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Development Update #18
Knock-knock! The progress update is here! Let’s jump straight into it.
We’re getting closer to the v0.5, which, according to our roadmap, is supposed to have all the character customization mechanics in place. And we’re nailing it!
Character customization
We’ve been working on character customization stuff for the last couple of versions now. In v0.5 we’re putting the finishing touches on it and adding everything we originally planned!
So, for the upcoming v0.5 we’ve done the following:
The piercing system with 19 piercing slots
In the open world, we’ll add special locations where you’ll be able to get piercings
Optimized the lipstick system
Improved brow colors, made lash colors brighter and more vivid
Implemented the tanning system. Now you’ll be able to tan on a sun lounger while wearing clothes tagged as “Swimsuit” (or while nak∗d ☝🤓). Tanning in a swimsuit will leave tan lines on your body. You’ll also be able to use the tanning oil to boost the tanning effect.
Nip∗∗es now harden and expand upon ar∗∗sal, cold and wearing nip∗le piercings
Many things I’ve mentioned above, like piercings and brows coloring, are mainly groundwork for NPCs, the future releases, the open world and can’t be used on Alisa in the Prologue due to plot limitations. You’ll be able to try them out in the cheats version, though.
New hairstyles
As a logical follow-up for the customization, we’ve added some new female hairstyles!
New content
There’s more to v0.5 than just customization—we’ve also added 2 new Intercity mall residents:
Tommy Gale, a gas station manager. Looking for some quick cash? Go talk to him.
Jane Summers, the mall security guard. Keep your sticky fingers off the shelves… Or don’t. See what happens.
New environments
Better mall detailing
Intercity mall 2nd floor balcony
The director’s office
A road barrier
New clothes
Jane’s pants
Alisa’s new default outfit
A uniform for the gas station job
✨ Bonus info! If you’ve ever experienced the cheats suddenly disabling mid-game—we just found the cause! Simply don’t double-click the “Save” button. 😬
That’s it for the recent progress! New version is coming really soon!
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Development Update #16 (public)
Hey! Back again with some news on the Deluded development 😎
But before we jump into the weeds… It’s been just about 2 months since we brought a PM on board and we’re now welcoming yet another addition to our team!
Meet g0belen—a full-time QA whose job will consist of testing the game features and reporting bugs.
Just another reminder about how your support directly translates to a better quality product with more professionals working on it! 🤗 Be our subscribers praised!
This post turned out rather short—not because there hasn’t been much going on, but because the work was mostly focused on continuing with the previous tasks. That said, there is one big new thing: the 3rd day rework…
Day 3 Rework
The 3rd day of the Prologue, dedicated to camping, has been redone almost from scratch. In the last post, I mentioned that the rework was complete in terms of dialogues, but today I’m ready to present to you the complete camping level overhaul. It changed to the point where it looks unrecognizable (and way more beautiful, if you ask me)!
MASSOBLIVION went deep on research and gave it his all to make this level design right, a textbook case, really. I remember your comments mentioning problems with finding the cave or items in this area. But this new layout should help make exploration and navigation through various points of interest feel way more natural and intuitive, without text hints or handholding.
We’ve also reworked the logic and mechanics, changing the functionality of campfire, wood collecting, fishing and overcoming obstacles. On top of that, we added new activities like swimming, tincture brewing and crafting basic clothes. Yeah, this day will focus a LOT more on survival than previously, and it WILL be challenging.
The Day 3 will basically be split into 2 parts: the 1st being dedicated to introducing the player to survival mechanics, and the 2nd—exploring the mansion.
Mall and Cinema
We’ve created a sequence of images for the movie shown in the cinema (not final renders yet).
Also wrote dialogues for mall NPCs, including Victor—the mall director that is going to play a big role in the upcoming mall quests.
The Gloor scene
Improved the location design and modeled some props.
Currently, the work is mostly focused on assembling the cut-scenes.
New clothes
Made a cashier’s attire for female mall staff.
Additionally, we’re working on male outfits
Buildings
The open=world diner building interiors are now better detailed
That’s it for now! Thanks again for sticking with us—your support really does make all the difference. More juicy stuff coming soon 👀
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