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WitchspireNewsDormant Powers Launches 21st October: A Behind the Scenes Look
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Dormant Powers Launches 21st October: A Behind the Scenes Look

Witchspire · published 16 Oct 2026, 13:00 UTC

All newsPlayers around this dateRead on Steam

Hey witches and warlocks

We have a date! The Dormant Powers update arrives on 21st October.

This is one of our biggest updates yet. It changes how you craft, fight and collect, so we sat down with the team to talk through what's coming and why.


Just in case you would rather read about it than watch, we’ve also written up what is coming below:

Salvaging 

You've been gathering lots of gear you couldn't do anything with, and we agree that was boring. Now you can salvage it, get something back, and use it to make something new: tools, weapons, and a little friend called Scrappy.

Scrappy

Scrappy is our first craftable familiar. You won't find him roaming the world like the others. You'll make him yourself, and there isn't just one either: there are six Scrappies to choose from, and you gather resources from around the world to craft the elemental version you want.

We first talked about making them simple colour swaps, but that felt boring, so each Scrappy has its own abilities. Not happy with the one you made? You can salvage a Scrappy too (though some of us will judge you for this savagery). 

Weapon Crafting 2.0

Weapons used to come with a fixed primary and secondary spell. That was fun to put together, but restrictive. Now you take the same tools we use internally to build our spells and use them yourself.

At the new Weapon Crafting Station, you can modify a weapon to your heart's content. Take out the spell in your primary (left click) or Invoke slot, and swap in a Spell Gem you've found out in the world.

Spell Gems

Speaking of Spell Gems, they’re the heart of the new system. They hold your spells, and you can slot them into whichever weapon base you prefer, so you decide what your weapon does.

Sigils

Sigils go into your spells and can change what they do quite dramatically. Think multi-shot effects that turn a spell into a shotgun, or projectiles that orbit around you. We're keeping a close eye on balance, because some of these are seriously powerful.

How many sigils you can use depends on the rarity of the spell:

  • Common: no sigil slots

  • Rare: 1 sigil

  • Epic: 2 sigils

  • Legendary: 3 sigils

So hunting down rarer spells really pays off.

Improved Familiar Controls

A refreshed familiar behaviour wheel, a smoother way to switch between familiars, and yes, petting.

The team's biggest ask is simple: experiment. There are more possibilities than we've even tried ourselves, and we can't wait to see what you come up with.

We've been listening to your feedback on the Feature Upvote board, and a lot of it shaped this update. Let us know what you think in the Steam Forums, on our Discord, or on socials.

See you on the 21st.

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