-starred chef serving fast food, noting, “He loves his kitchen magic too much, and his clients expect a unique signature dish, not the statistical average of a thousand other meals.” Chmielarz provided a slightly different angle, comparing AI to a master chef training a machine to replicate his recipes—the final product might mimic the visual aesthetic, but it inevitably lacks the “taste and soul” born from human intuition.

“That human connection is essential,” Chmielarz explained. “With Witchfire, we are creating because we love the act of creation; we want this game to be a conversation between humans.”

While Krok acknowledged that AI will likely play a larger role in the broader gaming landscape, he emphasized the importance of maintaining a human-centric approach. “As a creator, you have to ask yourself: ‘Should we as an industry go there?’ and my answer is, ‘I don’t know.'”

Ultimately, the stance from The Astronauts remains firm: the artistry behind Witchfire is, and will remain, entirely human-made. The game is currently available in Early Access on PC, with the full 1.0 launch slated for later this year.


What are your thoughts on the intersection of generative AI and game development? Share your perspective in the comments section below.