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.

https://www.yanderesimulator.com/Additions.txt

https://www.yanderesimulator.com/BugFixes.txt

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?

    • I seriously find that “She not finished” thing to be incredibly condescending and unprofessional. I hate checking the
      blog now because every time I’m met with that demeaning picture.

      • Would you rather him ask an artist to spend their time instead of creating textures for the game, making a stupid art piece for the blog?

      • Wow, it’s a joke. He’s spent so much time telling idiots like you that Osana is not finished yet. That picture is literally him being as blunt as he can about it. 🙄

  1. i carry bandges on me now
    YANDERE DEV YANDERE DEV DON T LOSE BE STRONGGG IS WHAT I WANT YEAHHHH I LOV YOU YANDERE DEV JUST NO LISTEN WHAT THE PEOPLES SAY WHY I LOV YOU YOUR MODE AND YOUR GAME BE STRONG DON T LOSE THE FORCE

  2. Yandere-dev, I know what you mean by coming into problems and don’t relly have any help. I’ve tried to make my own games before and constantly failed, in fact, I still haven’t succeeded in making a foundation for a game. The reason I love yandere sim so much is that you have come so far in your progress, something I can’t do myself. The thing is I truly don’t expect ossana chan to come out for another year or two and I think that’s something the haters need to understand along with you’re the only coder on this game. And for normal game companies, they would have a team of coders of probably 10 or more, so it’s understandable why it’s taking so long, so don’t stress about it.

  3. Honestly, I don’t really care how long the game takes. I’ve enjoyed seeing how much the game has changed and all its new builds. It’s Yandere dev’s game, and I don’t want him to feel pressured and rushed by ungrateful people that have no idea how hard he works. We believe in you!

  4. Dear Devpai,

    I hope you’re having fun at Anime Expo!

    Know that I am always looking forward to the next update, even if I don’t necessarily have the hardware necessary to play it adequately. You’re a hero, sir. A solo indie dev working on a 3D game! Like, 2D games are simple enough, Just draw up the sprites and half your animation work is done. That’s when it’s not done in RPG Maker. But you? You’re working on a 3D game, organizing and orchestrating the growth and development of a game on your own. That is, quite honestly, astounding.

    Here’s a hypothetical question for you: If you were Naruto, or could otherwise have something like eight of you working on Yandere Simulator simultaneously, how much faster would the dev process be?

    Sincerely,
    A Fan.

    • Assuming Dev isn’t gonna answer this question, I’ll go based on what he often says. He talks about his role as lead developer, lead programmer, lead artist, lead PR person, etc. If he could just make shadow clones, he could have one (or more) program new features, fix bugs, correspond with people creating assets and sort all of those assets efficiently, respond to other e-mails, etc.

      Really the only benefits of clones over a dev team are 1) Not having any other mindsets to argue with, 2) Not having to collaborate with others and share your ideas, because they already know your ideas, and 3) Since shadow clones send what they have learned back to the jutsu user, he could even have one study code and correspond with other devs for help.

      If he’d been working with a team, the game would probably be close to being finished. If he had clones, the game would have been done by now. I don’t mind Dev working by himself at all. But I am happy for him that TinyBuild is helping him.

  5. I’ve been following you for almost 2 years now I think and I just want you to know that I haven’t given up on you! You are doing your best and have made this game way cooler than I ever thought it would get! Keep your chin up and enjoy the convention! Take as much time as you need for Osana and please take care of yourself! Good luck Yandere Dev I’ll support you!

  6. YandereDev, it really sucks that some of your fans are getting impatient with Osana, but the vast majority of us know that it’s a lengthy process with a ton of stuff to do, and you’ve already made a lot of progress! Don’t press yourself too hard; no matter how fast you’re working, there will always be someone who’s unsatisfied. Good luck with Anime Expo! I hope you have a great time:3

    • All things considered, yeah; especially with people uncovering a lot of the bits that were still in progress (like the drowning in the pool elimination) there was a lot going on that ANYONE could see, if they sat back and compared.

  7. I am still very excited and think the game is progressing at a nominal rate. I have a degree in videogame design and have worked on my own independant game design projects in the past, though, so I understand what you’re doing. content production is what I’ve always called it. You start up building systems, and methods, and features, but there comes a time when you need to populate those features with content. You gave us execution methods, now you need to populate those executions with victims. The content always seems slow. It’s also just plain harder to work on, and feels far less rewarding. The big problem is that, to me. You work hard, like a slave trying to push through the tedium of content creation. And all the while you hear more negative feedback than you’re used to.

    Worry not, Yanderedev, there are MANY who are still excited. When the game gets completed and you have a chance to really reap the benefits of all you’ve done. The loyal fans will still be here. The ones you will have lost are the type who thought the game looked like silly fun and downloaded it for a bit to play around with it.

    We’re still behind you. Look at the result of every poll where you ask us about development issues. We support you.

    Now don’t forget to use that dev-team you have behind you now. Tinybuild will be a huge asset, if you can delegate properly. Delegation is key to content production.

  8. Hello! I know this is weird or maybe you Yandere Dev get to read this message, but it’s just a clarification. I followed his game makes … 2 or 1 year? And the truth is that I admire it too much. It takes many years in this development and goes on and on, does not give up and tries hard despite all people who say that you are lazy, I will not lie, I am also anxious for the game to end and if you stopped I play it because there are not many new things, but every time I get a new update I release it and see it, I want to see everything new that has been done in the game because it is something really interesting for me.
    As long as I follow it and its development people tell me that it is a bad game, bad graphics and nothing progresses, that a true developer would not take what you take, but I always say that you have to have patience and that If you do not know what to do really should not comment, you are amazing and always will be for me and all your true fans.
    To be honest I did not dare to leave message for very simple reasons, I do not speak English, there are few things about it. I live in Latin America, Mexico. This is something difficult for me to be encouraged to leave a message, but even though I do not understand very well what their language is, I try to read their blogs, watch their videos and understand the game a little more. Do not think about those who do not support it and only say things that are not positive, it only matters what you want and those who support it from afar. Come on, I know you can, these 3 years you have to scrub them, you have tried hard to think about who only humiliate you, you work hard on this, your real fans care about you, your health for being so long in this Game, so I hope those days in Los Angeles at the Anime Expo will have a great time. Good luck and if you read this, thank you very much for giving me a few seconds or minutes of your precious time. Thank you!

  9. YandereDev, we love you! <3, please don´t worry, we can wait, you've made this game for us, it's the least we can do. Thank you so much, I´ll wait and I´ll always love you and your game, please don´t stress yourself <333 beware

  10. On the off chance TinyBuild takes an especially long time converting all the progress in the last two months, there’s a great Anime that came out last year called Boku dake ga inai machi, better known as Erased. On the off chance you haven’t seen it, its a great murder mystery with a bit of time travel thrown in and I’d love to see your reaction to it through a watchalong with CrunchyRoll.

  11. Dev: your creative process is not a democracy. The internet hate machine is always running, but it’s a vocal minority who are its engineers. Do what you need to do, and know that you have a firm base of true support.

    Those of you who are asking where the hate comes from? I happened to post some YS fan art on tumblr recently. And boy, some of the things I’ve seen… There is a section of the YS fandom on tumblr that is really worrying. They’re perfectly happy to run off and play with the characters Dev has created; shipping, drawing fan art, designing personas, redesigning NPCs, racebending, genderbending, whatever, and all that is WONDERFUL. It is a sign of a thriving fandom. And some people have understandable criticisms; the character pool isn’t incredibly diverse, and it is a valid point of criticism that people can acknowledge while still being free to enjoy the game or not as they see fit. But some of these people spend so. much. energy. analysing and criticising his every action. When he takes breaks. When he makes videos or blog posts. What dates and times he posts videos or blog posts. When he does something contrary to the top poll result. When he goes to cons. When he DOESN’T go to cons. They gather all these bits of micro-information to conclude that he doesn’t really want to work on the game, or isn’t competent enough to work on the game, and to say he should hand over the project to someone who does. There are even some talking about verbally harassing him at events. Not planning to themselves, but trying to incite others to do it in their behalf.

    I mean… it’s a double-edged sword for fans to have this level of access to content creators nowadays. Because at the end of the day you don’t have the right to tell content creators what to do and how to do it, and to then incite drama when your desires aren’t met. I mean, there are some users who grow attached to a 2-dimensional NPC at this early stage of development, and then get resentful when they’re given more character development because it isn’t in the direction that they want. Call me an ass-kisser but I love this proto-game a whole lot, even if there are probably things I would change about it if I had the power. But it’s depressing and scary to imagine that the fandom could turn into something really toxic.

  12. Okay i get it and thank you for all your hard work thus far i think you will finish this game but being honest if it takes another 2 years i might stop caring. osana has been in progress snice october of last year its july and all thats gotten done on her schedule is 2 days on a 5 day calender it look like she wont be implemented until october or December of this year at this current rate.

  13. Yandere Dev I love your game to death and I will never lose faith in you I don’t mind the game taking a while to make cause to me the longer it takes the better it is. Don’t listen to other people who has “given up on you” just keep remembering that’s there are other people that still love this can and can’t wait to buy it. And when you look back at your life don’t look at it as a gap because that part of your life is when you became notice you gained so many fans and had big people like Pewdiepie play your game and enjoy. Don’t look at it as a gap look at as it the years you became famous

  14. F*** ’em. You know you’re not lazy, we know you’re not lazy, hell the people calling you lazy probably know you aren’t. They are just entitled children with an internet connection and too much time on their hands. You have to realize that you can’t please everyone and just do the best you can. We, your real fans, will understand and continue to support u. I’m personally waiting for the kickstarter so I can give u all the monies.

  15. YandereDev, all of the people who criticize the lack of visible progress on Osana aren’t really true fans who understand the game and the issues you’re having. Those of us who truly support you will stick with you to the end.
    I’m an indie dev in my spare time; I don’t intend to make any big games, but I code as a hobby. I can easily relate to some of the problems here, be it hitting a brick wall in your development path or even taking time to compile and run the game (the latter is more of an empathy thing, but I use Unity as well so I can imagine the pain of watching the game compile). I’m really amazed at how tinyBuild was able to port the scripts to C# and to Unity 5.
    What I’m trying to say is, I and many other fans (who don’t need to have programming experience) will not get mad at you for slowed progress. We are happy with what you are doing right now. Just look at the other comments on this post and you will see that reflected in them.
    Thank you for developing Yandere Simulator.

  16. YandereDev I know some people can be pushy and harsh about things, but I admire your hard work and dedication to a fun yet difficult project. I always check your channel for updates but your true fans understand that you have a life. I still have tons of interest in the game and will follow it to the end of its development. Don’t let some people who don’t understand your situation put you down. You create amazing work that is always well worth the wait.

    Thank you for developing Yandere Simulator.

  17. im 14 and im just glad i know ill still have time on my hands when this game is done so i can play for WEEKS straight!!! Love you yan-dev! you rock! i tried making a videogame once…. with rpg maker vx ace… even I found THAT took up too much time, and it did pretty much everything for me! you’re really awesome :3

  18. I don’t give a damn how long it takes you to finish Osana, or the game. It’s a lot of work on your part, and life for you is really stressful because of how busy you are. Like everyone else should be, I’ll be patiently waiting. Even if it takes years to finish. I got faith in you, because I know you’re constantly working. Just know that, not everyone thinks that you’re ‘lazy’. I think you’re persistent as hell, and that’s what I really like about you, Yandere Dev.

  19. Yandere dev I won’t lose faith in you! Some of us understand and I’m sticking around for this game no matter how long it takes. I know you’re doing as best as you can so don’t give up! We believe in yoooouuuu!

  20. Dear YandereDev,

    From her Character page and the rival intro video, it seems that Megami’s not “in love” with senpai. She is a rival because she wants to protect Senpai from a violent threat.

    But let’s say Yan-chan eliminates all of her rivals in positive ways? Befriending, pairing them off, etc? Does Megami still thank Yan-chan is dangerous?

    Sincerely,
    Me

    • She probably still knows what she’s capable of, just because she hasn’t hurt anyone yet doesn’t change that she still could. Lets put it this way, if you knew that one of the people in your social circle was an unfeeling sociopath who wouldn’t hesitate to kill someone to further their own agendas, would you want them around your friends?

  21. I still get excited whenever I think about the game’s development, and I always look forward to your videos! Even if the videos are not 20 minute long progress videos, they make me excited still for the game.

    That being said, I can’t believe people feel so entitled. just, wow.

  22. I’ve been following Yandere Simulator’s development for about 4 or 5 months and i never even Once tought you where being lazy or you owed me something dumb like “Respect” or an “Apology”.Honestly i can’t even imagine how frustrating it must be to spend almost the entire day working your hardest just so you can receive a bunch of retarded hate comments.

  23. So much for Tiny Build helping. I thought the point of partnering up with them is that they would help with the development of the game and speed up its progress by having a team of developers working with Yandere Dev. Oh well, I guess not. I hope they’re helping some other way then or else announcing their partnership was kind of pointless. Seriously, I thought they were helping Yandere Dev with the game, what in the world are they actually doing then?!

    • It says right in the article, and in an older video, That they are currently optimizing the game and making it so development runs faster. Theyre switching from the old unity systems to the newer ones, which has more memory, and in turn, will make it run much faster, and get rid of time sitting and waiting for the unity system to restart after crashes, and opening up the game to test features. I’d go back and read the article, he DID spend a lot of writing it for us to understand him afterall.

  24. I think your doing great, and I absolutely love the game. I’m surprised my “work” laptop can even run it, but it can for the most part and I’m so happy I took a chance to download it again to try it out. I think the progress as been fine, I can’t even begin to try and understand half of what goes into a game, but I am well aware its not nearly as easy as it might seem. Physics, bugs, animations, voices, new ideas for everything. I know it’s going to be a while before Osana is official, but I know it will be worth the wait so she can function properly. Not as much fun to murder somebody who can only do half of the cool new things they should, compared to maybe having some bugs to smooth out, but otherwise looking good.
    Please keep up the hard work! 😀 I support the game 100%

  25. I along with many others have said this.

    Take your time making this game!

    Better to have a game take forever to make and be among the best, then to have a game take less than a year to make and have so many problems.

  26. That last paragraph made me so sad :c I’ve been following the development of Yandere-sim for two years and never once thought you were lazy! I love the game, and the progress that’s been made in that time-frame is completely acceptable… forget the haters Yandere-dev! I fully support you, your team and your game! I’ll be patiently awaiting it’s release :3 Keep up the great work! 🙂

  27. Hey Yandere Devon you’ve probably already thought about this but how about a dlc rival that’s “yandere” for Yan~chan therefore poses a threat to Senpai

  28. I’ve been following Yandere Simulator for awhile now, and my level of interest hasn’t diminished much. It’s always been “I can’t wait for whenever this game is completed. For now, I’ll just play other games.” and then whenever you put out a video it’s like “HECK YEAH”

    I’ve tried playing it before, but found it too difficult with just a keyboard and mouse. I’m not much of a PC gamer, after all. Whenever I get a PS2 controller adapter, YanSim will be the first thing I try it out on. B) For now, I’ll just watch Jay’s videos.

  29. I have always believed in Yandere Sim and I always will. Thank you YandereDev, you don’t understand how grateful I (and I’m sure the majority of people) am for the amount of time and effort you put into everything you do. Something I love about you is that you can never settle for anything being half-done – which is what makes the game so utterly enjoyable and simply incredible.
    Thank you, thank you, THANK YOU!

  30. I’ve been here for 2 years…
    I have faith in you and I think you should try to ignore people who call you lazy…
    You know that you are giving it your best and you should know that people like me know it as well.
    Best of Luck for the game!

  31. YandereDev I’m really waiting for her when she’s already in the game can wait for her release and by the way what if you add the cleaners then Yandere-chan will be harder to kill somebody without witnesses :3

  32. Pingback: First Unity 5 build now available! | Yandere Simulator Development Blog

  33. Yandere dev, We will say this over again: DON’T WORK TOO HARD. Personally, I don’t mind waiting. Just take some time off cuz it pains to see you work for twelve hours a day!

  34. You can do it Yandev. I always look forward to your updates. Don’t listen to people who are discouraging to you, they’re just being selfish. I trust that you are doing everything that you can reasonably do.

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