How to play Waifumaker
A hyper-casual 3D character collector that runs in the browser. There are two places: the room, where she lives, and the run, where you earn the things that bring the next version of her into it.
Play now Founder accessThe room
The game opens on the room: a lit stage, one character standing in it, a window along the top with her name and a bank, and a strip beneath that fills as the next model gets closer. Tap her and she reacts; drag to orbit the camera, pinch to pull in.
A brand-new save opens on a prism standing where she should be. That is not a menu and it is not a cutscene — it is the thing you are filling. Prisms arrive on their own; when there are enough of them, the next model is standing in the room.
Two wallets
Cash — from loot
Cash never falls out of a kill. It is inside the shells in the run: break one and its contents drop onto the floor, and you pick them up by hand. Cash buys the lemmas.
Prisms — from time
Prisms accrue passively while the game is open, and nothing else pays them. They are what opens the next model. Spending them is a deliberate press, not an automatic tick.
The two are wired together: cash buys lemma levels, and every lemma level makes prisms arrive faster. That is the whole economy — a run pays for the lemmas, the lemmas pay for the prisms, the prisms pay for her.
The lemmas
Three slots: Power, Speed and Special. All three are available from a fresh save — nothing is gated, and nothing has to be unlocked before you can buy it. Each level costs more than the last, and the ceiling is a flat one, so a board can be finished rather than ground forever.
- Power multiplies damage across everything you hit.
- Speed is the punch rate — the same law that decides how many hits land in a second.
- Special is the third slot. It is bought and saved like the other two, and what it will drive is not in the fight yet — it is on the board so the board is whole.
The run
The second tab is a corridor. You punch; the enemies come at you; the corridor closes behind you. Three things matter inside it:
- The weak spot. One swollen part of each target takes double damage — but only while the cursor is actually on it, so the hit is a placement, not a tap.
- The punisher. A meter fills as you fight. When it is full, one press throws an area hit that clears everything in front of you.
- The shells. Glass shells stand in the corridor with their loot visible through the wall, rolled when the shell was built. Break one and take what is inside — chests, and the occasional key.
Doors end a stretch of corridor and start the next one, further along. The lap is the reset: when it runs out, the corridor starts again. Your health and the number of walls are what the distance changes.
Zoe
A small cherub keeps you company in the room. Tap her and the prism generation runs faster for a while, then settles back on its own when you stop. She also points at what is worth touching when you have been still for a moment: the dream key when there are prisms banked, and a “tap to rush” over herself when there is nothing gathered yet.
The album
Every model is photographed the first time it appears. A viewfinder comes up over her, and a press takes the shot — or, if you ignore it, it takes itself after a few seconds, so nothing is lost by looking away. The photos land in the gallery, which is a dark room with orbit controls and the row of everything you have unlocked.
Your save
Everything is stored in your own browser. There is no account to create, nothing is uploaded, and clearing your browser data clears the game. The friend-code and cloud-save systems people ask about do not exist; if you play on two devices, they are two separate saves.
Controls, all of them
| Where | Gesture | What it does |
|---|---|---|
| The room | Tap her | She reacts |
| The room | Drag | Orbit the camera |
| The room | Pinch | Pull the camera in |
| The room | Tap a window | Bank, dream key, lemma |
| The run | Tap | Punch |
| The run | Punish button | The area hit, when its meter is full |
Read about Amy or Bim, or the press page.