Wow! As of today, it’s been 6 years since I began working on Yandere Simulator! That’s remarkable!
A special occasion like this calls for a major update, so I’ve chosen today to release a big feature that people have been anticipating for a long time. How long? Watch this video to find out:
There are a few things that make this video very unusual:
That last point is actually pretty important. If you’d like to hear my reasoning, click “Continue Reading”.
What The Hell Happened?
Even though an “anniversary” is often a joyous occasion, I’m not unaware that it’s extremely unusual for a video game to be in development for 6 years. It’s unfortunate that I am saying something negative on the game’s “birthday”, but the development of Yandere Simulator has been plagued with significant problems for several years.
I could write a dozen blog posts, each one about a different issue that has made Yandere Simulator’s development particularly difficult. I often ask myself, “What went wrong? How did things get so bad?” There are multiple factors that have contributed to the situation, each one independent of the others…but the one I’m going to focus on today is Osana.
The situation can be described with a timeline:
1. Over the course of 2014, Yandere Simulator was designed by taking suggestions from anonymous posters on 4chan. After having dozens of threads about the game, I compiled a list of every feature that seemed like it would be worth including in the game. This list was huge – it contained over 100 features. I underestimated how long it would take me to implement every single feature on that list. As we can see now, that list was long enough to provide me with several years of work.
2. For a period of 29 months (from April 2014 to September 2016), I was able to consistently implement major features in Yandere Simulator in two-week intervals. After implementing the “Matchmaking” elimination method, I ran out of features that could be implemented within a span of two weeks; all of the game’s remaining features required more than two weeks of work.
3. Up until this point, I was using the character “Kokona” as a test subject for all elimination methods. The last remaining elimination method, “Rejection”, would require the player to sabotage a series of scripted events. Kokona was a test subject, not a real rival, so creating scripted events for Kokona would have been a waste of time. Instead, I chose to create scripted events for Osana, the first “rival” of the game.
4. After 29 months of developing the game around a “video every 2 weeks” upload schedule, it was hard to break the habit. I felt a strong compulsion to prioritize the development of features that I knew I could put together within 2 weeks in order to create a cool video. I split my attention between Osana’s scripted events and other features (primarily essential mechanics, and occasionally non-essential mechanics).
5. From September 2016 until November 2017, while releasing progress report videos and implementing new features, I repeatedly assured people, “Don’t worry, I’m still making progress on Osana!” in almost every video. This was completely unnecessary, and ultimately did more harm than good. I inadvertently caused people to believe that Osana’s completion was imminent and that everyone should get excited for her.
6. In November of 2017, I released a massive 34-minute video where I demonstrated all of Osana’s scripted events. At the end of this video, I explained that I regretted placing so much emphasis on Osana in my previous videos, explained that the game was still missing numerous essential features, and announced that I was going to shift my attention from Osana to all of the other features that Yandere Simulator required.
7. A lot of people were still very impatient for Osana, and my comment sections were often dominated by people who were dissatisfied to see me spending development time on anything unrelated to Osana. Across multiple videos, I explained numerous times that there was no point in putting Osana into the game yet, because she wouldn’t be fun to eliminate until I finished adding all of the other features required. However, for a large portion of the audience, this message never really sunk in.
8. By the time we reached May of 2018, my comment sections had become completely dominated by people expressing anger over the absence of Osana, and I decided to address the matter directly. I released a quadrilogy of videos to explain the reasons for Yandere Simulator’s lengthy development and the absence of Osana – “Where’s Osana?” on June 6th, “How long does it take to make a video game?” on June 8th, “What’s going on with Yandere Simulator’s development?” on November 5th, and “Hate and Shame” on November 11th.
9. From then onward, I focused the majority of my time and attention on a “Pre-Osana Checklist” of all features that would be required before it would be sensible to put Osana into the game. While working on this checklist, I also occasionally made progress on Osana herself, although Osana generally only received about 5% of my time and attention.
10. As Anti-YandereDev sentiment grew stronger and the demand for Osana grew louder and louder, I made the critical mistake of trying to calm the fanbase by repeatedly reassuring people that I was still working on Osana and still making steady progress with Osana. Again, this was a massive error – it created the impression that I had been working nonstop on Osana without making visible progress, when in reality, Osana was something that I worked on occasionally in-between more important features.
11. Osana became “functionally complete” in the last days of December 2019. The reason why she has not yet been released is because I am extremely invested in producing a quality product, so I am dedicating several months to fixing bugs, removing exploits, and adding polish to the game before Osana is released. Osana was on schedule to have been released by now, but unfortunate events unrelated to game development severely impacted my ability to be productive, and threw me wildly off-schedule.
12. I am now in a position where, if I release any kind of content whatsoever, the feedback I receive will be “You should have been working on Osana instead!” even though Osana should not be considered a higher priority than creating a solid gameplay experience. For this reason, I have been avoiding uploading videos to my YouTube channel…but I came out of my self-imposed exile for the sake of the game’s anniversary.
If only I had made different decisions in the past, then perhaps people would see Yandere Simulator as, “A free game that is updated frequently and has been receiving cool new features since 2014,” instead of, “A game that doesn’t have Osana yet.”
It’s…frustrating, to say the least.
And that is why I didn’t even want to say her name in the latest video.
Fixes, Changes, Additions
The new build contains much more than just the addition of SNAP Mode; 2 weeks’ worth of additions have piled up. Here’s a massive changelog of 30+ improvements to the game:
Project QT Crossover
If you are interested in checking out the Project QT crossover (and you are over 18, of course) then visit this link!
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