- Status 0.1.2066 - 24 September 2026
Hey Guys - Dev Here I didn't post last week's weekly update, because there wasn't enough to write. That is certainly kinda funny, given that every day is very productive. Well, the reason for the low amount of update-posts on the discord channel is that I am finally able to draw pictures, which doesn't tend to create a lot of text like coding new features. So, let's have a bit more text now. The Problem Let's start with the biggest issue: The environment art. Right now we only have placeholder images. It is common that the placeholders may not look very good, but ours were made to at least deliver some core ideas about the general look. We focused on colors, shapes, silhouette and some basic details and the result is still very bland and boring. Let's have a look: But there is something funny going on. The robots also use only placeholder graphics, but they look rather okayish already.…
- Status 0.1.2029 - 7 August 2026
Hey guys - Dev here A lot of stuff happened on the development side since our last monthly update in June. The dialogs for all story arcs are done and the current word count is at 30K. Together with all the other game texts (like item names, descriptions and dialog variants based on whether you save Waifus or Husbandos) we are a few hundred words short of an imperial 40K. However, the best part of the writing process was that all of it was done about six weeks earlier than anticipated. And we spent this extra time implementing the dialogs and setting up the logic for 10 major story arcs. A lot of them can split into variants so that there are 20 endings overall. During the remaining weeks, we set up an automatic test system and a fast mode to skip all waiting times and transitions. This system is needed for a game with so many story arcs and levels. The last time we manually tested all…
- The Steam Summer Sale Is On Now! - 25 June 2026
The Steam Summer Sale is on now, running June 25 to July 9! Don't forget to wishlist Get Your Tentacles Off My Waifu! now. While you wait, check out great deals on other indie.io titles during the Summer Sale to add to your collection. https://store.steampowered.com/app/2174750/
- Status 0.1.1967 - 12 June 2026
Hey guys - Dev here I don't have a lot of new gameplay pictures to show, but I will drop a picture of the Yandere Waifu to show that I still like you. Since our last post, we have spent all our time writing dialogs. We started with the most exhausting part, which is the "house dialogs" with the Waifus. Besides that, we also got the dialogs for seven of the nine big story arcs. So, let's nerd out about video game writing for a bit. House Dialogs Writing these was tough, and they are currently making up about 23,000 words. In comparison, Doki Doki Literature Club! is estimated to have about 65,000 words. Angels with Scaly Wings has over 175,000 words. Dune has about 188,000 words, and Fahrenheit 451 has 46,000 words. See? You don't need to write half a million words to write a fantastic novel. The word count kind of matters for us because we have to keep in mind that this game is a Shoot…
- Status 0.1.1959 - 5 May 2026
Hey guys - Dev here First I have to apologize that I didn't post a weekly development update last week. The migraine goblin struck, but he is pacified again and will likely rest for another six months. So let's move on to what generally happened last month and how things will go forward. Overall Progress If there would be a comparative of "Overall," it would describe the last month pretty well. We worked on everything: story arc logic, story arc relevant assets, game logic, removing legacy code, test automation, and even making builds. April was also our dedicated bug-fixing month, and we found a lot of them. After all, we were pushing really hard into production without any regard for all the duct-tape code we kept to keep the legacy stuff running. An unfortunate side effect is that it didn't produce a lot of cool screenshots we could share, and since we will work on dialogs for the ne…
- Status 0.1.1914 - 27 March 2026
Hey guys - Dev here As GLaDOS said in the trailer: It's been a loooong time. How have you been? First off, the silence over here is my fault. Instead of writing updates outside of Discord, I kept working on the game in silence. To address this issue, I want to try to at least compile what I did in a week and just copy & paste it here. After all, there is no reason to force you over to Discord just to read my commit messages. Now on to the more exciting things, because we did some cool things. Level Gameplay Done We left November 2025 with two biomes (I think) done, which are levels 6 to 15. At the end of February 2026 we finished all remaining levels, which included updating the first five levels to our current workflow. The levels are no longer in a purely blocked-out state, but about 90% finished gameplay-wise. That means the monsters scale according to difficulty, we placed loot and…
- Status 0.1.1815 - 28 November 2025
Hey guys - Dev here Let's have an update, shall we? Making all the levels is a lot of fun and we make good progress. Since our last news we made 7 more levels. The second biome (Level 6 to 9) is done and the third biome (Level 10 to 15) is only missing level 12. We also adjusted the house ui to be easier to read and navigate, improved our workflow some more and created a lot of content to be put into the levels. And the reason for the silence is that we don't want to spoil the entire game with dev-logs. We already have plenty of spoilers on Discord, where we post our subversion messages. And because it is fun to say A and do B, let's talk about spoilers. Robots A lot of time (and the reason we skipped level 12) is the robot enemies. We want the robot enemies to work differently than the monsters. While the monster evolves based on what we say, the robots evolve based on the player build…
- Status 0.1.1761 - 19 September 2025
Hey guys - Dev here Let's have another video and talk about how things are going. Production Making Level 06 was like: "Yeh... Production wasn't so bad." Making Level 07 was like: "Yeh... Production is actually bad." And after that realization we started to do a bunch of workflow improvements here and there. Most was about automating and structuring gameplay logic. The latter has also a big impact on modding, because you set up gameplay data and assign them to the objects in the level. The good part is that gameplay data are automatically linked to the unlocks, which are shown in the level info screen. If you wonder about the reason: I had to fix a few wrong setups in both level 06 and 07 and it was really tedious to wiggle through the level object setup. Another big thing we did was to streamline the monster difficulty setup. At the beginning we had to look up the difficulty value for…
- Status 0.1.1742 - 5 September 2025
Hey guys - Dev hereLet's finish this week with a gameplay video:Elaborationdoesn't elaborateleavesElaborates AnywayThe last three weeks we wrapped everything up related to monster spawning. We did the bare minimum of putting everything into place and didn't spend any time polishing. Our goal these days is to make content with all the intended gameplay features. The video shows the state before refining and polishing. This monster was also done with the content pipeline we use for modding. That's why things look extra raw compared to the demo. What you can currently play was made with the legacy content pipeline and a lot of things still need to be ported.Modding Side EffectsThe cool thing about the modding aspect is that we try to make all our assets as moddable as possible and that comes with a lot of cool side effects. This week we tried to set up the game logic for the waifu pillows…
- Status 0.1.1695 - 15 August 2025
Hey guys - Dev hereToday is the last day with our interns, and they’ve both left us with some great progress to share.ModdingThe modding system is now about 90–95% complete. The main work left is just wrapping it all up properly. We can already load the base game as a mod.If everything goes as planned, we’ll be able to ship Waifu with the base game packaged as a mod, neatly stored inside the game files. This way, you’ll have the best possible example of how a mod works.The mod files use a JSON format. Right now, you can change and create data assets (the core game data). You can also create prefabs—Unity’s term for templates of in-game objects, like bullets or tentacle segments. On top of that, you can add your own graphics and sounds.What’s not yet supported is creating new levels or terrain. There are also no modding tools yet, and I’m not sure if I’ll ever have time to write full mod…
- Status 0.1.1683 - 28 July 2025
Hey guys - Dev hereCome closer, because I will tell you a fun, little secret for why there were no posts the last two months. It's really fun, promise.The reason is that I want to make news and other posts on Friday afternoon. Ideally I do this after finishing a task, so I have a gif to post. For the last two months, we were working on dozens of small improvements on pretty much every gameplay element inside a level. We do this, because we learned that the game gets too repetitive, so we have to move away from our static level design and unlock principle and give every level some individual touch. This resulted in a lot of small tasks and every Friday I was like: "Ah, let's do this. Won't take long."Five Once-In-A-Lifetime Historical Events Later"Ah... It's late. Let's post an update next week." And here we are. Long overdue update, so let's take a look at what we did since the last upd…
- Status 0.1.1640 - 6 May 2025
Hey Guys - Dev Here The last week was a very productive sprint for Waifu and we are pretty much through with the last overhaul to turn the diegetic house item handling into a classic house menu. Instead of flying around in the house to carry items from A to B, all of it is now handled in the house menu. As a nice side effect, item crafting also got some improvements in readability, gameplay and... bugfixing. The crafting was working, but not all features were functional, like that you get a better item if you go through the full crafting process. Let's have a few pictures: What's Next? In May is the AMAZE Festival in Berlin, where Waifu will be present. I will fix more bugs and polish the current state for that, which will also result in a demo update. It would be super annoying if I work for conventions without giving you something as well. After the festival (but with some luck also e…
- Update 0.1.1604 - 20 March 2025
Hey - Dev Here, We could say that the demo update is a proper baby—it's been nine months since the last one! This time we have to show a few things. The biggest changes are the UI overhaul and the new dialogues. Let us know what you think about it and if you enjoy chatting with the Waifus. So let's take a look at the big and small changes. BIG: Added a new dialogue ui with big character graphics. Replaced the old, linear dialogues with new interactive ones. Overhauled the visuals for the entire UI. smol: A few more environment objects (like rocks with stardust) are now throwable. Improved render performance. Intro splash screen can be skipped. Consecutive Waifu Rescues now require stamina, to prevent an exploit that made Poneh virtually immortal in every level with a Waifu. Level buttons are moved to the top of the map room. Fixes: Changing resolutions should work way better now. Changi…
- Status 0.1.1584 - 7 February 2025
Hey guys - Dev Here We make very good progress to the next demo update. The waifu graphics and ui overhaul is done and right now we fix all the bugs we have created in the process. And oh boy - we created a lot of bugs. Additionally, while I was working on the ui overhaul I thought: “While I am at it, why not make the dialog ui?” And while I did that, I also thought: “While I am at it, why not get the new waifu graphics in?” And suddenly months passed without a demo update and while bugs are difficult to prevent, such a long delay between is preventable. And that’s clearly my fault. So let me get a few pictures for you, freshly made from the Editor: The new waifu graphics are now in the heart and they also show how the Waifus feel towards you. UI got a big readability boost. I may fiddle a bit more at the star outlines and fix a few inconsistencies with the text highlighting, but the UI…
- Status 0.1.1552 - 3 January 2025
Happy New Year - We made it 25% to the next century. The last month was filled with making graphics for the dialog poses and refining them where necessary. Alongside that we also refined our tools for previewing stuff. So have a gif: The UI Overhaul is done and only needs a good long test. So let's get to the really cool news. We've got two interns for reinforcement. One of them helps with the character art, most importantly the cape for the Antagonist and one very big surprise was how much work it is to put the cape over the shoulders. We hoped that a "one size fits all"-approach would be fine but in the end... no. Not so much. Additionally he also gave our current art work a nice reality check about missing details like nostrils and small shadows under the eyebrows. Our second intern comes from the modding scene and there is no greater gift for a modder than having access to the sourc…
- Status 0.1.1530 - 30 November 2024
Hey Guys - Dev Here The last month was filled with a lot of UI work. All the concepts I posted last month had to be implemented into the game and oh boy - it broke so many things. Anyway - Here are a few pictures right from the game to show that there is actually some progress. So the UI overhaul is like 90% done. For December we will also focus on the dialogs and waifu art and the best spot to see all of them in action is the first dialog right after the first level. We have artwork, which only needs to be made production ready. So yeah - That's the current state and let's see what we can do ^^ And let us know what you think. Have a good one
- Status 0.1.1518 - 1 November 2024
Hey Guys - Dev Here We were way too quiet the last few months. It's time to change that bad behavior and let's do this with a bigger update. Over the last months we worked on the three biggest issues, which are the dialogues are not cool, the ui is not cool and difficulty is not cool. Let's start with the UI. The two biggest issues players told us about is that the UI is ugly and difficult to read. At times the UI is difficult to tell apart from the background. To solve that we put some proper effort into UI design, to get rid of the old, blank blue boxes and replace them with pretty blue boxes. Have a few pictures. The first one is a prettier gameplay UI and the second one the current state of the title menu. The next big part is the dialogues. We have been told so often that you are looking forward to having proper talks and interactions with the Waifus. Because of that we also took a…
- Status 0.1.1469 - 27 June 2024
Hey - Dev here Let's have a small status update. Today I uploaded a new Unstable Build. The reason that it's not a regular update is that I did some risky changes to improve the performance, but may cause very mean errors. Maybe even a good 'ol crash. So before I drop the next update I will observe it on my system for a while. But some of the changes really give us a significant gain of a few milliseconds on a decent machine and may help to get the game up to 60FPS on really old machines (Like with hardware from around 2016). With the Unstable Build is also a change to the waifu rescue mechanic. It turned out that the short time freeze combined with throwing the waifu makes you basically invincible. Game breaking exploits are fine as long as they don't "un-game" the game. So instead of the freeze, the rescue just makes Poneh dodge to the Waifu and it costs one stamina. Plus it doesn't h…
- We Have Publisher + Update 0.1.1454 - 3 June 2024
Hey - Dev Here Do you remember the Freedom Games Publisher Sale from April? Maybe some of you have noticed that Waifu popped up on the wishlist recommendations among all the other cool games. In storytelling we like to call this "Setup and Payoff" - a subtle hint being given in the story to prepare for a much more awesome impact later on. That wishlist recommendation was the Setup and today is the Payoff: Flying Realms and Indie.io (Which, was Freedom Games during the last publisher sale - What a plot twist!) are friends now! Actually, we have been working together for a few months now and the folks at Indie.io helped a lot with the development of Waifu. We got some good reality checks on the current state of the game and a lot of in-depth insights from the many testing sessions. We can now focus more on the development, while Indie.io takes care of marketing, more testing and general q…
- Update 0.1.1447 - 20 May 2024
Hey - Dev Here We deployed on Friday and delivered a game breaking but to all mouse and keyboard users and as a big surprise we also adjusted the UI for better readability. We certainly need another pass over the UI to make it prettier, so let us know what you think. Here are the changes: Fixed an issue where mouse and keyboard users couldn't select any dialog choices. Fixed an error where dialogs remained after leaving a level during a dialog. Fixed wrong memento stat boost for waifu mementos. Improved UI readability.