April 15th Bug-Fixing Build

Hello! I want to tell you what’s new in the latest build! But…how should I do it? Well, I suppose I have two options: I could describe it in a blog post, or I could make a video about it. But…both methods have their drawbacks. Writing blog posts is tedious. Making videos is very time-consuming, and a lot of hard work.

But…what if there was a middle-ground? A way to create short and informative videos that feature animated visuals, without spending many hours recording and editing footage?

Let’s give this a try:

If this type of video is fun to watch, I can do it more often in the future.

Anyway! For a full list of everything that changed in the latest build, click Continue Reading:

Continue reading

April 3rd Bug-Fixing Build

This is a very minor update, but it does contain some fixes that I wanted to get out.

To see a list of everything that was fixed or changed in the latest build, scroll down past this video. What is it, you ask? Somebody turned “Ai Will Shock You” into a stage for Beat Saber! It makes me so happy to know that someone enjoyed a song from Yandere Simulator enough to make it a playable level in a badass rhythm game!

Continue reading

April 2nd Bug-Fixing Build

Wanted to fix some bugs and improve the design of Juku’s Task, so here’s a new build.

To see a list of everything that was fixed or changed in the latest build, scroll down past this video by Diamond Pro, who used Pose Mode to pose the entire cast of 202X Mode, as well as the entire cast of 1980s Mode! That takes a legendary amount of dedication!

Continue reading

What if I had prioritized the rivals instead of the gameplay?

Whenever someone urges me to hurry up and quickly implement the remaining rivals into Yandere Simulator, I wonder if they really understand what they’re asking me to do. They’re telling me to put 10 characters into a game before the game has all of the mechanics necessary to make it fun to eliminate those characters. And that just seems silly to me.

Sometimes, I think about creating a build of Yandere Simulator that has 10 rivals – but no features – purely for the sake of making a statement: “It would be dumb to put the rivals into the game before building the systems that would make it fun to eliminate those rivals.”

So, today, for April 1st, a day reserved for silly jokes and pranks, I decided to do it: to create a build of the game that features 10 rivals…and nothing else. The purpose? To send a message. “This is what you asked for. A game with 10 rivals in it. But it’s missing something, isn’t it? That’s right – it’s missing the fun. Now do you finally understand why implementing fun mechanics is more important than implementing the rivals?”

Here, take a look. It’s a build where you can kill 10 rivals, see the conclusion of Ayano’s story, and watch the credits roll. But it sucks. Because it lacks all of the features necessary to make the experience fun.

https://www.mediafire.com/file/lqs6tz196jifmsx/YandereSimulatorFinalRelease.zip/file

“But, YandereDev!” you might say. “It shouldn’t take 8 years to make a game fun!”

According to what I hear on a daily basis from the fans, the game is already fun. It became fun years ago. There are people who have e-mailed me to say that they’ve played Yandere Simulator for 6 hours straight and had a great time. I already made a fun game, and it’s not even complete yet. I’m proud of that.

So why isn’t it done yet? Because my plans for the game are just so ambitious that I’m still not done adding fun things to the game, and I won’t put the remaining rivals in until I’ve finished preparing all of the systems and mechanics that the game needs. That, and I also need to raise the funding necessary to pay for the rivals’ voice acting / animations / events.

Actually, there are also a lot of other reasons why it’s taken 8 years. If you want to know them all, you can read about them here.