If you’ve been eagerly awaiting the day when you’ll refresh this blog to see a new post titled “The Big Amai Update” packed with dozens of new additions and improvements for Amai’s week, I’m going to have to ask you to hang in there for a bit longer; a huge overhaul of Amai’s week is still on the way, it’s just not happening today.
With that said, today’s update does contain several exciting and meaningful changes related to Amai that I think you’ll be very interested in! I guess you could call it “The Medium Amai Update” !
To read a list of everything that was changed or fixed in the latest build, scroll down past this outstanding artwork by Seina!
All of her illustrations are so gorgeous that it was really hard to pick just one to share with you! Please check out the rest of her artwork here, because it’s all really good!
Amai’s old hair model has been replaced with a new one!
Out with the old…
…and in with the new!
Several significant changes have been made to the cutscene where Taro and Amai meet each other for the first time:
Listening to an actress’ audition is one thing, but putting her lines into the game is always the true test of “does this person’s voice really suit this character?”
Now that I’ve tested out this actress’ recordings within the game itself, and confirmed that her voice is a great fit for the Amai, I feel comfortable officially casting her for the role of this character!
In the coming months, you’ll start to gradually see Amai’s week become fully voiced! Exciting!
A few tweaks have been made to Amai’s Task:
You’ve probably noticed that the members of the 202X Occult Club are wearing chokers with little “full moon” icons on the front. Have you ever wondered why? There’s actually some lore behind it!
Oka created those chokers herself; she was attempting to create an accessory that could “collect dark energy from the moon” to aid her club in demonic rituals. She gave the chokers to her clubmembers as gifts. Although they were skeptical about whether or not the chokers could actually harvest energy from the moon, they started wearing the chokers daily to show that they appreciated Oka taking the time to create gifts for them.
One day, Kokuma removed her choker and immediately fainted. When she awoke, she felt weak and frail – until she put the choker back on. The moment it touched her neck, she suddenly felt normal again.
When she told the rest of the club about this, the color drained from Oka’s face. “I’m so sorry! I’ve made you dependent on energy from the moon! If you remove those chokers you’re wearing…you might die! From now on, you need to keep those chokers on your necks in order to stay alive!”
The rest of the club didn’t have enough information to conclude exactly why Kokuma had fainted, but they’re all a very superstitious lot, so they’ve been wearing their moon chokers perpetually since that day.
My original plan – back when I first gave the Occult Club these chokers – was to put a different phase of the moon on each choker. One student would get a full moon, one student would get a crescent moon, etc. However, for various reasons, this plan just didn’t work out. However…
As of now, the Occult Club students are wearing new chokers which finally have the capacity to display different phases of the moon, as I originally intended!
(Depending on what school uniform they are wearing, it can be tough to see the choker, so I’ll give you a tip: the 2nd school uniform makes it much easier to see the choker on the boys.)
Previously, the students’ bookbags were store-bought models that had a realistic art style. This looked awful, so students’ bookbags have been replaced with a new, original model that matches the game’s anime aesthetic!
I used the Unity Profiler to check the game for any scripts that were having an unusually significant impact on the game’s framerate. I identified a bunch of “problem scripts,” determined what the problems were, and refactored a lot of code to improve the game’s performance. I haven’t done an extensive comparison yet, but I feel confident that this build of the game will run a few FPS faster than the previous build!
Most scripts only received slight modifications, but one particular aspect of the game stood out as having significant room for improvement: the system that governs the glowing outlines that appear around characters during Yandere Vision. I decided to completely rework this feature to make it way more efficient. (I was incredibly surprised to learn that the outlines were actually affecting performance even when Yandere Vision wasn’t active!)
Because I had to change so many different areas of the game’s code to refactor the outlines of Yandere Vision, it’s possible that I may have inadvertently broken some functionality as part of the process. For example, maybe you’ll encounter a bug like, “When you befriend a student, the outline of their body turns green, but the outline of their hair turns yellow.”
As usual, if you see a bug, simply report it, and I’ll fix it as quickly as I can.
In the .zip file for the latest build, you will find a .bat file named ForceD3D12.bat – if you run this, you will force Yandere Simulator to launch with Direct3D 12 instead of Direct3D 11. Why would you want to do this? Apparently, it improves the framerate on some graphics cards. Only try this if your graphics card is extremely recent – like, from the last 5 years.
“I’m not clicking a suspicious bat file!”
Yeah, I feel you. If you you want to confirm that ForceD3D12.bat isn’t doing anything malicious, simply rename it to .txt and open it with a text editor. You’ll see that there is only one line of code in it:
.YandereSimulator.exe –force-d3d12
Are you familiar with the Characters page of the official website?
Over the past couple of weeks, it’s been updated with a lot of new characters, and some of them have profiles that contain information quite relevant to the game’s backstory and lore!
In case you’re the type of player who loves to read up on the game’s backstory, I thought I’d give you a heads-up about this!
(And I’m still not done! I’m currently sitting on a total of 10 character illustrations that are just waiting to be uploaded to the official website. Between all the other things I have to do, it’s hard to find the time to write character profiles…)
Earlier this year, I stated that I would be putting forth an effort to post much more frequently on Patreon…and I haven’t been doing a good job of staying true to that commitment. I let more than 2 months pass without a single post on Patreon! Owch! I’d like to apologize for that. I’ve written a post on Patreon explaining the reason for it.
In short, my mentality was: “There is no value in posting an exclusive sneak preview of something that will be released in just a few days. So, I shouldn’t bother posting anything unless it doesn’t meet that criteria.” The problem is, almost every new thing added to the game is “being released in just a few days,” leading to a situation where I almost never feel justified in making any posts on Patreon.
I asked the patrons to provide me with their guidance, and a lot of different people all shared the same sentiment: “posting anything is better than posting nothing.” So I think I’ll abandon the “I shouldn’t bother posting this to Patreon…” mentality, and embrace a new, “Eh, why not? I’ll just go ahead and toss this on Patreon!” mentality.
As a result, I’ll probably start posting to Patreon a lot more often in the future. Just wanted to make sure you were aware of that!
Thank you for following the development of Yandere Simulator!
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