A Yandere girl is a girl who loves a boy so much that she is willing to threaten, harm, or kill any other girl who seems interested in him.
The gameplay is similar to the Hitman series; you are put into a large environment filled with many NPCs, and you must track down a specific target and eliminate them. You can use stealth to kill your target without any witnesses, stage an accident that leaves no evidence, or just slaughter anyone who gets in your way. If you don't dispose of corpses, clean up blood, and destroy evidence, then the police might be able to link you to a murder and arrest you.
If you don't want to get any blood on your hands, you can use social sabotage to get rid of a girl; frame her for one of your crimes, get her expelled from school, or ruin her reputation. If you truly want her to suffer, convince every other girl in school to bully her until she commits suicide and saves you the trouble.
If the boy you love witnesses you committing murder, he could never love you, and the game would be over.
Here is a short list of some of the features you can look forward to:
I'm very sorry, but at this point in time, I do not want to receive any suggestions or requests.
I am developing Yandere Simulator using the Unity game engine.
Yes! There will be several non-lethal elimination methods available.
I plan to eventually make a Kickstarter and put the game on Steam Greenlight, but not until the game has reached a more presentable and respectable state.
I have very little spare time to develop the game, because I receive too many e-mails. Please do not send me requests, suggesitons, or questions. Please do not report bugs that are already listed on the Bug Reporting page.
It's far too early to say. I won't be able to tell you the system requirements until after I have finished adding all features to the game.
The player will be able to decide their Senpai's gender at the beginning of the game. I would also like to allow the player to customize the appearance of Senpai, as well as the appearance of the protagonist.
At this point in time, I do not have any plans to allow the player to choose their gender. It is possible that it may become a "stretch goal" for the game's eventual crowd-funding campaign.
I have already seen several mods for Yandere Simulator. However, it is too early for me to say for certain how "moddable" the final game will be.
I am currently collaborating with a number of voice actors and actresses who are providing me with voice recordings. However, it is too soon for me to say whether or not the entire game will be voiced.
I am grateful that you would like to help me out with the game. However, I would not like to ask anyone for a translation until after the game's English script has been 100% finalized. Once the game's English script is final, I will make a blog post and ask for volunteers.
"Yandere Simulator" was only meant to be a placeholder title. I can think of several very compelling reasons to change the game's name to something that sounds more serious. However, at this point in time, I am not yet ready to decide upon the game's final title.
I have zero experience programming anything related to online multiplayer. It could take me weeks or months to learn how to implement those kinds of features. Instead of attempting to implement online multiplayer myself, it would be a better idea to find a volunteer – or hire someone – who has experience programming online multiplayer modes.
For now, the protagonist is named "Yandere-chan", and the object of her affection is named "Senpai-kun" (or "Senpai-chan" depending on their gender). In the final game, Yandere-chan's name will be something that sounds natural, but has "Yan" in it, so that her nickname can be "Yan-chan". Her final name will probably be "Ayano".
I am currently not planning on allowing the player to interact with Senpai. The game isn't supposed to be about befriending and romancing Senpai; it's supposed to be about sabotaging his love life from the shadows. The game will take place over a period of 10 weeks. Each week, a new "rival" will appear and get a crush on Senpai. You will have one week to eliminate her. Yandere-chan will not confess her love to Senpai until all rivals have been eliminated.
I am only planning on including weapons that a student could reasonably find in a high-school. The high-school in Yandere Simulator will have a wide variety of clubs, so there should be a lot of potential to find interesting weapons. There will probably not be any projectile weapons or guns in the game. I'd like to include as many weapons as possible in the final game, but the actual number of weapons will be determined by modeller support / animator support / budget size.
For now, the scope of the game is limited to the school and the protagonist's house. I would love to include as many environments in the game as possible, but each environment would require modeling, texturing, sound effects, unique characters with unique animations, etc. For each environment I'd like to add to the game, I'd need a team of volunteers willing to create it, or I'd need a large budget so that I could hire some people to build more environments for me.
The PC version of the game is top priority. I will not concentrate on developing the game for any other platform until the PC version is finished. I have the ability to export a Mac build or Linux build of the game, but I have never tested these builds, so I can't promise that the game will have a Mac or Linux version. Developing games for console is extremely expensive, so this is something that I can't promise unless Yandere Simulator is financially successful, or unless I host a crowd-funding campaign to raise funds for releasing the game on other platforms.
Yandere Simulator may seem like a simple game at this point in time, but the final version of the game will be extremely complex. It is extremely unlikely that a mobile device such as the 3DS, Vita, iPhone, or Android could ever run the full version of Yandere Simulator. In order to run on a mobile device, the game would have to be simplified so much that it wouldn't even be fun anymore.
At this point in time, I would prefer to be the only programmer working on the game. In my previous experience, a project becomes exponentially more complicated with each programmer that is added to it. I would be very frustrated if I had to spend a lot of time waiting for someone else to editing a script before I could edit it, or waiting for someone else to fix a bad bug that they created. I know that these types of problems could be fixed by black-boxing or using source control software, but I would rather avoid those headaches altogether by simply being the only programmer working on the game.
There is one exception to the above statement: If you are very experienced with the Unity engine, you may be able to help me with some of the Unity-specific problems that I'm having. You're welcome to contact me so I can ask you for help with some of the issues I’m having.
The price and release date of the final game will depend on a lot of different factors. The most important factor is the Kickstarter fund-raising campaign.
If the Kickstarter doesn't reach its funding goal, the final game may have really crappy production values and might not have all of the features that I've been talking about. The game would be released a few months after the Kickstarter, and I might not even charge any money for it, depending on the quality of the game.
If the Kickstarter raises the bare minimum amount of money required to fund the project, the final game will have everything I've promised. It will probably be released about 6 months after the Kickstarter ends, and will probably cost $5 ~ $10.
If the Kickstarter raises a ton of money and reaches its "stretch" goals, then I would be able to implement many of the features that people have been asking for. This would mean that the game would remain in development for a longer period of time – possibly up to a year longer – but would be a much better product. In this scenario, the game would probably cost $15 ~ $20.
I'm YandereDev! I worked at a video game company for 3 years, then left to become a freelance programmer and pursue my dream of becoming an independent game developer. In the past, I've worked on 5 console games (for Wii, 360, and PS3) and 5 mobile games (for Vita and iPhone).
You can find the answers to these questions on the "Volunteer" page.
The first official rival should be ready in the second half of 2017!
I don't have any problem with that, as long as you're only using the models for a parody video, and not a video game that you will charge money for.
I don't think it would be wise to plan a sequel before the original game has been finished...but, aside from that, there are multiple factors to consider:
All of the above factors (critical reception, financial success, fan demand, my own feelings) will be considered when deciding whether or not to develop a sequel.
Try seeking an answer here: https://docs.google.com/document/d/1IXbfSuJexGEFLRxcUdv_pTQTpC6iEhTqPYcsHTIA48k/edit?usp=sharing
I will update that page as often as possible!