Hello! Got a new build and a long blog post for you today!
Before I write out the list of everything that was added/changed/fixed/improved in the latest update, I’d like to share something with you: A Chinese fan of Yandere Simulator created an original character, and wrote a story involving their OC and Budo. An artist named “Unknown” illustrated a scene from the story. I think their artwork is so beautiful that I’ve just got to share it with you:

Ahhh, it’s so cool, isn’t it?! I love it!! I’m always so happy whenever Yandere Simulator inspires people to create characters, write stories, and make art!
Click “Continue Reading” to see the rest of the blog post.
Plot twist: that wasn’t the only illustration from Unknown I wanted to share today! Here’s another:

Apparently, that character’s name is “Yukiko Natsume”. I’m going to take a guess and presume that she might be yandere for Budo…
On the game’s 11th anniversary, I received some very sweet “Happy 11th Anniversary!” artwork. Before we move on to the changelog part of the blog post, I’d like to share some with you:
Anniversary Fan Art

I’m thankful to every fan who sent in artwork on the game’s 11th anniversary!
Alright! Now that I’ve shared all of the pretty artwork I wanted to share, let’s move on to the rest of the blog post:
Improvements
- The vending machines at Akademi were western-style vending machines, not Japanese-style vending machines. The old machines have been replaced with new, more setting-appropriate machines. (This means that Osana’s “interacting with vending machine” animations will no longer line up perfectly, but that will be addressed in a future update.)
- Ayano now has a much better “gazing lovingly at photo of Senpai” animation, instead of the crappy 1-frame animation that I made back in 2014.
- The chainsaw now has a unique dismemberment animation, instead of just recycling the dismembering animation made for the circular saw.
- The “Daily Quests” easter egg has been removed. Open the Easter Egg menu and press the “N” key if you want to bring it back.
- In Custom Mode, the “Miscellaneous Options” screen now has a line of text that explains what each miscellaneous option does.
- Kuu Dere’s schedule has been slightly adjusted. She no longer goes home after cleaning time.
- Ryoba “Speed Up Time” polaroid now features Jokichi instead of being solid black.
- It is now possible to hide a scythe inside of the Light Music club’s cello case.
- Improved the graphic design of Amai’s bake sale advertisement posters.
- Updated Shozo’s hair color to be more distinct from Riku’s hair color.
- Increased the volume of the Chainsaw’s stealth attack sound effect.
- The “Push Ritsuko into pool” option now has an actual animation!
- The scarves of Study-kun A and B now have physics.
- Shiromi’s scarf now has physics again.
Fixes
- If two students were standing extremely close to one another (usually only possible if both walked to almost the same coordinates in 3D space in order to investigate an object on the ground) and the player attacked one while mashing the attack button, the first student who died would remain locked in the final frame of their death animation, eternally attached to the protagonist, following the protagonist around as the protagonist ran around the school. This bug has been fixed. (It’s another one of those “people were reporting this bug for weeks, but it didn’t get fixed until someone was able to provide me with reliable and consistent steps to replicate the bug” types of bugs.)
- When a Cooking Club member holding a plate witnessed a pool of blood, their subsequent animation(s) would not make sense, considering the plate that was in their hands. From now on, when a Cooking Club member witnesses a pool of blood, they will drop their plate of food out of shock, which solves the problem of their subsequent animations not making sense.
- If the player killed a student, put their corpse into the incinerator – but did NOT activate it – then saved the game, loaded the save, and activated the incinerator, the game would continue to believe that a corpse was present on school grounds. This bug has been fixed.
- If the player was spotted committing murder on the same day that the police came to school to investigate a mind-broken slave’s murder-suicide, the “shrugging police” would appear on the same screen as the students accusing the player of murder. This bug has been fixed.
- If the player went into first-person mode while right next to two students engaged in a murder-suicide animation, the player would jump backwards 2 meters instead of 1 meter (which could teleport the player to the other side of a wall!) This bug has been fixed.
- If the player obtained an Achievement, then used the “Reset Content Checklist” feature, then obtained another Achievement, the game would acknowledge the Achievement they previously earned instead of the one they earned more recently. This bug has been fixed.
- The chainsaw is too big to fit into the weapon bag. It was not possible to put it into the weapon bag using the Yandere Vision menu, but it was possible to put it into the bag if the protagonist was not wearing the bag! This oversight has been corrected.
- In Custom Mode, while typing a hexadecimal value into the color picker, it was possible for the player’s keystrokes to accidentally make changes to the current menu selection, instead of only affecting the hexadecimal value. This bug has been fixed.
- In Custom Mode, if a rival died from poison in front of a female Senpai, the female Senpai would not be able to play all of the “Senpai reacts to rivals’ death” animations that are meant to play in that scenario. This bug has been fixed.
- If the player took out a weapon, alarmed a student, and killed that student all on the same frame, the student would become a “witness” to their own death, which could cause a Mission Mode mission to fail. This bug has been fixed.
- If the player poisoned Raibaru’s bento and she was splashed with water on her way to go puke, she would dodge the water and then go puke at the bench where she eats lunch instead of puking in a toilet. This bug has been fixed.
- If the player pressed the “A” button (or “E” key) to skip dialogue in the “Togo warns Ryoba about delinquents” cutscene, the dialogue would advance, but the characters’ animations would not advance. This bug has been fixed.
- If the player sent a mind-broken slave to attack a character sitting in a chair near some stairs, the mind-broken slave would walk in circles forever and never attack their target. This bug has been fixed.
- If the player used a pipe wrench to loosen a pipe and create a puddle of water under a sink, the puddle would use the old texture for water instead of the new texture. This oversight has been corrected.
- If the player electrocuted a student while she was changing clothing, she would prematurely end her “electrocuted to death” animation and return to walking around like normal. This bug has been fixed.
- If the player attempted to gossip with any student with an ID number higher than 55 about any student with an ID number lower than 61, the student would refuse to gossip. This bug has been fixed.
- In Custom Mode, if the player designed a male rival and then stole a book from him on Tuesday, he would be unable to perform the “searching for lost book” animation. This bug has been fixed.
- In Custom Mode, if the Monday Morning rival event did not occur in the default location, Senpai would not put his bento on his desk, like he was supposed to. This bug has been fixed.
- If the player brought a chainsaw to school and destroyed it in the school incinerator, it would reappear in their gardening shed the next day. This oversight has been corrected.
- If the player used the “Reset Content Checklist” feature, certain stat-tracking scripts would duplicate, leading to stats being tracked inaccurately. This bug has been fixed.
- In Custom Mode, if the player gave a student the routine of “Guard” and then killed the rival, that student’s routine would break on subsequent days. This bug has been fixed.
- If the player killed a vomiting student using an explosive device, their vomit particle effects and vomit sound effects would continue indefinitely. This bug has been fixed.
- Even though the Chainsaw was turned into a functional weapon, its text description still described it as being non-functional. This oversight has been corrected.
- If the player used the Week Select screen to designate a rival as “Frozen to Death,” the rival would appear at school, alive and well. This bug has been fixed.
- When putting the chainsaw into the Light Music Club’s weapon case, it would rotate incorrectly and clip through the case visibly. This bug has been fixed.
- If the player used the “Censor Blood” feature, it would not apply to any weapon that the player had brought to school from home. This bug has been fixed.
- Some non-interactive knives in the Cooking Club had a blue outline, incorrectly indicating that they could be interacted with. This bug has been fixed.
- It was possible for students in the Newspaper Clubroom to get stuck when trying to pathfind around the couch in that room. This bug has been fixed.
- In Custom Mode, if the player changed the 10th rival’s suitor into a female, the suitor would not spawn. This bug has been fixed.
- If the player pushed Osana into the iron maiden, her hair would clip through the iron maiden. This bug has been fixed.
- Kenko’s hair was poking through his club accessory. This bug has been fixed.
Chinese Merch
Did you know that Yandere Simulator has a significant number of fans in China?
Sometimes, a Chinese store will sell unofficial Yandere Simulator merch. I’ve been informed that, when a store does this, Chinese fans of Yandere Simulator will denounce the store for illegally selling bootleg merchandise without my permission.
Occasionally, a Chinese fan of the game will contact me and ask me for permission to manufacture and sell Yandere Simulator merchandise in China. The latest Chinese fan who I’ve decided to grant permission to is
[困困眠眠美工店] – “Weixian Sleepy Department Store.” So, if you see this person selling Yandere Sim merch, don’t panic! They’re not doing anything illegal. I’ve formally given them my permission to put Yandere Sim characters onto their products. I wish them success!
Android Build
Occasionally, fans ask me how the Android port of the game is coming along. The answer is that I haven’t had time to work on it; I’ve been focusing on every other aspect of development. I do really want to return to working on the Android port, since it was an interesting challenge – but I will always prioritize bug fixes and new assets.
Lost Media
Hey, you guys saw
this blog post, right? I just want to make sure you saw it, since by making this blog post, I’m shoving it down the page and out of sight. A rare instance of “blog post cannibalism.”
One thing I gotta get off my chest
In the days leading up to the game’s 11th anniversary, I tried to figure out what I should talk about in
the anniversary blog post. There was a part of me that was thinking, “I should use the post as an opportunity to respond to all of the false and invalid statements that people have made about the game!” However, I ultimately decided not to do this. I felt that an anniversary blog post should be a happy post that celebrates the game, not a confrontational or defensive rant. (In the end, though, it
did turn out to be a pretty dreary post, because I have really been struggling to maintain a positive mindset recently.)
Now, with all of that said, there is *one* comment that I feel is worth addressing, and I would like to take a moment to speak up in my own defense.
“Stop giving us small updates and give us a big update!”
I mean this in the most polite way possible: game development is not as straightforward as you think it is.
You remember this chart I made, right?

Writing code is only 10% of the process of developing a video game. There is so much more that needs to be done.
Each day, I speak with people who are making assets for the game, review applications from people who want to contribute to the game, review auditions from potential voice actors, provide tech support to players who need help, prepare upcoming content that I can’t discuss because it’s meant to be a surprise, discuss potential business deals, implement new assets delivered by volunteers, fix bugs, etc.
Once all of my various duties and daily responsibilities have been completed, I use whatever time is left over to move the game forward towards completion. However, on most days, there is barely any time left over at all; only enough time to make very small additions to the game.
That is the reason why some updates are smaller than others.
It’s not like I wake up in the morning and decide, “Ah! I will only work on very small features today!” Rather, if I deliver a “small update,” it’s because
I was so busy with every other aspect of development that, at the end of each day, I had
so little time left over that I was only capable of making small additions to the game during that two week period.
I would really appreciate it if you would please keep that in mind.
There are also other factors that reduce the amount of time that I could be spending working on the game, but describing them in detail would be horribly depressing. I’m extremely averse to ever discussing anything of a personal nature, because I don’t want to sound “whiny” – but please consider the fact that, over the course of every 2-week period, a variety of things completely unrelated to game development rob me of time I would
much rather be using to work on the game.
In Closing
Initially, this blog post was much longer. Instead of only refuting the one statement above, I actually wrote out a
whole bunch of rebuttals to many of the irrational remarks that I’ve seen people make. I was really determined to write a “shoot down all the ignorant things that the haters have said” blog post. However, after typing it all out and looking at the massive wall of text I had written, I ultimately decided not to post it. I have a feeling that it would be counterproductive; the people who have false perceptions of the game and its development probably aren’t going to change their minds no matter how many words I write, a massive confrontational blog post would only attract negativity, and I don’t want to start a new tradition of adding a lengthy rant to the bottom of each blog post.
So, I guess I’m going to leave things here for now, and just focus on being productive.
Thank you for following the development of Yandere Simulator.