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Hello! I’ve prepared a new build for you today! I’m proud of this one, because I was able to take care of a lot of “dangling loose ends” that I really wanted to resolve before continuing forward with development. I’ll elaborate more about it at the bottom of this blog post.
To read a list of everything that was added / changed / fixed / improved in the latest build, please scroll down past this chilling artwork by unknown_ANN0!
The Gardening Club now has a new benefit. If you join the club, you can ask Uekiya to give you plant seeds once per day.
You can plant those seeds in two locations. One of them is the greenhouse in the Gardening club…
…and the other location is the Biology Lab.
After 4 days, the seeds will grow into a type of poison plant – lethal, emetic, sedative, or headache, depending on what kind of seeds were planted.
Six new weapons have been added to the game: a saber, a sword, a battle axe, a spiked mace, a war hammer…and a statue of “The Thinker” that doubles as a clock.
Five of those items are contained inside of glass cases in the Foreign Studies Room. There are two ways to reach the contents of these cases: either by breaking the glass case open…
…or by stealing the “weapon case key” from the Headmaster’s office. (Yes, that key now has more purpose than just unlocking the katana case!)
The “Iron Maiden” model from the previous build has been replaced with a larger and more intimidating one!
Not only that, but the new model also has some functionality that you might have some fun with: It is now possible to shove a student inside and slam the doors shut, instantly killing them!
(The animation that is used for this murder method is a temporary placeholder. In the future, I’d like to replace the animation with a much better one.)
Remember how I added a kiln to the art club in a recent update? Well, now it has an actual purpose!
You can now use the kiln to dispose of bodies! Only one body per in-game hour. Like the incinerator, but limited to one corpse.
Up above, you may have noticed that it’s possible to request something called “Plant Growth Stimulant” from Uekiya. What does it do? Well…
There is a carnivorous plant in the Biology Lab. If you feed it the growth stimulant, it will grow in size. After 5 straight days of eating the growth stimulant, it will eventually grow large enough to eat a human whole! You can feed it a corpse – or limbs – to completely dispose of them without leaving any evidence. It’s the first corpse disposal method that requires multiple days of work to unlock. Think of it as something that requires an initial time investment, but might be very useful when doing a 10-week playthrough where you might need a quick way to dispose of a body without leaving the school.
It is now possible to use the sarcophagus and treasure chest in the Foreign Studies room – and the freezer box in the Biology Lab – to hide corpses.
Previously, these parts of the school had very few options for places where the player could temporarily hide a corpse while waiting for a more opportune time to dispose of it. I hope that these additions will be helpful to players!
The “Foreign Studies” room features the flags of various countries. One of the flags in that room is the flag of Ukraine.
However, Yandere Simulator’s “1980s Mode” takes place in 1989, and Ukraine did not become an independent country until 1991. This means that the Ukraine flag cannot exist in 1989! Oops!
So, as of this build, the Ukrainian flag has been removed and replaced with another country’s flag.
Please understand that the removal of the flag is not a political decision; it’s only happening because the game takes place in 1989 and I’m trying to keep that mode historically accurate.
You might be looking at some of the things I worked on this week and thinking to yourself, “Did the game really need 6 new weapons, an iron maiden, or a carnivorous plant? Was any of that stuff necessary? Why’d you choose to focus on that?”
I felt bad that two new rooms had been added to the school that contained tons of props and tons of potential, but completely lacked any sort of functionality. “I’ve added a new room that contains ancient relics that normally wouldn’t have a reason to be found in a school, an iron maiden, and places that would be ideal for hiding corpses!!!!! …oh, I haven’t added any functionality, though.” This sort of thing really bothers me.
As soon as the new rooms got added to the game, “Add functionality to the new rooms” got added to my to-do list, which made me feel really sad and demotivated, because my to-do list got longer instead of shorter. In that type of situation, the most fulfilling, rewarding, and satisfying thing I can possibly do is to immediately take care of the newest item(s) added to the to-do list.
I didn’t think to myself, “This stuff is high priority, so I should focus on it first!” rather, I was thinking, “This is stuff that I have to get out of the way, and I know that it can be added to the game relatively quickly, and it’s what I feel like working on right now, so I’m just going to take care of it now so that I can move on to the rest of my tasks without worrying about the dangling loose ends I haven’t taken care of yet.”
You have to remember that my goal evolved from “let the player kill 10 girls” into “provide a game that is supported for a long time with lots of updates and cool new features.” I think that the experience of killing 10 girls would be boring unless there were a bunch of fun mechanics to eliminate them with. Hence, the decision to add iron maidens, carnivorous plants, etc.
“But, when does it end? When will you be done?”
The Foreign Studies Room and the Biology Lab were the last two remaining empty rooms in the school. “These two rooms got props, so now I’m taking a detour from what I was previously doing to add new functionality to those rooms” can’t happen again for that same reason, since there are no more empty rooms waiting for new props.
Seriously, it’s not like this process will last forever. There’s a finite amount of room in the school, so there’s a finite number of tasks I could possibly work on until I’ve run out of things to do and have to shift attention to the rivals. And we just occupied the last remaining empty space in the school.
Please don’t freak out and say “oMg He’S wAsTiNg TiMe On UnNeCcEsSaRy FeAtUrEs” or other stupid things like that. The crowdfunding campaign shouldn’t launch with empty rooms in the school, so occupying those rooms with props and functionality was a mandatory step that had to be taken before the crowdfunding campaign could begin. By adding functionality to those rooms today, I was simply fulfilling the commitment I made back in 2015 when I originally decided that the school would have a certain number of rooms. There’s nothing wrong with that.
If a lot of new bugs get reported in the latest build, I’ll probably have to spend some time fixing them, and release a bug-fixing build within the next few days. If not, I’ll move directly on to the next item on the pre-crowdfunding checklist, and keep going down the list until it’s complete.
Thank you for following the development of Yandere Simulator!
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