Cultcow EvaXephon / Yanderedev / Alex Mahan / Alexander Stuart Mahan / cannotgoogleme - Edgy weeaboo coomer with pedo tendencies and 15+ years internet history as a lolcow, now known as a disaster developer behind eternal debug build called "Yandere Simulator", confirmed groomer and dollfucker

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The end of EvaXephon?


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Wow.. so much to read into. This guy's story truly is a rollercoaster ride. And a really entertaining one. What gets me the most is that chat log with him ranting about advice he got. https://archive.vn/M7kcp
Its always fun to look back at this and enjoy the fact that over the course of a decade, Alex has still failed to understand the purpose of a state machine in code design.
 
Its always fun to look back at this and enjoy the fact that over the course of a decade, Alex has still failed to understand the purpose of a state machine in code design.
Lmao I can definitely tell why he doesn't learn. Should've used scriptable objects. And I think that's so mind boggling. As a developer you shouldn't need anyone's admiration to feel gratification in making things work, right?

Getting the project structure sorted out and have your code still function as before but more optimized, how cool is that? When you actually go on YouTube or forums and do research to gain better understanding of the four pillars of programming: abstraction, encapsulation, inheritance and polymorphism. And then having both windows open to review your own code and fix it's flaws. It's what a true dev does in order to improve. Yet this guy just goes out of his way to act pathetic, heartbroken and tries to garner sympathy for hours on end in a chatroom, while he could've spend that time on actually fixing the damn issues. 😆
That just sums him up.

I mean, I get some fair share of analysis paralysis too when a certain class gets too monolithic or spaghetti but geesh.. I don't bury my head in the sand and simply start by breaking large functions into seperate methods.
 
More lore shit
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Alex revealed the reason why he removed one of his volunteer's assets
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He also got pissy when an argument about the "juku" and the student's ages came up yet again.
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He's also considering adding the words bro and sis to the etiquette list.
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Another condescending message and sending a user to the timeout corner. Either that or he just conveniently stopped chatting at that moment.
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It's been months to a year or more since i last checked in here (some time after Osana was actually released, HowmhasmAlex made the game worse since?
 
It's been months to a year or more since i last checked in here (some time after Osana was actually released, HowmhasmAlex made the game worse since?
He copied-pasted the entire game, changed a few models and textures, copy-pasted Osana a few times and there's now a 1980s mode where you play as the main character's mother.

Other than that I don't think much about the game has really changed or at least there's been nothing particularly noteworthy.
 
The 9th Anniversary of Yandere Simulator's Development (Archive)
To TL;DR it, he goes on about categorizing YanSim, making comparisons to Yakuza and Hitman, does a Skyscraper comparison and even a Minecraft comparison to YanSim, says he got 10 things in his pre-crowdfund checklist left, plans to do green screen stuff, and says he's keeping the 2-week build schedule. There's moments of him whining about how other unfinished games like Dwarf Fortress don't get the hate he got as well.
 
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The 9th Anniversary of Yandere Simulator's Development (Archive)
To TL;DR it, he goes on about categorizing YanSim, making comparisons to Yakuza and Hitman, does a Skyscraper comparison and even a Minecraft comparison to YanSim, says he got 10 things in his pre-crowdfund checklist left, plans to do green screen stuff, and says he's keeping the 2-week build schedule. There's moments of him whining about how other unfinished games like Dwarf Fortress don't get the hate he got as well.
Lol his entire argument falls so incredibly fucking flat.

It all more or less boils down to "Stop focusing on X thing, because whats important is making the game fun and not adding X feature", and using a lot of games that are fun with additional content to help define them, or continually deployed content, to frame the position.

This all fails miserably in comparison to yansim, because every single game he highlights, whether its an early access release, a game launched fully formed with a narrow scope and goal, a game launched fully formed with a wide scope and goals, or any combination inbetween - All of them that succeeded launched with some fun regardless of the quantity or content. Nobody bitches about the myriad side activities in Yakuza because they enjoy doing them. Nobody bitches about the narrow scope of Hitman because they enjoy what it does provide, and it doesn't feel lacking in any way despite that narrow scope of gameplay loop. Cyberpunk and NMS were both enjoyed by people in spite of the bugs and problems, the narrative being "Its fun there's just so much bad stuff layered atop it that needs to be fixed", which is why redemption arcs for either game were even on the table instead of immediate critical rejection. Nobody complained about Minecrafts earliest versions because the simple ability to carve and build the world was fun - and what Yandev left out is that elements like the ender dragon or the recent waves of updates have actually been scorned by many players, for trying to force narrow defined engagement experiences into a sandbox. Hrmm... Where have I heard those complaints before.

The Dwarf Fortress comparison is the funniest and weakest. Nobody complained for the last 20 years because the game was free up until four months ago. The game was completely playable for the vast majority of that lifespan too - You didn't build a farm in 2007 then close the save and wait for the metallurgy update to drop so you could mine. You could start to end a full fortress every time. The content updates have built around that core loop, adding more depth and breadth to the content and immersion of the world, but it was never dependent on it. And by the time the game started asking for money on steam? The developers had proven, beyond a shadow of a doubt, that they were not just gonna dump the game and run, that they would deliver on their vision or die trying, and people like me who have had hundreds or thousands of hours of fun with it gladly paid up to that promise, without hesitation.

Compare that to Yansim - Yandev has consistently failed to deliver an engaging, core gameplay loop. It has consistently failed to deliver characters to execute that gameplay loop on. It has failed to deliver enjoyable side content. It has failed to deliver any of this at any reasonable time scale. Yansim is not fun to play now, and the things that make it unfun to play are not being fixed, and have not been well addressed for the better part of the entire nine years of development. This is why players have a bad taste about the game. This is why players are not excited to see other, unrelated content come down the pipeline. This is why players are not trusting or excited for a paid released. And since a lot of players don't spend autistic amounts of time deconstructing video game design and engagement like I do, they usually don't know how to express 'how' it feels wrong, just that it does. Often they can vocalize what they think would fix it, if it was implemented perfectly as they see in their minds eye. This is why Rivals are such a fixating point for the community. The act of murdering the characters, mechanically, is woefully uninteresting. But if the characters themselves were interesting and engaging, then there would be a side element of seeing their story and narrative and ultimate end that could be interesting, in the same way that a generic 2000's FPS can be enjoyable for its characters or plot even if the mechanics of shooting aren't particularly engaging. Yansim's rivals lack this interest, of course, but suggestions are made on perceived ideal outcomes, not realities.

TL;DR Yansims core gameplay loop is fundamentally not enjoyable in a mechanical or narrative sense, and comparisons to other games and their development lifecycles show how ignorant of the problem Yandev is.
 
There's moments of him whining about how other unfinished games like Dwarf Fortress don't get the hate he got as well.
You have got to be kidding me, is he for fucking real? He's claiming that Dwarf Fortress and Yandere Sim deserve to be on the same level? There are so many things wrong with that I barely know where to begin.

Dwarf Fortress, a game that can generate better stories, maps, characters, and challenges solely through random chance and player ambition, deserves to be on the same level as no gameplay, in-game story, or functional-rival-after-9-years Yandere Sim.

Dwarf Fortress, the game that was rated the most beautiful game of all time despite being entirely depicted in ASCII and being completely inaccessible to the general public,deserves to be on the same level as autoban-bot-works-better-than-game Yandere Sim.

Dwarf Fortress, the game that was projected to make at most 900k$ on it's Steam release, (which the developers didn't believe was possible, and the community thought would take a literal decade to release) and ended up making 20+ million dollars in the first month because people wanted to throw money at it that badly, deserves to be on the same level as public-spergout-because-4chan-doesn't-like-my-game Yandere Sim.

Dude needs to put down the crack pipe, stop huffing his own farts, and get a grip, for real.

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Let's give this autismo some credit, at the very least he is not getting too involved with his demented underage fans.
 
Dwarf Fortress, a game that can generate better stories, maps, characters, and challenges solely through random chance and player ambition, deserves to be on the same level as no gameplay, in-game story, or functional-rival-after-9-years Yandere Sim.
Oh, he can fuck right off with that horseshit. Bring on the top hats but I'm not letting that blasphemy slide.

In his mind, Dwarf Fortress, a kickass game written from scratch in fucking C with developers who actually put effort into it, is on the same level as this Unity shovelware piece of shit with a developer who doesn't give a fuck and who's been propped up by a ready-made engine that does half of the lifting for him.

Fuck. Right. Off.
 
Let's give this autismo some credit, at the very least he is not getting too involved with his demented underage fans.
Don't tempt fate. I would not be surprised in the slightest to hear that he's gotten underaged nudes or the like by playing coy and letting them basically groom themselves in the server culture, and then 'cutting things off' at that point. Dudes slimy and manipulative as all hell, and you can see the basic formula in an eerily oversexualized discord with all the emotes and other crap. Combine that with shit like tiktok constantly pushing challenges and clothes on/clothes off and such shit, its not a reach for someone who's been culturally groomed to fire off something they'd regret, but have no leg to stand on in the court of public opinion to blame yandev for.

You don't let a community get that horny without having intentions, and I trust none of Yandevs intentions.
 
April 1 update (archive)
Hello! I’m back with a new build. To read a list of everything that was added, changed, fixed, or improved in the latest build, scroll down past this absolutely adorable animation of Supana created by blue_nori_snow!



New Behavior After Club Shutdowns
Previously, if a club shut down at school, the club’s former members would gather outside of the closed club and talk. This was kind of weird and dumb and awkward, and I knew that I could do better than that, So, from now on, ex-clubmembers will do something different after their club shuts down:

  1. Former Cooking Club members will socialize in the Home Ec room.
  2. Former Drama Club members will continue practicing and discussing acting in the school gym.
  3. Former Occult Club members will continue walking around school and investigating “The 7 Mysteries of Akademi.”
  4. Former Art Club members will continue sketching things around school.
  5. Former Light Music Club members will continue practicing with their instruments around school.
  6. Former Martial Arts Club members will continue practicing martial arts in the Zen gardens around school.
  7. Former Photography Club members will socialize outside of their closed clubroom, just like before.
  8. Former Newspaper Club members will socialize next to the blank, empty “School Newspaper” bulletin board.
  9. Former Science Club members will socialize in the Chemistry Lab.
  10. Former Sports Club members will continue running on the running track.
  11. Former Gardening Club members no longer have access to watering cans, so they can’t water plants, but they will still perform an “arranging flowers” animation on the plants around school. (It looks buggy for one of them, but I can’t fix this without animator assistance.)
  12. Former Gaming Club members will continue to play their Miyuki AR game around school.
Also, from now on, all ex-clubmembers will go home as soon as Cleaning Time ends, since they no longer have any club activities to stick around for.

A few students are exceptions. For example, after the Light Music Club shuts down, Miyuji sulks on the rooftop, but the 1980s Mode club leader practices guitar outside of the room that was once her clubroom. Uekiya doesn’t have any flowers to water, so when her club shuts down, she wanders around the school plaza admiring the trees and whatnot. Gema is a loner, so he plays a handheld game alone instead of walking around school playing the Miyuki AR game like his former clubmembers.

New Inventory Screen
The previous Inventory Screen really sucked – it was almost more of a debug screen than something you’d actually expect to see in a video game. I’ve updated that screen to be much more presentable, and hopefully, much more readable:


I want each of those squares to hold an icon, not a string of text. However, in order to do that, I would first need icons for each of those objects. An artist is currently working on that task, and the artwork that has been produced so far looks amazing! Hopefully, all of the icons will be finished by April 15th so that they can be included in the next update.

New Portraits
I’ve got two things to say about student portraits!

First, I’ve updated the general “style” of 202X Mode student portraits. I’ve added some post-processing effects, and also a “sakura petals falling from cherry tree” background to each portrait. If most players dislike it, I’ll change it back to how it was before.


Second, all students in 202X mode are now posing in their Student Profile pictures!


Improvements
  • During the “Final Test” tutorial, a “checklist of all evidence to clean up” appears on the left side of the screen. Previously, this checklist was onscreen permanently, even when the player hadn’t killed Kokona yet. From now on, this checklist will only appear after the player has killed Kokona.
  • In 1980s Mode, it was impossible to poison rivals on Tuesday, because rivals would spend their lunch break reading Senpai’s book instead of eating. From now on, rivals will read for 300 seconds and then eat their lunch afterwards, so that the player can poison rivals on Tuesday if they wish to.
  • The player’s current amount of money will now only display when money is relevant, such as when the player is nearby a vending machine The amount of money will also display whenever the player is talking to a student, picking up money dropped by Info-chan, or pausing the game.
  • Previously, carrying around a 50kg weight was not considered suspicious. That’s actually pretty weird and suspicious behavior, so from now on, students will react negatively to it.
  • From now on, when crafting bang snaps at the workbench, the resulting 3D model will look like a bundle of bang snaps instead of looking like a boxed product with branding on it.
  • From now on, when murdering Osana using the rooftop fan blades, anyone in the vicinity of the fan blades will hear it and run over to investigate.
  • Players should now get a higher framerate in the delinquent beat-em-up minigame if they are playing the game with shadows disabled.
  • When Chigusa is cycling through poses for her photo shoot, she will no longer use any of the tough/aggressive/delinquent poses.
  • Students will no longer recognize you and wave at you if you’re wearing a mask.
  • While testing a feature, I used some primitive 3D objects (capsules) to help me position some objects. If the player performed certain actions that involved leaving and returning to the school scene (like playing the Light Music Club rhythm minigame or the beat-em-up minigame) those capsules would become visible. Oops! This bug has been fixed.
  • If a student was targeted for bullying, but the player killed that student before lunch break, the bullies would perform their bullying animations at the dead student’s desk at lunchtime, even though the student was not present. This bug has been fixed.
  • If the player killed a student disposed of their corpse, saved the game, loaded that save, and attempted to go to class, the game would erroneously believe that a student’s corpse was present on school grounds. This bug has been fixed.
  • If the player used the “Send Home” feature on a student and then immediately got sent to the Guidance Counselor, the sent-home student would not proceed to the next part of the sent-home process. This bug has been fixed.
  • If the player picked hairstyle #7 for Senpai, the color/texture would be wrong during the Intro cutscene, and it would be invisible during the pre-tutorial cutscene. Whoops! This bug has been fixed.
  • Fixed bug that would cause the game to freeze after completing Togo’s task if the player had killed a male character and put his body into the incinerator before doing Togo’s task.
  • When the player told Raibaru to go to the Martial Arts Club, she would perform a bowing animation and then stop animating until her voice line ended. This bug has been fixed.
  • Fixed bug that would cause Senpai to appear bald if the player gave him Riku’s hair and then advanced to the Thursday “stalk Senpai and Osana as they watch to school” scene.
  • If the player used the Science Club’s vat of acid to dispose of a weapon, the “Dispose of Weapon” part of the Police Checklist would not update. This bug has been fixed.
  • Fixed bug that would allow the player to walk around with the School Newspaper onscreen if Yandere Vision was active before they interacted with the School newspaper.
  • If the player disposed of Amai’s corpse by burying her, the game would fail to detect that the Amai Challenge had been completed. This bug has been fixed.
  • If the player tried to dispose of Nemesis’ corpse using the woodchipper, it wouldn’t work. This bug has been fixed.
  • Female delinquents were using a male animation when reacting to murder. This bug has been fixed.
  • Fixed bug that prevented Kuu Dere’s task description from appearing on the task list screen.
  • Fixed bug that prevented the “POOL’S CLOSED” sign from keeping students away from the pool.
  • Fixed bug that would cause the wrong stat to level up when reading manga at school.
  • Fixed bug that allowed the player to use a bucket of weights to kill Senpai.
  • Mind-broken slaves will no longer wave hello to the player.
  • Fixed typo in the description for Budo’s Task.
  • If the player tried to rotate the camera before gaining control of the protagonist at the beginning of the schoolday, the camera would spin around once the player gained control of the protagonist. This ancient bug that has existed for years has finally been fixed.
Do I have anything else to say? As a matter of fact, I do:

Check out this adorable animation of a sleepy Supana by blue_nori_snow!


Heck, have another one!


Why stop there? One more!
 
he actually released an update on april 1st? or is it a joke? that menu looks like a joke.
Its not a joke. Its actually a thing, and it really is that bad. Even Icons won't make it any more readable. This UI fails in both directing the player to important information (good luck figuring out what you actually need in this matrix), accommodating new information (god forbid you add new workshop items), or properly adapting to nonstandard resolutions - 4:3 players and 21:9 players can both just suffer, I guess, because this'll never adapt to either dimensional set.
 
April 3 bug fixing build (archive)
Oops! There was a super-noticeable bug in the last build. I’ve decided to release a new build without that bug ASAP so that players don’t have to see something so janky while they’re trying to enjoy the game.

To see a list of everything that was changed, fixed, or otherwise improved in the latest build, please scroll down past this cool music video created by Tangsen malum to celebrate Yandere Simulator’s 9th anniversary!
Actually, multiple fans created 9th anniversary artwork that I’d like to share! You can find it after you click Continue Reading!


Check out this adorable artwork from AkiOkome!


And this artwork from Aurora!


And this one, too, from maskalter333!


Okay! With all of that cute art out of the way…

Improvements
  • If the player arranged a meeting with Osana behind the school, Raibaru would be unable to pathfind nearby Osana and Ayano. The giant statue of the headmaster has been moved forward so that Raibaru has a place to stand.
  • The last two female characters who were still using the original default eye texture (Mina and Shima) have now had their eye textures replaced.
  • I’ve updated the portraits for the Counselor, the Headmaster, and Info-chan, to match the new aesthetic used for student portraits.
Portrait Scene
Oh man, this one is going to be weird to explain.

In the last build, I updated the way that student portraits look. As a result, fan-made student portraits no longer resemble what the rest of the game’s student portraits look like. Modders asked me to make the “Portrait Creation Scene” become available to them, so that they can use the scene to generate portraits of their OCs that match the new portrait aesthetic.

A lot of people requested this, so I’ve made the Portrait Scene accessible. You can now enter the Portrait Scene by entering the Extras menu and then pressing the “P” key.

However, I’m just going to give you a fair warning: It’s not going to be easy to use this scene. It has no interface whatsoever, and it is confined to a 512×512 resolution because that is the resolution of student portraits. If you actually manage to get any kind of mod to work in there, or actually manage to get any OC to spawn in there, I congratulate you. However, the Portrait Scene was not designed to support any use-case outside of my own specific use-case, so I strongly doubt that you’re going to be able to do anything meaningful in there. (I basically only made it accessible so that modders are able to understand how little functionality actually exists in that scene.)

By the way, there is something important to mention. PLEASE read this:

I tried to give you the ability to exit the Portrait Scene by pressing the ESC key. However, it didn’t work. Once you load into that scene, you can’t leave it. You have to close the game in order to get out of that screen.

This one might turn out to be a case of “be careful what you ask for.” Yeah, I’m granting you access to the portrait scene, but it’s not user-friendly at all. I never planned for users to be able to access the scene, so there is absolutely nothing convenient about it whatsoever.

  • If the player accepted a Mission Mode mission to eliminate a student with a baseball bat and then dispose of the weapon using the manhole or vat of acid, an error could occur if the player eliminated their target with a stealth attack; the weapon would not become bloody, so it would not be marked as a “murder weapon”, and the player would not be able to dispose of the weapon in the manhole or vat of acid. This bug has been fixed.
  • If the player ended the Martial Arts sparring minigame (win or loss) and then returned to Budo and tried to have a rematch, the game would automatically select the first student in the list, even if the highlight was on another student. This bug has been fixed.
  • If your rival’s reputation was lowered to exactly -100, the “Your rival has decided to stop coming to school, she has been eliminated” text would appear, but the rival would continue coming to school. This bug has been fixed.
  • If the player tried to load a Mission Mode ID that required the player to dispose of a corpse using the manhole or vat of acid, the mission would be considered invalid and would not load. This bug has been fixed.
  • If the teacher of class 2-2 was distracted and lured out of her classroom, she would be unable to pathfind back to her chair. This bug has been fixed.
  • “Infirmary Key” has been removed from the Inventory screen, because it was removed from the game a while ago.
  • Fixed bug that caused Daisaku of the 1980s student council to appear bald and wearing the wrong uniform.
 
From the latest changelog, it looks like he's still using the if/then bugfix syntax (and it looks like he always will until Yandere Simulator is finished dies). Never change, Alex.
 
  • Agree
Reactions: SpicyBoyKyle
From the latest changelog, it looks like he's still using the if/then bugfix syntax (and it looks like he always will until Yandere Simulator is finished dies). Never change, Alex.
Ya, I don't get it. 9 years and his coding and game design haven't improved at all. People go from getting their first job to senior software manager in less than 9 years. Then, he said once he's always being held up by waiting for volunteer artists sometimes for 6 months. Like, nigger, bust out the 3d package and start learning to model. He could be making his own 3d shit by now. It's not like the kiddie volunteers are making high quality assets that would be hard to replicate.
 
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