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

The end of EvaXephon?


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February 8 bug fixing build (archive)
There was one really annoying bug in the previous build that was frustrating a lot of players, so even though it’s a bit early, I’m releasing another bug-fixing build. It doesn’t just contain one bug fix, though; it contains a set of improvements, mostly aimed at improving the experience of the Kokona Tutorial sequence.

To read a list of everything that was changed or fixed in the latest build, scroll down past this cute animation by 1tata1tata:



Improvements
  • If the player tries to distract a student with a giggle, but the player is standing extremely close to a corner when they giggle, then the student will not fully walk around the corner while investigating the giggle. This can lead to players getting frustrated when they try to complete the “Final Test” tutorial, which involves using giggles to distract students. To prevent this problem from occurring, I have placed wooden crates nearby corners so that players cannot stand too close to corners while giggling. This way, the “Empty Husk” characters will always have to walk a significant distance in order to investigate a giggle, and the player shouldn’t encounter too much difficulty while trying to complete the tutorial.
  • During the Kokona Tutorial, the “(Student Name) heard a giggle” notifications were disabled so that the UI could be as clean and minimal as possible. However, this actually made the tutorial very frustrating, since the player wouldn’t be able to tell whether or not a student had heard a giggle. From now on, “(Student Name) heard a giggle” notifications will display during the Kokona Tutorial.
  • If Raibaru discovers a dead body and tells Osana, they will begin fleeing school. If the player killed Osana while Raibaru and Osana were fleeing school, Raibaru would not react. This oversight has been corrected; Raibaru will now react if the player kills Osana while they are both fleeing school together, even if Raibaru is not looking directly at Osana when it happens.
  • When Mina is giving you her Task, she says that there is mud inside a building in the Zen garden. But the mud she’s talking about was actually on the ground outside the building. Whoops! I’ve decided to move the muddy shoeprints inside of the building, so that the Task is consistent with her words.
  • It is no longer possible to send a student to their locker at lunchtime. This is because it’s too easy to exploit this mechanic to make a rival instantly become extremely vulnerable at lunchtime.
  • There is now a washing machine in the “Final Test” of the Kokona Tutorial.
Bug Fixes
  • Time was not frozen during the tutorial, which meant that it was possible for the clock to keep ticking forward and eventually reach classtime, at which point the tutorial characters would believe that they were in class. This bug has been fixed.
  • If a student heard a scream while they were in a “drownable” state and they walked over to investigate the scream, the “drown” option would remain above their head, even though they were nowhere near a source of water.
  • It’s no longer possible to perform the “Sneak Panty Shot” during the tutorial, since it wasn’t intended (and Ayano has no reason to think of taking panty shots until after she meets Info-chan).
  • Fixed bug that allowed the player to activate the “Sent a photo to Info-chan” code during the tutorial, even though Info-chan is not meant to be accessible during the tutorial.
  • Fixed bug that would cause Raibaru’s corpse to stand up while inside of a garbage bag, if she was electrocuted and put into a garbage bag during Osana’s Monday phone event.
  • When Himeko changed her clothing in the shower building, her belongings didn’t appear at her locker; they appeared off at some other girl’s locker. This bug has been fixed.
  • If the player was in the “aiming camera” state when exiting the Photography Tutorial, the player would be stuck in aiming mode afterwards. This bug has been fixed.
  • Fixed bug that would cause Raibaru’s pathfinding to glitch out if the player giggled nearby her during Osana’s Thursday “rest on the school rooftop” event.
  • If the player chose certain hairstyles for Senpai, those hairstyles wouldn’t appear on Senpai’s head in the Pre-Tutorial cutscene. This bug has been fixed.
  • Fixed bug that would prevent any character from reacting to a dropped weapon if the weapon was inside of a “trespass zone.”
  • Fixed bug that caused Kokona’s head to appear bald when viewed through Yandere Vision in the tutorial.
  • Fixed bug that would cause Kyuji to “slide” across the ground while he was admiring Osana.
  • Fixed bug that would cause Kuroko to get stuck when pathfinding through the Gaming Club.
  • Fixed bug that was preventing the game from loading save files properly.
Unfinished Asset
  • I have begun to replace one of the animations in the intro animation. It’s not 100% finished yet. So, if it looks a bit janky at this point in time, don’t worry about it. It’ll be changed/fixed/improved.
 
Yandere Simulator Anime Opening Storyboard (archive)
This song was created for Yandere Simulator on October 8th, 2015. I decided not to reveal it until I had visuals for it. After 8 years, the visuals still aren’t finished, so I’ve decided to just release it in its current state, and let people see how far it got.
When deciding what visuals would be the most fitting for an “Anime Opening” for Yandere Simulator, I had ideas that were incompatible with the lyrics – for example, I wanted the animation to start by showing how “empty” Ayano felt before meeting Taro, so I wanted the song to begin with sad lyrics instead of happy ones. In the end, I decided to just not use this song and design one myself that would suit my vision of the ideal Yandere Simulator opening.

Over the years, I commissioned various composers, lyricists, and artists in an attempt to create the “perfect” Yandere Simulator opening theme and animation. However, I was never satisfied; I always wanted further tweaks to the music, the lyrics, the art…I could never get it the way I wanted it to be. In the end, it became such a frustrating project to work on that I just stopped working on it.

Last night, while I was looking through some old folders for something completely unrelated, I stumbled across this ancient song from 2015, and all of the artwork that had been created for it. I thought to myself, “What a shame that I never used this amazing song that someone generously created for me, and wasted a bunch of time completely failing to make a superior one.” I decided that it would simply be too much of a waste to never release this song, or reveal the visuals that were created for a potential Yandere Sim anime-style opening animation.

It feels wrong to release a half-finished, partially-animated storyboard; game developers typically don’t reveal cinematics until they are 100% finished and ready to be seen by the public. But, at this point in time, I just don’t know if this opening animation will ever get finished. So, I feel that it’s time to just share it, and let people see how far along it was before production stopped.

If you check my video descriptions, you’ll see that I almost always go through great lengths to credit absolutely anyone who created even a single asset for my videos. However, it would be exceptionally difficult to do that in this case. The vocalist wishes to remain anonymous. The composer has changed their name and identity. From 2015 to 2020, so many different artists touched this project that I would have to do absurd amounts of detective work to list them all.

All I can do is present it as-is, and hope that you enjoy it.

Maybe one day it’ll get finished, but it would be post-crowdfunding campaign, for sure.
 
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How many times am I gonna have to say it?
People. Made. Shit. Like. This. In. 2014.
The only difference now is that yansim is far gone in relevance.
Alex doesn't merely want to be the creator of the game. He also wants to be the games lore channels, content channels, fan channels, and other such ancillary fandom media. That's why he holds his grip on the Wiki and the Reddit as well. Its not just his controlling nature to try and suppress criticism, I genuinely think he's just lost mentally about what part of the creator space he actually wants to be in. You can see it in the excessive volunteer art effort he used to (still does, maybe?) put into videos, his streaming activity for non-gamedev actions, and his constant 'king of the hill' attitude in any social media space.

Now that all its fanfare has passed and people don't care about the game, he's the only real source of this content, and arguably the only real consumer of it too. Its some bizarre form of masturbatory content creation that doesn't involve a digital camera and a Samus doll.
 
Alex doesn't merely want to be the creator of the game. He also wants to be the games lore channels, content channels, fan channels, and other such ancillary fandom media. That's why he holds his grip on the Wiki and the Reddit as well. Its not just his controlling nature to try and suppress criticism, I genuinely think he's just lost mentally about what part of the creator space he actually wants to be in. You can see it in the excessive volunteer art effort he used to (still does, maybe?) put into videos, his streaming activity for non-gamedev actions, and his constant 'king of the hill' attitude in any social media space.

Now that all its fanfare has passed and people don't care about the game, he's the only real source of this content, and arguably the only real consumer of it too. Its some bizarre form of masturbatory content creation that doesn't involve a digital camera and a Samus doll.
He honestly could have banked on it back in like 2016-2017. There weren't many new characters introduced in that time period, and the ones that did exist in the game were more barebones than the ones now. That was the peak of the game's popularity though. I was on the fanon wiki. People LOVED making extensive pages about their OCs, as well as their own versions of known canon characters at the time. Something about these blank slate "characters" just really draws young teens in. He blew it by not buffing the roster when these people actually cared though.
 
"I don't wanna waste time on stuff that doesn't further the game"
Yeah, because fucking easter eggs, Mission Mode, Alphabet challenge, useless mini-games and couple of hundreds of hairstyles furthered it so far, that it has released several times already.

Alex doesn't merely want to be the creator of the game. He also wants to be the games lore channels, content channels, fan channels, and other such ancillary fandom media. That's why he holds his grip on the Wiki and the Reddit as well. Its not just his controlling nature to try and suppress criticism, I genuinely think he's just lost mentally about what part of the creator space he actually wants to be in. You can see it in the excessive volunteer art effort he used to (still does, maybe?) put into videos, his streaming activity for non-gamedev actions, and his constant 'king of the hill' attitude in any social media space.

Now that all its fanfare has passed and people don't care about the game, he's the only real source of this content, and arguably the only real consumer of it too. Its some bizarre form of masturbatory content creation that doesn't involve a digital camera and a Samus doll.
I think, it's actually the same - he just wants a full control of the narrative, no matter if it is positive or negative. Just like when he came to 4chan to ask "what's wrong with Luna" and when anons, albeit the minority of them, told him the reasons, he just shrugged them off and replied that he doesn't want to change anything. But yeah, the part about him getting off on the fact that he is a CREATOR is surely present, I just don't think it's a driving force behind those actions.
 
IIRC portions of Alex's Discord were behind a Twitch Subscription paywall, but there's now a Discord paywall. Is that in addition to or replacing the Twitch subscription?
View attachment 4471900
I wonder when this was implemented.
It's a separate payment plan. Comes with its own channel too, so people who sub to his Twitch are actually locked out of that channel ironically enough.
 
He honestly could have banked on it back in like 2016-2017. There weren't many new characters introduced in that time period, and the ones that did exist in the game were more barebones than the ones now. That was the peak of the game's popularity though. I was on the fanon wiki. People LOVED making extensive pages about their OCs, as well as their own versions of known canon characters at the time. Something about these blank slate "characters" just really draws young teens in. He blew it by not buffing the roster when these people actually cared though.

Yeah, I must admit that I liked the early concept. 2015 was the year of shitty simulator games. The premise of Yansim was stupid and a bit over the top.
But now it's bloated like his ego.
Even if (and I can't stress this enough) the game would be finished it's too late.

It doesn't fit the Zeitgeist anymore and everything about it is outdated.
 
Yeah, I must admit that I liked the early concept. 2015 was the year of shitty simulator games. The premise of Yansim was stupid and a bit over the top.
But now it's bloated like his ego.
Even if (and I can't stress this enough) the game would be finished it's too late.

It doesn't fit the Zeitgeist anymore and everything about it is outdated.
Goodness, I think I even got into it because I liked to play those dime-a-dozen mobile animal simulator type games.
 
New Aiming System and Bug fixing build (archive)
Hello,

I’ve prepared a new build with a bunch of bug fixes, and also something else that I believe is quite a significant change to the game – a new “aiming” system.

I wanted to make a video thoroughly describing every detail of it, but I am extremely sick right now with the worst sore throat I’ve ever had in my life, so I had to cobble together a “no narration, just text on screen” video to demonstrate what’s new. (I haven’t done that since 2014…)
Mouse and Keyboard:

  • Hold right mouse button to aim, click left mouse button to throw.
Gamepad:

  • Hold left trigger to aim, pull right trigger to throw.
(Yes, that’s right – same controls as aiming the camera and snapping a photo!)

Currently, this new form of aiming only works with two objects – the bang snaps and the stink bombs. I think that this aiming system should be used by any object that can be thrown, such as the car battery. However, I think that the animation for throwing a car battery should look way different than the animation for throwing a small handheld object, so I won’t implement this feature for the car battery until I get a different throwing animation.

Actually, speaking of the animation…the current animation is all wrong. Since Yandere Sim is meant to be a stealth game, the protagonist should be trying to perform a subtle throw, more like this:


I’ll ask an animator to make me a “subtle aim” and “subtle throw” animation, but there is no guarantee when it will get finished or implemented into the game.

I’m thinking about letting the player switch between two aiming modes: “Subtle” and “Obvious.” The subtle aim would not look suspicious until the moment that the throw occurs, and it wouldn’t allow you to throw very far; just a few meters. But the obvious aim would look much more suspicious (basically looks like you’re about to throw a baseball at top speed) and would allow you to throw much farther. It all depends on whether or not I get the animations.

For now, the way it’ll work is that it’s not suspicious to aim, and it’s only suspicious to throw. This is because I lack the animations necessary to switch between a “subtle aiming” and “obvious aiming” state.

Oh, you’ll probably get a “stuck in aiming state” bug if a student council member catches you throwing, so try not to let that happen. It’ll be fixed in the next build.

By the way, I think it would be trivially easy to update this aiming system to accommodate a “throw knife at student’s head for instant kill” feature…but if it does get into the game, it’ll have to be as an easter egg, since it would probably be one of the most imbalanced features imaginable.


Normally, I would have waited until the 15th to upload a “new feature” build, but there were some critical bugs in the game that I really wanted to fix ASAP, so I’m uploading a new build sooner than usual. For that reason, there most likely won’t be a build on the 15th this month, even though development will continue.

To read a list of the things I fixed in the latest build, click “Continue Reading.”


Improvements
  • Since the Language stat has a special benefit that is exclusive to 1980s Mode, the description of the Language stat now changes when you’re in class in 1980s Mode.
  • If a rival was planning to confess her love to a boy and even put a love letter into his locker so she could confess her love to him under the cherry tree, and then the boy was killed on the way to the tree, the rival would confess her love to Senpai. This is a bit too weird/goofy, so it has been changed; the game will now consider a rival to be eliminated through “Matchmaking” if she falls in love with another boy enough that she wants to confess to him, even if that boy dies before the confession can take place.
  • It was possible to kill the faceless “Empty Husk” students in the “Final Test” tutorial. This, by itself, was not a big problem. However, it was possible to trick the game into thinking that the tutorial had been completed by killing a Husk and disposing of her body. This was an exploit, so it had to be removed. The player will now get a game over for killing the Empty Husks.
  • If Raibaru tried to apprehend Ayano while another student was in the middle of a physical struggle with Ayano, the “Raibaru game over” cutscene would play with Ayano still performing the struggle animation. This bug has been fixed.
  • If the time of day switched from “Lunchtime” to “Classtime” while a student was dying of poison, the student would abruptly snap out of the “dying” state and go to class. This bug has been fixed.
  • It is no longer possible to crawl underneath the fallen bookshelf in the library, since crawling under that bookshelf and then standing would have caused a bug.
  • If the player befriended Osana, she would still eat lunch with Senpai every day, despite stating that she would stay away from him. This oversight has been fixed.
  • Fixed bug that would cause some objects to believe that they had just been interacted with if the player interacted with an adjacent object.
  • Added a better collision box to the bench in the school infirmary, because people were reporting that the bench “had no collision.”
  • Fixed bug with Sakyu Basu’s unique stocking texture that was causing a bit of her stocking texture to appear on her fingertips.
  • Fixed bug that caused Raibaru to perform a walking animation while moving at running speed during Osana’s bento event.
  • Fixed pathfinding bug that would prevent Reiichi from being able to reach his destination in the Sociology Classroom.
  • Fixed bug that would allow students to see through doors as though they were completely transparent.
  • Students were having difficulty pathfinding in the school gym. This bug has been fixed.
  • Fixed “flickering” that would occur in the doorframes of the school gym.

Happy Valentine's Day (archive) I'm not gonna bother putting the blog content in quotes. It's just a bunch of fanart.

February 15 bug fixing build (archive)
Hey, remember when I said there wouldn’t be a build on the 15th? Haha, well…

Some annoying bugs were reported, so I decided to fix them all and upload a new build. To read a list of everything that was changed or fixed in the latest build, scroll down past this gorgeous artwork by AlaKZM4, depicting Ayano in the art style of Persona 5!


By the way, if you click Continue Reading, you’ll see a similar illustration of Osana!





Improvements and Changes
  • I began investigating the possibility of implementing a primitive form of “automatic lip sync” for events where two characters are talking to one another. As an experiment, I’ve implemented this auto-lip-sync for only one type of event; Osana’s daily “speak with Raibaru before walking into school” events. During those events, you are now able to see Osana and Raibaru’s lips moving in sync with their words. (It’s easier to notice if you disable depth-of-field and then use the mouse scroll wheel to zoom in.) If this is judged to be a big improvement, then I’ll also incorporate it into other events that lack lip sync, as well. It wasn’t too hard to get it working. And, another piece of good news – the method I’m using will be fully compatible with the upcoming new character models, as well!
  • If a player was splattered with blood / insane and charged directly into a student council member, the student council member would push the player away and then completely ignore the blood/insanity. This was illogical, so from now on, student council members will actually react to you when you charge into them while splattered with blood / insane.
  • When playing the game with mouse+keyboard, it is now possible to adjust your “throw trajectory” using your scroll wheel. (Previously, it was accomplished by moving the mouse up and down, which didn’t feel right.)
  • It is no longer possible to use the Dance Machine when an event is occurring at school, because unloading/reloading all students at school while in the middle of an event would create bugs in all events.
  • When playing a “Multi Mission” in Mission Mode, all of your targets will now have red outlines in Yandere Vision.
Bug Fixes
  • You know that bug where if you were holding a bloody weapon in your hand and held the weapon close to another object, the other object would temporarily get a bloody texture? That bug has been in the game for years, but I finally figured out the solution and fixed it. You may now hold a parade in my honor.
  • If Senpai, a student council member, or a teacher became alarmed while the protagonist was in the new “aiming/throwing” state, the game’s camera stopped functioning properly. This bug has been fixed.
  • Fixed bug that would cause Raibaru to permanently stand in place if she was surprised / alarmed by anything during Osana’s “talk to friend before changing shoes” event at the start of the day.
  • Removed exploit that would allow the player to run around while being chased by a student council member if the player was in the “sneak panty shot” state when the chase was initiated.
  • If the player was in the aiming state and then dropped the object they were about to throw, they would remain in the aiming state. This bug has been fixed.
  • If the protagonist alarmed a student while trying to pickpocket them, the student would not turn to face the protagonist. This bug has been fixed.
  • Fixed bug that would cause Otohiko to come to school early if Ayano participated in the Light Music Club rhythm minigame before 7:55 AM.
  • Fixed bug that would cause giggles to break the behavior of students during tutorials that weren’t meant to involve giggling.
  • If a memorial for a dead student took place, the game would teleport Senpai to the plaza. This was a bug; it has been fixed.
  • Fixed bug that would put the box of stink bombs into the wrong hand when the player was preparing to throw a stink bomb.
  • It was never meant to be possible to crouch while aiming, so the ability to do so has been removed.
  • Fixed a typo in Reiichi’s subtitle for breaking up a fight between the player and a delinquent.
  • Fixed bug that was preventing the dance machine in the Gaming Club from working.
By the way, I wanted to share a silly video:


I hope you had a Happy Valentine’s Day yesterday!

 
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Oh god it's that font used on lyrics of songs from YouTube in the late 2000s, also what font does he use for his game and usual development videos? It kinda reminds me of Impact.

Even if (and I can't stress this enough) the game would be finished it's too late.
Alex knows this, which is why he's playing the long game and milking as much money as he can from his Patreon, Twitch, and even YouTube ad revenue.
 
Oh god it's that font used on lyrics of songs from YouTube in the late 2000s, also what font does he use for his game and usual development videos? It kinda reminds me of Impact.


Alex knows this, which is why he's playing the long game and milking as much money as he can from his Patreon, Twitch, and even YouTube ad revenue.
He's like autistically attached to the blinding hot pink color that's all over the UI of the game, and that blocky font.
 
I can't perfectly well recall how I first came across this fetishistic fanart of Yandere Simulator, but I don't believe it to have been posted here before now. I seem to recall confusion, because I didn't recognize its connection to Yandere Simulator at the time.

02-2016.jpg

It was drawn for Valentine's Day in 2016, so it's been over seven years since then. It's older than this thread. I checked, and Yanderedev didn't mention this in his Valentine's Day post for 2016, but I'd wager he's aware of it nonetheless. Coincidentally, I thought to post this days ago, and since it was recently Valentine's Day it seems a good time to post it. Further research reveals this to have been from a time when, apparently, random artists would become aware of Yandere Simulator and draw fetishistic fanart of it. I bet Yanderedev misses those times dearly.

Rate this Islamic or whatever, but when I remembered this and noticed the timing, I sought the highest quality version of it so I could post it here, it seems to be the only material contribution I can make to this thread at this time, as odd as it is.
 
February 16 bug fixing build (archive)
Hello! There was a bug in the previous build that was preventing two of the tutorials from being completed, and the tutorial is something that absolutely needs to work flawlessly so that new players don’t get confused, so I wanted to release a new build right away.

For a list of everything that was changed / fixed in the latest build, scroll down past this cute artwork by haihondaitao!



Improvements
  • Previously, only females tudents had an “impatiently waiting for someone to show up” animation. Now, male students have that animation, too. (You can see them using it when male photographers are waiting for Chigusa to arrive for her photoshoot.)
  • After you have used a locker note to arrange a meeting, students will now perform an “impatiently waiting for someone to show up” animation while waiting at the meeting spot (or a matchmaking spot).
  • Updated the photo that Info-chan takes of Senpai and Amai to reflect Amai’s new dress.
  • If the player is spotted carrying a weapon, the weapon is taken away and put into a box in the faculty room. However, if the player was caught while holding a syringe, the syringe would just permanently disappear. This bug has been fixed.
  • Fixed bug that would cause a character to perform a cleaning animation with their bare hands (instead of with a scrubber) if they entered Cleaning Time immediately after exiting a scripted event.
  • The game was not properly tracking the amount of “clothing splattered with blood” and “clothing splattered with red paint.” This bug has been fixed.
  • Fixed bug that would cause the camera to fail to render properly if the player was being apprehended while walking up stairs.
  • Fixed bug that would prevent the player from being able to complete the “Socializing” and “Kidnapping” tutorials.
  • Fixed bug that allowed characters to see through bathroom stall doors as if they were completely transparent.
  • Fixed bug that gave large outlines to the scissors and the syringe.
By the way, I wanted to share a handful of other things, too:

It’s Aoi in a burger!


Look at his eyes! Look at them!


And I know I’m posting this way out of season, but a great cosplayer dressed up as Ayano for Christmas and I forgot to share it! Well, better late than never, right?

Bruh the videos he's been starting to share on his blog posts are getting weirder.
 
If the player tries to distract a student with a giggle, but the player is standing extremely close to a corner when they giggle, then the student will not fully walk around the corner while investigating the giggle. This can lead to players getting frustrated when they try to complete the “Final Test” tutorial, which involves using giggles to distract students. To prevent this problem from occurring, I have placed wooden crates nearby corners so that players cannot stand too close to corners while giggling. This way, the “Empty Husk” characters will always have to walk a significant distance in order to investigate a giggle, and the player shouldn’t encounter too much difficulty while trying to complete the tutorial.
I so enjoy reading such development notes. Every time I look there's something new, and it's clear to all but the most naive that he has no clue what he's doing. Now, in all fairness, this alone isn't an invalid way to set up invariant cases; it's the constant stream of them over years that shows such. Why didn't he use, say, trash cans instead? Fixing the damn issue would be best, but why use wooden crates of all things?
 
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