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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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Wanna take a sneak-peek?

Just wanted to remind you that boosting our Discord server grants you access to a Discord #sneekers-peekers channel, where we regularly share super-secret pics from future updates.

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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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