Has any progress been made on Osana? How close is Osana to being finished? What’s taking so long?

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A lot of people have expressed that they are losing faith in me and losing faith that the game will ever be finished, because it’s taking me a long time to implement the game’s first rival, Osana. I feel a need to defend myself, explain why the game’s development speed has slowed down, and explain why it won’t be this way forever.

In this blog post, I’m going to show you some recent progress that I’ve made on Osana, tell you why it’s taking so long to make any progress with her, and tell you what is being done to speed up development.

Click “Continue Reading” to see.

Have you actually made any progress on Osana lately?

Yes. If you require proof, I’ll show you a video:

This video is intentionally very short because I would prefer not to show off Osana’s events in detail until all of them are complete. I don’t want to “spoil” my future video by showing off all the content this early, so I kept this video very brief.

How close is Osana to being finished?

The remaining tasks that need to be done are:

  1. Implementing all sabotagable events (2/5)
  2. Implementing all outcomes of a sabotaged event (2/5)
  3. Implementing a new character that will serve as an obstacle during Osana’s week (0/1)
  4. Implementing the confession cutscene and different outcomes for it (0/1)
  5. Implementing Osana’s Befriend/Betray sequence, which is much more elaborate than Kokona’s (0/1)
  6. Making all of Kokona’s elimination methods apply to Osana
  7. Adjusting student routines so that there are almost always witnesses nearby Osana
  8. Bug-testing everything Osana-related

In a world where Osana was my only responsibility and unexpected problems never came up during development, all of these tasks would take 1 week to complete, or even less time than that. However, we don’t live in a perfect world; I have a ton of other responsibilities besides just Osana, and I usually encounter a lot of problems when trying to implement Osana’s assets.

What are all of these other “responsibilities” you speak of?

I’ve already taken the time to explain this at length, but I’ll give you a one-paragraph summary:

I need to make general improvements and polish the game and refine the systems that still need work, I need to create documents for the volunteers so they know exactly how assets must be delivered, I need to record reference footage for animators when requesting animations, I need to record footage of bugs when asking other programmers for help, I need to provide debug projects to people who are helping me debug problems, I need to spend time investigating technical problems that are causing the game to crash for some people, I need to spend time requesting/reviewing concept art that is necessary for new environments to be created, I need to delegate certain tasks to other programmers and review their work, and I need to request and review artwork that will be featured in future videos. This isn’t a 100% complete list of all my different duties; these are just the ones that are easy to explain. In most game projects, one individual would not be responsible for all of the above things, AND also responsible for doing all of the programming, too. In short, I’m doing the job of 10 different people, which usually leaves me with extremely little time to actually work on Osana.

What are these “unexpected problems” you speak of?

Every day, I sit down in front of my computer, totally psyched to do work, totally ready to make progress. I start working, getting stuff done, being productive, building momentum…and then, suddenly, it all comes to a grinding halt. A strange, unexpected problem has appeared. I’ll spend several hours trying to understand and solve this problem, which almost always has a super-obscure reason for happening. By the time I finally manage to solve the problem, I look at the clock and realize that the entire day is gone.

I’ll give you an example of what I mean…

A few weeks ago, while I was trying to implement one of the morning interactions, I realized that Osana had a problem with her knees, as can be seen above. I tried to figure out what was causing the problem, but I couldn’t find the root of the issue. I spoke to the animator who created the animation, and asked him if he knew what might be causing the problem, but he wasn’t seeing the issue at all when he tested the animation.

He sent me multiple animations and asked me to test them. Some of them have the knee problem, some of them didn’t. So, I started looking for the difference between these animations, and I discovered that the problem was dependent on whether or not the animation had a start frame of “0” or a start frame before “0”. If I told Osana to start her animation before frame 0, the knee problem went away. I had finally found the source of the problem! Then I looked at the clock, and saw that multiple hours had passed while I was troubleshooting this issue.

Even if my strongest desire is to get as much work done as possible, I can still run into mysterious problems and spend an entire day just investigating and fixing one issue. This isn’t a unique situation that only affects me; other game developers experience this, too. I remember experiencing this exact scenario many times back when I worked at a game company. I remember watching my co-workers go through it, too. Everyone who has ever worked on a video game can relate to this experience. This is what game development is.

Programming new features into a video game isn’t like making art, or making music, or making food, or any other type of discipline. You don’t just “sit down and do it” until it’s done. You sit down, start to do it, and then you encounter animation issues, framerate issues, physics issues, and other problems. Sometimes these issues are your own fault, sometimes it’s a problem with somebody’s asset, sometimes it’s some core flaw with the game engine itself, but it always eats up your time.

Are those the only issues holding back Osana’s development?

Oh, no! Not by a long shot. Let me tell you about the BIGGEST problem that I face on a daily basis, a problem that affects everything about the project, not just Osana.

In Part 1 of my February “What’s Taking So Long?!” video, I had this to say:

When Yandere Simulator was a small project with just a few scripts, compiling the code took less than a second. Now, Yandere Simulator has over 300 scripts, and it takes 30 seconds to compile the code every time I want to make any change, no matter how small. It also takes 30 seconds to launch the game every time I want to test something. In short, it now takes a grand total of 60 seconds to check any change I have made to the game’s code, when it originally took less than a second. If I want to make 60 changes to the game in a single day, then 1 hour of my day will be spent just sitting there waiting for the code to compile. As a result, the simple act of writing code and checking out the changes has slowed down drastically.

But that’s not all; it gets worse. Yandere Simulator is developed with Unity 4, which is a 32-bit program. That means it’s limited to using only 4 GB of RAM. If the game ever goes over 4 GB of memory usage, the Unity editor crashes. The game’s school scene is HUGE, containing over 3 gigabytes of assets. If I re-load the school scene more than 2 times, the game crashes, and then it takes 30 seconds for the Unity editor to restart. If I want to test a change, but I know that the Unity editor is about to crash, I won’t launch the game immediately; I’ll compile my code, close and re-load Unity, and then launch the game. All three of those actions take 30 seconds. The end result is that it can take me up to 90 seconds to test a minor change!

When the code took less than a second to compile, I was making lightning-fast progress with the game. Now that it takes up to a minute and a half to change anything about the game’s code, progress is painstakingly slow. This is horribly frustrating!

I’ve tried examining the output log that Unity generates when you make a new build to see what’s taking up so much memory…but there isn’t just one culprit. It’s a “death by a thousand papercuts” situation. Over 1 GB of memory is taken up by over 1,000 individual textures, most of which are less than 1MB in size. Sometimes I try to investigate the issue and search for potential solutions, but I never manage to make any headway. It’s extremely frustrating to spend an entire day trying to fix a problem with no progress, because all I can think is, “Damn, I could have used today to work on Osana…”

When I was working at a game company, I could run over to one of the senior engineers and say, “I’m having a problem and it’s blocking my progress, please help me!” and I’d get the help I needed within minutes. But, being a solo indie dev working alone means that every time I run into a problem, nobody is there to help me. I just have to struggle through it myself.

Have you considered taking a day or two a week and just dedicating it 100% to Osana?

It wouldn’t work. I am in contact with dozens of people every day. Spending 1 day away from e-mail means that the entirety of the subsequent day will be spent catching up with all the correspondence that I didn’t reply to on the previous day.

So, what have you actually accomplished over the past 8 months?

In my opinion, a lot.



Just because you haven’t seen much progress on Osana, you shouldn’t conclude that I haven’t made any progress whatsoever. The slow progress on Osana means two things: I’ve been making progress elsewhere, and there are tons of obstacles in my way that impede my progress (not just with Osana, but in general). Just because you’re not seeing progress show up in builds or YouTube videos, it doesn’t mean that I’m not doing a whole ton of work behind-the-scenes.

Will your game development ever be fast again?

I’d like to direct your attention to a video by a YouTuber named 2kliksphilip:

In the early phases of a game’s development, you make progress really fast. Then, around the midpoint, progress is really slow. Then, once you get close to the finish line, progress speeds up again. This happens to every game.

Progress will always be fast when you’re setting up the foundation of any project, because you’re bringing it from “nonexistence” to “existence”. You’re rapidly setting up a bunch of cool stuff, and you can show results really quickly. However…any game, whether it’s developed by me or developed by any other team, will eventually reach a point where all of the low-hanging fruit is gone, and the only things that remain are the time-consuming, difficult tasks, and dozens upon dozens of minor issues that each need to be addressed.

Imagine the jump from the number “1” to the number “2”. Nothing will ever be as big of a leap as that; that’s a 2x leap. From “2” to “3” is only a 1.5x leap. From “3” to “4” is only a 1.33x leap…etc. Diminishing returns. Right now, I’m at a number like “50”, so when I make progress, it looks minuscule compared to my previous progress…but that’s because all of the coolest things have already gotten into the game, and now what remains is the boring slog you have to go through in order to bring a half-finished project into completion.

It’s easy to look at somebody’s work and say “Wow, that guy is awful! I can do better than that!” But, if you try to replicate his work, eventually you’ll hit the exact same stumbling blocks. Starting a game is the easy part. Getting over the halfway hump is the part where most amateur game projects die.

What about those tinyBuild guys? Are they doing anything to help?

C# compiles way faster than Javascript. Unity 5 is a 64-bit problem, so it’s not limited to just 4 GB RAM usage. Porting the game to C# and Unity 5 would solve two of my biggest problems. The task of porting the game to C# / Unity 5 was been given to tinyBuild. Here’s what I said about them on May 6th:

tinyBuild has the project files for Yandere Simulator and has started their own “branch” of the game. Their branch stems from one of the most recent builds of the game. They will convert their branch to C#, get it to run on Unity 5, optimize everything that is inefficient, and then focus on adding every feature that I’ve added since the day our branches split. At that point, we’ll abandon my branch and begin using their branch instead. Until then, my branch will be used to develop Osana (or a prototype of Osana), demonstrate features that the final game will have, and keep people interested in the game by adding new content.

Earlier this month, tinyBuild informed me that they have finished converting all scripts to C#, and finishedand porting the game to Unity 5! However, tinyBuild started their branch 2 months ago, so the Unity 5 build of Yandere Sim lacks all of the fixes/changes/additions that were made over the past 2 months.

It would be very time-consuming to manually re-create all of the work that was done from the point in time when their “branch” split from my “branch”. They would need to implement every new asset, fix every bug I fixed, and add every event that I added since their branch was created. Instead of doing that, they are going to take the latest build of the game (June 28th), look for the files that were changed / added over the past 2 months, convert those scripts and scenes to C# / Unity 5, and then get everything working.

If I keep making fixes/changes/additions while tinyBuild is trying to get their version of the game to match the latest build, then they will never be able to catch up. The only way that the Unity 5 build will ever match the Unity 4 build is if I stop working on Yandere Simulator for a short period of time, give tinyBuild some time to catch up, and then resume working on Yandere Sim in the new Unity 5 branch.

It’s really hard to justify intentionally halting all progress on Yandere Simulator, especially during a point in time when people feel like I’m not making enough progress as it already is…however, we’re in luck!

From June 29th to July 4th, I will be unable to work on Yandere Sim, since I’ll be in Los Angeles for Anime Expo! This is tinyBuild’s big opportunity to get the Unity 5 version to match the Unity 4 version. Hopefully, when I get back from Los Angeles, a Unity 5 build of Yandere Sim will be waiting for me, without the crashing problems or the 60-second compile time problems! From that moment forward, the game’s development should proceed at a much faster pace!

Can you just hire someone else to work on Osana for you?

Oh boy, I sure do wish I could! However, hiring a programmer to help me would create some complications:

It would take a lot of time to introduce someone to the project, show them where the important scripts are, show them how the game operates, show them how a rival is implemented, etc. More importantly, any new programmer joining the project would doubtlessly observe that some of the game’s most important scripts have room for improvement, and would want to refactor and optimize these scripts. While the game’s core systems are being ripped out and put back together again, it wouldn’t be possible to continue making progress on the game. It’s difficult to predict how long this would take; it could take 2 weeks, a month, or multiple months! In the end, we’d probably have a net loss of time.

It’d probably be faster if I just finish Osana myself and don’t introduce any new programmers to the project until after the Kickstarter.

Closing thoughts?

It’s painful to hear people saying that they’re losing faith in the game, or that they’ve lost interest in the game, or that they’re going to stop following the game, all because of the development speed. It hurts more than words can describe to sacrifice 3 years of my life for a project, then watch people slowly stop caring about it. If you feel disappointed with Yandere Simulator’s slow development speed, just try to imagine the amount of frustration and disappointment that I feel! Believe me, there is nobody on earth who is more frustrated about this than me!

Developing this game has sucked up way more years of my life than I expected it to. When Yandere Simulator is finished, I’m going to look back and see a giant hole where my late 20s were supposed to be. I really, really want to move on and do other things with my life! I really, really want to finish this project! But, even when I’m working 10 hours a day, 7 days a week, it’s excruciatingly difficult to make even the slightest amount of progress, because of all the problems that were named above; juggling numerous responsibilities, dealing with all sorts of unexpected problems, 90-second long compile times weighing me down, etc.


But, there’s something that’s even more frustrating than anything written above. The most frustrating thing about this entire situation is the fact that, whenever I explain why Osana is taking so long, my explanations seem to go completely ignored. I still hear people saying “Osana’s late because YandereDev is lazy!” all the time, no matter how many blog posts or videos I make to describe the obstacles that are impeding my progress with Osana. Working 10 hours a day, 7 days a week, trying to make your game’s development go as fast as possible, and hearing that you have a reputation for being “lazy” and “slow”, is absolutely heartbreaking.

228 thoughts on “Has any progress been made on Osana? How close is Osana to being finished? What’s taking so long?

  1. Alex, I’ve loved this game since you started developing it. I wasn’t able to actually test the game until a few months ago, and I just remember being so overjoyed that I was finally able to play it. You’re an amazing developer! I’m constantly in awe by how much progress you make. I mean, you’re just one guy. It’s phenomenal! To me, Yandere Simulator is not only a fun game to play, but it’s also the game that got me into programming, that got me starting my first indie game, and that gave me another thing to constantly look forward to. I honestly get excited whenever there’s a new build, even if it’s just a bug-fixing one. The bug-fixing builds tend to add one small thing, even if it’s just a different sound track. Whenever there’s a change or an addition, I try to find it in the game. It’s really amazing to see you progress so much on this game, even if it’s taken three years. You started with a few walls and floors and some assets, and now you’re here! You’re probably one of the people I respect most. I’ve spent time decompiling, reading, changing and compiling the code in Yandere Simulator out of sheer interest, and in that time I’ve spent, I’ve learned a lot. I really think your work has influenced me a bit. I doubt I would have ever gotten into programming if I hadn’t come across this game. I was 10 when I started following Yandere Simulator’s development. That was a time in my life where I was constantly bored; I just wanted to get out and do things. I wanted to have something that I really cherished, and I wanted to learn about the world. Now, I’ve got music, art, and coding, all of which I’ve become more interested in because of this game. I started altering code in this game just for fun, and I started create fan-art of some characters. I even started composing video game music when I realized it was possible for people to actually do that. If you hadn’t started this game, you never would have gotten volunteers to help with it, and I never would have picked up 3-D modeling and music composition. I thank you for giving me so many opportunities, even if you think it was very indirect, and I hope you know that I am always going to support and respect you, even if implementing certain features do take a long time.

  2. Poor devpai. I would be upset too if i had all of my fans hating on me because I’m slaving my days away making a game for people. Y’all need to chill out and be patient. Stop being a turd just because he has delays!

  3. Dev-kun have you thought to have a “debugger” like you have your animator youre the scriptor and etc so to gain free time you can have someone who got skill in debugging for you 😮 please tell me if ive been midori-chan 😮

  4. DevPai, don’t let the haters get to you! People don’t understand the kind of work that goes on behind the scenes. One event in the game may take HOURS to create, test, and debug. Don’t let them down. Take your time on it. A rushed project is not art. Sometimes true art takes time.

    Besides, those people will play the game whether you update today or in 3 months. They’re just impatient kids.

  5. Hang in there YandereDev! Haters gonna hate, but don’t go forgetting all of the people who are still cheering you on! Take all the time you need.

  6. Do not worry Yandev you do not do the wrong things, you do well … what do I need for that game to work, even if some people you same as they call you lazy or other things this is not the reality you are an incredible person, even though Many people stop believing in you, yet you will still have people who believe in what you say, like me and more people. After all, we are not you to know how difficult it is to play a game.
    Do not worry-you have fans from all over the world who love you and care about you, like me who am a Brazilian!

    Thank you for listening to what I have to say!

  7. You’re doing a great job Yandere Dev! I won’t lose faith in you or the game, nor will a bunch of other people! We all started following Yandere Simulator’s development knowing it’d take years to get done, and it’s become important to us too! We’ve stuck around this long, and I’m sure fans will stick around much longer. So please don’t think you have to defend yourself over slow development. I can’t imagine how hard it is to make such an amazing game, but my guess is that it is HARD. And many of us understand that! We believe in you! You got this! Do your best, take a couple breaks, don’t overwork. I only ask that you spend less time making blog post. Center your attention around the game. You don’t NEED to create a video and all that every month, a small typed out summary and a couple screenshots should do just fine! Save videos for REALLY important topics.

  8. Just keep working, man. Do what you gotta do. I understand, you don’t want to put out an imperfect product. It’ll take as long as it’ll take, and that’s that. When the game is ready, it’ll be great, and all because you worked so hard on it.

  9. To those who don’t understand about him working on the game and just plain out calling him lazy, here’s something for ya.

    He doesn’t stream for 8 HOURS STRAIGHT. On average from the past 8 months, he’s only streamed 2-3 hours for almost every game or so. He works on the game for 10 hours. What ever is left, he’ll work on the game if he feels like it or he’ll be tending to his personal needs. Note: TENDING TO HIS PERSONAL NEEDS. Meaning: hygiene, mental, food/drink, and physical. All of the things you do! He also needs shower! He also need to think and collect for a moment! He also needs to eat and drink! He also needs to watch his physical appearance!

    “No matter how many times he tries to defend himself, I’m not falling for his sob stories. And you guys need to stop kissing his ass.”
    SOB STORIES?! My goodness you make me laugh! These aren’t “sob stories”, this is defense against those calling him lazy. Oh. And we aren’t “kissing his ass”. We’re defending him like every OTHER UNDERSTANDING FAN. He’s pushing his health limits for us and you’re calling HIM lazy? You’re not sitting at a desk for 10 hours straight coding, talking to people, DIRECTING people, and attempting to finish a game as soon as possible. You’re just someone watch someone finishing creating a game. Let me make it clear.

    He doesn’t owe us RESPECT. He doesn’t owe us an APOLOGY. He doesn’t owe us ANYTHING other than a complete, polished game. Matter of fact, we owe HIM RESPECT, we owe HIM an APOLOGY. Why? We need to respect him for wanting to complete his goal. We need to apologize for being such a fucked up fandom who only cares about a rival being implemented. Those who keep asking for Osana aren’t dedicated fans. Those who say, “I’m leaving, the development process is taking too long!” aren’t dedicated fans. You get what I mean?

    Don’t go saying, “Um…he actually DOES owe us respect!” or “But Osana is a main goal now! She NEEDS to be implemented!”.
    He should only owe respect if we VOLUNTEER OR HELP HIM WORK ON THE GAME. Nothing else. Yes, Osana is a main goal. But when trying to reach a goal, occasionally, you’ll need back up. That “back up” is the smaller things that need to be implemented. Got it my fellow YS “fan”?

  10. Yanderedev, Yandere Simulator is already, quite literally, my favorite game (and I am not exaggerating), and it’s not even close to being completely finished. I have all the faith in the world for you, and know that you will get this done eventually. I know that you’re trying to make the best game possible and you pay attention to the smallest details, and i appreciate that so much. You’re awesome!!!!

  11. I can personally assure you Yandere dev, anyone who complains about you being lazy is just impatient and not a true supporter of you or your game. You don’t need to write long explanations and waste any of your time on them. Heck, it’d be better for them to get out of this community, they’re all 9 year olds that just scare away potential fans. I don’t want Yandere Simulator to be seen as the next cancerous Undertale fanbase.

  12. I’ve been following the development of Yandere Simulator since you’ve started. I’ve been playing the builds for just as long. Never have I thought of you as lazy, or slow. And it breaks my heart to see you so hurt by all of these nasty and hateful people. Keep doing what works for YOU and what YOU think is best for the game. I think it’s safe to say all of your supporters worth keeping will understand this and will stick with you! ❤

  13. I made this account just so I can comment on this, Yanderedev don’t worry, I understand how coding, and game development goes, I have done a small amount of coding, while 20% was the was the 5 dollar classes you take in school, I’ve done coding for an actual game, with customization characters, settings, and scripts you have to write, the animation was much different from yours, yours is 3D, and the one I used was flat, using 3D would be a lot harder, and I know it’s not just, sit down and code and boom you’re done, you have to sit for a long time, checking over your codes to make sure it’s ok, then waiting for it to process so you can look it over and check to make sure that it’s smooth, and 90% of the time, there’s some problems that you need to fix, and gloss over, and those are for small scenes. Before you know it, 80% of the day has gone by. Writing code for an entire game, improving the frame rate, checking to fix any bugs, and writing knew scrips can’t be done in just a week, or a month, it takes years. Although the game I made wasn’t popular, I was proud that I was able to finish it at all, I realized it took me over 3 years to be finished, and that game was some flat, animation game, that I put a lot into to make a story seem interesting enough, I eventually took it off, and looked it over to find out, I had a lot of plot holes, and inconsistency’s throughout. So I can only imagine coding a whole game, with a lot of scripts, characters, and certain schedule. You should take all the time you need, when you rush you get really sloppy, and by rushing you’ll overlook many bugs, and certain things that’ll require a close eye, and that’ll only add to the list of things to do, coding isn’t siting down and doing it, it requires knowing how to, knowing which animation, choosing which character, and finding a way to have the other characters react to that action. When Osana is implemented, I want her to be smooth, I don’t want a buggy, half implemented Osana, I want a fully implemented character, that you worked on for a long time, so you shouldn’t worry, because there’s no need to rush, I beg of you, take a long time to work on her.

  14. Is it just me, or do I never actually see hate comments on Yandere Simulator? I only see dumb/supportive ones. I wonder where the Dev is finding them…

  15. to think that last time i enter here was december 2016 approx x’D and here i’m reading a post about others complaining cause slow dev lul
    for me np take your time i will be back in another 6 months or so 😛 to see how is your baby doing dev ;3

  16. I don’t care how long it takes to implement Osana or complete the game; I’ve been following this game’s development for about 2 years now, and nothing’s going to make me stop following it. I love Yandere Simulator, and I’m willing as long as it takes to complete.
    Keep up the good work, Dev. And enjoy your birthday and Anime Expo, you deserve it! ❤

  17. ok, I’ll be honest here….a TEENY TINY part of me is upset over the lack of any *NOTICEABLE* progress. but then I think back to the videos and blog posts about WHY, I think, oh, yeah…life isn’t all sunshine and rainbows… yandere-dev IS GOING TO run into problems that slow him down. and that’s ok, I am content enough with seeing yandere-dev simply making a new blog post about the game, thereby letting me know that “mid-development hell” hasn’t killed yandere-dev, lol.

    so, THANK YOU, yandere-dev for making this amazing game. I know it will be a beautiful, addicting game that players won’t want to put down.

  18. Yandere Dev, please don’t lose hope!! I really want you to succeed! I know you can and we’re all here for you! You know what they say “haters gonna hate”. And this is true now! Think of it like this: for every hater you have, you at least twice as many fans cheering you on every day and becoming so excited for any progress! We all love this game and I personally love the videos of your progress! I’m so excited to see this game grow into something amazing, and I and many others will be able to say “I was there from the beginning! Look what it’s become now!” It’s like raising a child into adulthood, you nurse it, you care for it, you guide it on the right path.


  19. Don’t you stress none, YandereDev!! Some people will always be impatient. There’s the classic phrase of, “good things come to those who wait.” While not always true, it certainly applies here. I really don’t care WHEN the game comes out. It could come out in 2032 and I’d still be hyped as heck. You’re ALWAYS going to have a few dozen people screaming at you because that’s how the internet goes. But there’s a kajillion million bazillion trillion septillion people who understand that these things take time. None of use here want you to sacrifice your life and soul to get this game out quicker. Rushing and pressure will only put creativity to the electric chair. You probably didn’t read through all this, cuz you’re a busy dev, but I hope if you read any bit of it, you get the core point; WE ADORE YOU. You’re doing great. Don’t pressure yourself. (You’ll probably pressure yourself anyway. But don’t. Don’t do it. No. Don’t you do it.)

    Ranting aside, we’ll support you to the end.

  20. I’m so glad you made this post. Because a part of my was asking why it’s taking so long, maybe he is being a little lazy. But I’ve never done something like this, so I’m glad you’ve explained everything to us, I can see why you’ve barely had time to write this blog post.
    Thank you, Devpai. Enjoy anime expo!

  21. Before reading this, yes I know there are problems with my solution, I don’t care if you dislike my opinion. But please realise all solutions have problems as well as what YanDev currently doing. Also, I just kinda forget about my comments so I’ll never see it…
    Yandev, this is my own advice, take it or leave it, doesn’t really matter. I’ll readily admit, I don’t follow yansim like I used to because of slowed development. I just fell out because I wasn’t getting what I really wanted anymore. Not saying your lazy, more, the popularity arc, like Brittany Spears. I suggest you adopt a policy like ADoseOfBuckley, where he doesn’t take requests, he doesn’t care what the opinion of the fans is, etc. The point is he was doing it all for himself, not fan service and perhaps you’d be happier if that’s how it worked. Personally, I don’t think it’s warranted to complain about the gaping hole in your late 20s. Granted I’m a person who generally dislikes people complaining when they could make a choice to fix it, no matter how hard. If I miss concerts or going out because I want to work on a project or I’m obliged to work on it, I cannot complain about missing them. Perhaps, life would be better, Osana would be less stressful, etc. Etc. If you let go a bit. Good luck.

  22. You can’t please everybody, YandereDev. I feel for you, it sucks, but don’t let the whiners get the best of you.

    The rest of us believe in you. We know that masterpieces take time and we are willing to stick with you till the end. I personally am willing to wait as long as it takes. As an artist myself, I know that art can be painstaking, frustrating, long, and being rushed can ruin the best parts of it. People just need to be patient.

    I always enjoy coming back to this page every single day to check up on the game’s progress and never find myself disappointed, even if it’s just a debug-build release. I also always read through your posts for those interesting nuggets of information. You shouldn’t really worry about those people who keep whining like that. Their just being rude and selfish.

  23. about one of the hairstyles from the previous build, the one with long black pigtails, i was just wondering if its a refrence to a anime or game character? because i lpay a horror game called corpse party and the hairstyle looks very similar to one of the main female characters, and i believe the hairstyle is named ayumi? because i saw a file in the assets on the june 15th build named ayumi that wasnt there before. just wondering.

    • also i think the game is looking great! im having alot of fun and the game even peaked my dad’s interest a bit (mainly because of the fact that im killing japanese schoolgirls, then i reminded him of the game hitman and he’s like “oh i see now, that’s an interesting take on that game.” but so far loving it! can’t wait for osana (actually i can, take your time)

  24. I don’t know why people would even bother to be frustrated with your progress. With all the wonderful ideas you’ve laid out and constant easter eggs you’ve implemented just to keep us entertained, nothing would be more selfish than to criticize you for being “too slow” with your progress. I can’t speak for the whole community, but my excitement for the game has only grown. I am almost 100% sure that the people who are losing faith in the game are definitely in the minority simply because I can’t see how people would lose faith in a game like this! Keep up the hard work! It is most definitely appreciated.

  25. Poor YandereDev, this situations make me feels like I’d like to kill everyone who doesn’t see the good job you’re doing, don’t worry so much, YandereDev, we’re here waiting you the time what you need.

  26. Ok, thats it everybody! That’s enough! We need some order in this world! First off…. THIS GAME IS INPROGRESS!!!!!!!!!!!!!! IT’S NOT AN NESSESSITY IS A LUXURY! LUXURIES TAKE TIME LIKE YOUR PHONES AND COMPUTERS! Sometimes you need to be PATIENT. Things take time. Our world has been corrupted by all these electronics, they have taken up the world pretty much. You think that a good thing?! Devpai is trying is very HARDEST to get his dream! Becoming a programmer and making a game! Picture yourself in his shoes. Don’t be a hater! Hates gets the hate back onto them like a boomerang! Come on everybody! We can do better than this! Also btw and FYI, congratulations, you accomplished a goal on ready an entire paragraph of nonsense made by an 11-year-old girl going into grade 7 after the summer. What r u doing with your life? Go play the game at least! Don’t make stupid comments on something you don’t like right now. Yandere simulator is not a necessity it’s a luxury. *slams desk* I rest my case…

  27. People are actually leaving because of this? Talk about idiots. It should be self explanatory that any amazing game takes a hell of a long time to make, whether you’re a developer or not. If you’re a gamer you should know this specifically because all of your favorite games took atleast a year to make and you know it. If he’s working on a game for three years, that’s how you know he’s dedicated and it’s gonna be a good game, because if it didn’t have potential and he wasn’t dedicated to completing the game, he would’ve abandoned it a long time ago. I don’t think anybody would abandon so much potential after three years anyway. The only difference between waiting for a few years for some game you’re excited for to come out and THIS is that he’s actually showing you the progress so far, so I don’t know what the deal is.

    Sorry, too much ranting, I’m done now.

  28. I wanna say as a writer, I get where you are coming from even if it’s not from the same exact place. I have three unfinished novels, and a short story I was writing for a friend as a gift. All lay uncompleted about half way through, or less, in their competition, because I got to the point I was hitting plot holes, I was having to so back and edit previous information to fit ideas I’ve had, or I just didn’t know how to connect one scene to another. As I said it’s not the same, but it’s definitely similar, so I have empathy for your situation.

  29. YanDev, I discovered Yandere Simulator a year ago and the features gave me awe. After that I follow YanSim’s development until now! Whenever you upload a video, promotional videos or not, I will abandon what I do at that time and go to watch the video at all costs. Your videos and this game development are what I look forward to everyday! It’s saddening me to watch you defending yourself because of some complaints ‘You are lazy!’ when you are not. Even if you never defend yourself, I won’t complain that the development go too slow, because I know life is unexpected. I will not stop following YanSim, unless the game development stops for real. But nope! You give us some blog posts! You are not dead! You are working still!

    People, will you stop whining and give some time to ponder about this?

  30. Pingback: Has any progress been made on Osana? How close is Osana to being finished? What’s taking so long? – I love YandereSimulator

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