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Jun 13, 2025 09:10 am
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Development Update #13 (public)
Nooooooo, a dev update again?! đ« But itâs been so long since the last releaseâŠ
Yeah, I knowâI know⊠Everyoneâs waiting for something new to play. Believe meâIâm just as eager as youâre đ So, today I wanted to kick off this post by giving you more insights into what weâre working on and why itâs 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 checkedâour game had a whopping number of 247 character attributes! đ± But thatâs not something to brag aboutâand 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.
Whyâs 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 gameâs logic, always breaking and fixing something until it finally works as intended. And there you should see where this lack of game updates comes fromâwe just canât release something mid-dev with broken or half-baked game systems. Because we know how frustrating itâs gonna be for players to crawl through a pile of bugs and crashes, assuming the game is even gonna launch at all. đ
But letâs imagine we just changed our way of development. We could pump out new contentâscenes, clothes etc every month or so. And later, because we slapped this content onto unfinished systems and had a shaky game foundation, boom! Weâd end up with a technical debt bigger than your momâsâŠ. 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 doesnât work anymore, etc⊠while you, our fans, get disappointed and lose interest in the game, we ourselves lose motivation and⊠You see where Iâm going. And all of this because of what? Because we didnât 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, weâd rather be upfront with youâthereâs stuff that needs to be done in order for the whole game not to fall apart. Because I believe thatâs not what you want. Because Deluded deserves better. Think of it as if weâre doing the âreworkâ before the need for rework becomes imperative.
Currently weâre still working on the NPC schedule systemâor, 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 thatâs wrapped up, we do hope to push out more frequent updatesâbut, of course, I canât promise anything concrete.
But what weâre sure about is that youâyes, YOUâour 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 myselfâDeluded is not an easy game to make. Itâs ambitious and it promises a lot, some may even say too much. But we wouldnât want it any other way. Because otherwise it wonât be the game of our dreams. Of your dreams. It wonât be the game YOU want to see from us. It wonât be the game youâre supporting us for.
But donât worry. Good news is, weâve optimized our processes in a way that the development of systems/mechanics and content go in parallel. No time wastedâwhich means, get ready to be buried under a big pile of new content đ
Speaking of whichâŠ
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 thatâll 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
NailsÂ
Shape
Nail polish (color or art)
Nail polish wear level
NipââesÂ
Areola radius
Areola color
LegsÂ
Thigh size
Calf size
Clât size
Pubic hair color
Puâây color (light or dark)
Aââs color (light or dark)
EyelashesÂ
Length
Color
Brows color
Elf ears
Lips size
LipstickÂ
Softness (gradient between colors)
Glitter level
Metallic level
Imperfection level
Shape
17 predefined places for tattoos
As for their visual representation, weâve only made them for legs and clât so far. You can also check out the visual we made for nipââes 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.
Weâre also adding pills scattered across some open world locations (and available in the cheats menu) for adjusting those attributesâlike 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, weâre 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 weâve 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 bodyâbut only down to 75 points
Gloor flavors tags:Â
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 âhardcoreâ, âfeetâ, âlatexâ, âchastityâ, etc, so you know what to expect beforehand đ
New character
The camping location will feature a new side character: Macy.
Clothes
Imported the models of all new clothes into the game and hereâs what they look like:
Thatâs all for this monthâs dev update! Thanks again to our dear supporters and Iâm wishing you all a happy and productive summer. đ
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