The Last Build of Yandere Simulator that Only Contains One Rival

June 17th Edit: Did you encounter any game-breaking bugs in the latest build? If so, scroll down to the bottom of this blog post for some important information!

Yes, it’s true – at long last, the time has finally come! This is the final build of Yandere Simulator that only contains 1 rival. The next build of the game will have 10 rivals.

You might be thinking, “Is it going to be Custom Mode, where the player can designate any student at school as a rival?” or, “Is it going to be Endless Mode, where the game randomly generates students and designates some of them as rivals?” The answer to both of these theories is, “No.” However, I’d prefer to avoid giving out any further information, so that the big reveal can be a surprise.

It’s a bit difficult to predict how long it will take me to release the next build. I know exactly how much work will be required, but I don’t know whether or not I’ll run into unexpected problems halfway through the process that will make it take longer than initially predicted. Will it take one month? Two months? Three? I’d rather not tell you my estimate, so that you don’t get disappointed if it takes longer than expected. However, I already have all of the assets I need to implement what I’m planning, so I feel very confident that I will accomplish my goal in a timely fashion.

I always hate to go for long stretches of time without releasing an update or showing progress, because it leads to misconceptions that the game’s development has come to a halt. However, I want the “10 rivals” feature to be a surprise, so releasing regular updates/previews is not an option this time.

Potentially, I could release blurry screenshots and silhouettes of the content I’m working on, so that people know I’m still working on the game, even if they can’t see exactly what I’m working on. But, if the screenshots give too much away and spoil the surprise, then there wasn’t any point to keeping it a secret in the first place. So, this is something that I’m very hesitant to do.

I’d like to reassure my most important supporters that I’m still working on the game, while keeping spoilers and surprises away from the general public. One potential solution is to start posting updates/previews on my Patreon page. I’ve basically ignored and neglected my Patreon page for 7 years, and it feels like it’s about time I actually started doing something meaningful with it.

If I do decide to start posting exclusive sneak previews of upcoming content on my Patreon page, these updates would probably only be available to certain Patreon tiers. Currently, the only tiers are $1, $3, and $100. A new tier would probably need to be created that is higher than $3, but much lower than $100.

The people who donate to me on Patreon probably don’t want to see me get screwed over, so they probably wouldn’t leak my posts. However, there is still a possibility that someone might join my Patreon purely to leak everything. So, I have to consider that when deciding what price to charge for the Patreon tier that would enable people to see exclusive previews of upcoming content.

I’m considering the idea of bringing back the Trello checklist that I used to keep people updated while I was working on Osana. I could write a list of all my tasks – keeping any spoilers as vague as possible – and put a checkmark next to them as I complete my work. The problem is, since I’m deliberately keeping the nature of the work a secret, you wouldn’t really know if anything on the list is meaningful or not…until the update finally drops, and you get to see what I was working on the entire time.

Anyway, the bottom line is that today’s build is probably going to be the last build for a while. Because you could be stuck with this build for quite a few weeks, I decided to make sure that the build is as stable and bug-free as possible. I also included a new feature in this build that is, believe it or not, actually essential for the upcoming feature that involves 10 rivals being added to the game.

To learn about the new feature and see a list of everything that is new or different in the latest build, please scroll down past this beautiful artwork by OMGayano!

Continue reading

June 1st Big Update

Got a big update for you today, with a long backstory behind it! This is going to be a pretty long post, so I’ll put most of it behind a “Continue Reading” link.

To see the rest of the post, scroll down past this badass illustration of Budo by Keimoneuwu!

Click “Continue Reading” to see the rest of the post – along with another illustration by Keimoneuwu!

Continue reading

May 19th Bug-Fixing Build

While I was working on my latest video, I got a lot of bug reports and new assets. I wanted to take care of them as I received them, but if I did that, then my video’s production would have moved at a snail’s pace. So, I had to put all of those tasks aside and save them until after the video was completed.

After uploading the video, I finally got the opportunity to start working on all of the tasks that had piled up. And as of today, I’ve finally finished getting through them all!

Most of the changes in the latest build are just bug fixes and aesthetic changes, but it’s important to me to make sure that the latest version of Yandere Simulator is as stable as possible, because there might be a large gap of time between this build and the next. That’s because my next task will be to do what I talked about in my most recent video – demonstrating my ability to put 10 rivals into the game in a timely fashion. How do I intend to do that? Well, I still want to keep my plans a secret for now, but I think a lot of people are going to enjoy what I have planned.

In the meantime, you can read a list of the latest changes by scroll down beneath this super badass artwork of Ayano’s Light Music Club costume, drawn by Johaui!

Continue reading

How does YandereDev feel about Yandere Simulator being in development for 7 years?

This video took much more time to produce than I expected, and also turned out much longer than I expected; it’s 24 minutes and 45 seconds long! I think this is my second-longest video, right behind the 35-minute-long “Making Senpai Reject A Love Confession”.

Why is it so long? Well, I guess it’s because there’s just a lot I wanted to say. This video covers a very wide range of topics; I share an anecdote from early in the game’s development, I talk about how my approach towards the game’s development gradually changed over time, I talk about how my priorities shifted over the years, I talk about the influence that YouTube had on the game, I talk about my mistakes and my regrets, I talk about the Yandere Sim community, I talk about how I feel after working on one project for seven years, I talk about the reasons why I haven’t launched the crowdfunding campaign and the obstacles that probably jeopardize the campaign’s success, I talk about the misinformation swirling around the game, and I talk about for my plans for the immediate future.

I apologize if you’re disappointed that I’m coming to you today with a video where I talk about my ~feeeeelings~ instead of coming to you with a video announcing new features and progress…but sometimes you just need to stand up for yourself, speak up in your own defense, and address some issues that are difficult to talk about.

Within the next few days, I’ll release a build with a few minor bug fixes, and then, I’ll probably launch full-steam into my next goal: Demonstrating my ability to put 10 rivals into the game in a timely fashion. This is only one step of many steps I’ll need to take in order to give the crowdfunding campaign a shot at succeeding, but that’s the way things have to be done; one step at a time.

If you’ve been following the game’s development for a while, you may remember the time in 2020 when I stopped releasing builds for a few weeks in order to prepare the biggest update the game had ever seen – the addition of Osana. We may be headed towards another large gap between updates, while I prepare the big surprise that I mention near the end of this video. (A significant amount of progress has already been made, I’m very proud of how it’s shaping up, and I hope you’re going to love it!)

Thank you for your patience with me, and thank you for following the development of Yandere Simulator!

May 1st Bug-Fixing Build

Hello! I’m sorry that all I have for you today is a bug-fixing build. I’m currently working on my next video, and it’s been taking up a lot more time than I expected. I really hope that I’ll be able to release it soon.

Last year, I felt sad that I released less videos than on previous years, so this year, I was planning to release at least 1 video per month. I wasn’t able to upload a video during April, which I feel really bad about…but I guess I’ll still aim for “12 videos over the course of the year”, even if there will have to be multiple videos in one month.

Anyway, to see a list of everything that is different in the latest build, please scroll past this super-badass illustration of a bloodstained Ayano by kariya!

Continue reading

April 15th Bug-Fixing Build and Q&A

Hi! I’ve got two things to share with you today: a new build, and a Q&A!

Recently, the Yandere Simulator Wiki compiled a list of over 100 questions that the community wanted to ask me, and I answered every one of them!

You can read my answers here on this page: https://yandere-simulator.fandom.com/wiki/User_blog:Jackboog21/YandereDev_Wiki_Q%26A:_Answers

It was really fun to participate in a fan-organized event; I enjoyed it very much, and I’d love to continue doing things like this with the community in the future!

In addition to that, I’m also releasing a new build today with a lot of bug fixes and a small number of new features. To see a list of everything that changed in the latest build, scroll down past this chilling artwork by lukarte99!

Continue reading

The results of the Medibang Art Contest

It’s April 5th, which means that the submission period for the Medibang Art Contest is officially over! So, what now? Will the contest winner be announced immediately?

Nope! Apparently, MediBang has a process for this type of thing. Here’s the timeline that was presented to me by MediBang:

April 6~11: MediBang’s employees will manually check every single entry to check for plagiarism and discard fraudulent entries.

April 12~18: MediBang’s employees will contact the artists who passed the plagiarism check and confirm that they actually respond to communication (it would suck if the winner of the contest is someone who never responds to the “You won!” e-mail from MediBang).

April 19~23: MediBang will select about 30 entries and send them to me, so that I can select the top 3 winners.

Late-April~Mid-May: MediBang will prepare the result announcement page

Mid-May: The results are finally announced!

Although this timeline is a little different from what I imagined, it looks like Medibang is being extremely thorough about making sure the contest results are as legitimate as possible! I’m very thankful to them for taking care of this, so that I can continue to keep my focus on the game.

In my most recent video, I said…

In just a few days, we will arrive at the 7th anniversary of Yandere Simulator’s development. I fully acknowledge that it’s unusual for a game to be in production for such a long time. It’s a subject that I’ve spent a lot of time thinking about, and I’d make a video to share my thoughts with you. That video will probably come out shortly after I announce the results of the MediBang art contest, which is ending on April 5th.

…now that I’m aware that I can’t announce the results of the art contest until the middle of May, I’ll probably release my “thoughts on working on Yandere Sim for 7 years” video sometime in April, instead.