June 17th Edit: Did you encounter any game-breaking bugs in the latest build? If so, scroll down to the bottom of this blog post for some important information!
Yes, it’s true – at long last, the time has finally come! This is the final build of Yandere Simulator that only contains 1 rival. The next build of the game will have 10 rivals.
You might be thinking, “Is it going to be Custom Mode, where the player can designate any student at school as a rival?” or, “Is it going to be Endless Mode, where the game randomly generates students and designates some of them as rivals?” The answer to both of these theories is, “No.” However, I’d prefer to avoid giving out any further information, so that the big reveal can be a surprise.
It’s a bit difficult to predict how long it will take me to release the next build. I know exactly how much work will be required, but I don’t know whether or not I’ll run into unexpected problems halfway through the process that will make it take longer than initially predicted. Will it take one month? Two months? Three? I’d rather not tell you my estimate, so that you don’t get disappointed if it takes longer than expected. However, I already have all of the assets I need to implement what I’m planning, so I feel very confident that I will accomplish my goal in a timely fashion.
I always hate to go for long stretches of time without releasing an update or showing progress, because it leads to misconceptions that the game’s development has come to a halt. However, I want the “10 rivals” feature to be a surprise, so releasing regular updates/previews is not an option this time.
Potentially, I could release blurry screenshots and silhouettes of the content I’m working on, so that people know I’m still working on the game, even if they can’t see exactly what I’m working on. But, if the screenshots give too much away and spoil the surprise, then there wasn’t any point to keeping it a secret in the first place. So, this is something that I’m very hesitant to do.
I’d like to reassure my most important supporters that I’m still working on the game, while keeping spoilers and surprises away from the general public. One potential solution is to start posting updates/previews on my Patreon page. I’ve basically ignored and neglected my Patreon page for 7 years, and it feels like it’s about time I actually started doing something meaningful with it.
If I do decide to start posting exclusive sneak previews of upcoming content on my Patreon page, these updates would probably only be available to certain Patreon tiers. Currently, the only tiers are $1, $3, and $100. A new tier would probably need to be created that is higher than $3, but much lower than $100.
The people who donate to me on Patreon probably don’t want to see me get screwed over, so they probably wouldn’t leak my posts. However, there is still a possibility that someone might join my Patreon purely to leak everything. So, I have to consider that when deciding what price to charge for the Patreon tier that would enable people to see exclusive previews of upcoming content.
I’m considering the idea of bringing back the Trello checklist that I used to keep people updated while I was working on Osana. I could write a list of all my tasks – keeping any spoilers as vague as possible – and put a checkmark next to them as I complete my work. The problem is, since I’m deliberately keeping the nature of the work a secret, you wouldn’t really know if anything on the list is meaningful or not…until the update finally drops, and you get to see what I was working on the entire time.
Anyway, the bottom line is that today’s build is probably going to be the last build for a while. Because you could be stuck with this build for quite a few weeks, I decided to make sure that the build is as stable and bug-free as possible. I also included a new feature in this build that is, believe it or not, actually essential for the upcoming feature that involves 10 rivals being added to the game.
To learn about the new feature and see a list of everything that is new or different in the latest build, click “Continue Reading”!
Crafting System
There is now a crafting system in Yandere Simulator! It is now possible to build certain items that were previously only obtainable through Info-chan, such as stink bombs, bang snaps, and lockpicks. It’s also possible to use the crafting system to make a new weapon that isn’t available otherwise, and to modify one existing weapon. (The modification is just for fun and has no gameplay application, but I still think that “just for fun” features have a lot of value.)
Currently, it is only possible to craft 5 items, but of course, more can be added in subsequent updates. For example, at some point in the future, I’d like to allow the player to obtain the chemicals required to make lethal/emetic/sedative/headache poisons, instead of relying on Info-chan for all their poisonous needs.
To craft an item, you must first obtain the materials for it, then take those materials to the Workshop. (It’s the room that is between the Gaming Club and the Science Lab.) (The Science Club and the Science Lab are two different rooms.)
There are a total of 11 craftable materials in the game:
Where are they located? Well, to make this a little bit more fun, I’ll let you discover them yourself! Hopefully, it should be easy for you, since every item is supposed to be located in a place that makes logical sense for those items to be in. (For example, the bandages are in the infirmary.) (The balloons are the only thing that didn’t really have a proper place in a school, so they are the one item that may not have logical placement. I’m sorry if you have difficulty tracking them down!)
You might be thinking, “Why did you put this feature in the game? Did the game really need this feature?” Like I said above, this feature was actually an essential addition to the game. Why? It’s a secret! For example, maybe I’m planning a plot twist where Info-chan is abruptly killed at the end of Week 2, so it needs to be possible to obtain certain items even without Info-chan’s help. Obviously, I’m not going to spoil the surprise and tell you the exact reason…you’ll have to wait and see! However, I can promise you that, in the next build, it’ll be very obvious why this crafting system was an essential addition to the game.
With that out of the way, let’s move on to everything else that is different in the latest build:
Fixes, Changes, Additions
Recent Interview
You’ve probably noticed that it’s exceptionally rare for me to do interviews. My last one was in 2017! It’s not like I hate interviews, or anything like that; I just prefer to spend my time working instead.
However, I recent decided to set aside some time for an interview on the Duel Screens Podcast. You can watch the interview here:
I had a really great time on the interview, and it made me feel open to the possibility of doing more interviews in the future!
What’s Next?
If there is a critical game-breaking bug in this build, I’ll silently release a new build without making a blog post about it, and post the changelog here at the bottom of this blog post. Outside of that exact circumstance, this is the last time I’ll release a build that contains less than 10 rivals. I’m not certain how many blog posts I’ll make between now and the release of 10 rivals, but I’ll definitely post an update if there is something noteworthy I need to communicate.
Thank you for your patience, and thank you for following the development of Yandere Simulator!
June 16th Update
Oops! Exactly as foreshadowed in the paragraph directly above this one, there was a game-breaking bug in the “Last Build”, so I fixed it and uploaded a Real Last Build. (Let’s just hope that there won’t have to be a Real Real Last Build, then a Real Real Real Last Build, etc…)
Because it would be weird to upload a new build with only one fix, I decided to comb through the game for any other lingering issues and polish the build a bit more, just to make sure that anyone who downloads the game at this point in time has the smoothest experience possible. As a result, I fixed around 20 bugs! That’s probably the most bugs I’ve ever fixed in a 24-hour period!
Here’s a list of everything that is new or different in the latest build:
June 17th Update
Darn! Just as I feared, there were issues in the last build, and it became necessary for me to prepare a “Real Real Last Build.” I’ve uploaded a new build with further bug fixes. Here’s a list of everything that changed:
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