The Witness is finally on iOS!

In case you haven't heard the news, after nearly a year of optimizing, refining touch-controls, etc., we finally released The Witness on iOS!

You can find it on the App Store, and carry around the full game in your pocket...which is pretty crazy if you ask me.

The game will work with iOS 10 and up, on:
iPhone 5S (or newer)
iPad Air (or newer)
iPad Mini 2 (or newer)
iPod Touch 6th Generation

Oh, also, it's only $9.99!

MacOS System Requirements

We released The Witness for MacOS a little while back, and we felt it'd be a good idea to post the system requirements somewhere so we could link people to them when they ask. So...

The Witness requires Metal for rendering. Metal is a graphics technology from Apple that allows faster and more fluid graphics. These are the Mac computers that support Metal:

  • MacBook (Early 2015)
  • MacBook Air (Mid 2012 or newer)
  • MacBook Pro (Mid 2012 or newer)
  • Mac mini (Late 2012 or newer)
  • iMac (Late 2012 or newer)
  • Mac Pro (Late 2013 or newer)

It's possible to build custom Mac systems with Metal support, either using an old Mac Pro and upgrading the graphics card or building it from scratch using compatible parts (Hackintosh). These configurations are unsupported, but some customers have found them to work.

If using an AMD GPU, the only supported add-in card with Metal support is:

AMD Radeon 7950 (Tahiti Pro) Sapphire card.

If using an NVIDIA GPU, any GeForce 6xx or newer should work, but it is necessary to install the latest drivers from:

System Requirements:


* OS: El Capitan 10.11.6
* Processor: Intel Core i5 @ 1.8 GHz
* Memory: 4 GB RAM
* Graphics: 1 GB of video memory
- Intel: HD Graphics 4000
- AMD: Radeon R9 M290
- NVIDIA: GeForce 640M
* Storage: 5 GB available space


* OS: Sierra 10.12.4
* Processor: Intel Core i7 @ 2.4 GHz
* Memory: 8 GB RAM
* Graphics: 2 GB of video memory
- AMD: Radeon R9 M390
- NVIDIA: GeForce 780
* Storage: 5 GB available space

The list of Apple systems with AMD graphics that support Metal is:

Mac Pro 6,1 (Radeon FirePro D300, D500, D700) - cylinder
iMac 15,1 (Radeon R9 M290, M295X)
iMac 17,1 (Radeon R9 M380, M390, M395, M395X)

MacBook Pro 11,5 (Radeon R9 M370X)
MacBook Pro 13,3 (Radeon Pro 460)

The list of Apple systems with NVIDIA graphics that support Metal is:

MacBook Pro 9,1 (GeForce GT 650M)
MacBook Pro 10,1 (GeForce GT 650M)
MacBook Pro 11,3 (GeForce GT 750M)
iMac 13,1 (GeForce GT 640M, 650M)
iMac 13,2 (GeForce GTX 660M, 675M)
iMac 14,2 (GeForce GT 755M, 775M)
iMac 14,3 (GeForce GT 750M)

Help Us Get The Witness on iOS!

If you are looking for 2-3 months of straightforward contract work, are excellent at optimizing art assets in Maya, can pick up workflows quickly and have good attention to detail, then we are looking for you! We are planning on shipping The Witness on iOS in a few months, but still have a lot of optimization work to get done.

Familiarity with The Witness is obviously a plus, as it is a very intricate game with a lot of gameplay-relevant details. Being able to work in-office in our San Francisco studio would also be nice, but is not required if you are really good at communicating long distance.

Please only apply if you have shipped games before and have a good idea of the optimiziation process, we do not have time to bring someone inexperienced into the fold!

Send resumes/portfolios to


The Witness was first released a year ago.

To celebrate, the game is on sale for 50% off on Steam, here:

Braid is also on sale, and if you already own it, you get an extra discount on The Witness:

Meanwhile, we are working on The Witness for MacOS, and it should be done pretty soon. iOS is also coming up but is a bit further in the future.

Happy 2017!

PS4 Pro patch update

Previously, I made a post listing the technical details of the PS4 patch.

That was a work-in-progress, and I said at the time I'd post final specs as soon as we know them, which we now do.

We are definitely supporting HDR, on both the PS4 Pro and the base model PS4. If the game detects an HDR TV, it will start in HDR mode. HDR works in all resolutions mentioned below.

If you have a PS4 Pro, and are outputting to a 1080p TV, The Witness will render at 1080p, 60fps, 4x MSAA (which is substantially higher than the base PS4's 900p, 60fps, 2x MSAA). This is the same as we announced in the earlier posting.

If you have a PS4 Pro, and are outputting to a 4k TV, then you get a choice of two modes from the options menu:
(a) 1440p 2x MSAA rendering of the game world, upscaled to 4k, text and UI rendered at 4k, 60fps
(b) 4k 2x MSAA rendering for everything, 30fps 

We added option (b) because a lot of people seem to want it, and it does look really good!

I don't yet know the exact release date for the patch, but it is coming pretty soon, in November sometime. We are now in the process of nailing down all the little details and making sure they are good. As soon as we know the release date I will announce it here.


The Witness is out on the Xbox One!

I should have posted this several days ago, but we have been busy with launch stuff!

If you have an Xbox One, you can play The Witness there! Unless you are in Australia or New Zealand ... in which case we need to get the ratings stuff pushed through. We are working on that.

We’re doing a PS4 Pro patch! Here are the technical details.

Now that the PlayStation 4 Pro has been announced, we can tell you that we are working on a PS4 Pro patch for The Witness.

The Witness already runs at a consistent 60fps on the base PlayStation 4, so rather than increasing frame rate, our patch is about visual quality. Please don't take the specifics mentioned here as absolute promises; things might change by release. But here's what we are aiming for:

When you start up the game on a PS4 Pro, it will go into one of two modes, depending on the current display device:

* When using PS4 Pro with a 4k display, we will render at 1440p or possibly higher, all while keeping a consistent 60 frames per second. This image will then be upscaled to 4k, and we will draw text, menus, and other UI at native 4k resolution. (This is similar to what happens on the base PS4, where we render the 3D scene at 900p, then upscale to 1080p and draw UI at 1080p). We might be able to achieve resolutions higher than 1440p based on various engineering tradeoffs (for example, if we boost the resolution of the main scene to a greater degree than we boost the resolution of the reflections in water, which tend to be distorted anyway. Also, we'll evaluate checkerboard rendering -- we're not sure if it's the right way to go for this game, but we'll see.) We'll post again when we finalize these specs.

* When using PS4 Pro with a display that is 1080p or lower, we will render the scene at 1080p (instead of the old 900p), and increase antialiasing quality from 2x to 4x MSAA, again while keeping a solid 60 frames per second. We are exploring additional visual quality increases, like increased streaming distance for high-resolution meshes, or decreasing the noticeability of the fade-in between faraway LODs and high-res close-up meshes. Again, we'll post details when this is finalized!
We're also working on HDR support. Here in the office we just got a new LG B6P television, which is very bright and has low black levels, providing a lot of dynamic range, and it's been fun so far tweaking the look of the game on HDR displays like this.

We thought we were working on HDR support only for the PS4 Pro, but yesterday Sony announced that they will be enabling HDR support on all PS4s via a firmware update. Sometimes Sony even surprises developers! (Back when the PS4 was originally announced, we were surprised by some of the final specs too ... and I was on stage in that show!)

We think it's great that Sony are doing this. We don't know the technical details of how it will work, yet, but provided that nothing prevents us, the Witness patch will use HDR on all PS4s when available. (You will, of course, need an HDR TV or monitor for HDR mode to kick in!)

If all goes well, this patch will be downloadable on November 10 when the PlayStation 4 Pro is released.

We'll keep you posted as we continue work on this patch!


*Edit: We found our animator! Job post changed to reflect our current needs*

We are looking for a senior character artist, full time or contract, who excels at both designing and modeling intriguing characters in any style, and can also help out with environment art if the need arises.

We would prefer applicants who are very comfortable making 3D games from white box to polished product, in Maya/Max and in-engine. If you apply, you should be someone who can work in interesting, creative styles, and have the imagination and self motivation to take an abstract mockup and turn it into something stunning and meaningful, while also paying close attention to gameplay limitations.

Good communication skills and the ability to take and incorporate critique is a must, a generally pleasant and chill nature is a plus.

We would prefer someone who is based around San Francisco and can work in the office.

Please send portfolios to

Printable Panels!


Hey there! Lately I've been seeing a lot of requests from people who want to buy framed panels, like the ones we have hanging in our office. We talked a little bit about how we might sell these with Jon, but decided it would be best to just release the images we used to print ours for free, and that way peeps can print their own however they like.

An important suggestion would be to print these on semi-glossy or glossy paper, as the colors tend to turn out completely faded on regular paper. Back when we were printing these, Luis tweaked the colors for some so they look better printed, so they might not be completely accurate on a monitor, but should look nice on paper.

Also, we just went to a nearby art store and picked out a bunch of square frames. We got mostly 8x8 inch and a couple of 12x12 inch ones. Most of the frames were just minimal black plastic, and only cost about $6, if I remember correctly, but we got nicer ones for a couple of the 12x12 ones, like the boat panel. You could probably even make Witness monitor style frames for them if you are crazy enough, that would be fun to see!

Here are the files we used:

Panels_16 Panels_7 Panels_6 Panels_19 Panels_3 Panels_4 Panels_5 Panels_10 Panels_1 Panels_17 Panels_15 Panels_14 Panels_13 Panels_12 Panels_11 Panels_9 Panels_8 Panels_18 Panels_2 Panels_20 Panels_Map