Hey, everybody! It’s a new year! It’s 2026! Yippie!
To kick off the new year, I’d like to write two blog posts. The first blog post will describe what 2025 was like and what 2026 will probably be like. The second blog post will be my annual “Transparency Report” and will focus on factors that are slowing down the game’s development.
Scroll down past this cute artwork by unknown_ANN0, and then let’s get started!
To fully understand 2025, we have to start in 2024!
On May 1st of 2024, I released Ayano’s 2nd rival: Amai. Her release was an experiment; I wanted to learn how players would react to the release of a rival whose week did not contain any voice acting or new animations. I wanted to learn if it would be acceptable or unacceptable to release future rivals that way.
After Amai’s release, I received both positive and negative feedback. There were people who were happy with Amai’s week, but there were also many people who felt that the lack of voice acting and animations made her week feel basic, low-budget, and underwhelming. I, too, was unsatisfied with Amai’s week, and personally felt that it was disappointing compared to Osana’s week.
I eventually reached a verdict: Releasing a rival without voice acting or new animations is not acceptable. Rivals need voices and animations. That’s what a rival is; that’s what separates a rival from any random student at school.
With that in mind, my goal for 2024 became clear: Find voice actors for every character with speaking lines in Amai’s week, have an animator create animations for all of Amai’s events, and make a series of improvements to Amai’s week based on the feedback that I had received from players.
It can take a very long time to find the ideal voice for a character. I knew it wouldn’t happen overnight, and would likely take weeks or months. However, I didn’t want the game’s development to come to a grinding halt while I just spent a bunch of time searching for voice actors. So, I decided that, while searching for voice actors, I would request assets from the game’s other volunteers, and implement new content and new features that I’ve wanted the game to have for many years.
Which leads us directly into the next topic…
Yandere Simulator received a tremendous number of additions over the course of 2025 that were only possible due to one animator. Here are all of the additions and improvements that were made to Yandere Simulator in 2025 that were only possible due to one specific member of the development team:
Furthermore,
Wow!! That is a LOT of new content!! Many of these additions – such as the new murder methods, chainsaw weapon, Yakuza cutscene, Togo cutscene, Miyuki cutscene, and Genocide cutscene – were things that I wanted to added to the game for many years, but wasn’t able to include, because I lacked the animations for it. I am extremely grateful to the animator for everything he provided to the game this year!
Of course, plenty of other volunteers also contributed some fantastic assets to the game over the past year:
I tried to list every new animation and model added to the game over the course of 2025, but, honestly, there were so many to list that I probably missed a few! Consider the above list to be incomplete.
Of course, that’s not all; there were many more changes, as well. The Light Music Club rhythm game now has vastly improved artwork, a new minigame was added to the game console in Ayano’s bedroom, tons of new voice lines were added to the game…the list just goes on and on and on!
Oh, and in addition to amazing assets created for use within the game, there were also a tremendous number of assets created for use outside of the game. Specifically, dozens of characters got official illustrations, enabling me to write profiles for them on the game’s official website:
Whoa!! That’s over 40 character illustrations added!!
The entire history of the Aishi family dating back to the First Aishi was revealed, several mysterious characters finally had their backstories revealed, and a few seeds for future plot twists were planted. I had a fantastic time writing the backstories for all of those characters, and if you hadn’t read their profiles, I hope you do so!
And, speaking of artwork being created…
There are two videos that I’ve wanted to make for a long time: “How Aoi and Megami met and how Aoi lost her eye,” and “Akane’s Backstory.” Both videos would require a lot of illustrations; around 50 each. The Aoi/Megami video is a “cursed” project; artists keep accepting the task of creating the artwork, then disappearing. The Akane video has been proceeding much more smoothly, though:
Nearly all of the illustrations necessary to create the video have been illustrated! Only about 5~6 illustrations remain. I think that 2026 will be the year that this video finally sees the light of day! (Really not sure about the Aoi/Megami video, though…that one is sooooo cursed…)
On January 1st of 2025, I described what I planned to accomplish over the course of the year: a series of improvements to Amai’s week, a bunch of new features for Custom Mode, and the addition of voice acting and animations to Amai’s week. I anticipated that, if I could complete all of those things quickly, then I could start developing Kizana before the end of the year.
However, that’s not how things turned out. It took an exceptionally long time to find suitable voice actors for Amai and Senpai – I didn’t find them until June – and I wound up spending the majority of 2025 adding new features and assets to the game (see the massive lists above) instead of making improvements to Amai’s week or Custom Mode. Some of those tasks from that blog post got completed, but not all of them.
It’s a little embarrassing to acknowledge that I had 365 days to complete a list of tasks, and didn’t complete the full list…however, I think that this is really just an indication that game development is fluid, and that plans change as you gain access to new resources/manpower. The addition of an extremely skilled animator to the development team bumped “new elimination methods, new weapon, new cutscenes” to the top of the priority list, and knocked “update Custom Mode” down to the bottom.
So, what is the current status of Amai? Well, as you can tell by all of the voice acting and animations that have been added to the game over the past few months, I did eventually find voice actors to fill the roles of Amai and Senpai. As soon as they recorded the necessary voice lines for Amai and Senpai’s interactions, I assigned the animator to the task of creating animations for the Amai/Senpai interaction events, and that’s what he’s been doing for the past few months.
Now, as you can tell by reading all of the praise above, I have nothing but respect and appreciation for this animator. I could praise his godlike animation skills all day long! However, with that said, it’s important to acknowledge that he is human, and not a machine. It takes him about 2 weeks to create one Amai/Senpai interaction animation. With that number in mind, we can calculate how long it’s going to take until all of the animations for Amai’s week have been created.
The remaining events that require animations are:
Assuming that it takes 2 weeks to create the necessary animations for each one of these 13 events…
13 x 2 weeks is 26 weeks, which is 182 days. 182 days from now is…
…Wednesday, July 8th.
Hm.
This means that I wouldn’t have the animations necessary to finish Amai’s week until this year is more than half over.
The previous animator – the one who made all of Osana’s animations – had motion capture equipment, which enabled him to create animations super rapidly; in some cases, he could animate an entire “Osana and Senpai interacting” cutscene in less than 5 days. However, the current animator does not have motion capture equipment, so he can’t use the previous animator’s workflow.
Obviously, I’m not trying to blame the current animator; I’m simply describing reality and laying out the math…
…however, I do need to consider what this means for my schedule…
Let’s get the obvious questions out of the way first.
“Can you hire an additional animator?”
I’m not earning enough income to afford that.
“Can you launch a crowdfunding campaign to raise money to hire an additional animator?”
I feel that that public perception of Yandere Simulator is currently on a downswing, and that a crowdfunding campaign launched today would fail. I strongly believe that I should not launch a crowdfunding campaign until I’ve been able to improve public perception of Yandere Simulator.
“How are you planning to do that?”
I would like to return to YouTube and release a series of videos showing off all of the cool additions that have been made to the game since the release of 1980s Mode.
“When are you going to do that?”
After I’ve finished making all of the improvements to Amai’s week that I can make with code and voice acting, even if I lack animations for all of Amai and Senpai’s interaction events.
“What if you fail to improve the public perception of the game, and the crowdfunding campaign fails?”
Then, I guess we’d be stuck in a situation where I’ve only got 1 animator, and it takes around 200 days to create all of the necessary animations to add a single rival to the game.
Under those circumstances, I suppose I couldn’t afford to let animations be a roadblock to the game’s development; I’d have to implement rivals with generic animations and release rivals whenever I’m finished scripting their events and adding their voice acting, even if their events wouldn’t contain any unique animations.
Actually, this is a good time to mention something…
This is the big plot twist of this blog post: Amai actually benefited tremendously from being released without voice acting or animations. After releasing Amai, I received an avalanche of extremely helpful feedback; criticism for the dialogue, suggestions for ways to improve her events, etc. After considering all of that feedback, I re-wrote nearly every line of her dialogue and re-imagined most of her events. (Most of the updated dialogue and event changes aren’t in the game yet.)
I’m glad I didn’t have any voice actors read the original dialogue, and I’m glad that I didn’t task an animator with animating the original dialogue, because most of Amai’s interactions with Senpai were completely re-written, and most of her events were completely re-designed. If I had asked voice actors to read that original dialogue, I would have had to scrap their lines and ask them to re-record the new dialogue!
You know what this tells me? This tells me that it’s actually a good idea to release rivals in a “Beta” state with no voice acting or animations, so that I can collect criticism/feedback/suggestions, make a bunch of fixes and improvements, re-design anything that needs to be changed, and then proceed to request voice lines and animations.
So, maybe the correct course of action is to not even think about voice acting or animations at this stage of development, and only focus on releasing prototypes of each rival’s week.
I do see one major downside to this plan: drama YouTubers are going to ignore the context and say, “The 10 rivals are finally finished, but they all SUCK!” which will further damage public perception of the game. However, I think that if there is a clear “YOU ARE NOW ENTERING AN UNFINISHED WEEK THAT ONLY EXISTS FOR PLAYTESTING AND FEEDBACK PURPOSES” warning screen, and a big “BETA CONTENT – NOT INDICATIVE OF FINAL RELEASE” watermark onscreen when you’re playing a Beta Rival’s week, I probably won’t have to worry about that.
It took me 89 days to implement Amai. I can definitely do that 8 more times, and potentially release up to 3 “Beta Rivals” within a single year. (However, that’s only if I decide it should be my top priority to do so. In reality, I’ll also be working on bug fixes, making YouTube videos, adding new assets to the game, etc. So, expecting 3 Beta Rivals per year might be unrealistic.)
Things are probably going to go something like this:
Oh – it’s a bit of a buzzkill, but there’s one last thing I have to mention…
I wish that “difficulty finding voice actors” and “animation creation speed” were the only two factors affecting the speed of the game’s development…but, in reality, there are actually more factors than just that. I don’t want this blog post to get too bloated, though, so I’ll be writing about that in a separate blog post, which I plan to release later this month.
Even though not every word in this blog post was positive, I hope that it helped clarify the current state of the game’s development!
Thank you for following the development of Yandere Simulator!
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