Progress Report and New Test Build

There are so many wonderful people volunteering to help out with the game that answering e-mails about Yandere Simulator has almost become a full-time job! However, I still tried to make as much progress as I could manage over the past two weeks.

Here’s what’s new:

  • Fixed the bug that would make Yandere-chan drop a ragdoll if the player held down the “drag” button without releasing it.
  • Implemented “warning notifications” that appear at the top of the screen when the player is in danger.
  • Fixed the bug that would cause Yandere-chan and NPCs to launch into the air when they collided.
  • Fixed the bug that allowed the player to stab NPCs without actually holding a knife.
  • Fixed the bug that would cause ragdoll necks to deform in bizare ways.
  • There are now tiny splashes of blood when you step in a blood puddle.
  • The game now spawns students based on data from a spreadsheet.
  • A schoolbell now chimes whenever the school period changes.
  • Added original music composed just for Yandere Sim!
  • Implemented the “Pass Time” feature on the phone.
  • Re-implemented the “Yandere Vision” feature.
  • Re-implemented the “Laugh Button” feature.
  • Learned how to implement hair physics.
  • General code cleanup.
  • New Easter Egg!

Warning Notifications

When the player performs an action that puts them in danger (such as equipping a conspicuous weapon, becoming bloody, becoming insane, standing near a corpse, etc) a notification will pop up at the top of the screen to inform the player that they are in trouble and that their reputation could drop (or worse) if they are spotted. What do you guys think of this feature? Is it lame? I’ll be sure to make this something that can be toggled off from the Options screen.

Spreadsheet-Driven Students

I’ve configured the game to spawn students based on data in a spreadsheet. Now it will be extremely easy for me to add students to the game; I just add another row to the spreadsheet, fill in all the columns, and I can dictate every detail about a student’s appearance and daily routine. In test builds, this spreadsheet can be accessed by the player. In the final version of the game, you won’t be able to modify the students in the game’s story mode, but there might be a “Custom High School” mode where you can customize every student to your heart’s content. If you screw around with the spreadsheet in the test build below, I can’t guarantee that the game will still be able to run. I don’t recommend messing with it.

Passing Time

In this game, certain events will only occur at specific points in time. You might need to spend hours lying in wait for the perfect moment to ambush your prey. That might be so boring that it could kill the game! That’s why Yandere-chan’s phone is equipped with a “Pass Time” feature.

You can use this feature to skip ahead to a point in time that provides you with a certain opportunity. Passing time will also restore lost Sanity. It takes about one hour to restore Sanity from zero to full. Yandere-chan can spend a total of 11 hours at school. At maximum time speed, an hour goes by in 10 seconds. So, it would take about one minute and six seconds to speed through the entire day.

How does Yandere-chan pass the time? She gazes at a photograph of Senpai on her phone. She is so entranced by Senpai that hours will pass in the blink of an eye, and the world around her will become a blur!

Yandere Vision

I once discussed Yandere Vision a long time ago, but the latest implementation looks much better. If you hold down the “Yandere Button” during gameplay, certain things will be highlighted in Yandere-chan’s vision, even if they are behind walls.

  • Senpai will have a pink outline.
  • Neutral students will have a green outline.
  • Your current rival / target will have a red outline.
  • Evidence of murder, or witnesses of murder, will have an orange outline.
  • Students who have witnessed you doing something naughty will have a yellow outline.
  • Helpful objects (spare uniforms, weapons, mops, the school incinerator) will have a cyan outline.
  • Yandere-chan will have a black outline. What does the black outline mean? Maybe there is another girl with a black outline somewhere in the game who will shed some light on that mystery…

Yandere Vision allows you to see characters through walls. This is a very powerful ability, so it will have to be balanced. You will have to “tag” characters before you can see them through walls. You “tag” them by taking a photograph of their face, and sending the photo to an “information broker” who gives you information about that particular student. Once Yandere-chan knows that student’s daily routine and their personality, she can mentally picture where they are at any point in time, which is why she can “see” that student through walls.


If you tap the Yandere Button instead of holding it down, Yandere-chan will giggle. If you tap it more, she will chuckle. If you tap it even more, she will laugh. If you keep tapping it, she will cackle maniacally with insane evil laughter.

If a student hears giggling, but doesn’t see you, they will walk over to inspect the source of the noise. This is the equivalent of knocking on a wall to draw a guard’s attention in Metal Gear Solid, or throwing a coin to make a noise in Hitman: Blood Money.

The purpose of insane laughter is to regain Sanity that you have lost. Cackling maniacally will allow Yandere-chan to “blow off steam”, and will restore her lost Sanity. However, if a student catches you laughing like an evil villain, your reputation will drop. If Senpai catches you laughing like this, he will instantly realize your true nature, and it’s game over.

Hair Physics

For a long time, I’ve been struggling with trying to get hair physics to work within the Unity engine, but I’ve finally gotten the hang of it. Now I can begin implementing schoolgirls with long, physics-driven hair!

Here’s a little demo that you can download if you want to see the new hair physics in action:

  • Spacebar: Switch between Yandere-chan and a character model that has physics enabled.
  • WASD: Moving around.
  • Left Shift: Running.

Blog Traffic

This blog has been seeing some serious traffic recently!

I think that more people have discovered Yandere Simulator in the past two weeks than in the past 8 months combined. I’d like to extend a hearty welcome to all new visitors! For those who don’t know, I update this blog two times a month – once on the 1st day of the month, and once on the 15th day of the month.

So, just where has all of this new traffic been coming from? I decided to take a look at my blog’s traffic stats to find out. Yesterday, for example, the traffic came from…

1. Search engines
2. Niconico – Probably because of this gentleman.
3. Tumblr – There’s some pretty nice fanart coming out of this place!
4. – This is the Russian equivalent of Facebook. Hello, Russian comrades!
5. Twitter – Thanks to everyone who tweets about the game!
6. Facebook – Thanks for spreading the word about the game here!
7. YouTube – I’ve noticed a lot of entertaining Yandere Simulator videos showing up on YouTube lately!

“Let’s Play” videos

I’m a big fan of video game comedy channels on YouTube, and I have no problem with anyone who wants to upload footage of themselves playing Yandere Simulator test builds to YouTube. However, I have just one request: If you play one of the builds available on this blog, please don’t call it a “demo”. Please call it an “early build” or “test build”. The download available below is not a true demonstration of what the final game will actually be like; it’s just a sandbox level for testing out the game’s features.

I’m going to sound super pedantic for a moment. If you call the test build a “demo”, people might assume that the test build is meant to be a demonstration of what the final game will be like. This would be highly inaccurate, because the test builds have no goals or win/loss conditions whatsoever, and Yandere Simulator will definitely have goals. Also, if you upload a video where you’re playing a test build and calling it a “demo”, people might ignore the ACTUAL demo coming a few months from now, which will have far more depth than any of these simple test builds. It would be a shame if the REAL demo gets ignored because people thought they had already seen “The Yandere Sim Demo” played by some random guy on YouTube in December.

Thanks for your cooperation!


As I’ve said before, Yandere Simulator is a pet project that I work on in my spare time. I have to spend most of my time working freelance programming jobs so I can make money. If you’d like me to work on Yandere Simulator full-time, I would need to make enough money through Patreon to stop taking freelance jobs.

So, if you’re interested in supporting Yandere Simulator’s development, please consider Patreon!

133 thoughts on “Progress Report and New Test Build

  1. Just a couple questions I had running in my head:

    Will there be a way of disposing ashes in the game after incinerating someone?

    Also about the test/sandbox/not really a demo demo:
    Why is there a random mop next to the incinerator? I understand it can’t be used yet because there’s no animations for it?

    • I’m imagining that the ashes don’t need to be disposed of. Once someone has been incinerated, they are thoroughly eliminated.

      The mop is not yet implemented, but the feature might be coming soon.

      • It would be indeed weird to dispose ashes.

        But maybe the incinerator could only hold a certain amount of bodies/ashes? So when it’s full you need to empty it?

    • I just had the idea because realistically the police can test ashes for left-over DNA.
      Also, at my high school, and old primary(elementary) school, the incinerators are used for firing ceramics, so for an art class to discover ashes, while they wouldn’t know what it was, would be suspicious wouldn’t it? idk

      • It seems like this incinerator is more for leaves and trash type stuff. The game should ignore ay dna stuff because it open up too many questions. Like finger prints on weapons, blood on cloths, stuff like that.

  2. So while playing I found this bug:

    If someone sees you doing something wrong your popularity goes down. But if you kill them before they tell anyone it goes back up. Now that’s all fine and dandy, but if someone brings your popularity to the bottom and you keep getting it down, when you kill them, It can skyrocket to the maximum. It seems it does not take into account that there is a minimum popularity when it is restored.

    • Good catch. I actually fixed this bug last week, so it won’t be in the next build that I post.

      Because you were able to find that bug and identify the cause for it, you might have a knack for bug-testing!

  3. I was so surprised when this happened

    I ran a browser game in the backround. I went up to the girl on the left at 2:00 classtime, on the upper floor. When I selected to stab her. Another girl ”came out of” her. The girl from the floor below and her were both selected somehow killed at pretty much the same time.

    Afterwords, I had perpetual +10 popularity. One of girls had seen me with the knife earlier, but I’m not sure why it would give me +10 and not just back to normal.

    • That’s super weird. I haven’t had anything like that happen before. Thanks for the description, though, that should give me enough information to try and replicate the bug myself.

      • Seems to be two different ones.

        The icon for the other girl shows through the floor, leading to her being selected

        The popularity one is probably just a glitch with the meter

  4. I recently found out about this game and what i’ve seen so far is just amazing. Here’s something that’s been questioning me:
    1-Is there going to be a stealth/crouch button? In a stealth game there is special care for the sounds, when walking, when running and of course sneaking but having to sneak while other people watching sounds a bit weird and makes you a suspect, at least it can be to kill or simply to take panty-shots.
    2-The bloody trail you leave while dragging a corpse is going to be as in the beta, it could be interesting for enhancing the difficulty and the strategy of the game but on the other hand it doesn’t add to the realistic factor.
    3-Is this game having multiple difficulties? n.2 could a redeeming factor while choosing difficulties.
    4-Planning on English, Japanese or both Voice Acting?
    One idea i had while reading the comments, the killing animations should be more detailed (not as detailed as the “Manhunt” games) specially while killing an important target, the AC does this and it can give us some more development for the main character, but the peaceful ways to kill a target make it sorta unnecessary.
    A map or at least a GPS system integrated in the phone.
    Good luck with project and i hope this helps with the development of this promising game.

    • 1. I’m not sure if I will include a stealth / crouch button. There used to be such a button at one point, but I removed it. It would increase the number of necessary animations by a large amount. It’s the sort of thing that will get into the game if the game gets a lot of funding.

      2. I’m not sure if I’ll change the way that blood works. The reason why NPCs leave behind blood in pools the way it currently does is because players need to be able to clean up blood, and it’s very easy to program individual pools of blood to disappear. It would be easy to make corpses leave a realistic “trail” of blood, but it would be hard to program specific parts of that blood trail to be wiped clean. Blood will operate however it must for the sake of gameplay.

      3. I can’t guarantee multiple difficulty modes until later in the game’s development, when the game has taken shape and I know what aspects of gameplay I can easily change via a difficulty toggle.

      4. It would be very nice to have voice acting in the game, but it doesn’t seem necessary. I would include voices in the game if I found volunteers willing to work for free or cheap, but not if it would cost an absurd amount of money.

      The protagonist’s killing animations will change based on their current level of sanity.

      High Sanity: Quick and efficient kills.
      Medium Sanity: Sloppy and noisy kills.
      Low Sanity: Brutal and sadistic kills.

      I also believe that there should be a map in the game. It will probably go on the Select button.

  5. The hair looks really cool, I love long hair like that on anime girls.
    Sadly, the demo won’t work, when I open it there’s only Yandere-chan with her usual hair. It’s kind of old so I guess it might have stopped working, but I’d love if you could add the hair into the next test build of the game so we can try it out in there.

    I just want to say that this game is amazing! I’m planning to donate as soon I have some money over. Good luck in the future!

    (My English isn’t that good so I’m sorry if there are some misspellings or grammar errors.)

  6. So, the current rival is outlined red? I’m sorry if I missed any, like, posts concerning it, but the only red outlined people are the girl standing by the tree and the nurse? Is that a bug or something known by you?

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