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Steam News30 August 202510mo ago

August Update: Demo! New Character and Clothes!

Developer Note: Yay, DEMO of FWC releasing on September 8th! When I thought about what the Demo version of the game should include, it was a good exercise as I had to think what the "core" of the game should be.

Full notes

Full Fantasy Waifu Collector update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes5 additions12 changes0 removals
  • Events
  • Gameplay
  • Fixes
  • Store
  • Balance
changedWhen I thought about what the Demo version of the game should include, it was a good exercise as I had to think what the "core" of the game should be. I had asked a few others for ideas and input, and it seemed like the game should be centered around the minigames. Working for the demo changed a few aspects of the main game as well. I won't list all of the changes here, but the main key points would have the demo similar to "Free to Play" Gacha games, with the paid version granting access to the Online service (which opens up Co-op, PVP, and PVE online minigames and functionality). The biggest change happened with the Stadium; once the Stadium is bought, instead of unlocking minigames one at a time via upgrading the building, they will be all unlocked (once the Stadium is bought and built of course), with rewards from the minigames increasing based on the upgrade level of the Stadium building itself. For example (this isn't in the game yet): Waifu Tuber currency rewards would increase per Tier upgrade.
changedIn the Waifu Survivor minigame, I initially set all the weapons to just have random behaviors (seeded from the weapon name). While this "worked" it lead to all the weapons ending up kind of same-y. Pierce and Bounce on everything with the only movement being determined by the caster's weapon-behavior meant that during the early rounds the weapons felt a little different, but all later rounds had the same "large bouncing projectile" with the only difference being the sprite of the weapon itself. All that said, I overhauled the weapon and behavior system. The Waifus will always target the nearest monster, with the behaviors being tied to the weapon itself. This meant that I had to replace the random-generating weapon values and hardcode everything, but each weapon feels different now. This system still needs some tweaking, but it's already shaping up to be a better system. Depending on the weapon behavior, players should choose beneficial upgrades. For instance, projectile speed works better on "pierce" than it does "straight", as the piercing weapon performs better the more monsters it hits.
changedStadium: Fix event scrolling when using controller
fixedStadium: Fixed all offline scores from being wiped every time a new score was saved
fixedWaifu Survivor: Fixed some squad member personality behaviors (programmer misspelled variable value whoops)
fixedWaifu Survivor: Fixed missing personality: flighty

Fantasy Waifu Collector changes

changedWhen I thought about what the Demo version of the game should include, it was a good exercise as I had to think what the "core" of the game should be. I had asked a few others for ideas and input, and it seemed like the game should be centered around the minigames. Working for the demo changed a few aspects of the main game as well. I won't list all of the changes here, but the main key points would have the demo similar to "Free to Play" Gacha games, with the paid version granting access to the Online service (which opens up Co-op, PVP, and PVE online minigames and functionality). The biggest change happened with the Stadium; once the Stadium is bought, instead of unlocking minigames one at a time via upgrading the building, they will be all unlocked (once the Stadium is bought and built of course), with rewards from the minigames increasing based on the upgrade level of the Stadium building itself. For example (this isn't in the game yet): Waifu Tuber currency rewards would increase per Tier upgrade.
changedIn the Waifu Survivor minigame, I initially set all the weapons to just have random behaviors (seeded from the weapon name). While this "worked" it lead to all the weapons ending up kind of same-y. Pierce and Bounce on everything with the only movement being determined by the caster's weapon-behavior meant that during the early rounds the weapons felt a little different, but all later rounds had the same "large bouncing projectile" with the only difference being the sprite of the weapon itself. All that said, I overhauled the weapon and behavior system. The Waifus will always target the nearest monster, with the behaviors being tied to the weapon itself. This meant that I had to replace the random-generating weapon values and hardcode everything, but each weapon feels different now. This system still needs some tweaking, but it's already shaping up to be a better system. Depending on the weapon behavior, players should choose beneficial upgrades. For instance, projectile speed works better on "pierce" than it does "straight", as the piercing weapon performs better the more monsters it hits.
changedStadium: Fix event scrolling when using controller
fixedStadium: Fixed all offline scores from being wiped every time a new score was saved
fixedWaifu Survivor: Fixed some squad member personality behaviors (programmer misspelled variable value whoops)

Developer Note:

Yay, DEMO of FWC releasing on September 8th!

When I thought about what the Demo version of the game should include, it was a good exercise as I had to think what the "core" of the game should be. I had asked a few others for ideas and input, and it seemed like the game should be centered around the minigames. Working for the demo changed a few aspects of the main game as well. I won't list all of the changes here, but the main key points would have the demo similar to "Free to Play" Gacha games, with the paid version granting access to the Online service (which opens up Co-op, PVP, and PVE online minigames and functionality). The biggest change happened with the Stadium; once the Stadium is bought, instead of unlocking minigames one at a time via upgrading the building, they will be all unlocked (once the Stadium is bought and built of course), with rewards from the minigames increasing based on the upgrade level of the Stadium building itself. For example (this isn't in the game yet): Waifu Tuber currency rewards would increase per Tier upgrade.

In the Waifu Survivor minigame, I initially set all the weapons to just have random behaviors (seeded from the weapon name). While this "worked" it lead to all the weapons ending up kind of same-y. Pierce and Bounce on everything with the only movement being determined by the caster's weapon-behavior meant that during the early rounds the weapons felt a little different, but all later rounds had the same "large bouncing projectile" with the only difference being the sprite of the weapon itself. All that said, I overhauled the weapon and behavior system. The Waifus will always target the nearest monster, with the behaviors being tied to the weapon itself. This meant that I had to replace the random-generating weapon values and hardcode everything, but each weapon feels different now. This system still needs some tweaking, but it's already shaping up to be a better system. Depending on the weapon behavior, players should choose beneficial upgrades. For instance, projectile speed works better on "pierce" than it does "straight", as the piercing weapon performs better the more monsters it hits.

Bugs:

  • Stadium: Fix event scrolling when using controller

  • StadiumFixed all offline scores from being wiped every time a new score was saved
  • Waifu SurvivorFixed some squad member personality behaviors (programmer misspelled variable value whoops)
  • Waifu SurvivorFixed missing personality: flighty

New:

  • Launching DEMO version on September 8th

  • Added to Ninja Clothing Package: Katana, Ninja Gi, Ninja Pants, Scroll of Power

  • Added Eclipse Clothing Package: Hood, Dress, Pants, Crescent Moon, Darkened Moon, Light Jewel

  • New character banner: "Rune", normally appears in August, but setting active for September

  • Waifu Survivor: Changed Weapon behavior types

    • Straight: Just moves straight line

    • Pierce: Travels through monsters

    • Bounce: Bounces off of monsters that are hit

    • Circle: Circles the caster

    • Spiral: Spirals outward from the caster

    • Random: Rotation and movement randomly changes

    • Homing: Bounces when hitting target monster, then curves back into the monster

    • Chain: Changes target when it hits a monster

  • Waifu SurvivorAdded weapons to the Crystal shop. These will change behavior while retaining current stats.
  • Waifu Survivor: Merged upgrade of "Attack" and "Damage" to just weapon

DEMO Version:

  • Offline Only (no inc_Auth calls at all)

  • Townbuilder: Level 2 maximum building upgrade (out of 7)

    • Barracks: Maximum 71 Waifus

    • Warehouse: Maximum 299999 item quantities

  • Story Progrees: up to Slime Boss ("Rank 2 License")

  • Cliffhanger: When trying to start this quest, do "buy full game" pitch (storybook)

  • Shop:

    • Clothing Packages: Enlistment, School

    • Ore: Copper, Bronze

-= Features =-

  • Offline Mode Only, doesn't use Live-Service features: Chat, Guilds, Coop, PVP

  • Save data works in full game

  • Daily "Idle" Rewards

  • Uncapped Player Level

  • Available Gacha banners:

    • Trash-Chan

    • Standard Banner

    • Free Reroll Banner

    • Free Ticket Banner

    • Event Banners

  • Quests: Up to 2-star

    • Adoption, Capture, Gathering, Harvest, Hunting, Mining, Urgent (story)

  • Stadium: (minigames)

    • World Boss, Nature Towers, Waifu-Tuber, Waifu Survivor, Waifu Fish

  • Waifus can star-up to max 6, as well as reach level max 200

  • Equipment can upgrade to Tier 2

  • Magic Cats can train to Tier 2

  • Create up to 5 squads

  • School: Re-train Waifu skills (Grey book only = random skill)

  • Marketplace: Up to tier 2 equipment & items

    • Microtransactions aren't available in Offline mode

  • Salon: (CustomizeWaifus)

    • Only Hair Styles & Color

  • Townbuilder: Can build all buildings availablein Offline mode, Level 2 maxiumum upgrade

Source

Steam News / 30 August 2025

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