Yandere Simulator’s 7-year Anniversary

…whoa! As of today, it’s been 7 years since I started developing Yandere Simulator! To be honest, I have very mixed feelings about that. I’ll elaborate below, but first, I want to share an incredible video with you:

For years now, ReubenThePig80 has been making truly extraordinary Yandere Simulator videos, and this year, he knocked it out of the park yet again! To commemorate the game’s anniversary, he used Pose Mode to arrange over 100 Yandere Simulator characters for an epic group photo! The sheer amount of time, effort, and patience required to pose all of those characters is absolutely superhuman! It warms my heart immensely to know that there are people out there who enjoy Yandere Simulator enough to spend their time building such impressive creations!

Actually, the existence of this video kinda supports a point that I’d like to make about the game. Click “Continue Reading” if you’re curious to hear this year’s anniversary thoughts.

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March 23rd Bug-Fixing Build

I fixed some bugs related to Raibaru, and made some progress towards making the last remaining improvements that I wanted to make before we can move out of this “refine the demo” stage of the game’s development.

To read a list of everything that is new or different in the latest build, please scroll down past this gorgeous artwork by WhiteCat!

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Fixing Raibaru to make Yandere Simulator a better game

The Amai Challenge has been out for several months, but I never announced what I gained or learned from watching people play it! That’s what I’ve made a video about today.

In short, I observed that people had far more meaningful experiences with the Amai Challenge than with Osana’s week, and I could easily see the exact reasons why. It’s given me a sobering reminder of where my priorities should be, and it has inspired me to make some pretty meaningful changes to Raibaru and Osana’s week. I’ve made a video all about it – please check it out!

Oh, yeah, and I’d like to mention that it’s now possible to order Yandere Simulator plushies from Crowdmade!

You’re only able to order for the next 10 days, so if you want them, hop on it right away!


I’m also releasing a new build today. Click “Continue Reading” to read a list of the changes!

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March 10th Bug-Fixing Build

The next update I want to release requires a bunch of sweeping changes all throughout the game. I’m not sure how long it’ll take me to prepare that update, so before I begin working on it, I want to make extra-sure that the latest build of the game is as bug-free as possible. That’s the purpose of today’s build!

To see a list of everything that was fixed or changed in the latest build, please check out this beautiful artwork by OMGayano – if you’re a fan of Doki Doki Literature Club, you’ll instantly recognize the scene that this artwork is paying homage to!

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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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