Why no game update?—you might ask. Well, read the full post… you might just be pleasantly surprised 😉
And today we’re gonna talk a lot about the new open-world prototypes, among other things. So if you missed an earlier dev update about the open world—I recommend first checking it out here.
Clothes
We’ve imported all the clothes SGogs and MrBrowler have modeled into the game. This includes: several bras, panties, farmer’s suit and many, many more! If you want to check them out—just hop into our Discord server and look up the #sneekers-peekers channel, available to our paid members. If you’re a paid subscriber—don’t forget to connect your Subscribestar account to Discord.
You can also just boost our Discord server and get access to this channel too.
💚 And here I wanna say thanks again to all our paid supporters. It’s only because of YOU we’re able to hire more people like SGogs who can pump out so many clothes for the game! 💚
NPC schedule
In the previous dev update I talked about finishing up the NPC movement system. Today I can safely say that it’s done and we’ve already set up the paths and animations for all NPCs in the game!
We’ve fixed bugs and problems like: NPCs not stopping when talking to Alisa, NPCs not removing/changing clothes during certain activities (e.g. taking off shoes when lying on a bed), animations misplacements upon loading a save and animations desyncs with props.
Buildings and activities prototypes
Work on the open world also never stops, thanks to ArkadiyVicont who’s designing it full-time. Here we’ll talk about some new buildings and activities prototypes that were briefly mentioned in the previous dev update.
With these, we plan to add more ways of obtaining goods and money for Alisa. This will also help us diversify gameplay, since ~50% of the quests will be obtainable through doing routine activities and leveling-up attributes in dialogues. We’re aiming to avoid grind just for the sake of the grind, focusing on a meaningful progression path for Alisa.
Currently we’ve developed the following locations with their jobs and activities:
Silver mine
Bar (with jobs like dancer, waiter, janitor, cook)
Park-slums
Farm (some work areas may be seasonal)
We have buildings prototypes and are currently developing activities for:
Сafe
Water pumping station
Crypt and cemetery
Workout area
Store (where you can buy or steal)
Bus station
Laundry service
NPCs’ houses
Car wash
Gas station
Infirmary
Mechanics
We’ve added nud∗ty checks in the open world logic. When Alisa is walking around nak∗d, people will start calling for local security. Different characters and factions will react to her in their own ways. If Alisa’s L∗∗dness level is low and she’s nak∗d, she’ll be hesitant to interact with others.
Similar logic will be applied to work uniform checks and interactions with items and objects (similar to interacting with the prayer corner).
Alisa also won’t be welcome in certain places at all if she’s nak∗d. For example, entering the monastery while wearing little or no clothes will teleport you elsewhere.
I promised a surprise, didn’t I? And that is—that we’re finally ready to share a playable test build with you! Expect one in a couple of days and stay tuned for the news! 🤗
Nooooooo, a dev update again?! 😫 But it’s been so long since the last release…
Yeah, I know—I know… Everyone’s waiting for something new to play. Believe me—I’m just as eager as you’re 😅 So, today I wanted to kick off this post by giving you more insights into what we’re working on and why it’s taking so long.
Deluded is not an easy game to make. It consists of complex systems and a complicated storyline. Just to give you an idea, last time I checked—our game had a whopping number of 247 character attributes! 😱 But that’s not something to brag about—and is not the point.
The point is, for the project as complex as Deluded we intentionally chose a pretty restrictive roadmap approach where each major update focuses on developing a single large gameplay system. And this comes with consequences such as less frequent updates.
Why’s that? You see, adding a new system is not as simple as just tossing in some new lines of code. It also means reworking a lot of older systems so they stay compatible. During this process we basically rewrite large chunks of the game’s logic, always breaking and fixing something until it finally works as intended. And there you should see where this lack of game updates comes from—we just can’t release something mid-dev with broken or half-baked game systems. Because we know how frustrating it’s gonna be for players to crawl through a pile of bugs and crashes, assuming the game is even gonna launch at all. 😅
But let’s imagine we just changed our way of development. We could pump out new content—scenes, clothes etc every month or so. And later, because we slapped this content onto unfinished systems and had a shaky game foundation, boom! We’d end up with a technical debt bigger than your mom’s…. khm. Well… and now we have no choice but to do the whole game refactor, rewrite a shitload of code, delay content updates, disable content that doesn’t work anymore, etc… while you, our fans, get disappointed and lose interest in the game, we ourselves lose motivation and… You see where I’m going. And all of this because of what? Because we didn’t bother to implement all the fundamentals from the get-go.
How many games do you know that have fallen into the same trap and never recovered?
We say fuck that, we’d rather be upfront with you—there’s stuff that needs to be done in order for the whole game not to fall apart. Because I believe that’s not what you want. Because Deluded deserves better. Think of it as if we’re doing the “rework” before the need for rework becomes imperative.
Currently we’re still working on the NPC schedule system—or, to be precise, the final NPC movement subsystem. According to our lead devs, it's the last most complicated one in the game. That means the rest of the mechanics are either easier to build or are already partially implemented (e.g. we already did some work on the character customization, the radial menu and the privacy system mechanics). Once that’s wrapped up, we do hope to push out more frequent updates—but, of course, I can’t promise anything concrete.
But what we’re sure about is that you—yes, YOU—our devoted supporters, who continue to stick around, are the best in the world. The enormous amount of trust you put in us is priceless, and we continue to work on this game every damn day to make up for it.
So, yeah, to repeat myself—Deluded is not an easy game to make. It’s ambitious and it promises a lot, some may even say too much. But we wouldn’t want it any other way. Because otherwise it won’t be the game of our dreams. Of your dreams. It won’t be the game YOU want to see from us. It won’t be the game you’re supporting us for.
But don’t worry. Good news is, we’ve optimized our processes in a way that the development of systems/mechanics and content go in parallel. No time wasted—which means, get ready to be buried under a big pile of new content 😊
Speaking of which…
Content
We finished making the final parts of the new gloor scene and are now polishing it, adding SFX and missing decals
The writer started working on another gloor scene that’ll take place in a fantasy setting and feature a shrink flavor
New building
Made a new hangar/warehouse building for the open world
Character customization
We continue working on adding attributes and functions for character customization. This time, we made some backend attributes for:
Whip marks
Bruise marks
Tan
Nails
Shape
Nail polish (color or art)
Nail polish wear level
Nip∗∗es
Areola radius
Areola color
Legs
Thigh size
Calf size
Cl∗t size
Pubic hair color
Pu∗∗y color (light or dark)
A∗∗s color (light or dark)
Eyelashes
Length
Color
Brows color
Elf ears
Lips size
Lipstick
Softness (gradient between colors)
Glitter level
Metallic level
Imperfection level
Shape
17 predefined places for tattoos
As for their visual representation, we’ve only made them for legs and cl∗t so far. You can also check out the visual we made for nip∗∗es and nails in the previous dev update.
All these attributes will be available for testing via the cheats menu, but not all of them will have functionality or visuals yet, because those are planned for the v0.5.
We’re also adding pills scattered across some open world locations (and available in the cheats menu) for adjusting those attributes—like Calf width pills, Freckles fade pills, Lips size pills, and 10 more types of pills.
Open world
Updated the Lindcliff town plan, adjusting its level design to make the town more complex but still easy to navigate for the player early on. We made sure to allow the players to gradually explore the town without making the experience too overwhelming. For example, we added some secret and hard-to-access paths, but also places with some basic survival options.
Added and mapped out buildings like church, motel, gas station, abandoned houses, residential houses and others. Currently working on attaching activities to them.
In terms of architecture, we’re aiming to make Lindcliff a blend of rural, industrial and occasionally medieval styles.
The Silver mine (aka the Prison) is also in active development, and we’ve implemented the following activities:
Playing rock-paper-scissors with inmates
Retrieving daily items from the cart
Growing mushrooms (quest)
Finding hidden escape routes
Mechanics
Added logic for gloor fog-polluted zones, being inside which will negatively affect your Energy
Added the logic to check if the place you slept in was comfortable. This may affect your sleep performance
Running now removes excessive dirt from the body—but only down to 75 points
Gloor flavors tags:
Just like the items and the clothes, the gloor vials (the drug you can ingest and watch h-scenes) will also have tags to indicate the flavors they feature. For example, when hovering over a gloor vial in your inventory, you might see tags like “hardcore”, “feet”, “latex”, “chastity”, etc, so you know what to expect beforehand 😉
New character
The camping location will feature a new side character: Macy.
Clothes
Imported the models of all new clothes into the game and here’s what they look like:
That’s all for this month’s dev update! Thanks again to our dear supporters and I’m wishing you all a happy and productive summer. 😉
Also, if you missed the news—we just launched our Steam page! Now you can add Deluded to your wishlist, which you absolutely must do—no excuses (unless you’re from Germany). 👀
And now, the new stuff…
New content
We finished the "Silent Observer" quest (fixing the TV) and added a new interaction with Violet (Alisa’s friend).
There’s a new mini-quest called “Dad’s Errand” where Alisa can ask dad to buy her a gift. Another one is “No room for spiders” where dad asks Alisa to clear the cobwebs around the house for some cash.
Added a few new items, such as:
Bullet vibrator
Broom (for the quest)
We've also reworked the easel interaction. Now the painting you pick actually shows up on the canvas (using AI placeholders for now—those will be replaced later).
One more thing that’s still in the works is a Webcam quest. This one probably won’t make it into 0.4—it’s only about 20% complete—but it’s too fun not to mention.
We’re creating quite an activity centered around becoming a webcam model. It will be kinda similar to what we had in our previous game (if you know you know), but way more advanced.
You’ll need to build a PC from scratch—assembling components like the CPU, GPU, motherboard, PSU, CD drive, and an Internet modem. Parts will come in different quality levels, so no two builds will feel exactly the same.
We’ve already prototyped a system for tracking subscribers, views and PC upgrades logic. If Alisa has high Intelligence, she’ll be much faster at putting the PC together.
The webcam model career isn’t the only reason to have a PC—you’ll also be able to play games, stream, chat on live streams, browse the web, shop, apply for jobs, watch porn, explore illegal websites, donate to the church, and even learn Latin.
New clothes
SilverGogs made a new mini-top and is making a cultist outfit.
Attributes and Mechanics
Our programmer is still sweating over the NPC system.
NPCs can now engage in scheduled tasks throughout the day. These can trigger animation changes, hide certain objects temporarily, or spawn animated objects for the duration.
There are also spatial sounds for activities and the system to track how many NPCs are in each location (this info might be used by the privacy system or others)
Added early versions of Gloor and Alcohol addiction effects. Both effects work similarly. Once addicted, you have to satisfy the urge or you'll gain Stress points. You can either go to the doctor or tough it out until the effect wears off
Added the Blindfolded effect for a quest. It blacks out everything except a small desaturated circle around Alisa
Added freezing water logic and visuals. It now freezes if the outside temp drops below 0°C
Locations
Our environment artist is currently improving the labyrinth’s hedge in the open world Park-Slums area. Here’s how it currently looks in the project; and here's what it's shaping up to be:
He’s also made more stuff for the Silver mine’s surrounding area and interior.
Also, we added a destruction effect to the greenhouse that is connected to the labyrinth.
And—that’s it! As I’ve said in previous posts, the content part for this update is almost finished. But the complex system that is NPC schedule is the main one that has to be done for the v0.4. We already assigned all the activities for all our NPCs, placed them, added animations and attached sounds. Basically, we’re waiting for the programmer to finish the “rails” system so that NPCs can move between locations and activities.
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