February 27th Bug-Fixing Build

For the majority of the game’s development, every “big milestone” has usually been a new feature. Stuff like:

  • Added the Rejection elimination method.
  • Added a Student Council to the school.
  • Added Osana and released the demo.

However, at this phase in the game’s development, the goals I’m trying to accomplish are much different in nature. Now it’s stuff like:

  • Gathered player feedback and used it to improve the overall experience of the demo.
  • Identified flawed game mechanics and replaced them with improved mechanics.
  • Made the corpse disposal process less tedious and more fun for the player.

I can tell you when an elimination method is “finished”; it’s finished when the feature is 100% functional. However, there isn’t a clear finish line for stuff like “gathering feedback” or “improving the overall experience” or “replacing flawed mechanics.” All of these things are subjective, and every day, I identify another new thing that I’d like to improve, replace, or add. As a result, it’s difficult to predict when this phase of the game’s development will “end.”

My next goal is straightforward: I want to improve Raibaru as a game mechanic. I have a list of things that I hate about Raibaru, and I want to go down that list and fix every problem. I can already tell you the biggest challenge that I’m going to face: Raibaru needs to become “less unfair,” but at the same time, “Just run up to Osana and stab her” cannot become a valid strategy. This means that, while changing some aspects of Raibaru, I’ll also have to change some other aspects of the game to keep it balanced. So, instead of just tweaking some aspects of Raibaru, I’ll have to tweak the overall experience itself.

This is probably what my next video is going to be about: my intentions when I put Raibaru into the game, the reasons why I failed to achieve the results I wanted, and what I’ve done lately to fix Raibaru and improve Osana’s week in general.

At the same time, while I’m working on this, I will also be working on a few other things – stuff that I’d like to keep secret so that it can be a big surprise when it’s unveiled.

The adjustments I want to make to Raibaru – and the big surprises I have planned – will require me to make a series of pretty significant changes to the game. It could take a little longer than usual for the next build to come out. That’s why I wanted to release one more “Bug-Fixing Build”; if you have to wait a few weeks to get the next build, I want to make sure that the latest version of the game is as stable as possible. And for that reason, I hope that today’s update is the most stable version I’ve ever released!

Ever since the release of Osana, I’ve been featuring Osana-centric fan art in my blog posts. It was a very fun tradition, but it’s a little unfair to all of the other artists who have been drawing amazing artwork that doesn’t involve Osana! So, as of today, the Osana-only tradition will be ending.

To see a list of everything that was changed or improved in the latest build, please scroll down past this gorgeous artwork by Kodoki-san!

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February 19th Quality-of-Life Improvement Build

Hi! I’ve got a larger-than-usual build for you today! My focus this time around was on implementing some “quality of life” improvements to make certain aspects of the game more convenient. If one of your biggest gripes with the game was waiting a long time for certain things to happen, you might be interested in checking out the changelog!

But first, here’s some absolutely gorgeous artwork by TheJennyPill! It’s a little gruesome, so I’ll censor it and include an uncensored version below:

Click here for the uncensored version! I know that most people can probably stomach it, but I decided to be better safe than sorry.


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February 14th Bug-Fixing Build

Happy Valentine’s Day! I don’t have a special Valentine-themed update for you today, but I do have a new build with a bunch of bug fixes in it!

On an unrelated note, I’d like to ask for your help with something. I’m struggling with a game design dilemma, and I’d like to ask the Yandere Simulator fanbase for feedback. Please click here for the details! If you want to provide feedback, but you don’t have a Reddit account, feel free to write your thoughts in the comment section below.

If you’ve been following this blog for a while, you’ve probably noticed that every blog post I’ve made since Osana was released has featured fan-made artwork of Osana! At this point in time, I’ve posted so much Osana artwork that the only artwork remaining is stuff that I’ve been reluctant to post. Why? Because it’s gory, and might be disturbing for some people!

Here’s an example; this image by Spooky has got some gore that some viewers may find a little disturbing, so I’ve decided to censor it a little bit:

Click here if you’re interested in seeing the full, uncensored image…but don’t say I didn’t warn you!

Anyway, with that out of the way, click Continue Reading for a list of everything that was fixed or changed in the latest build!

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February 10th Bug-Fixing Build

The previous build had some bugs, so here’s an update that fixes those issues!

To read a list of everything that was fixed or changed in the latest build, scroll down past this artwork from Nevonda depicting Osana being impaled!

This artwork was actually created for the purpose of being the thumbnail art for one of my videos, but then I realized that it would instantly get the video age-restricted, so I was never able to use it. What a shame! I don’t have to worry about that sort of thing on my blog, though, so here it is for the world to see!

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February 9th Bug-Fixing Build

A lot of bugs have been reported lately, so I’ve prepared a bug-fixing build. The build also contains one new feature; although it’s a minor one, it has the potential to be expanded and given more utility in the future.

To read a list of everything that changed in the latest build, scroll down this artwork of Osana drawn in the Persona 5 art style by NoicePotato!

If the image looks cropped, that’s because it is; the full image is huuuuuge! Click here to see the complete illustration!

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Yandere Simulator Art Contest with MediBang!

From 2015 to 2017, I held 5 art contests on my blog: the Quiet Cosplay contest, Pokemon contest, Nemesis contest, Easter Egg contest, and Student Council contest. These contests are some of my happiest memories from the past few years, because the sheer amount of beautiful artwork created was absolutely jaw-dropping (especially for the Student Council contest – WOW! It still blows my mind, 4 years later!)

Operating those art contests actually ate up a massive amount of time, and slowed development down significantly around December / January for a few years. Recognizing that the contests took too much time away from development, I decided to stop hosting them…until today!

Please watch this video to hear the good news!

I’m extremely grateful to MediBang for this opportunity! Please check out the contest here:


I’m actually a little bit nervous that the prizes I’m offering might be underwhelming…but I’m not sure what other kind of content I could offer to add to the game as a reward for the contest winners. MediBang told me that it’s okay to add more goodies to the prize pool while the contest is still going, so if anyone can suggest some good ideas for better prizes, maybe I’ll raise the stakes with even cooler rewards. Let me know if you have any ideas in the comments below!

2020 Patreon Transparency Report

If you’ve been following me for a long time, you’re probably aware that every year, I write a “transparency report” that describes how I’ve been spending my Patreon income. I usually also throw in a few words about the future of the project. This year’s report is a whopping 2,886 words long – the longest I’ve ever written.


It’s probably one of the most depressing things I’ve ever had to write, but the purpose of a Transparency Report is to be as honest as possible, so honesty is what you get.

On a more cheerful note, I’ll be back later today with a new video.

February 4th Bug-Fixing Build

Whoops! There were some bugs in the previous build that actually prevented some of the elimination methods from working properly. I’m so embarrassed about that! Here’s a new build where those issues should be resolved.

To see a list of everything that was fixed in the latest build, scroll down past this beautiful artwork of a sad Osana, drawn by uramui!

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