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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 😉

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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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No more jokes!

Alright, April Fools fun's over—here comes the actual update 😁

Make sure to check out the other three full-length posts about the 0.4 update! (Can’t link them here on Steam, but I’m sure you can find ’em)

And now, the new stuff…

[h3]New content[/h3]

We finished the "Silent Observer" quest (fixing the TV) and added a new interaction with Violet (Alisa’s friend).

There’s a new mini-quest called “Dad’s Errand” where Alisa can ask dad to buy her a gift. Another one is “No room for spiders” where dad asks Alisa to clear the cobwebs around the house for some cash.

Added a few new items, such as:


  • Bullet vibrator


  • Broom (for the quest)



We've also reworked the easel interaction. Now the painting you pick actually shows up on the canvas (using AI placeholders for now—those will be replaced later).


One more thing that’s still in the works is a Webcam quest. This one probably won’t make it into 0.4—it’s only about 20% complete—but it’s too fun not to mention.

We’re creating quite an activity centered around becoming a webcam model. It will be kinda similar to what we had in our previous game (if you know you know), but way more advanced.

You’ll need to build a PC from scratch—assembling components like the CPU, GPU, motherboard, PSU, CD drive, and an Internet modem. Parts will come in different quality levels, so no two builds will feel exactly the same.

We’ve already prototyped a system for tracking subscribers, views and PC upgrades logic. If Alisa has high Intelligence, she’ll be much faster at putting the PC together.

The webcam model career isn’t the only reason to have a PC—you’ll also be able to play games, stream, chat on live streams, browse the web, shop, apply for jobs, watch porn, explore illegal websites, donate to the church, and even learn Latin.

[h3]New clothes[/h3]

SilverGogs made a new mini-top and is making a cultist outfit.





[h3]Attributes and Mechanics[/h3]

Our programmer is still sweating over the NPC system.

NPCs can now engage in scheduled tasks throughout the day. These can trigger animation changes, hide certain objects temporarily, or spawn animated objects for the duration.

There are also spatial sounds for activities and the system to track how many NPCs are in each location (this info might be used by the privacy system or others)


  • Added early versions of Gloor and Alcohol addiction effects. Both effects work similarly. Once addicted, you have to satisfy the urge or you'll gain Stress points. You can either go to the doctor or tough it out until the effect wears off
  • Added the Blindfolded effect for a quest. It blacks out everything except a small desaturated circle around Alisa
  • Added freezing water logic and visuals. It now freezes if the outside temp drops below 0°C



[h3]Locations[/h3]

Our environment artist is currently improving the labyrinth’s hedge in the open world Park-Slums area. Here’s how it currently looks in the project; and here's what it's shaping up to be:







He’s also made more stuff for the Silver mine’s surrounding area and interior.





Also, we added a destruction effect to the greenhouse that is connected to the labyrinth.



And—that’s it! As I’ve said in previous posts, the content part for this update is almost finished. But the complex system that is NPC schedule is the main one that has to be done for the v0.4. We already assigned all the activities for all our NPCs, placed them, added animations and attached sounds. Basically, we’re waiting for the programmer to finish the “rails” system so that NPCs can move between locations and activities.


Stay tuned for more!


Best regards,
kufe7



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(April Fools) Big changes are coming to Deluded!

You’ve had your fair share of posts regarding the v0.4 updates, and today it’s time for yet another one! This time, however, we’re not just talking new content—we’re talking a fundamental shift in core mechanics.

After deep reflection and having endured waves of negativity and relentless critique, we have decided to remove all explicit content. We know this won’t please everyone, but we believe this shift will help us reach the players who are actually looking for something deeper—something that resonates on a different level. It also became clear that an adult-focused project simply won’t sustain itself in the way we hoped, so we have to change things up. We're choosing a different direction—a redemptive one. Moving forward, 50% of all proceeds will go to the reconstruction of churches around the world—a small step toward something more meaningful.

These are just a few of the adjustments we’re ready to announce—more to come.

[h3]Content changes[/h3]


  • Scandalously revealing outfits will be replaced by modest attire

  • Lewd animations will be replaced with meditation and humble prayers
  • Characters' bedrooms will be redecorated into modest cells, free from temptations, furnished exclusively with wooden benches and inspirational spiritual texts
  • To foster purity, all alcoholic beverages in-game will be replaced with blessed herbal teas
  • NPCs will be unable to flirt or express carnal intent; instead, they will offer proverbs, reflections or hymns
  • Added Righteous Tremble effect: hovering over leftover lewd items from earlier builds causes a soft UI tremor, paired with Alisa’s uneasy breath and a faint, disapproving chime


[h3]New quests[/h3]


  • “Fast Until Nightfall”. Alisa must abstain from all food and drink for a full in-game day

  • “Chastity Outreach”. Visit three flirtatious NPCs and politely convince them to reconsider their life choices


[h3]Attribute Adjustments[/h3]


  • LEWD and PURE are now merged into CHASTE. You gain Chaste points by remaining fully clothed in private spaces and spending extended periods in solitude or reflection. Chaste is passively increased while staying near holy objects
  • SUB is now DEVOTED HUMILITY. Increases when Alisa accepts commands, avoids confrontation, or apologizes unnecessarily
  • DOM is now RESPECTFUL LEADERSHIP. Gained by taking initiative in virtuous ways, resolving conflict peacefully, or guiding others with dignity


We’ll continue to keep you updated on any further adjustments as we courageously embark on this wholesome and righteous path. May purity light our way!

SIKE 😏



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Welcome, Steam players!

What’s up, guys and gals? 😏

Just wanted to chime in and say hello to everyone who followed the page.
Also, huge thanks to those who wishlisted the game—that really means a lot for Deluded’s future!

Stay tuned for news and devlogs which will be regularly posted there!

Cheers!


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