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Deluded v0.4.1 Closed Beta changelog (hotfix)

Had to fix a few nasty bugs for this version. You’re now able to complete the Silent observer quest and watch TV!

Also fixed the problems with archives extraction.


v0.4.1 (hotfix) Changelog:


Improvements:
  • Moving Difficulties: reduced the time skip when searching boxes from 15 to 5 minutes
  • The fireplace now dries the clothes upon interaction


Bug fixes:
  • Engineering book now gives 5 Engineering skill points instead of 3
  • Macy now gives you the quest items as intended
  • On the Hook: now Alisa can open the box only after 16:00
  • Interaction with a safe while na**d can no longer lock you inside parents' bathroom
  • Using lubricant in a non-private area no longer gives a black screen
  • Alisa can no longer steal from parents' room while mom is reading
  • The environment no longer disappears upon interaction with the 2nd floor chair
  • Meeting Alan: Alisa no longer "talks" to the sofa while Dad is doing another task
  • Alan no longer keeps clothes on during s**
  • Training with Stuart's bat animation misplacement
  • Violet's body no longer bends during the animation
  • The fireplace interaction used to state the duration of 15 minutes while lasting 30 minutes in fact
  • A typo in a cemetery cellphone dialogue


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Deluded v0.4 Closed Beta Changelog

4th day of the prologue is now available! 🎉

[previewyoutube][/previewyoutube]

You've been waiting patiently, we've been working like crazy. And yes, there’s a lot to unpack. More quests, new characters, NPC schedule and more.


Now, let’s see what our team has been sweating over…

NPC system, being the flagship of this update, was a pretty big bite to chew, but we nailed it! All the previous systems we worked on (see the roadmap) were tied to the main character, whereas NPC system involves not only that, but also complex interactions with the characters and the whole game world! That's why it took us more than anticipated. NPCs now not only go about their various routines and move between locations, but they are also able to adjust their dialogues with the MC based on the current event, open/close doors and interact with items and objects around. The only downside is that you can't yet talk to NPCs while they're walking, but we'll make sure to add this into the next minor updates.

One of the biggest additions in v0.4 is a fully fleshed-out new gloor scene. The tags of the gloor vial speak for themselves—and yes, it’s not for the faint of heart (you can check the tags by hovering over the gloor vial in the game). Took us about half a year and the efforts of 4 people to make it all for your enjoyment (all the 113 sequences and 236 animations!). The team highlights just how many branching paths and fetish/attribute combinations went into this scene—and how cohesive it turned out in the end! We also got to experiment with camera angles, lighting and movement… And honestly? If we’re this pleased with how it turned out, you’re probably in for a good time too.

And what about the core mechanics and gameplay systems? Apart from the already mentioned NPC system, you can also spot early drafts of the Privacy system (private/semi-private/public areas, Shame as a new attribute affecting Stress) and Character customization mechanics (nails, pills that alter some aspects of Alisa’s appearance) here and there.

And rest assured: work on open world is in full swing, and you can already mess with it yourself! Go to Lindcliff → use the Orb in your inventory → click Start open world or Use. It’s filled with prototypes, so don’t expect full-on gameplay.

Lastly, would you look at this monstrous changelog! Because of how much new and complex stuff there is, we need your testing and feedback now more than ever!

Enjoy!

v0.4 Changelog:

New content:
+ ~182 H-animations (3 scenes, 118 variations) (including 9 intercourse scenes)
+ 4th Day of the Prologue
+ 4 Quests: Silent Observer, No Room for Spiders, Dad's Errand, The Vial Of Thirst + On the Hook quest continuation
+ 3 Events: Mom mas∗∗∗bating, Meeting Violet, Meeting Macy
+ 11 NPCs' routine events:
++ Stuart: Bat training, Playing darts, Playing console, Watching TV, Dining
++ Mom: Showering, Ironing, Yoga, Reading, Dining
++ Dad: Repairing the TV, Watching the TV, Dining
+ 12 NPC schedule activities:
++ Stuart: Sitting on the porch, Smoking, Talking with Bob, Leaving with Bob
++ Mom: Cooking dinner, Washing dishes, Collecting dirty clothes, Resting outside
++ Dad: Sleeping on sofa, Resting on sofa, Searching for job, Going to the shop, Drinking beer
++ Bob: Talking with Stuart, Leaving
++ Violet: Sitting in the gazebo
++ Alan: Standing by the tree, Leaving
+ 5 NPCs: Violet, Bob, Macy, Mia, Shadow
+ 8 Clothing items: White bra, Panties with pink dots, White micro-top, Jeans, Blue asymmetrical dress, Denim overalls, Bond∗ge suit, Denim shorts
+ 2 Accessories: Bullet vibr∗∗or, Blindfold
+ 3 Interactable objects: TV, Cobwebs, Box
+ 7 Interactable items (double-click in the inventory): Erotic book, Engineering journal, Broom, Gloor vial "Toilet meat", Kinescope, Camcorder, Pedicure kit (blue case)
+ 3 Consumable items: B∗∗b-size pills, Areola-size pills, Lips-size pills
+ 2 Other items: Soap, Gloor inhaler
+ New Interactions for: Sink (washing clothes), Flower (Spring mansion)
+ More options for: Manicure kit (pink case)
+ 10 Item grantor menu exclusives (Cheats version only): A∗∗s-bleaching pills, Areola-bleaching pills, Butt-size pills, Calf-width pills, Elf-ears pills, Eye-color pills, Freckles-fade pills, Pe∗∗s-size pills, Thigh-width pills, Infinite prologue pills
+ 26 Secret store exclusives (Secret store version only): Black asymmetrical dress, Green asymmetrical dress, Violet asymmetrical dress, Red asymmetrical dress, White asymmetrical dress, Black bra, Pink bra, Red bra, Black cargo pants, Red cargo pants, Yellow cargo pants, Leather vest jacket, Denim overalls combined with a rainbow-striped shirt, Black micro-top, Purple micro-top, Red micro-top, Black office shirt, Blue office shirt, Grey office shirt, White office shirt, Blue&white-striped panties, Transparent panties, Black panties, Black cropped turtleneck, Purple cropped turtleneck, White cropped turtleneck with a print
+ Open-world prototypes:
++ Park-Slums location: Greenhouse, Sawmill, Treehouse, Maze, Hobos' main building, Abandoned tower building, Maze (+ activities and quests)
++ Other buildings and locations: Silver mine area (Prison), Farm, Bar, Convenience store, Museum, Hangar

New features:

  • NPC schedule system:

    • NPCs now have their unique daily routines: performing tasks, moving between locations, interacting with objects on the level, etc
    • Each NPC schedule action is tied to a specific time and location
    • NPC-used items can be hidden or spawned, with a corresponding animation playing automatically

  • NPC's sound effects:

    • Ambient spatial attenuation support
    • Added support for relative positioning of sound sources: precise attachment to characters or objects for better spatial immersion
    • Sounds playability is limited to specified time bounds and won't leak upon time scrub or increased time speed
    • Pitching is now based on time speed

  • Privacy system rough prototype
  • Character customization mechanics rough prototypes
  • Nails:

    • Alisa's nails now grow and you can trim them using a manicure kit
    • 4 possible nail shapes
    • 24 colors and 15 types of nail art
    • Polish wear system

  • New Stress mechanic: all negative effects now affect Stress which lowers Mood
  • Tears visuals when Stress is high
  • Buttslap marks visuals
  • Added new body morphs: Cl∗t size, Thighs size, Calves size
  • When the temperature is low Alisa's body gets covered in goosebumps
  • Blindfolded effect when covering Alisa's eyes (blacks out everything except a small desaturated circle around Alisa)
  • Illness system: Alisa can get ill when exposed to low temperatures, dirt, drinking dirty water, eating bad food, etc
  • If Alisa resists the urge to use the toilet, her urethra pain increases
  • Pain attributes and effects: Body pain, Pu∗∗y pain, A∗∗s pain, Urethra pain, Throat pain, Nip∗∗es pain
  • A 2D cinematics subsystem for visualizing notes, memories, etc
  • A TV with 4 channels and 4 programs
  • TV interaction logic
  • A new system for FOOL-INT checks: dialogue choices with the FOOL or INT attributes level-up will now appear as "???"
  • Gloor and alcohol addictions effect rough prototypes
  • Gloor consumption system (using an inhaler)
  • Gloor flavor tags: now gloor vials will be tagged with flavors and kinks featured upon consuming the vial
  • Freezing water logic and visuals: water now freezes if the outside temperature drops below 0°C
  • Running now removes excessive dirt down to 75 points max
  • Washing clothes by hand logic
  • Actions (radial) menu prototype
  • Mechanics prototypes for the open world and future updates:

    • Minigames: Begging, Blackjack, Arm-wrestling, Thimble, Rock-Paper-Scissors
    • Various jobs prototypes (nurse, gravedigger, bartender, waitress, janitor, cook, etc)
    • Potion crafting
    • Warming up by fire
    • Crime & Punishment system
    • Slippery roofs
    • Asking for rumors
    • Asking for directions
    • Using a water stream to clean yourself
    • Begging
    • Checking if sleep place was comfortable
    • Gloor fog polluted zones logic


Bug fixes:

  • Fixed water logic upon consuming and filling water bottles
  • Multiple dialogues spelling, grammar and consistency fixes
  • Set the interact priority for pickable items on the level higher than the interaction with static objects
  • Multiple non-critical memory leaks


Improvements:

  • Made a better detailed nip∗∗es texture that supports different areola radii and colors
  • S∗∗ toys now can be used in private locations only
  • Remodeled Alisa's default bra and panties
  • Reworked blush logic: it is no longer attached to Ar∗∗sal; illness now also can cause blush
  • Added Ar∗∗sal as an effect in addition to the Hor∗y effect
  • Ar∗∗sal effect now has 3 stages: if Alisa reaches 75 she receives a Hor∗y effect
  • Character body lighting
  • New bodywriting logic: you can apply less or more writings on Alisa's body depending on the L∗∗D level (will change the textures later)
  • Mood is now indicated in Needs/Effects panel and via notifications
  • Effects now have multiple stages (3-5), indicated by dividers and colors
  • Removed "Ask for..." options from all NPCs (will be added into the radial menu later)
  • Dialogue attribute checks now use steps of 2 instead of 5
  • Camping location level design: now the cave is easier to find
  • When passing through areas that inflict clothing damage (thorns, broken glass, etc) while Alisa is nak∗d, she loses Mood points instead
  • Reworked the theft system: even if you're not detected you raise suspicion (open world)
  • Lighting:

    • The house rooms are now brighter during daylight hours
    • The rooms illumination is now affected by weather and light sources from the outside
    • The nighttime is now brighter

  • The easel in Alisa's room now actually shows the paintings upon interaction
  • Added a notification for Alisa's skill level upgrade
  • Made the game time system more precise
  • Changed the dialogue answer timer bar color to make it more prominent
  • You can now hide game UI by pressing "H"
  • Doors system:
    • Now can be used by NPCs
    • Rendering and collision optimization
    • Doors' state changing speed is now bound to the game time speed (respects the Cheat menu time speed adjustments via arrow keys)


Backend stuff:

  • Added backend character attributes (no visuals and/or logic yet) for: Tan, Bruise marks, Pubic hair, Pu∗∗y skin color, A∗∗s skin color, Eyelashes (length, color), Brows color, Elf ears, 17 predefined places for tattoos
  • Nested dialogues system: allows to integrate full-fledged dialogue node trees as a single node inside of other dialogues with ability to return back by traversing up in hierarchy, thus allowing to make reusable utility dialogues that could be integrated in various other dialogues
  • NPCs and character body base data is saveable now (a base for future gameplay content additions)
  • The character and the game can now interact directly with the item, reading its parameters and modifying them, rather than through dialogues
  • Added the gameplay effect intensity multiplier: no more need to create similar effects with different parameters (e.g. can be used to set the room temperature, gloor fog levels, etc)
  • Interactable objects now automatically target themselves if no target is set for actions (used to cause crashes if the target wasn't set)
  • Dialogue branches can now appear randomly or with weighted chances
  • Custom Shape Collision Volumes now support post processing: can now add unique visual effects and lighting to selected areas on the level
  • Added the "Inventory Item Match" gameplay condition: the game can now check whether items match certain criteria or not (via item attributes, tags, HP, etc)


Other changes:

  • Removed the monitors from the Secret store (were too laggy) (Secret store version only)
  • Now doors in the parents' room are closed and can be unlocked with keys found throughout the house
  • Disabled some dialogue branches in the Dirty girl quest
  • Made saves from old versions incompatible with the new ones


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New buildings prototypes in the open world and more…

Another month, another dev update.

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.

[h3]Clothes[/h3]

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 server boosters!

[h3]NPC schedule[/h3]

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.

[h3]Buildings and activities prototypes[/h3]

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


[h3]Mechanics[/h3]

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 our testers (check out our links to find out how you can get access to one)! Expect one in a couple of days and stay tuned for the news! 🤗

Best regards,
kufe7


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Wait, I can’t just walk around naked?!

Another post in our roadmap diaries series, where we talk about future updates in our development plan.


And today we’re gonna talk about the 0.7 update, which would not only mark the end of our 7-day prologue storyline, but more importantly—introduce the Exhibitionism and the Monologue systems!

[h2]The Exhibitionism system[/h2]

The Exhibitionism system, or as we devs prefer to call it, the Privacy system is one of the most fundamental when it comes to mechanics in Deluded. You've definitely noticed that NPCs don’t express any reactions when Alisa is waltzing around nak∗d. That’s not how it’s supposed to work and the implementation of the Privacy and Monologue systems aims to fix all that. But one thing at a time.

The Privacy system is built around a few key concepts, namely:


  • Attributes such as L∗∗dness, Shame, Stress and Mood
  • Clothing revealingness level
  • Location privacy level


I’ll break them down one by one.

[h3]Attributes[/h3]

When it comes to the Privacy system, there are pretty much 4 attributes to consider: Mood, Shame, Stress and L∗∗dness.

You’re already familiar with the two: L∗∗dness is one of the 8 main attributes, the opposite of Pureness, that can be upgraded via dialogue choices; Mood is the most important attribute in terms of survival, which works like HP—if it hits zero, it’s game over.

So what are the rest?


  • Shame reflects how exposed or embarrassed Alisa should feel, based on visible effects like nud∗ty, bodywriting, c∗m, etc. Those effects stack and Shame stays constant until the effects are removed/added. Meanwhile, your Shame level when being nak∗d, covered in c∗m or bodywrite will be lower if you have high L∗∗dness level.
  • Stress works similarly, although it builds up pressure from different sources, like: all needs, the aforementioned Shame, illnesses, cold, dirtiness, etc.


In the end, Stress affects Mood. The higher Stress is, the faster your Mood will drop and the quicker you will “die”.

[h3]Clothing Revealingness[/h3]

The items in the inventory have their own parameters like Durability, HP, Price, etc, which you can check by hovering a cursor over them and looking at the tooltip. Clothes are also part of the “items” category (obviously), but they have their additional unique parameters such as: Durability, S∗xiness, Wetness… and the Clothing revealingness level is also one of them.

Each clothing item that belongs to Top, Bottom, Panties or Bra clothes slots has its revealingness score based on:


  • Whether the clothes have or don’t have holes or cutouts (by clothing design or damage (HP = 0), so this parameter can be dynamic)
  • Are the clothes skimpy
  • Their opacity/transparency
  • This parameter is not yet dynamic but it may be coded as such, like certain clothes materials reacting to changes in Wetness. So, please, tell us in the comments if you’d love to see this feature added or not 😉


Each clothes slot’s revealingness score is summed up for Top clothes and Bottom clothes separately and displayed in the Tab menu.



The total score from all 4 clothes slots affects the Shame level accordingly.

[h3]Location Privacy[/h3]

Whether Alisa is walking around nak∗d in a private or public area also affects her Shame differently. I mean, it’s supposed to be ok to undress in her own room, right?

So, all locations in Deluded will be divided into 3 categories:


  • Private (bathroom, own bedroom)
  • Semi-private (forest, abandoned buildings and other places where NPCs are unlikely to wander)
  • Public (streets, bar, parents’ room)


Being in private locations nak∗d won’t affect you Shame in any way. Being in a semi-private location will affect your Shame by a smaller margin. But if you fall into any NPC’s line of sight, the semi-private location counts as public. And public locations will have your Shame level skyrocketed… if you don’t have a high enough L∗∗dness level, of course. 🤭

Hell, why did I write all of this? The flowchart should sum it up better:



Hope my explanations made sense, otherwise—ask away in the comments section! 💬

At the moment of posting this, the privacy system prototype will already be available for testing in the upcoming v0.4, including: Shame, some privacy zones and clothes attributes!

[h2]Monologues system[/h2]

And what kind of Privacy system is it without the proper one-liner reactions from the NPCs around? That’s why we decided to include the monologues system alongside it in the v0.7 update.

The system is simple—you step into the NPC’s line of sight and they may comment on your: appearance, nud∗ty, behavior, etc. NPC’s monologues can also be quest-specific and depend on NPC’s faction (e.g., hobos won’t care if your clothes are dirty, but people at the bar will).

The monologue text lines will appear above NPCs’ heads, much like in Kingdom Come.

We also plan to add the ability to overhear other NPCs’ random monologues and maybe some scripted dialogues.


We already have NPC reactions written out, but as of v0.3.5.1, they only work as dialogues.


[h2]End of the Prologue[/h2]

The 0.7 update—the final 7th day of the prologue. Not much we can say about that without spoiling the story. But I can give you a little sneak peek about what’ll happen after the prologue when the game becomes truly open-world (yay!).

The story after the prologue will revolve around learning about Adelina, the lab (from the Beneath Familiar Floors quest) and how Alisa can get back home.

The stats that you’ve built up during the prologue will carry over into the open world, though the main attributes will be capped at the maximum of 25 points.

Or if you decide to skip the prologue (during the ride from the cemetery), you’ll get to customize your character via dialogue choices during that very ride.

But, of course, the final and ultimate prologue completion will come at the v0.8 where we’ll do a massive polishing of balance, QoL and all that good stuff, but that’s a topic for the next roadmap post (stay tuned!)


As usual, let us know your opinion about these mechanics in the comments! 👇


Best regards,
kufe7



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Games, Movies & other things that inspired Deluded

Everything is a remix…

The title of a popular documentary by Kirby Ferguson about music—but really, it applies to everything. Movies, books, games… nothing comes out of thin air. Everything we create is shaped by the stuff we’ve seen, played, read, or heard—whether we realize it or not.

Our game is no exception.

So today, we wanted to take a moment to talk about the media that influenced us—movies, games, and weird little corners of the internet that helped shape Deluded into what it is. Some of these influences might be obvious. Others? Not so much. Let’s dive in.

[h3]Mechanics[/h3]

As you may have already heard, Deluded has been highly influenced by Skyrim mods. Back in the day, one of our lead devs was fiddling a lot with these mods, but he was always struggling to make them compatible and immersive. So creating a game that would fix those issues while taking all the best bits from the mod scene was only natural.


Here are some of those Skyrim mods:

S∗∗Lab Ar∗∗sed inspired our Ar∗∗sal mechanics. with its similar features like: passive ar∗∗sal buildup, nud∗ty checks, resetting the effect upon s∗∗/mas∗∗∗bation, etc.

Blush When Ar∗∗sed and Dripping When Ar∗∗sed

S∗∗Lab Guards—adding s∗∗ual interactions with law enforcers

S∗∗Lab Fill Her Up—support for bellies inflated with fluids

Apropos for attributes system covering: fluids on the body, dirt level, holes wear and tear level.

Various mods for survival, including Frostfall and Needs and Diseases.

Being Female—menstruation and pregnancy mechanics with their buffs and debuffs

Devious Devices—multiple BD∗M devices and gear and their functions like movement/inventory blocking.


What about games?

Most of the corruption mechanics were inspired by a Good Girl Gone Bad visual novel.


Don’t have anything specific to say in regards to Violated Heroine—it’s just a cool Japanese female protagonist game with super detailed systems.


But the game that probably influenced Deluded the most was Girl Life (originally Провинциалка), a pretty old yet classic QSP title. Check out this one and you’ll spot the resemblance right away: game style, life-sim elements, jobs, random events, corruption… Approximately 60% of what we have in Deluded comes from Girl Life.


[h3]Plot[/h3]

The main storyline isn’t directly based on anything, but we kinda adopted the vibe of a creepy-isolated-village from the anime Shiki.


[h3]Visuals[/h3]

Our character design leans heavily on Overwatch and Life is Strange. The UI/UX mixes Life is Strange’s feel and grungy mood of This War of Mine.


For environments, we aimed for a spooky pine forest, and Alan Wake was textbook inspiration.


[h3]Honorable mentions[/h3]

Here I wanted to list a couple of pieces that did not necessarily influence our vision for Deluded—we just noticed the parallels later and thought they were neat.

Twin Peaks, much like Shiki—same rural creepiness, tense atmosphere and residents, who might not be what they seem—fits the Deluded narrative perfectly.

We also really enjoyed the social survival mechanics in Pathologic 2. The way your every action may influence the story, how citizens perceive you and which get to stay alive or not is insane.


That’s it for today’s rather short post! Have you played/watched any of these? Which one is your fave? Does Deluded itself remind you of anything? Let us know in the comments! 🐳


Best regards,
kufe7



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