December 1st Update

Hello! The latest update is now available. It’s a “miscellaneous improvements and fixes” build.

The list of changes/fixes might look shorter than usual, because much of my time over the past 2 weeks was spent working on a new addition to the game that isn’t finished yet. What is it? Something very important that the game absolutely needs before the crowdfunding campaign is launched. Why? I’ll explain.

Over the years, a lot of crowdfunding campaigns have resulted in very disappointing products, leading to a general distrust of anyone who launches a crowdfunding campaign. Most of those campaigns all had one thing in common: they pitched an idea with little more than concept art. Anyone can pitch a product, but not everyone can deliver a product. Even as far back as 2014, I knew that if I said, “Hey guys, I’m making a game, donate to my Kickstarter!” very few people would be willing to trust me with their money, unless I was able to present them with tangible evidence that, yes, the game will exist, and yes, it will be fun. To me, the way to do that was obvious: To develop a demo.

When I launch the crowdfunding campaign, I want to say, “I need money to finish this game that is 90% complete and only needs funding for voices/animations,” rather than, “I have nothing but an idea. Please fund the entire thing.” Instead of saying, “I promise I’m going to make a fun game! Trust me! Just believe me, okay?” I want to say, “Don’t take my word for it. Go download the demo. It has many hours of content in it, so you can already see for yourself what the final game is going to be like.”

In other words, when I launch the crowdfunding campaign, I will be directing people toward the demo and stating that it’s an accurate representation of what the final game will be like. This means that, the day the campaign is launched, a huge number of people will play Yandere Simulator for the first time. So, with that in mind, I need to start making changes to the demo to make sure that anyone playing the game for the first time will be able to play the game comfortably without being overwhelmed or confused.

How do you teach a new player the mechanics of a video game? A tutorial! That’s what I’ve been working on for the past 2 weeks; a tutorial for 202X Mode that will teach new players everything they’ll need to know in order to get comfortable with the game.

I’m happy to say that it’s coming along smoothly, but it’s taking a long time. A lot of the features and improvements I’ve added to the game over the past year only took a few days to add, but a full tutorial will take a lot more work. It reminds me of an earlier phase in the game’s development, when I started to work on tasks that took more than 2 weeks of time and work to complete, so I had to stop focusing on trying to deliver exciting new updates on a two-week schedule.

Tutorials are usually the least-exciting and least-glamorous thing in a video game, so I’m sorry if you’re disappointed to hear that I’m currently spending a large amount of my time on a feature that isn’t thrilling to hear about. However, it’s still very necessary. If I launch the crowdfunding campaign, hundreds of thousands of people download the demo to play it, and they’re all completely confused and lost, that could kill the campaign’s chances of succeeding. So, a tutorial is mandatory, whether or not it’s exciting to hear about.

I’m not ready to publicly share my progress on the tutorial. However, I’ll post previews of the tutorial on Patreon in the near future. I feel guilty for rarely posting to Patreon, and I want to give my patrons some more content.

Okay! Now that you’re up to speed, it’s time to move on and get to the rest of the blog post. To see a list of everything that was fixed, changed, or improved over the past two weeks, scroll down past this gorgeous artwork of Ayano dressed as Bayonetta, drawn by OMGayano!

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Status of Upcoming New Build

Hello! Usually, I update the game at midnight on the 1st and 15th day of every month. However, tonight I’m having some internet connection issues, so I won’t be able to upload the next build at midnight, like usual. The next update will probably arrive sometime in the morning or perhaps the afternoon of Dec 1st. (Well, Morning/Afternoon for the PST timezone, that is.)

I don’t want to leave you empty-handed, so I’ll share a small preview of what I’ve been working on lately:

What is it, exactly? I’ll elaborate about it in my next blog post!

November 21st Update

EDIT: Oops! There was a bug with the new weapon animations. I fixed the bug and uploaded a new build on 11/21 at 12:20 PM PST.

Finally – a new build where the majority of the changes are not bug fixes! That’s more like it!

For some weird reason, a lot of people had difficulty downloading the previous build. I have absolutely no idea why. I created, zipped, and uploaded the build using the exact same process as always. I really hope that people will be able to download this new build without any problems. However, just in case there are problems, I would like to remind you about something:

If you try using the launcher, and it doesn’t work for you, do not e-mail me and report it as a “bug.” There is nothing I can do for you. The launcher never changes, and the way I upload the latest version of the game never changes, either. So, if you are unable to use the launcher to download the latest update, I have no clue what the problem is, and there is nothing I can do about it. Your only option is to try using one of the other download links, and if that doesn’t work, then just wait until the next build comes out. I don’t know what else to tell you.

Actually, I released a new version of the launcher today. What changed? Only one thing: The text of the error messages. The error messages are now extremely short, and tell you exactly what to do if the launcher is not working: just give up on the launcher and use one of the alternate download links, instead! Don’t e-mail me about it, don’t post a screenshot of the error message in my subreddit or Discord…just use an alternate download link! Okay?

Anyway! With that out of the way, it’s time to share a piece of fan art. To see a list of everything that was fixed, changed, or improved in the latest build, scroll down past this absolutely phenomenal artwork by crosma666!

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November 1st Bug-Fixing Build

Hello! New build. Mostly bug fixes. There are still some issues I’m aware of that I haven’t fixed yet. I’ll try to get them out of the way as soon as possible so that I can get back to going down my “Pre-Crowdfunding Campaign Checklist.” I wish I had something more exciting or interesting to tell you about, but that’s basically where we’re at right now.

To see a list of everything that was changed in the latest build, scroll down past this hilarious artwork of Etsuji drawn by bramblie:

Ahh!! It’s so hilarious!! She understands him perfectly!!

You can find similar character sketches on bramblie’s blog: I hope she draws a lot more!

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Happy Halloween

It’s that time of year again – Halloween! Time for another…

The yearly tradition where I post two dancing skeletons and release a horror-themed minigame! Before I announce this year’s minigame, let’s take a look back at the ones that came before…

  • In 2015, I released Yanvania, a parody of the opening sequence from Castlevania: Symphony of the Night.
  • In 2016, I released Yandertale, a parody of the Sans boss fight from Undertale.
  • In 2017, I released Midori Forest, a minigame about being chased through a dark forest by dozens of flying Midoris.
  • In 2018, one of Yandere Simulator’s volunteers, AMZE, developed a horror-themed minigame called YandereDev’s Greatest Nightmare.
  • In 2019, I released a minigame that a volunteer had created for me: the dance machine in the Gaming Club.
  • In 2020, October 31st was the release date of Yandere no Sutoka, a parody of Saiko no Sutoka.
  • In 2021, I released Witch Game, a game prototype based on a dream that I had.

So, what did I develop this year? Well…

Recently, I began to miss the feeling of developing game prototypes. It’s the one thing I enjoy the most, but I haven’t done it in years. The type of game I want to work on the most is an action game; a game with running, jumping, slashing, weapon-swapping, spell-casting, monsters, etc. Every time I play a game with those kinds of features, I think, “Maaaaan, I wish I could work on a game like that…” Well, a couple weeks ago, I got tired of wishing for it, and actually do it, instead!

Every day, I take a break from work to stream on Twitch. Usually, I play a game – but recently, I’ve been using my daily break to develop a game prototype, instead. A game with running, jumping, slashing, that sort of thing. Every time someone asked, “What is this game going to be about?” I gave very vague and evasive answers. That’s because I had a secret plan – to give the prototype a horror theme and release it on Halloween as this year’s Spooktacular minigame.

It was really close – I only put the finishing touches on it about 3 hours before the calendar date rolled over to October 31st – but I did it! I’ve completed the game prototype! It has all of the different types of features that I most wanted to work on, AND it’s appropriate for Halloween, too! So, what is it? Well…

Ever since October of 2015, not a single day has gone by that I haven’t thought about Yanvania. I’ve always wondered what it would be like if it was made into a full game. What would the gameplay be like? What would the story be? How would I differentiate it from Castlevania? How could I give it an original identity, instead of just developing a parody that exists as a shadow of another game?

Since it’s something that I’ve remained enthusiastic about for 7 years straight, I decided that it was the perfect candidate for my game prototyping project, and for this year’s Spooktacular! I’m calling it “Yanvania 2022.” It contains everything that I have the most fun working on when I’m developing a game, and it represents the gameplay and atmosphere that I imagine Yanvania would have, if it was ever turned into a full game. Double-jumping, powerful magic spells, a fantastical setting, etc!

There are only two things that I wish were different: I wish that I had been able to include more than just one type of enemy, and I wish that I had been able to make the character travel up and down ramps in a smoother fashion. Aside from that, though, I’m really happy with how it turned out!

You can download it from this link:

There is a “Read Me” document inside the zip file. Make sure to read it so that you understand how to play the game before you begin!

I had a lot of fun developing the prototype on stream, so it’s very likely that I’ll continue to do game prototyping streams on Twitch. You’re welcome to drop by! I’m just letting you know, though – my next few streams will be about Bayonetta 3, and I won’t return to making game prototypes on stream until after I’ve beaten it.

But that’s not all – the Spooktacular isn’t over just yet! I have more to how you! Click “Continue Reading” to see the rest!

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October 16th Bug-Fixing Build

Oops! There were a few bugs in the last build. Please get the latest build so you don’t have to deal with those issues.

To see a list of everything that was fixed or improved in the latest build, scroll down past this meme parody!

It always puts a huge smile on my face whenever someone creates a Yandere Simulator version of the latest dancing meme, like the Helltaker dance meme or the Ankha dance meme. I appreciate these a lot!

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