Hello again! We hope everyone had a good Halloween 🎃 we saw some Nocturnals inspired Halloween outfits on our discord which was pretty awesome to see.
As for progress with Nocturnals Cacti Coast, me (Max) and Pablo have been working very hard almost every day on the game, and we’re really happy with how it’s turning out.
We didn’t share anything in October, so here’s a sneak peek of the part of the game we’ve been working on in the past month, and a bit about what we’ve been up to:

In the last month Pablo finished most of the fundamental systems needed for gameplay and scenes, and so we’ve had fun implementing some of them in game and everything’s going according to plan. Thanks to Pablo’s efficient system it’s been really easy to add different dialogue/reactions to scenes and gameplay based on your choices and actions, so we’re confident that you’ll definitely be able to see your choices having an impact on your play through in so many ways.
We hope to share more with you all soon.
Thanks for following our progress ❤️🐸
Max and Pablo
Content
- New field missions: Save the village of Elmont from giant birds!
- New relationship scene with Tobias
- 3 new music tracks
Bug Fixes
- Planting mushroom spores in Dansk no longer crashes the game
- Pots no longer look like they're still in use after the tavern closes
- Typo fixes
= The rancher outside Tonbrook no longer disappears when a farm building is being constructed
Changed so that ward starting funds are now added to the player’s total money when applicable.
Fixed a bug that could prevent players from being promoted to Ward 2.
Added a safeguard to prevent save file deletion on macOS and Steam Deck due to file permission issues.
Marked player preferences as persistent to prevent them from resetting during normal gameplay loops.
Adjusted office layout to prevent accidental table interactions while the inventory is open.
This update focuses on stability improvements, save safety, and smoother early progression between wards.
Additional localization and polish updates will follow in the next patch.



Animations and Visuals:
*A new popup hp indicator when exiting an artificial zone by a portal.
*A new item animation for when taking an hyper jump charge.
*New animation for when taking a green shield.
*A new visual effect when having a yellow or red shield.
*A small cinematic indicator for the asteroid puzzle of stage 13 for the ones that did not have it.
*General visual polish to the message textbox and the stage result screen.
Small Updates:
*For the Tower Viewer added the amount remaining of Arcade Points and TG.
*Added a new merchant for the last stage of the game.
New Interface updates:
*The Exchange Achievement Options on the Main menu can now be also cancelled by pressing x.
Corrections:
*Removed the Text Message for when taking HP damage due an artificial portal.
*Now, the text displaying that an Hyper Jump charge has been taken, just shows up once.
*A better placement for a tower viewer in the Main Zone of Stage 10. It was unreachable before.
*The Nivelator riel-changer-switch on the main zones is now blocked if the 4 circuit breakers are activated in the previous areas.
*The Sound Effect Volume is adjusted to 60 by default when starting the game for the first time.
*The huds now wait to the stage presentation to be over before showing up.
*Better fade of the HUD for the Omega Token Reader Device (this happens when the player sprite is going to be below the HUD.)
*The inventory items of shields reactivate the music of the area when necessary.
*Launching the Hyper Jump from the main zone of stage 12 now reach the end of the map upon exit.
*Added a small extra sound when starting an interaction with a merchant.
*Better placement of a save point near the end of the Main Zone of the stage 23.
*Removed the extra lines at each side of the "loading game picture."
*The Combat Outpost deployed by the Nivelator has a special effect if the player level is too powerful.
*Lowered the Price of the Scanner Cartridge from 5 to 2 TG.
*Removed the Bit Items on merchants with exception of the Hp merchant, and their price is lowered from 5 to 2 tg.
*The Hyper Bits items reduce their cost in Golden Gears, from 10 to 5.
*Fixed a dialogue spacing, the one about the fuel being maxed out.
Fixes:
*Fixed an odd bug when exiting the Ultra Jump that happened after The Hyper jump was launched from the previous Main zone.
*Removed the last blocks for normal walls for the first part of the Main Zone of the Stage 10.
*Fixed a glitch with the menu on the last stage when triggered to fast at certain event.
Thank you for your support!
Here is a demonstration of some early gameplay on SteamDeck running solid 60FPS.
We have updated our official websitehttps://www.waifudiscovered.com.
We will post some news about Waifu Discovered 3 in a few days. Follow us in order to get the news !
Follow our new waifus' curator here: https://store.steampowered.com/curator/45639442
Today we're adding a new feature to demo playback called TrueView. With TrueView, demo playback will match the player's original experience much more closely.
Previously, demo playback showed the server's view of the world, without accounting for network latency. This could be confusing because shots would hit that didn't look like they should have, and vice versa.
TrueView provides a more accurate representation of the observed player's experience by re-running their client-side prediction.
The video below shows the difference between the old demo playback and the same playback with TrueView.
A few caveats:
By default, TrueView is deactivated when the version of the game you are using to view the demo does not match the version of the game used to record the demo.
Even with TrueView active, there may still be some differences between what you see in the demo and what the player originally saw (especially with slow-motion playback). For example, damage effects will have different timing during demo playback due to the way CPU and GPU work are pipelined.
In addition to performing clientside prediction of the observed player, TrueView will also perform Damage Prediction on enemies, if Damage Prediction was used by the observed player at the time.
Additionally, we're shipping movement changes that we made available last week in a beta branch. All that and more and today's update!