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Deluded
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Deluded
An Unreal Engine game inspired by adult Skyrim/Fallout mods. It's a mix of storytelling, survival, RPG, and adult genres
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For $2 one member of our team or outsourcer will work ~15 minutes more on the project. This really helps to speed up the development.

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  • You will get a Steam key when our game launches on Steam

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  • Access to test builds

  • Access to closed posts on the SS page

  • Taking part in polls regarding new quests, characters, features

  • Access to Discord sneakers-peekers channel

  • You will get a Steam key when our game launches on Steam

  • Ability to use cheats in the game (weather, seasons, time, money, attributes, skills, etc)

  • Secret store (clothing)

  • Your name or nickname will be added to the beginning credits

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Welcome

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Displaying posts with tag Announcements.Reset Filter
Deluded
Public post

Deluded v0.3 IS OUT!

WATCH 0.3 TRAILER

💜 v0.3
Rejoice, brethren, for finally, the long-waited big content update has arrived! 😃 Let me just recap everything we’ve added to the game, what happened to the project in general and what we’ve been doing for so long.
First of all, the Needs System. The third step of our core mechanics roadmap is done!
From this moment on, you gonna have to monitor Alisa’s needs carefully. To satisfy her needs, you'll find a variety of items and solutions scattered throughout the playable areas. What if you don’t take care of them? So, there are Satiety, Hydration, Sleep, Toilet, Body temperature with the most important one being Mood. Needs have borderline states (0 - 100) that give buffs/debuffs. In general, not meeting needs leads to lower Mood, and having Mood on the lowest mark for too long leads to the only way of having a game over in Deluded.
There’s also one parameter called Ausal. It increases over time naturally and even faster by doing “certain” activities. When above 50 - it gives Hny effect. When Hny effect is active you’re able to cool Alisa down with routine events and activities available around the area.
We tried to make the needs more immersive by using post-process effects on critical states, but you can still look up the numbers if you want in your Tab menu.
Learn more about the new Needs system just by playing!
During that time, our team has also expanded with 2 new members: a quest designer (ArkadiyVicont) and an animator (YuraN235). We’ve spent a great deal of time teaching them our systems and workflows, that’s why this update took us that long 😁 But now they’re all good and work with full dedication, which we’re happy about! For this update YuraN235 made the chair event animations and Arkadiy made the 3rd day quests almost entirely by himself!
But not only that. Arkadiy has also worked and continues working on prototyping the open world, particularly on the Lindcliff village. Later we would like to make a separate post thoroughly explaining the open-world game loop. I’ll just tell about it in short. Currently, he has prototyped some Lindcliff activities, NPC fractions, survival stuff, etc… All of this will be available not earlier than v0.9. With the help of ArkadiyVicont we’ll continue working on the open world while going along the main story in the prologue.
The game functionality has expanded significantly with the help of our programmer. A lot of code for open-world game loop and v0.9 has been written and it’s already being used in prototyping.
Another major thing we’ve accomplished is that we added a lot of lore details to the game and now we’ve established a clear direction of the plot development!
v0.3 Changelog:
New content:

+ 14 H-scenes (53 variations) (including 3 intercourse scenes)
+ 3rd Day of the Prologue
+ New Location: Spring Mansion, Pond & Cave
+ New NPC: Alan
+ 3 Quests 2nd day: Robbed but Focused, Echoes at the Door, Beneath Familiar Floors
+ 5 Quests 3rd day: Enjoy the Camp, Food is Everywhere, Stuart is Wanted, Treasures of the Pond, For the Firewood
+ 2 Events: Rocking Chair, Resting Couple
+ 3 Clothing items: Body Towel, Apron, Chain suit
+ 1 Secret store item: Tube top
+ 13 Consumable items: Milk, Beer, Snacks, Banana, Chocolate paste, Canned corn, Cereal, Potato chips, Cola, Tea, Water bottle, Blue berries, Red berries
+ 2 Interactable items (double-click): Jumprope, Flower
+ 2 Interactable objects House: Bed, Lava Lamp
+ 26 Interactable objects Spring mansion: Deer statue, Fence hole, Graves, Car frame, Lunchboxes, Birdbath, Benches, Backyard gate, Shed door, Wardrobe, Cupboard and mirror, Dish cupboard, Sofa, Kitchen table, Refrigerator, Painting, Cupboard with dictionary and glasses, Clean bed, Broken jewelry box, Owner's diary, Ladders, Toilet, Bathtub, Сosmetic bag, Closed jewelry box, Double bed
+ 6 Interactable objects Pond: Food basket, Fishing place, Wooden toilet, Blue berry bush, Red berry bush, Spring water
+ 5 Interactable objects Cave: Table, Skeleton, Broken barrels, Old wine, Ladder
+ 1 Tool: Multitool
+ 1 Collectible: Barghest figure

New features:
  • Needs\Effects System: Hunger, Sleep, Toilet, Thirst, Mood, Body Temperature
    • Need outcomes, buffs/debuffs
    • Visualization of attributes' borderline state (for Arousal, Sleep, Mood, Freezing)
    • Environment temperature now affects Alisa's body
  • Notifications system (time, money, quests, attributes, etc)
  • Quick slot item usage by pressing 1/2/3/4/5 keys

Bug fixes:
  • Bugs in male rig
  • Checking the presence of an item in the inventory now includes quick slots
  • After loading the game, the main character's face was reset to the default
  • Upgrading attributes over 100
  • Memory leaks of delayed tasks
  • Alisa could not get in the bathroom naked

Improvements:
  • Electricity poles optimization (was heavy on CPU)
  • A warning when creating a save folder with the same name
  • DLSS and FSR support
  • Made switching camera angle when peeing optional
  • Reworked game initialization / saved game loading, game systems are loaded in a proper order based on their dependency on each other

Backend Stuff:
  • Easy and stable system for adding objects with switchable states to the level
  • Now interactable objects have logic to trigger events based on surroundings
  • Added 100 clothes tags (lingerie, swimsuit, skirt, inventory_blocked, casual, etc)
  • Added Conditional events (used in complex checking systems, like checking clothes tags to determine the level of Alisa's revealingness)
  • It's now easy to implement the same pattern of logic for different actions and dialogues
  • Sound management system
  • Hidden quests (some quests are here to handle gameplay tasks in the background, while there's no need to see them)
  • Prioritized trigger box logic has been reworked. Now it works flawlessly with teleportation.

Other changes:
  • Changed Alisa's idle animation
  • Modified house geometry for the quest
  • Added "Lower camera position" setting
  • Added "Enable/Disable comics shader" and "Enable/Disable outline shader" settings
  • Improved first-person camera view (cheats version only)
  • Changed the cheats button from Y to F1
  • Changed the Secret store location (use the telephone) (Secret store version only)

Sorry for the long text, a lot of things had to be cleared. Can’t wait for you to explore our new build and to hear your feedback!

P.S You can find a different version of this trailer on our Redgifs account 😏
Happy New Year! 🎊
SRT

Discord
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Deluded
Public post

Deluded v0.2.1 IS OUT!

💜v0.2.1
💙
v0.2.1 (+ CHEATS)
🧡
v0.2.1 (+ CHEATS, SECRET STORE)

We’re happy to finally release the 0.2.1 build! This is a minor update and it has no new content. But it has a feature a lot of you've been pleading for - a Save System! 😃 Hope this will make playing and testing more comfortable for you.
But don’t think we spent 3 months working just on that. While the programmer was creating the save system, doing inventory rework and other small fixes, the team was working on the content, and now we can say that 70% of the content for 0.3 is already done. Pretty much, only the code part is left for 0.3.
Anyway, as always, we kindly ask you not to hesitate to give us feedback, as it helps us a lot!
v0.2.1 Changelog:
New features:
  • Save system

Bug fixes:
  • Wearing a dollar in a clothes slot
  • Window grace requirement
  • Dad standing in A-pose

Improvements:
  • Bigger stats gain multiplier
  • Bigger icons for Needs/Effects
  • Clothing system: now certain items can take up multiple slots
  • Texture optimization
  • Core rework of the inventory system
  • Core rework of start game/load game pipeline
  • Switched to the source version of Unreal Engine

Other changes:
  • First-person view in test mode (cheats-version only)
~~~
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Deluded
Public post

Deluded v0.2 IS OUT!

Hurray! The v0.2 build is finally here! Available for Deluded+ subscribers!
It’s been 4 months since our previous release and a lot has been done for this version. Although it might seem like there’s not much content, the most important step in our development has been completed. And that is making the Attributes system. The Attributes system will help us manage stuff like:
  • Needs (Hunger, Thirst, Toilet, Arousal, etc.)
  • Effects (Dirtiness, Lipstick, Wetness, Lactating, Drunk, etc.)
  • Perks (Flasher, Sprinter, etc.)
  • Cloth attributes (Durability, Revealing, Water resistance, Warmth, etc.)
  • Cloth tags (College Uniform, Bondage, Casual, etc.)
  • Character visuals (eyebags because of tiredness or blush because of arousal, etc.)
  • Items that can restore needs, give buffs/debuffs
This is the foundation. Everything else that we’ll add to the game will be based on it. Code-wise, we already even have a foundation for v0.3 and partially for v0.5! Here’s the hope that further development will be easier for us.

v0.2 Changelog:
New content:
+ ~55 H-animations (18 scenes, 32 variations)
+ 2nd day of the Prologue (Friday)
+ Quests: On the Hook, Deluded + Moving difficulties quest continuation
+ Random events: Getting naked in the room, Closets in parent's room, Basement
+ Interaction objects: safe, closets (parent's room), mirror, washing machine, towel, sink, bath, toilet paper box, Stuart's car
+ Interactable items (double-click in the inventory): marker, buttplug, makeup, lipstick, letter, razor, notes
+ 2 Clothing items

New features:
- Attribute System
- Vagina deformation animation
- Switching between quests (Scroll wheel)
- Delayed gameplay mechanics (some events now can be triggered not immediately, but after a certain amount of time)
- Simple stealing mechanic

Bug fixes:
- Stuck in dialogue sequences (if click too fast)
- Crashes in dialogues
- Disappearing trees
- Grass clipping through floor and gazebo
- Repeatable attributes grind
- The reflection of a present in the mirror stayed after you clean it
- Flickering/abruptly changing lighting on the character
- The quest panel in the HUD (right) not updating correctly
- House's door closing/opening in front of your face

Improvements:
- Automatic brightness adjustment
- Implemented a new physics engine - better body/hair physics
- Movement system overhaul (much more responsive)
- Female facial animation overhaul
- Cutscenes loading has been made multithreaded (no freezes on their load anymore)
- Memory optimization tools/profilers
- FOV is now lower when running (no fisheye)

Other changes:
- Lighting in Alisa's room
- Stuart's car color
- You can now prevent Stuart's car from crashing if you don't meet him from 6 till 8 AM


Your feedback is highly appreciated!
As always, thank you for supporting the project!
P.S. This version doesn’t have the save system yet, but it will be added soon for the v0.2.1
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Deluded
Public post

Deluded v0.1 IS OUT!

The v0.1 of Deluded is available for free (censored) and for Curious+ subscribers (uncensored)!
The current version contains:
~ 1 hour of gameplay
  • The first day of the prologue
  • Scenes (joystick, tentacle, etc)
  • Cinematic and immersive story experience
  • Quests with different outcomes
  • Multiple random events
  • RPG-based gameplay (choices matter)
  • NPCs with unique stories
  • Clothing system (changing, wearing multiple layers)
  • Basic interaction with objects (picking up, peeing, sleeping and more)
  • Weather and Time systems
  • 3x3 km map with the river, lake, forests, towns, cities
  • Grid-based inventory (+sorting)

✨ Enjoy! ✨
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Deluded
Public post

Deluded v0.1 Release is on November 30th!

The v0.1 will be out on the 30th of November for Deluded subscribers!
The test build is already available for Hounding+ subscribers
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