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Social Survival in Deluded

Time for another diary entry!

Giving you another glimpse into our plans to make Deluded as immersive and well-thought-out as possible!

Hope you didn’t forget that Deluded is not only RPG, but also survival. But what does survival actually mean in the world of Deluded? What purpose does it serve? Why add survival to a game like this at all?

That’s what I wanted to talk about today.

Imagine a typical survival game. You explore unknown locations, gather resources like wood, rocks and then you craft weapons, instruments from it to further explore, level up and survive.

Now imagine this game: to gather resources and survive, you don’t just go around collecting things, but you communicate with people, build relationships, trade with them, taking into account their personal needs and their character.

Deluded embraces classic survival principles while including a social element in it.

[h3]How does social survival work in Deluded?[/h3]

After the prologue Alisa finds herself in an unknown place, and at first the NPCs living there don’t trust her, because Alisa doesn’t have any reputation in the area. Unlike typical survival games, where you chop trees and mine for ore, here, you have to study the NPCs — their factions, behaviors, and needs — to secure your place in the world.

NPCs belong to different factions: troublemakers, cultists, bandits, thieves, hobos, farmers and commoners. Each group has its own values, goals, and attitudes toward outsiders. Some will give you work, others will take advantage of you, and some will want nothing to do with you — at least, not until you prove yourself.

In the world of Deluded people are the main resource. Your attributes influence the relationships with people, and your relationships influence the access to resources.

But survival isn’t just about keeping Alisa fed and warm — it’s about managing how others perceive her. Your skills, appearance, and actions determine which doors open for you and which slam shut.

[h3]RPG stats[/h3]

Your RPG stats play a big role in how you navigate this world. Here are some examples:


  • Playing as a PURE character (focused on innocence and morality) is a hardcore choice. It locks out some options, such as using charm or seduction to persuade NPCs, forcing you to rely on wit and physical skills. But it also opens doors — certain factions, like cultists, may respect you more, and you might gain advantages in uncovering some secrets.
  • A high INTELLECT character will be better at solving puzzles, spotting hidden details, and making smart trades, but might struggle with physical confrontations.
  • A SUBMISSIVE character avoids major conflicts but has fewer resources and must rely on persuasion and luck to get by.
  • A DOMINANT character is bold but faces higher risks. You’ll have to compensate with either strength (to fight) or manipulation (to control others).
  • A FOOLISH character implies better communication with lower classes of society (e.g. understanding the drunkards’ speech), lesser negative effects (due to a carefree attitude) and getting involved in numerous silly situations.


Each approach creates a different survival experience.

[h3]Difficulty waves[/h3]

Your struggles won’t remain the same throughout the game. As you progress, new challenges arise:


  • Lindcliff society changes, and at first, people are merely suspicious of you. But as unexpected events occur (no spoilers!) — their distrust turns to hostility. Earn their trust in time, or surviving in this city will be brutal.
  • Winter hits, and living on the streets becomes much harder. Securing steady work and shelter becomes crucial.
  • Acreton opens up, a more prosperous location, but one where everything is incredibly expensive. You’ll need status or wealth to thrive there.


So, that’s how things are regarding the social survival game design in Deluded. Not all of these features might be implemented yet, but we just wanted to share our vision. Hopefully, you find them interesting! Looking forward to your interesting questions in the comments! 😉


Best regards,
kufe7



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Do you celebrate Easter? 😉

Look! An Easter bunny got lost in the flower field! 😮

Enjoy our new set of desktop wallpapers! 😊

You can download them in full size 👉here👈


Check out our socials to learn where you can get their 🔞 NSFW versions




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How Attributes Define Your Gameplay

Since the beginning of the Deluded development, we have not only released numerous beta builds, but also written a lot of devlogs. While reading all of them, you might’ve realized how complex Deluded already is and how more advanced it is shaping up to be. Surely it must take a lot of planning?— you probably thought. Well… of course! Planning, mapping, outlining, drafting… is what takes a huge chunk of our work time. But it’s worth it, since it helps us ensure we make as few mistakes along the way as possible!

We’ve been thinking thoroughly about Deluded’s game loop, gameplay pillars and such. So, in this particular post, we’d like to talk about each of the 8 main attributes, our ideas regarding their perks, buffs, debuffs and quirks. Sorry, not just our ideas… Because we couldn’t have done it without your help, guys! Thanks to the Helper folks in our Discord for sharing your invaluable thoughts!

By the way, if you want to take part in the development and influence some of our decisions, you can do so by grabbing a @Helper role on our Discord. From time to time, we provide tasks like this, do polls, ask questions, make testing requests etc.

So, without further ado, let’s dive into this! Below are all of the main attributes with lists of their features. Each attribute’s progression level (0-100) is divided into 4 stages, each stage unlocking unique gameplay additions. Those can be:


  • 🟢 - Buffs
  • 🔴 - Debuffs
  • 🔵 - Neither buffs nor debuffs (depends on your role-play goals)
  • 🟣 - Unique Quests


[h2]L**D[/h2]

25 points or above:
  • 🟢 Ability to wear lvl 1 privacy clothes without Stress
    • Note: the full-fledged Privacy system (aka the Exhibitionism system), that is to be introduced in the version 0.7, will imply clothes and clothes combinations having 4 privacy levels—0 being fully clothed and 4 being fully naked (I’ll talk more about the Privacy system in the next series of roadmap posts)
  • 🟢 If Alisa is wearing Top and Bottom clothes that are tagged as L**D, she gets a small Mood bonus
  • 🟢 The maximum Shame level cannot exceed 75%
  • 🟢 Or**sm gives more Mood
    • Note: here I’d like to explain the difference between Stress and Mood parameters. Mood is your “HP”. When Mood is 0, you “die”. Mood can be affected temporarily by various negative or positive factors (like inhaling flower scent gives +1 to Mood), but the main parameter that “sets the Mood” is Stress. Stress is pretty much constant and represents the sum of all negative effect imposed on Alisa. When the Stress is high (you have a lot of negative effects, like: being naked, diseased, malnourished, etc) your Mood will drain faster, and vice versa.


50 points or above:
  • 🟢 Ability to wear lvl 2 privacy clothes without Stress
  • 🟢 The maximum Shame level cannot exceed 50%
  • 🟢 You can eat c*m to replenish Satiety and Hydration
  • 🟢 Makes the on-screen ar**sal post-processing effect more pleasant to the eyes
  • 🟢 You no longer need lubricant—it is produced passively
  • 🔴 Adds the “Unbearably H*rny” effect: if the Ar**sal level is 99-100, it reduces Mood


75 points or above:
  • 🟢 Ability to wear lvl 3 privacy clothes without Stress
  • 🟢 The maximum Shame level cannot exceed 25%
  • 🟢 New Radial menu option: Prostitution (available anywhere, unless there are no people around)
    • Note: I'll make post here about the Radial menu later
  • 🟢 If Alisa wears a toy inside, it slightly warms her up


100 points:
  • 🟢 Ability to wear lvl 4 privacy clothes without Stress
  • 🔵 Ar**sal drops by 50% after or**sm instead of 100%
  • 🔴 The Wh*re level decreases 2x slower
    • Note: the Wh*re level works like a reputation and is tied to each individual location (whether NPCs think of Alisa as a wh*re or not)
  • 🟣 Quest unlocked: Becoming a Pornstar


[h2]PURE[/h2]

25 points or above:
  • 🟢 If Alisa is wearing Top and Bottom clothes that are tagged as PURE, she gets a small Mood bonus
  • 🟢 Praying converts Ar**sal to Mood (2%)
  • 🟢 Latin learning level: Novice
  • 🔴 - 3 Mood points upon or**sm


50 points or above:
  • 🟢 Praying converts Ar**sal to Mood (4%)
  • 🟢 Adds the “Freshness” perk—Clean water increases Energy
  • 🟢 Ar**sal increases 2x slower
  • 🟢 Latin learning level: Amateur
  • 🔵 Daily prayer limit: 2 times


75 points or above:
  • 🟢 Praying converts Ar**sal to Mood (6%)
  • 🟢 New Radial menu option: Praying (anywhere)
  • 🟢 Addictions to gloor and alcohol drop 2x faster
  • 🟢 Latin learning level: Expert


100 points:
  • 🟢 Praying converts Ar**sal to Mood (8%)
  • 🟢 Praying can remove one random negative effect (once a day)
  • 🟢 Wh*re level drops 4x faster
  • 🟢 Latin learning level: Master
  • 🟣 Quest unlocked: Becoming a Pilgrim


[h2]SUB[/h2]

25 points or above:
  • 🟢 If Alisa is wearing Top and Bottom clothes that are tagged as SUB, she gets a small Mood bonus
  • 🟢 New Radial menu option: Begging
  • 🟢 Pain and Forced S** affect Mood with a 0.5 multiplier (2x less)


50 points or above:
  • 🟢 Pain and Forced S** affect Mood with a 0.25 multiplier (4x less)
  • 🟢 +20 boost to Skills such as Farming
  • 🟢 Walking barefoot increases Mood
  • 🔴 Adds an “Insomnia” effect: Alisa cannot sleep well because of nightmares (10% chance of waking up earlier)


75 points or above:
  • 🟢 Pain and Forced S** no longer affect Mood
  • 🟢 Toilet need gains 2x slower


100 points:
  • 🟢 Pain and Forced S** boost Mood
  • 🟣 Quest unlocked: Becoming a Slave


[h2]DOM[/h2]

25 points or above:
  • 🟢 If Alisa is wearing Top and Bottom clothes that are tagged as DOM, she gets a small Mood bonus
  • 🟢 New dialogue option: Racket/Intimidate (with non-unique NPCs)
  • 🔴 Forced S** gives 2x Mood reduction


50 points or above:
  • 🟢 +20 boost to Skills such as Fishing
  • 🟢 Alisa has a better night vision
  • 🟢 Adds a “Fear me!” perk—if Alisa wins afight, she gets the money
  • 🟢 Wearing high heels increases Mood


75 points or above:
  • 🟢 Adds a “Predator” perk: if Alisa is hungry, she restores some Energy
  • 🟢 Crime level drops 2x faster
    • Note: criminal acts such as stealing increase Crime level, especially when in NPC detection area. With high crime level you can be detained by the local “security” guys who’ll fine you or send to work in the Silver mine. Just like Wh*re level, it is tied to location and decreases with time
  • 🟢 Alisa can perform one action per day that requires up to 50 in any of 8 main attributes, even if she lacks the required value


100 points:
  • 🟢 New dialogue option: Enslave an NPC (with non-unique NPC's)
  • 🟣 Quest unlocked: Becoming a Mistress (Cult Idol)


[h2]STR[/h2]

25 points or above:
  • 🟢 If Alisa is wearing Top and Bottom clothes that are tagged as STR, she gets a small Mood bonus
  • 🟢 Adds a “Habit” perk—exercises boost Mood


50 points or above:
  • 🟢 Adds a “Hardening” perk:—it becomes harder to get sick
  • 🟢 New Radial menu option: Workout (anywhere)
  • 🟢 Inventory capacity increased: +5 slots
  • 🟢 +20 boost to Skills such as Mining


75 points or above:
  • 🟢 Pain affects Mood 2x less
  • 🔴 You become hungrier while running


100 points:
  • 🟢 Rapist/thief attack chance is reduced by 4 times
  • 🟢 Inventory capacity increased: +5 slots (10 additional slots in total)
  • 🟣 Quest unlocked: Sports competition



[h2]GRC[/h2]

25 points or above:
  • 🟢 If Alisa is wearing Top and Bottom clothes that are tagged as GRC, she gets a small Mood bonus
  • 🟢 New Radial menu option: Dance in public for money



50 points or above:
  • 🟢 Area of detection by NPCs is reduced by 25%
  • 🟢 Increases Stamina (recovery speed)


75 points or above:
  • 🟢 15% sprint speed increase
  • 🟢 Ability to sprint in high heels
  • 🟢 Running levels up GRC attribute
  • 🟢 +20 boost to Skills such as Make-up
  • 🔴 If you stand still—you loose Energy


100 points:
  • 🟢 Permanent boost to S**iness: +10
  • 🟢 20% sprint speed increase
  • 🟣 Quest unlocked: Dance to death


[h2]INT[/h2]

25 points or above:
  • 🟢 If Alisa is wearing Top and Bottom clothes that are tagged as INT, she gets a small Mood bonus
  • 🟢 Adds the ability to locate pickable items within the radius of 6m
  • 🟢 New dialogue option: Barter
  • 🟢 Alisa gets double skills’ level-up by reading journals
  • 🔴 The “Overload” debuff: Mood comes back to normal a little slower


50 points or above:
  • 🟢 Adds a “Careful” perk: clothes tear 2x slower
  • 🟢 Pickable items search radius increased to 8m
  • 🟢 +20 boost to Skills such as Engineering and Herbalism
  • 🟢 Alisa need less sleep time to regain Energy


75 points or above:
  • 🟢 Pickable items search radius increased to 10m
  • 🟢 Adds an “Enlightenment” perk—each day, a random skill is rolled up by 1 point
  • 🟢 Point of interest search circles on the world map become halved


100 points:
  • 🟢 Pickable items search radius increased to 12m
  • 🟣 Quest unlocked: Scientific field research


[h2]FOOL[/h2]

25 points or above:
  • 🟢 If Alisa is wearing Top and Bottom clothes that are tagged as FOOL, she gets a small Mood bonus
  • 🟢 Adds a “Carefree” perk: Mood comes back to normal a little faster
  • 🔴 Clothes now get damaged faster


50 points or above:
  • 🟢 Adds a “Drunken Master” perk—when drunk, Alisa can walk naked without increasing Stress
  • 🟢 Adds a “Drinker” perk—Ability to understand the speech of drunk and crazy people; sometimes NPCs give you drinks for free
  • 🔴 Boring food, compared to unhealthy snacks, does not provide much Satiety
  • 75 points or above:
  • 🟢 Adds an “I don’t give a shit” perk—dirt or c*m on the body does not make Mood go down
  • 🟢 Adds an “Brewmaster” perk: Alcohol becomes different; it lowers gloor intoxication, reduces Sickness and Pain


100 points:
  • 🟢 Adds an “Death’s Luck” perk—if Alisa’s Mood reached 0, there’s a 50% chance she’ll get 25 Mood points back instead of “dying”
  • 🟣 Quest unlocked: Meeting Aliens



And, that’s it for now! Keep in mind that those features might not be final and may be tweaked depending on your feedback. With that: What do you think of these ideas? What would you remove/add/change? Please, leave your thoughts in the comments!


P.S. Sometime later in these posts series we gonna talk about different skills and their stages. Stay tuned!


Best regards,
kufe7



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The NPC Schedule system

Hey! This is one of the older posts, I just wanna leave it there and some more posts later for history. Don’t mind 😉

[hr][/hr]
We've noticed quite a few questions popping up from your feedback, such as: Will we be able to customize the character? Why are all NPCs idle? Why can’t I go to the town? And the most popular: When is the Steam release?

Those questions mean that you really want to see this project flourish and we appreciate them! However, we couldn’t understand where these questions come from, given that the roadmap containing those milestones has been available since the very first release.

In order to make a statement that it does exist and to develop the subject further, we’re starting a series of posts covering the roadmap in detail so that everyone can learn more.

Overall, the current roadmap is focused on the house quests and events, We took this opportunity to focus on the small playable area, where it is convenient to test all the game mechanics. Yeah, mechanics. This roadmap is mostly focused on the technical part of the game. Of course, that doesn’t mean we will sacrifice the content part, mechanics and content are being worked on by different people. But developing and refining mechanics will be our priority for now. As they say, without the base, there can be no superstructure.

So, let’s talk about the nearest roadmap milestone - the 0.4 update!

[h3]v0.4 - NPC Schedule[/h3]



The next big update will focus on adding the NPC scheduling functionality. The NPCs will be able to walk between locations, sleep, work, eat, change clothes, etc. Though, no advanced AI or anything. Since Deluded doesn’t have enemies and combat mechanics, we think it’s unnecessary.

Each NPC will have its main and side activities. The main activity is when an NPC is the most available for your interaction. Sometimes they switch to a side activity, but not for a long time (30 mins of in-game time).

Here’re the rough schedules we have for our existing NPCs.

[h3]Mother[/h3]

Willa Ginart, being a busy bee, will be working in the kitchen - washing dishes or cooking as her main activity. Her side activities would include: reading in bed, bathing and ironing.

[h3]Father[/h3]

Jeff Ginart, on the other side, is a couch potato. He will occasionally read the newspaper trying to find a job and his other side activities will include: chugging beer, bathing, watching TV.

You’ll also be able to join him for a drink (don’t be jealous, US players 🙈).

[h3]Brother[/h3]

Stuart’s main activity will remain sitting on a porch as it is now. Side activities are: playing on the console, returning from hustle-work.

[h3]Mr. Alan[/h3]



Mr. Alan will be staying in the shelter (church) and coming every day to stand by the tree. From there you can continue dialogues and quests with him.



In the evening the whole family will dine together at the table. You’ll have the choice to either join or pass.

[h3]Dialogues[/h3]

The current activity and location of the NPC will also influence the interactions. NPCs will talk about things differently when they’re not engaged in their main activity. For example, mom will get angry if you enter the bathroom while she’s bathing.

[h3]Reactions[/h3]



Ever been confused about why is Alisa walking naked so freely in front of the family? Not anymore. Well… sort of. You’ll see the full-fledged version of it when we introduce the 0.7 update, but we’ll get to that. With the 0.4 NPCs will be able to react to different states of Alisa and her appearance. We’ve modeled 13 universal reaction types for each NPC, which include reactions to 8 various types of nakedness (underlined). That being:


  • In Restraints (eg. ropes, cuffs)
  • Naked in Restraints
  • Fully Naked
  • Visible Genitals + Nipples
  • Visible Genitals
  • Visible Nipples
  • Dirty
  • Visible Panties
  • Visible Bra
  • Cum on face
  • Drunk
  • Sexy
  • Aroused


The Sexy parameter is measured by the sexiness and beauty of Alisa’s outfit combined with the character’s attribute ‘Sexiness’.

Since NPCs are unique, they will react to these states differently. For example, one NPC may find Alisa being naked as sexy, another will say she’s a whore. In the cases when an NPC is not unique -we’re talking about NPC fractions - those fractions will also have their own reaction pattern (we’ll talk more about fractions in the post about v0.9).

[h3]New NPCs[/h3]

There’s a list of other NPCs that we plan to add in the prologue (not necessarily in 0.4):


  • Stuart’s girlfriend
  • Stuart’s best friend
  • Alisa’s friends


Some of them are quest- or event-related and not all of them will have a schedule.

[h3]Other[/h3]

A minor rework due to the introduction of NPC schedule system would be that the “Dirty girl” quest will only activate if Stuart is present in his room.

And, of course, not forgetting the Spring Mansion location. All the family members will receive their unique schedules on the camping day.

And that’s about it!

I don’t think I’ve covered all the features that’ll be present in 0.4, or some features are not fully confirmed. For example, we’re not sure yet if the type and order of activities will change from day to day.

Do you have any questions regarding NPC schedule?

Please, leave them in the comments below!

We’ve decided to start these devlogs to talk about more about the game besides what’s currently being worked on. And we would like to ask you: what can we cover in these posts? Is there any game aspect you would like to know more about? Suggest your topics in the comments as well!


Best regards,
kufe7



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