Key art for Yoko no Hanashi

Game review

Yoko no Hanashi

7.5 / 10

Developer
MerendaTeam
Publisher
MerendaTeam
Released
26 January 2026
Platforms
Windows
Genre
Action, Adventure, Casual, Indie
Monetisation
One-time purchase
Players
Single-player

The short version

Yoko no Hanashi, released 26 January 2026 by developer and publisher MerendaTeam, is a first-person yandere stalker-horror game that openly wears its debt to Saiko no Sutoka while offering its own hook: a choice between two fully-voiced, differently-written pursuers, the eponymous Yoko and a male counterpart named Yoto. It sits Very Positive across both a 81-review English sample and a larger 155-review Russian sample, this review reading both closely given the developer's evident home market. Reception is enthusiastic and specific, with players singling out the voice acting, dual storylines, and cheap price, tempered by a well-corroborated cluster of complaints about an unfairly all-seeing AI, thin puzzle depth, and a male lead whose writing lags visibly behind his counterpart's.

Biggest strengths

  • Reviewers in both language samples repeatedly and specifically praise the fully-voiced cast, several English-language reviewers calling out the Russian voice work and its English translation as unexpectedly strong
  • The choice between two distinct pursuers, each with a separate story and ending set, was specifically and repeatedly praised as a genuine differentiator from genre touchstones like Saiko no Sutoka
  • Multiple reviewers specifically credit the low asking price as fair for a short but replayable experience across two characters and multiple endings

Biggest weaknesses

  • This review found a well-corroborated, cross-language complaint that the pursuing AI tracks the player with unfair, near-omniscient accuracy, several reviewers in both samples independently describing being found instantly even while hidden or out of earshot
  • Multiple reviewers separately and specifically criticise Yoto's writing and characterisation as noticeably thinner than Yoko's, several explicitly asking for his backstory to be expanded
  • Several reviewers specifically describe the core gameplay loop, collecting items while evading a pursuer, as shallow and repetitive, with limited puzzle depth beyond fetch-and-unlock objectives

Who it's for: Fans of stalker-horror and yandere-themed games, especially those who enjoyed Saiko no Sutoka and want a cheaper, shorter, fully-voiced take with a second playable antagonist option.

Our recommendation: Recommended at its low price for genre fans, with the caveat that both the chase AI and one of its two central characters need more development.

7.5 / 10

Introduction

Yoko no Hanashi, released 26 January 2026 by developer and publisher MerendaTeam, drops players into an abandoned school and tasks them with collecting keys and hidden items while evading one of two obsessive pursuers, chosen at the start: Yoko, the game's namesake, or a male counterpart named Yoto. It sits Very Positive across an 81-review English sample and, notably, an even larger 155-review Russian sample, this review reading both closely given the game's evident home market and the fact that the developer, cast, and a large share of the audience appear to be Russian-speaking. Reception across both pools is warm and specific rather than vague, though the two samples diverge in interesting, worth-reporting ways.

Wearing its influences openly

Almost every reviewer in this sample, in both languages, independently describes the game as heavily indebted to Saiko no Sutoka, the genre's dominant touchstone, and this review found no attempt by reviewers to pretend otherwise. What distinguishes it, and what reviewers specifically and repeatedly credit, is the choice of pursuer: rather than a single stalker, players pick between Yoko and Yoto, each with a separate story, separate lore fragments to collect, separate achievements, and a distinct set of endings. Several reviewers specifically praise this as a genuine structural differentiator rather than a coat of paint, and multiple reviewers in the English sample in particular describe Yoto as a rare and welcome example of a male yandere lead in a genre that skews heavily toward female antagonists, several explicitly crediting social media exposure, TikTok clips of players interacting with him, for drawing them to the game in the first place.

A well-corroborated split in writing depth

Set against that praise, this review found a specific, cross-language complaint too consistent to treat as coincidental: Yoto's writing and characterisation lag visibly behind Yoko's. Multiple English reviewers separately describe his backstory as thin or rushed by comparison, several explicitly asking for more scenes, more interactions, or a calming-down sequence akin to what Yoko's route offers. The Russian sample echoes this independently and more sharply, several reviewers specifically arguing the male route received a fraction of the writing attention the female route did, at least one describing the imbalance as evidence the character was added primarily for fan appeal rather than fully realised on his own terms. This review treats the complaint as well-corroborated given how independently and specifically it recurs across two separate language pools, rather than dismissing it as a translation artifact or minority view.

An AI that sees too much

The second major, well-corroborated complaint concerns the chase itself. Multiple reviewers in both samples independently describe the pursuing AI tracking the player with implausible, near-omniscient accuracy, several English reviewers specifically citing being spotted through walls or across the entire map, and Russian reviewers separately describing being found instantly inside hiding spots that should have concealed them, or being pursued relentlessly even after breaking line of sight and outlasting the pursuer's stamina. This review found the complaint specific and repeated enough in both pools to treat as a genuine design issue rather than isolated bad luck, and it meaningfully undercuts the tension the format depends on: a stalker that always knows where you are stops feeling like a stalker and starts feeling like an unavoidable timer.

Shallow but replayable

Beyond the writing and AI concerns, several reviewers in both samples specifically describe the core gameplay loop, collecting keys and items to unlock doors while avoiding capture, as thin and repetitive once the novelty wears off, with limited puzzle-solving depth beyond fetch-and-unlock objectives. This review found this framed less as a dealbreaker than as a ceiling: most reviewers who raise it still recommend the game, several specifically citing the low price and the four endings per character, across three difficulty modes, as enough content to justify a purchase despite the gameplay's simplicity. A vocal minority in the Russian sample disagrees more sharply on value specifically, several arguing the full asking price outstrips a still-rough, still-developing project, a view this review did not find echoed to nearly the same degree among English-language reviewers, who overwhelmingly describe the roughly NZ$6 price as a steal regardless of the game's rough edges.

Smaller bugs and requests

This review also found a scattering of smaller, isolated technical complaints worth noting rather than headlining: hit detection sometimes failing when throwing an item at a pursuer, a report of rare items needed for secret endings occasionally failing to spawn, and unfair trap placement that can chain players between two hazards in quick succession. Several reviewers across both samples separately and repeatedly request a "safe mode" allowing the yandere characters' affectionate side without the chase mechanic, suggesting the developer is already aware of and responsive to community requests, though this review notes it as a wishlist item rather than a current feature.

A game aware of its audience

Reading the sample as a whole, this review noticed a specific, recurring pattern: a striking number of reviewers, particularly in the English pool, frame their purchase explicitly around one character's appeal rather than the genre or gameplay in the abstract, several openly stating they bought the game after seeing short social-media clips of a specific interaction rather than researching the mechanics first. That's not a criticism in itself, plenty of successful horror-adjacent games build an audience this way, but it does help explain the uneven reception of the writing complaints above: reviewers drawn in primarily for Yoto's route are also the ones most vocal about wanting more from him, while those who came for the stalker-horror format on its own terms tend to rate the overall package, chase tension included, more evenly across both routes. The store page's own content warnings, for violence and adult themes, are accurate to a game built entirely around being hunted, and this review found nothing in either sample suggesting that framing was misrepresented at purchase.

Final Verdict

Yoko no Hanashi succeeds at what its large, enthusiastic audience clearly wants from it: a cheap, fully-voiced, structurally doubled take on stalker-horror that lets players pick their poison. It earns real credit for treating that choice as more than cosmetic, but a chase AI that tracks too perfectly and a male lead whose story visibly trails his counterpart's both hold it back from the next tier, and a meaningful minority of its own core audience already thinks the price has outpaced the polish. Recommended for genre fans at its current price, with clear room to grow.

Pros and cons

Pros

  • Reviewers in both language samples repeatedly and specifically praise the fully-voiced cast, several English-language reviewers calling out the Russian voice work and its English translation as unexpectedly strong
  • The choice between two distinct pursuers, each with a separate story and ending set, was specifically and repeatedly praised as a genuine differentiator from genre touchstones like Saiko no Sutoka
  • Multiple reviewers specifically credit the low asking price as fair for a short but replayable experience across two characters and multiple endings
  • This review found consistent, specific praise for Yoko's backstory and characterisation, several reviewers describing hunting down lore fragments and achievements as a genuine highlight
  • Several reviewers specifically praise the option to choose which gender of pursuer chases them, a distinguishing feature multiple reviewers say sets it apart from similar games

Cons

  • This review found a well-corroborated, cross-language complaint that the pursuing AI tracks the player with unfair, near-omniscient accuracy, several reviewers in both samples independently describing being found instantly even while hidden or out of earshot
  • Multiple reviewers separately and specifically criticise Yoto's writing and characterisation as noticeably thinner than Yoko's, several explicitly asking for his backstory to be expanded
  • Several reviewers specifically describe the core gameplay loop, collecting items while evading a pursuer, as shallow and repetitive, with limited puzzle depth beyond fetch-and-unlock objectives
  • A minority of Russian-language reviewers specifically argue the full asking price is not justified given the game's current scope and polish, a view this review did not find echoed to the same degree in the English sample
  • This review found isolated reports of unfair trap placement, hit-detection issues when throwing items at a pursuer, and a bug causing certain rare items needed for secret endings to be missing

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Value 7.5 / 10
  • Originality 7 / 10
  • Replayability 7.5 / 10
  • Story 7.5 / 10