So first off there was a previous patch, which we can call 3.8B which I didnt write patch notes for:
3.8B
- Added Blitz mode
- Added a mode selector to the play screen, and removed the beta toggle
- Pausing during Blitz mode now blacks out the screen
- Fixed Charles not moving at the same time as other bumpers
- Fixed Charles not dying when self bumping into water
- Fixed a softlock when Charles self bumps into fire
- Fixed a softlock when a Fire Lich freezes itself and falls into water
And here's the latest!
3.8B -> 3.9
- Added a keyword help system: you can click on keywords to see more help
- Added shorter help with right click
- Rotisserie no longer stuns enemies
- Minor tweaks to the numbers of starting power tiles
- Loosened up restrictions on when the panic button appears
- Added stats for all modes to the Stats screen
- Added an option to play custom matches with blitz timer
- Fixed a softlock when you dash into a vortex above water
- Fixed timer damage not affecting Auro when frozen
- Fixed lightning liches having the wrong area of threatened tiles
- Fixed being able to cast spells on unintended tiles by holding click and using a keyboard shortcut
- Removed zappy bat option from the custom game screen (it did nothing, zappy bats are not in the game)
- Cleaned up the UI in the main menu, play screen, custom game screen, help screen and credits screen
Okay, enjoy! Have fun! Thanks again to the amazing EMISOCKS for all their hard work on this :D :D :D
Here is a demonstration of some early gameplay on SteamDeck running solid 60FPS.
We have updated our official website https://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:
Getting close! Next up we're likely to wrap up any fixes, add some new art, and then get Linux and Mac builds out.
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
The console is also turned on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out.
Added a new trait, Hyperfixated
Added Evil Sycamore to the beta branch. From now on, you can use this character to unlock game modes, instantly, during the test branches
Fixed bug with zombie aggro in the Bank,
Added ending rewards for new gamemodes,
Mutation Mode now raises max zp properly,
New modes now have extra ending bits,
Fixed null tile viaduct bug,
Fixed text for bank event,
Fixed banner in testregion not having any charges,
Fixed omitted ending dialogue for new chars,
Fixed bug where Ember couldn't die,
Fixed streetlights in Bank having weird hitboxes,
Fixed typo in mutation mode desc,
fixed bug where carboat turret would appear on new cars,
fixed bug where spider can pick up loot, same goes for bus characters
Added Isabelle, the Paladin. Smite away!
Ending Dialogue added for Isabelle
Added Time Stop character, work in progress, it will get new art and a retheme
Added Defective, an eldritch horror multi-splitting character
Added MUTATION mode, where zombies get more resistant and more GRABBY over time
Added INFECTION mode EXTREME
Added Bank, Marshland, Viaduct locations
Added Siege version of Viaduct location
You can type the following commands into the console to check out the different locations:
[c]to_the_marshes[/c]
[c]to_the_viaduct[/c]
[c]to_the_treasury[/c]
[c]road{ siege2-viaduct }[/c]
Added 3 new whips, in a new weapon category based on the Ringmaster's unique weapon
Added pike
Added kukri
Added buff banner support weapon
Added Barret 50 cal (named "M.O.A.R")
Made new weapons sellable
Made new weapons findable
Duelist perk added, go for those tipper hits
Big Shot perk added, slower ranged, but bonus damage scaling with shooting
Hyperfixated Trait added, get really good at ONE thing
Car Boat with turret added as a reward to the Marshland location
Improved the DNK16 "burst" feeling and very marginally buffed it
Hektatrius event updated for one of the new characters
Adjusted Anime Girl store timer setting
Made it easier for AI to get into the car during floods, in Severe Weather Mode
Reworked 4JS Mode: scepters now have a random powerup they spawn with
Prison ammo piles are now rifle ammo crates and drop 25-30 ammo
Nerfed beach loot
Added a sound when a powerup drops in RPG mode
Reworked RPG mode powerup table to be more fair
Gourmand now provides morale to the team at meals
Kensai Perk reworked according to community discussion
Phoenix now gets a bottle of hot sauce on start
Hero Type now has an aura of protection
Bow and Arrow dropped arrows now only require you to touch, not pickup, to recharge (good for AI)
Reworked bows to act like the rifles do. Bows scale linearly with your STR stat, up to 11 STR, at which they pierce 11 targets
Reworked the regular, dog, and ice cream vans. They all do something special now, to help justify the increased gas costs.
Regular Van: Spawns furniture
Dog Van: Spawns a friendly dog
Ice Cream Van: Spawns delicious flavors
Fixed bug for gun racks sometimes losing rifles
Bugfix for lightning bolts being pushed inward from map edge
Fixed a bug where bow&arrow arrows were invincible
Fixed a bug where not enough zombies spawned in the warehouse location
Fixed a bug where too much loot spawned in the warehouse loc
Fixed a weapon seller list bug
Fixed some bugs in events pertaining to Friend of Dog
Fixed bug where cameras spontaneous turn into books
Fixed bug where ammo crates still had their hitboxes after being used,
Fixed bug where gamemode wins didn't display for new modes
More fixes I'm forgetting about
Hey everyone! :)
I’m beyond excited to finally announce that TerraForge 1.0 is coming on November 20th!
Sorry it took this long! I’ve been quietly developing, tweaking, and testing while juggling life and work. But now it’s time to show what I’ve been working on! Here’s a quick peek at what’s coming with the 1.0 update.
Quidland is now bustling with life!
As days pass, new world events will affect market demand and supply. (things like oversupply, royal celebrations, or mining accidents)
Each event shifts prices, creating new opportunities (or chaos) for clever traders.
You can plan ahead, take advantage of trends, or ride out tough times. The market finally feels alive!

I finally upgraded my save/load system.
The new persistent license system lets you mine at your own pace. You can now leave a mine and return later. The terrain stays where you left it.
These infinite-time maps can be found randomly in the mining license screen or you can also pay with money or influence to find you one. (You just set the time preference to infinite in the search)
I really enjoyed it while testing the game and I hope you will also enjoy it. It is a more relaxed way of mining. No more time pressure, yaay!
[c]“A forgotten realm, where echoes of creation still stir...[/c]
[c]and whispers linger longer than life itself.”[/c]
The Abyss is an entirely new region with consistent progress. A massive, mysterious zone you can explore anytime after you find the portal.
You’ll be able to reinforce the portal to protect yourself from Abyssal Corruption, and delve into three Abyssal regions.
There are 2 new resources in the Abyss. Voidstone and Abyssal energy crystals.
Each region hides a dungeon mini-game, where your main goal is to retrieve ancient artifacts to refine corrupted voidstone.

I added several new blueprints and of course the new Voidstone items.
To be able to craft from voidstone, you need to refine it first. It is the last part of the minimalist story for the game. Though you can, of course, keep playing further and enjoy it as long as you want. I just wanted to make the game round and have a quote "ending".
I’ve tweaked how tools consume energy:
Tools now have lower initial energy cost
The cost ramps up as you use them repeatedly (so if have several active tools of the same type).
This makes tool switching smoother and encourages combo play.
I’m even considering set effects, like getting a bonus when mixing tool types (e.g. Miner + Delver → stronger Drill).
Still experimenting, but I’d love to hear what you think!
Lots of new sound effects and feedback polish
UI tweaks and smoother inputs
Fixed (and created 😅) a bunch of bugs
Minor visual and performance improvements
I’ve poured everything I could into making TerraForge feel more alive, deeper, and smoother to play.
I really hope you’ll enjoy this update, and don’t worry, I’m not done yet. I still have plenty of ideas for future updates!
Thank you all for your patience, support, and kind words. :)
-Added loot in the hidden area of the first biome
-fixed weird glitch where you sometimes float in the air when you leave a room and enter it back
-fixed strange bug where the save sometimes doesn't work right

The RAIDOU Remastered: The Mystery of the Soulless Army demo is now available to play on Steam!
Play until Episode 2 of the story of apprentice detective and Devil Summoner extraordinaire Raidou Kuzunoha XIV, returning in this remastered action RPG classic from ATLUS.
Save data carries over into the full version, allowing you to seamlessly continue your progress*.
Experience features of the full version, such as:
The historic streets of a fantastical 1930's Tokyo.
A unique cast, enhanced from the original experience with full VO.
Fight alongside demon allies in real-time battles.
The art of confinement, a fun system to capture demons and turn them into allies. Over 100 demons can be recruited, leveled up, and added to the party.
The Demon Fusion system, a mechanic to combine ally demons and create new ones.
Leveling up the protagonist Raidou Kuzunoha.
Case investigations alongside your ally demons.
*Those revisiting the demo after jumping into the full game should be mindful about overwriting their save data, as the network slot is shared between the demo and the full game.
It's been a crazy last few weeks and we enjoyed showing everyone what we've been up to.
Here's your October Newsletter!
Cirno wins her first award at DreamHack Atlanta 2025; The 1st Place - Audience Choice Award. Thank you everyone who voted for Cirno and all the feedback in the game. With an attendance rate of over 40,000, it's a huge honor to be given such trophy. We also got an entire list of bugs/features we need to add and we can't wait for you all to play the next update.
Speaking of the next update, we showed off the next boss; Patchouli Knowledge!
This stage is our meanest level yet containing difficult maze routing, outlandish gimmicks, and retro challenges featuring the maze. Do you think you can handle the Labyrinth of the Scarlet Devil Mansion Library? More details on the next patch will be announced in the upcoming weeks.

Finally, It's time to start gearing up for the launch of Touhou Danmaku Maze and the eventual release sometime next year. This means we are lining up our events to continue showing off our game to everyone including Games Done Quick in Pittsburgh, PA! We can't wait to show off our game to such a unique hardcore audience in person. Cirno is ready cause winter is coming!!!

Once again, thank you all for joining us on this journey. Our next update is still far away but I would expect it to be similar to our last update. Stage 3 has gotten a lot of visual updates and Stage 4 is going to be a treat. We are also currently working on our next unique collaboration but it'll be some time until it gets announced.
On November 6, 2025, our intergalactic mining adventure launches on Steam. To help you know exactly when it goes live in your region, we’ve put together a handy overview of local launch times.
Whether you're in Berlin, New York, Tokyo or Sydney – the countdown is on!
📍 Check the map below to find out when your journey to the abandoned space station begins.

Galactic greetings!
Alex – BlackBeak Games

Thank you to everyone continuing to share feedback and report issues. Build 151 focuses on early-game accessibility, improved challenge visibility, and quality-of-life adjustments based on player feedback.
Changes
Challenge Visibility: Players can display active challenges while in camp. 
Destiny Card Pricing: Reduced gem cost of early Destiny cards to make them more accessible for new players. This makes it easier to experiment with different builds earlier in progression.
Thank you to everyone sharing thoughts and feedback in the forums. We’re continuing to monitor early-game balance and player progression data closely as we prepare for future updates!
