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How to get Exclusive Clothes and Toys in Deluded

Did you know we have an in-game feature called a Secret store? It’s a magical place with a bunch of clothes, accessories and toys. You can learn how to get the game build with the Secret store by following our links below 👇! There is quite some exclusive stuff we’ve been working hard for and things you may have missed while completing (or skipping) the quests. Pretty rad, right?

Read the post till the end if you want to find answers to the most frequently asked questions about the Secret store!



[h3]How does the Store look in the game?[/h3]
If you managed to access this super-secret store, this is how it works.

Step one: get your ass to the landline (it’s on the table in the living room) and choose the Call Secret store option 😉



Boom! You ended up in a lighthouse full of wonders.



Step two: look around, come up to the slots that may seem empty at a first glance…



Step three: click it!



Step four: choose whatever it is to your liking and enjoy your new stuff! To get back home, simply head upstairs and then have a little walk out in the fresh air (touch some grass, if you wish). You can come back whenever, and yes, the Secret store gets updated as the game development advances. Huh. I guess the Secret store isn’t so secret anymore!

[h3]How much stuff is there?[/h3]
[expand]
As of v0.3.5.1 we’ve got (better start counting on your fingers!):

  • 2 NPC-only clothing items
  • 22 clothing items you can find during your playthrough
  • 44 Secret store exclusives

[/expand]
[h3]Why can’t you add all the clothes directly into the game?[/h3]
[expand]There are NPCs’ only clothes; some of the items don't fit the game narrative; some will be added to the game later; it’s a way of supporting the development. You name it![/expand]
[h3]Do I need in-game money to get clothes from the Secret store?[/h3]
[expand]Even though it’s called a “store”, you do not need in-game money in order to get the items![/expand]
[h3]How many items of clothing do you add with each update?[/h3]
[expand]As many as we possibly can without harming the development of the core mechanics![/expand]
[h3]Will the Secret store be available on Steam?[/h3]
[expand]We’re still thinking about that, but will probably make it as a DLC.[/expand]
[h3]I can model clothes myself. Can you add them to the game?[/h3]
[expand]We have our own private clothes creation pipeline and strict quality guidelines, so the answer would be no.
[/expand]


Faithfully yours,
Lantsova



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Updated Lindcliff plan, Character customization and more…

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…

[h3]Content[/h3]

  • 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

[h3]New building[/h3]

  • Made a new hangar/warehouse building for the open world

[h3]Character customization[/h3]
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.

[h3]Open world[/h3]
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

[h3]Mechanics[/h3]

  • 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 😉

[h3]New character[/h3]
The camping location will feature a new side character: Macy.



[h3]Clothes[/h3]
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. 😉

Best regards,
kufe7


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The Radial menu

Continuing our series of posts about the roadmap, where we explain in detail the meaning of each milestone towards creating the adult game of our dreams!

Today's topic is the version 0.6 and the actions menu. Now we are cracking open the mystery so that you can learn how it works! As of this post and the upcoming version 0.4, it's a prototype, so things may change throughout the development.

You can find the previous posts in the series here.

[h3]Coming in Deluded v0.6: Actions menu (also known as radial menu)[/h3]

The radial menu is something many games have, and ours is not unique here. Starting in v0.4, you’ll be able to activate it by clicking the radial menu item in your inventory (available in the open-world prototype). Later on you'll be able to use it by pressing Q. It allows the player to perform actions anywhere in the world... With some limitations attached. We don’t have the visual in-game prototype yet, but you can imagine what it looks like—a circle with a center button and options spread out around it.

[h3]Actions accessible via the menu[/h3]

There are some generic ones and attributes related ones. By default you can:


  • Sleep
  • Pee
  • Wait
  • Pleasure yourself (if Alisa is Hor*y).

The attribute-specific perks that appear when you've leveled them up enough are the following:

  • 🟣 LE*D ≥ 75. Alisa gains a new Actions menu option: Prostitution (available anywhere, unless there are no people around)
  • PURE ≥ 75. Alisa gains a new Actions menu option: Pray (available anywhere, no ritual items needed)
  • 🔴 STR ≥ 50. Alisa gains a new Actions menu option: Work out (available anywhere)
  • 🔵 SUB ≥ 25. Alisa gains a new Actions menu option: Beg (available anywhere, but it won’t get you anywhere if there is no one around, duh)
  • 🟡 GRC ≥ 25. Alisa gains a new Actions menu option: Dance in public for money (available anywhere, but no people around=no profit)

[h3]Hold on! Can’t let ya roam freely now[/h3]

To put it shortly, you don’t want to be running around seducing people in public places. I mean, you can, but that will increase the Stress, which affects the MOOD. If you are not careful enough, that will result in game over.

Also, remember the Privacy system we talked about earlier? That affects the radial menu gameplay as well. Low-privacy (public) areas provide a bigger chance to encounter a wealthier client (thus bringing you more money) and it’s less likely to get into trouble.

[h3]And something else…[/h3]

You can’t provide intimate services if there is no one around. I know, bummer. You can have fun yourself though, if you really feel like it and have the Hor*y effect active. Sleeping in a public place will put you in danger. Just a heads-up, don’t say I didn’t warn you.

In low-privacy areas the way Alisa's pleasuring herself depends on her LE*D level:


  • LE*D 0–25: she can do it only while fully clothed;
  • LE*D 26–50: she can remove her underwear;
  • LE*D 51–75: she can drop her top;
  • LE*D 76–100 will let her do it nude.


That sums it up nicely. Got any questions? Hop in the comments below!


Yours faithfully,
Lantsova



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Meet the Deluded developers!

It’s time you guys meet the crew! We’ve prepared some questions, both general and personalized, and here’s what the game devs had to say!

[h3]The questions[/h3]


  • What’s your role in the project?
  • For how long have you been working on Deluded?
  • What do you like/dislike most about working on Deluded?
  • Tell us about your hobbies and favourite games.


[h2]MASSOBLIVION[/h2]

I specialize in game design, balancing, developing ideas, quests and dialogues for the prologue. I work with 3D and occasionally handle locations, overall graphics and atmosphere. Being one of the founders, I've been involved in the project since its inception.

Writing dialogues is my least favorite task because I can't listen to anything in the background, and it takes a while to focus. I enjoy adding new content to the game the most: quests, items, interactions and interesting systems.

My hobbies include 3D, language learning and e-scooter riding. Games-wise I enjoy Oblivion, Fallout, Battlefield Bad Company 2, Company of Heroes 2, Stronghold and Divinity Original Sin 2.

Adult games I like and why:

Girl's Life - for the character management, freedom of actions, abundant content, time and seasonal changes in the game world and exciting progression system.

Violated Heroine - for the interesting events and freedom of actions.

Good Girl Gone Bad - for the gradual corruption and karma system (similar to lewd-pure) as well as the engaging story.

Did these games have an influence on Deluded?

In our own project inspiration mainly came from Skyrim mods rather than games. For a long time I've been trying to create an interesting mod compilation, but they were constantly updating, making it difficult to play the game properly - installing or updating a mod often required restarting the game. Essentially, my day could consist of three stages: searching for mods and installing them, meticulously balancing each parameter in the MCM b and testing the result. Moreover, many mods conflict with each other, break saves, work with delays can add not lore-friendly unbalanced items and elements to the game. Overall, creating an full-fledged adult modpack is nearly impossible.

My favorite mods include: S*xlab Survival, Apropos, Devious Devices, and Mini Needs.

Since you are a cofounder, here is a question for you: what makes Deluded stand out compared to other games?

Our game stands out primarily due to its advanced RPG system with opposing attributes, a feature I haven't even seen in non-adult games. Moreover, we give our players a challenge: after the prologue the game becomes more difficult, requiring effort to survive and progress. Also, Alisa changes based on the player's actions.

Why did you choose such a complex genre instead of something simpler, like a visual novel?

Because most of the team members have experience working on various 3D projects. We have a full team of specialists — a programmer, a modeler, a rigger, an animator — and plenty of ideas for game design.

[h2]MrBrowler[/h2]

I'm a cofounder and co-owner of Deluded. The project folder was created on my computer on May 4, 2021. Currently, I mainly focus on modeling both hardsurface (inanimate objects with smooth static surfaces that don’t imply deformation) and organic elements: hair, clothing, props, grayboxing locations and creating skeletons and rigs for characters. I've been involved in developing the plot, lore, quests, and gameplay. I'm highly adaptable and can tackle any task except for highly specialized ones like programming.

That’s actually the main pros and cons of a small startup. I have a variety of tasks, so I never get bored. Delving into new areas is exciting. The downside is that I'm a jack-of-all-trades to some extent, so some skills may get "rusty" over time.

In my case, my hobby turned into my job, so I'm currently looking for a new hobby. Otherwise, I'm pretty much like everyone else: I enjoy movies, anime, books, and sports occasionally. 3D modeling also remains one of my hobbies; sometimes I open a program for fun. I also like LEGO for its aesthetic — expressing real and fictional objects in this form. Perhaps that's why I enjoyed Minecraft so much back in the day. I can't say that default Minecraft is my favorite game, but it was definitely a turning point for me in 3D, modeling, animation, and my first attempts at directing, as well as forming a team of like-minded people. In this sense, it's hard to call Minecraft just a game — it's more of a creative platform.

I've spent countless hours playing Battlefield Bad Company 2 with MASSOBLIVION. Company of Heroes 2, Mordhau, War Thunder, Overwatch 1, and Sea of Thieves are all multiplayer games that I've invested the most time in. I've played many single-player games too, but I'd highlight Skyrim, Fallout 3-4, Metro, Divinity Original Sin 2 and the Tomb Raider series (the one before the remake).

So Minecraft turned out to be the starting point for your journey in game development, that is curious! Since your hobby became your job, do you agree with the expression "Choose a job you love, and you'll never have to work a day in your life," or are there obstacles and difficulties in game development that detract from the overall enjoyment of the process?

It's 50/50 really. On one hand, I love this field and I enjoy learning new things and seeing the results. On the other hand, it's still work, and there are stages that need to be endured to get to the more enjoyable parts. There's also the responsibility to colleagues and deadlines. So, I'd say I don't entirely agree with the phrase.

[h2]VATREX[/h2]

{1} Chief technology officer, Deluded cofounder and co-owner.
  • Game back-end programming (all game systems)
    Editor tools programming
    UI (front-end) Programming
    UX Designer/Editor
    Sound systems designer
    Game mechanics programming
    DEVOPS
    Bit of 3D tools programming
    Full stack Unreal Engine supervisor

---------
  • Sound designer
    Music writer

---------
  • > Potential level designer in the future
{2}
  • Joined the team in 2021
{3}
  • Private info
{4}
  • Private info (I generally don't play games except for a few)
So you are a private one, I see. I won’t pry then!

[h2]kufe7[/h2]

This is a bit of a personal story. I was at the origins of the project. Perhaps, I was even the first one whom MASSOBLIVION told the idea, but not sure. In any case, as a decent fiancée, I was ready to help him create the game of his dreams. That’s how everything started. I work on design and PR for Deluded. PR is my main activity, until recently I handled all the publications. I also do voice acting, although at the moment you can say I am just training rather than actually producing something ready. My work is not always limited to PR, design and voice acting, there are also all kinds of minor tasks — testing, for example.

I like that I can implement my linguistic knowledge, write texts in English, translate them and communicate with native speakers. A dream job. What I don’t like is perhaps that I don't always manage to fulfill my numerous duties, but now I have an assistant. I hope there will be more of them in the future, and then we can implement everything we want.

My hobbies are studying languages, cooking and programming. I used to not have a powerful computer, so I missed everything and only now started to actually play videogames. Recently finished Oblivion and really liked it, as well as Star Wars: Knights of the Old Republic.

If you hadn't tied yourself to game dev, what would you be doing?

It's hard to even imagine, but probably freelancing — doing translations and copywriting. Definitely wouldn't want to work in an office from nine to five. I also wouldn't mind working in food service to gain some experience in the field, since I have a desire to start my own diner/takeout in the future.

[h2]AniAmateur[/h2]

I'm the animator and one of the cofounders (no, I am not self-absorbed); 80% of the animations are done by me, and I've been working on the project since its inception in 2021. I like that we're creating something unique, unlike other projects. On the other hand, everyone has different tastes, and it can be difficult to come to a consensus. It's not always clear what's best for the audience.

As for hobbies, I want to learn to play the piano. I play many games, but I wouldn't say all the ones listed are favorites; they just came to mind first: Skyrim, The Witcher, S.T.A.L.K.E.R, Dota (I hate it), Osu!, and Minecraft.

How did you join the team?

By the means of nepotism. MASSOBLIVION suggested it. We worked together out of enthusiasm.

[h2]ArkadiyVicont[/h2]

My role involves prototyping mechanics, locations and some quests. I also occasionally create scenes, add sounds and models, and often participate in discussions about the project's further development. I joined the "Cuties-SRT Deluded" team on April 22, 2023.

I like that we're not afraid of the challenges and that we strive to implement the boldest ideas all together. Creating a game generally involves close teamwork — it's almost impossible to work on aspects of the game separately and then put them together at the end.

Favorite activities include creating and playing computer games (including adult ones), watching adult videos, enjoying tasty bananas, running outdoors, doing exercises on the pull-up bar and overall physical training. I also feel like resuming playing the guitar and engaging in experiments in the field of free electricity.

Favorite games:


  • Strategy: Warhammer 40k "Dark Crusade"
  • MMO: Arch Age
  • Shooters: Hired Ops
  • RPG: "Gothic 2 New Balance Mod"


Worthy of mentioning: Allods, "Evil Lands" and "Lost in Astral," Dragon Age: Origins, Ex Machine, Warzone 2010, Ascension to the Throne, Disciples 2, King's Bounty 1, Eador: Genesis, Forever Skies. Lately, "Eruption Imminent" from the adult game category has left a strong impression. Overall, I have a favorite in each genre. I've got hooked on anime some time ago. The Japanese have their own whole world. In my opinion, the ideas are often quite original, and the presentation is interesting.

The games you mentioned are quite different from our project. Nevertheless, do you draw inspiration from them in your work? Or perhaps you find inspiration and ideas/motivation from something else?

Naturally, the projects listed above can and do serve as a basis for other games, including Deluded. Ideas and inspiration can be drawn from a variety of projects in different genres. For example, I can adopt control features from a shooter into the Deluded project, as they are more intuitive and convenient there. Gothic 2 is one of the benchmarks for level design, as space is used extremely rationally there.

[h2]Deadman[/h2]

I am a writer/scriptwriter of the project. My main task is to make the characters alive and engaging to interact with. I started communicating with MASSOBLIVION in October/November 2023 and joined the team in January 2024.

I enjoy the freedom in executing assigned tasks. What I don't like is that some elements seem illogical to me, making it difficult to write about them. Even though the game is fiction, some elements still need to make sense, right? For example, a modest girl wouldn't walk around naked/in a BDSM outfit in front of her relatives. And if there's a sudden change in someone's behavior, family members tend to perceive it as a mental disorder.

I draw, I write, and I like to sip wine by the fireplace in my morgue in the evenings... Just kidding. It's always cool in the morgue. On a more serious note, I'm interested in psychology, and I also enjoy doing magic tricks.

My favorite games are Fahrenheit, Fable: The Lost Chapters and Vice City, which doesn't describe me much as a person.

When it comes to game development, do you want to limit yourself to your writing skills, or are you open to trying your hand at something else?

I'm a mediocre artist; I draw slowly, so for now, I'm sticking to the role of a writer.

[h2]Andrey Paramon[/h2]

I work as a 3D environment artist and I joined the team four months ago. Additionally, I can take on (and have already partially taken on) various related tasks.

I enjoy the calm, measured pace of work and the team where everyone knows their responsibilities. There is also constant close collaboration, colleagues join team calls and discuss work-related matters. As a result, the chat is constantly updated with information about tasks, bugs, problems and ways to solve them. As of now, there is nothing that I dislike about the job.

I’ve been fond of the RPG genre since way back, starting with series like Gothic, KoTOR and similar games. To this day, I sometimes go back to Mass Effect, Dragon Age, The Witcher, etc.

My hobby is closely tied to my work — I love creating my own 3D assets for game environments. Some of these assets are sold online. It’s incredibly gratifying when people use them in their game projects and send me thank-you emails!

It’s amazing when work and hobbies go hand in hand and bring joy! How come you went for such a specific profession as an environment artist?

I’ve always been fascinated by the worlds in video games — I could spend hours running around as a character, exploring every little detail. I started my career as a 3D modeler, experimenting with various industries and specialties — games, movies, advertising, characters, visualization, animation — and gradually realized that I wanted to focus solely on creating game environments.

[h2]Lantsova[/h2]

And I am the one working on this interview!

I do a little bit of everything: in March 2024 I joined SRT as a PR and SMM assistant to handle posts and forums, but now my roles have expanded. During the development of version 0.8 I'll be applying my many years of translation skills polishing the English translation of Deluded, and I'll handle the Russian localization too if needed. Right now I'm just cleaning up some small details. I've also started advising our writer and scriptwriter, and, if allowed so, I'll participate in voice acting — I was heavily involved in it for a couple of years myself.

I immensely enjoy observing game development from the inside: seeing little notes on the board accessible to everyone, seeing numbers and words form sentences that make no sense to me who has no idea how IT stuff works. I've always wanted to be involved in the video game industry as a community manager or translator, so I was thrilled to join SRT. What pleasantly surprised me was the supportive attitude of my mentor towards me: no rush (so nothing like "I need this report by the end of the week or you're out!") and readiness to help and explain anything.

Just like the rest of the team, I adore the variety of tasks. One day I am working on the forum and discussing posts with Kufe7, the other one I'm playing the game, getting acquainted with the project, noting bugs and linguistic nuances. The adult aspect is something I am not used to though.

I'm also a writer — I mainly read and write Young Adult and am deeply in love with fantasy — and a translator. I teach English and manage two personal social media accounts.

I've been playing games ever since I was a kid, and I especially love board games where you can chill with friends over a cup (or a barrel) of delicious tea. It has some special charm and vibe, you know? As for video games, my favorites include Borderlands (a beloved series for life), Overwatch, Dead by Daylight and some cozy games on Nintendo Switch.

So, how many of your favorite games match with our team’s picks? Or maybe something regarding our work and hobbies resonated with you? Feel free to share your thoughts in the comments!


Anyway, that wraps up our little introduction. Thanks for reading, and we hope you enjoyed getting to know us!


Faithfully yours,
Lantsova



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The Character Сustomization system

We are continuing our series of posts about the roadmap, where we explain in detail what each checkpoint in our development roadmap entails.

This time we’re talking about the “Character customization” system.

You can read the previous roadmap post about the “NPC schedule” system here.

Character customization is one of the most requested features from you and the one that’s being talked about the most.

[h3]Character customization in Deluded[/h3]

It’s a system that’ll allow you to change different aspects of Alisa’s appearance. Before continuing with the topic I wanna make something very clear: there is a difference between “character customization” and “character creation”. Deluded will have the first but not the second. Deluded is Alisa’s personal story, so you’ll be able to shape Alisa’s appearance only through gameplay mechanics, quests and interactions, not create the character from scratch or edit her with sliders.

I’m sure someone was expecting the character creation to be implemented, but it is how it is and it’s not subject to change.

[h3]Features[/h3]

So, which aspects of the character will actually be customizable?


  • Make-up (for eyes and cheeks) and lipstick. It's already in the game, but we’ll of course add more patterns totaling to about 20-30 make-up styles in the complete game.

  • Nails. In one of the boxes you can find a make-up kit bag, which will contain nail appliances among other things in the future. Use it to change nails’ shape and color.
  • Brows that you can color at home and have shaped by a brow artist.
  • Tattoos and piercing — for some reason, the most requested features from you guys 😀. Tattoos and piercing can be done by local artists, and those skills probably won’t be able to be acquired by Alisa herself. Piercing and tattoos will have predetermined slots, that you’ll be able to fill using the dialogue or some other system.
  • Hairstyle. Some easy hairstyles (buns, ponytails…) can be done at home, while for more complex ones (haircuts and hair dyes) you have to go to the hair salons in the open world.
  • Fatness and muscle tone. Overeating leads to fat gain, while training helps reduce fat and build muscle. Easy. Different workout stations have different progression levels. Currently, you can use the basement home gym to increase your strength up to a maximum of 30 points. If you want more, you need to seek something better in the open world.

  • Beauty augmentations like lips, butt, chest and maybe a face shape. Will probably be done through visiting the cosmetologist in the open world or by taking special pills.

  • Pubic hairstyle. At the moment, there’s only 1 pubic hairstyle in the game. In total, there’ll be 8 styles, including a full shave and a full bush.
  • Tan and skin whitening. Temporarily darkens (with the sun or a tanning bed) or whitens (with special lotions) your skin. The effect should last for about 2 in-game weeks. I hope we’ll be able to implement the tan marks system as well.

  • Aging. If you play long enough, you’ll see Alisa’s face slowly developing wrinkles. Btw, you can already test the visuals in the cheats version.

[h3]Progression[/h3]

Of course, not all character customization options will be available immediately. E.g. applying certain make-up patterns already requires some make-up skill in 0.3.5.1. Other customizations that require skill will include: lipstick, hairstyle, pubic hairstyle, brows and nails.

Skills can leveled up by simple practice or by reading special journals, with 4 journals for each skill scattered across the open world.

It works the other way too, like make-up increasing the S**iness level.

Certain customizations will be tied to attributes. E.g you can’t have “dominant” tattoos if your Dominance is not high enough.

Also, the customizations will be tied to certain areas and NPCs.

[h3]When will it be implemented?[/h3]

The game already partially has the code and features for character customization, but the 0.5 build will have the whole functionality.

Of course, most of the customization features will be available in the open world, but we’ll make sure to add more ways to test this mechanic in 0.5, like: asking mom to do Alisa’s hair, using mirror, etc…


Anything else I didn’t mention you wanna learn about? Let me know in the comments! 😉


Best regards,
kufe7



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