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What impacts your gameplay the most?

Hey-hey!

Deluded is growing every day, with new features and content being added regularly, so it’s nice to take a breather sometimes and look at what’s already implemented.

Various character parameters, such as Attributes (forming your Personality types), Effects, Needs, Skills and Appearance features take a huge part in Deluded's gameplay, which is why we are talking about them today! This post should help you better understand what goes into the character of Alisa and also help us reflect on our development.

We’re going to briefly recap what's already been covered in the Skills and Perks, the Attributes’ Buffs and Debuffs posts and add on the Effects and Needs.

[h2]Personality Attributes[/h2]

The 8 attributes that you get hit by in dialogue checks. Choosing between the antagonizing attributes defines Alisa's personality and the way she reacts to events and other characters. The names speak for themselves, but we’ll still give you a bit of breakdown:

[L∗∗D] This is what you all came for! Literally. [L∗∗D] Alisa is more open for all kinds of s∗∗ual ventures, can wear more revealing clothes without worrying her pretty head about it, gets ar∗∗sed fast and all the other lovely things of being a bit of a nymphomaniac.

[PURE] is the holy opposite of [L∗∗D]. [PURE] Alisa doesn’t initiate s∗∗, doesn’t like it and would much rather keep things chaste—even though her body gets easily ar∗∗sed because of… lore reasons.

[INT] If you are intelligent enough, you may have guessed it. [INT] Alisa is no stranger to critical thinking and can find her way out of some sticky situation using her big beautiful brain. Overanalyzing and overthinking is part of the deal.

[FOOL] Alisa is a chaotic menace who doesn’t take Stress too seriously and somehow often gets lucky. She says the most absurd stuff that comes to mind and gets along with people like her.

[SUB] Alisa is a people pleaser in all senses of this word—conflict-avoidant, accommodating, and prone to apologizing even when she’s not at fault. Thus, she’s easy to trust and sympathize with.

[DOM] Alisa is a sass-disaster. She gets shit done by threatening, humiliating and commanding other NPCs around. A charmer, really.

[STR] Alisa is a gym bro sis who solves problems with sheer force. Punch-through-the-door kind of gal, not spend-hours-looking-for-a-key, you know?

[GRC] Alisa is naturally agile. She can run longer (work in progress), climb like a cat, squeeze through tight spaces (get your mind out of the gutter, no one is getting stuck today), and rarely loses her balance.

[h2]How do you up the Attributes?[/h2]

Choose the corresponding [ATTRIBUTES] options in the dialogues. You can also level them up by doing certain actions (e.g. praying, working out or reading books). The attributes clash with each other: you can’t be both [L∗∗D] and [PURE], you can’t be both [FOOL] and [INT], same with [DOM] and [SUB], and you can’t max out both [GRC] and [STR] (one of them will be capped at 50, while the other one can level up all the way to 100). The rest you are free to mix as you wish!

To see your current Attributes, check the Tab menu—it’s on the right of your screen. You also get notifications on the left side of your screen whenever your Attributes are leveling up.

Attributes’ Buffs and Debuffs are unlocked as you reach attribute milestones at 25, 50, 75, and 100 points.

[h2]Skills and Skill Perks[/h2]

Skills are also attributes, but they level up when you repeat specific in-game actions. For example, if you want to up your Engineering skill, tinker with some gadgets. If you want to up your Cooking skill, attempt making different meals. If you want to up your S∗∗ skill… Well. I’ll leave this one for you to figure out.

To see your current Skills, check the Tab menu and click on the 3rd icon at the top i. You also get notifications on the left side of your screen whenever your Skills are leveling up.

These Skills are already available in the Prologue:

  • Makeup
  • Engineering
  • Theft
  • Fishing
  • Cooking
  • Herbalism

There are 9 Skills in total. Reaching milestones at 25, 50, 75 and 100 unlocks Perks, little boosts to reward your efforts! For instance, Cooking Perks unlock new recipes and reduce cooking time, Theft Perks increase your success chance, grants you the ability to rob and bribe people, and also to keep your money once jailed. They are not available yet, but will be, and you will be the first ones to know.

[h2]Effects and Needs[/h2]

Needs are things you need to keep track of at all times. Otherwise, Alisa leaves to find her sister (equivalent to a death screen). Satiety, Hydration, Toilet and Energy are the basics of survival: make sure Alisa eats enough, drinks enough, uses the bathroom from time to time and gets some good sleep.

To see your current Effects and Needs, check the left upper corner of your Tab menu (hover to see the details).

When Alisa is affected by something, you can clearly see it on her or on the screen. Deluded is a project in development, so things can still change, but we have already implemented:

[h3]Main effects[/h3]

  • Mood (when Mood is low, colors become desaturated)
  • Ar∗∗sal (when Ar∗∗sal is high, the screen edges turn pink, Alisa’s nip∗∗es harden and her cheeks flush])
  • Stress (when Stress is high, Alisa has tear streaks running down her cheeks)
  • Privacy (affected by a combination of 27 Clothing Revealingness parameters for Top and Bottom)
Pro tip: all the effects mentioned in the group above affect Alisa’s Stress. When the Stress is high, Alisa’s Mood goes down gradually. When it’s at 0, the game is over.

[h3]General effects[/h3]

  • Shame (affected by Location Privacy level and [L∗∗D] level)
  • Wetness
  • Drenching
  • Dirty (Body, Feet)
  • Body Temperature
  • Drunk
  • Blind
  • Illness
  • Makeup (work in progress with one Style already available)
  • Lipstick (Main Color, Secondary Color, Softness, Metallic, Flicker, Shape, Imperfection)
  • Pain (Pu∗∗y, Urethra, A∗∗s, Nip∗∗es, Throat, Body)
  • Lube (A∗∗s, Pu∗∗y)
  • Pregnant
  • C∗m (Face, A∗∗s, Pu∗∗y, Mouth, Br∗∗sts, Right Hand, Left Hand, Back, Butt, Belly, Left Leg, Right Leg)
  • Bodywrite (work in progress with some Writings already available)
  • Just Fu∗∗ed
  • Butt Slapped
  • Gloor Addiction
  • Gloor Intoxication

Some of the Effects mentioned above appear in your Tab menu as icons under the Needs/Effects, while others are backend-only and shown visually on Alisa.

[h3]Appearance[/h3]

Customization is a great part of Deluded, so here’s what we have in the game so far:

  • Weight
  • Age
  • Elf Ears
  • Freckles
  • Legs Width (Low and High)
  • Sporty (Legs, Butt, Spine, Abs, Arms)
  • Birthmarks
  • Full Belly
  • Tears
  • Areola Radius and Darkness
  • Lips Size
  • B∗∗b Size
  • Butt Size
  • Cl∗t Size
  • Pumped (Cl∗t, A∗∗s, Nip∗∗es)
  • Wearness (Vag∗na, A∗∗s, Or∗l, Urethra, Throat)
  • Pu∗∗y Blood
  • Pu∗∗y Hair (Length)
  • Nip∗le Size
  • Tattoo (Face, Neck, Left Arm, Right Arm, Left Forearm, Right Forearm, Chest, Lower Abdomen, Belly, Upper Back, Lower Back, Left Thigh, Right Thigh, Left Leg, Right Leg, Left Butt cheek, Right Butt cheek)
  • Nails (work in progress with Colour, Shape, Design and Intensity already available for Fingers and Colour, Shape, Design and Intensity available for Toes]

Quite a list, isn’t it? And—have you ever noticed that NPCs sometimes comment on Alisa’s current state? Yep, they pretty much have their own opinions if Alisa is half-nak∗d or, say, covered in something inappropriate.


Backend-wise, that brings us to a total of 118 detailed character parameters! And there's more to come. As new ones add up, we'll sure make another post to keep you updated! But I hope this one already cleared some things up. If not—they say comments are just the right place to ask some questions 😉


Yours faithfully,
Lantsova



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Deluded v0.4.5.1 Closed Beta changelog (hotfix)

Fixed a few things (mainly patching up the immersion)! Changelog below.

v0.4.5.1 Changelog:

New content:
+ 1 Interactable item (double-click in the inventory): Painkillers
+ 1 Tool: Shovel

Improvements:
- Changed item icons for dirty and clean water bottles

Bug fixes:
- Time no longer stops in some locations
- Violet's body no longer distorts during cinematics
- Mom is no longer misplaced during the "Peeking at Mom" cinematic
- Mom's scheduled showering event is now unable to softlock Alisa
- Entering the kitchen no longer activates the dialogue with mom when she's not in the kitchen
- Now the fish is removed from the inventory at the end of Day 3 as it should
- You can no longer apply make-up multiple times (without removing it first)
- Cinematic for a Soap drop random event no longer breaks
- Clarified dialogue lines about time for washing clothes in the washing machine
- Removed the interaction icon on Stuart's car if it went off the cliff
- The windows, the mirror and Alisa's eyes in Alisa's room no longer have a strong bloom effect during certain timeframes
- Clothes no longer disappear from the inventory when m∗∗∗∗∗bating in the shower
- Changed shovel's item icon

Other changes:
- You can no longer level up Strength if Body pain is high
- Slipping event now gives Body pain when choosing the "Drop on the butt" dialogue option
- Added SFX for various interactions: opening boxes in the house, inspecting the bookshelf, reading books, doing a workout, exercising with a jump rope, kindling the fireplace, washing face, wiping with a towel, picking up wood, opening a fridge, using matches for a prayer, opening/closing storages, opening/closing windows, opening/closing and loading the washing machine, checking the mailbox, flushing the toilet, turning the TV on/off, picking up a landline phone, boiling water, frying fish, picking up berries, opening a backpack, opening the Spring Mansion gates, opening the box in the Spring Mansion, breaking the barrier in the cave, creating tinctures at the brewing station, digging the fish bait, falling from stairs, inhaling gloor, taking pictures with a camera


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Deluded v0.4.5 Closed Beta IS OUT!

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Starting this year with a brand new closed beta release! Hope you had amazing holidays while we were busy crunching on this build 😥😅


But don’t think we’re complaining—we’re quite proud of this one! Because this time the gap between updates ended up way shorter than before. We managed to spend less time on this build’s development while also packing in more content!

And that’s all while the project has been going through quite a few big positive changes behind the scenes.

This time around, we shifted our focus to better organizing the project and it made our work feel less chaotic. It’s necessary… but quite boring, so I won’t dive into details.

Thus, in this build we may not have fixed all the bugs you reported because of this priorities’ shift. But don’t worry—nothing got missed. Because meticulously cataloging all the game’s issues was also a part of this change. 🤓

Hopefully, as we improve our project structuring further, we’ll keep up with the tendency of rolling out shorter yet more frequent updates.

All in all, the main highlights of this update are: the addition of the Day 5 of the prologue with its activities on the new Mall location, a new fantasy-style gloor scene and the Day 3 day rework, which focuses more on the survival and offers more challenge.


Now, let’s take a look at the changelog!


v0.4.5 Changelog:

New content:
+ 20 H-scenes (70 H-cinematics)
+ 5th Day of the Prologue
+ New Location: Intercity Mall (Cinema, Convenience Store)
+ 3 Quests: At the cinema, Camping alone, Stolen clothes
+ 6 NPCs: Ava Rain, Victor Braut, Agatha Richard, Jerome Richard, Dick Norvick, Jane Summers
+ 32 Clothing items: Black dress with a belt, Yellow dress with a belt, White dress with a belt, Red dress with a belt, Green dress with a belt, Blue dress with a belt, Black crossover-waist shorts, White crossover-waist shorts, Red crossover-waist shorts, Orange crossover-waist shorts, Green crossover-waist shorts, Grey crossover-waist shorts, Blue crossover-waist shorts, White polo shirt, Green polo shirt, Blue polo shirt, Black polo shirt, Orange polo shirt, White tennis cap, Orange tennis cap, Green tennis cap, Black tennis cap, Blue tennis cap, Black thongs, Red thongs, Blue thongs, Black micro bikini, Red micro bikini, Blue micro bikini, White winter coat, Black winter coat, Blue winter coat
+ 3 NPC Clothing items: Male office pants, Male office shirt, Male Medieval outfit
+ 24 Interactable objects: Store shelves (Tools, Clothes, Glasses, Electronics, Building equipment, Food, Snacks, Ingredients, Magazines, Sports equipment), Other store interactions (Food station, Drinks refrigerator, Storage shelves, Trash bin, Cash desk), Transformer, ATM, Toilet, Public phone, Cars, Water source, Swimming place, Sawmill, Campfire
+ 3 Interactable items (double-click in the inventory): "Treasures and a Little Curse" gloor vial, Lottery ticket, Money bags
+ 2 Tools: Claw hammer, Saw
+ 7 Secret store exclusives (Secret store version only): White cultist's outfit, Black cultist's outfit, Black bandit's leather skirt, Black bandit's leather jacket, Black bandit's bra, Fantasy armor, Fantasy boots
+ 1 Other item: Wooden planks
+ New buildings (open-world prototype): Cafe, Gas station, S∗∗ shop, Diner, Movie Rentals

New features:
- Tattoos system:
-- 17 tattoo slots on the body, 51 total available tattoo textures
- Autosaves system
- Weather type and condition checks
- Herbalism mechanics
- In-game timers for time-restricted tasks can now be saved and won't break the saves or events anymore
- Water can now freeze in lakes/rivers/pools/etc
- Choosing dialogue option with number keys

Bug fixes:
- Hidden NPCs are no longer interactable
- Stuart no longer disappears after triggering the Dirty Girl quest
- "Peeking at mom" scene now triggers only once
- Props used by NPCs are no longer over-lit
- Alisa can no longer lose virginity multiple times at certain moments
- The MC's head no longer gets removed when transitioning from the FPV to TPV (in cutscenes)
- You can no longer place items bigger than 1x1 in the Quick access menu
-- Dragging a larger-than-1x1 item into a quick slot no longer causes dupes, items no longer overlap or reset orientation
- Removed duplicate rows from the Skill Progress tab in the inventory UI
- Saving during timed events (e.g. hiding from father) no longer breaks said event
- Inventory item use (destruction) no longer causes bugs
- Game no longer freezes on c∗m visuals spawn
- Multi-slot clothing no longer gets duplicated after certain cutscenes
- Inactive dialogue selection options (in rare cases) no longer stay white
- The UI's mouse collision is no longer misaligned on widescreens

Improvements:
- Full camping location (Day 3) rework (level design, mechanics, interactions and story)
-- Consuming berries logic
-- Fishing dialogues
- Alisa's thoughts in dialogues is now purple with a thicker outline
- The game now gets auto-saved at certain moments
- The time system rounding/flooring algorithm to update minutes unit properly and avoid bugs in NPC schedule system
- Attachable items placed in a hand are now hidden in cinematics
- Collision around the house
- Save thumbnails generation
- Manual numbers input in slider settings
- Better slider UI in the cheats menu (Cheats version only) and in settings
- Added a list of completed quests in the Cheats menu (Cheats version only)

Backend stuff:
- Weather state is now consistent across saves
- Improved the doors system: it now supports calling game logic similar to quest and dialogue systems, custom door interaction sounds and game condition checks
- Male NPCs now support advanced hair customization (custom shader)
- Made gameplay conditions observation in the quest system more lightweight by reducing redundant checks
- NPC system equipment is now properly updated based on the current NPC activity
- Improved the graphic settings application pipeline
- Graphics adjustments for buildings' interiors are now based on graphics settings
- Improved the cinematics system memory management to minimize memory leaks
- Made some assets loading asynchronous (prologue vs open-world prototype content) to avoid freezes during loading
- Added storages accessibility management system
- Loading a game with the character being inside a CSV with condition controller no longer triggers past events
- Implemented logic for changing and comparing dynamic item attributes
- Improved the toolkit for working with objects on the level (geometry, interactables etc), now supports automatic target selection ('self' if nothing else is selected); usable for universal dialogues for similar interactions and hiding level-placed objects
- Added a system to read and change states of actors on the level through abstract gameplay tags in dialogues and interaction zones/interactables; extends reusable logic support

Other changes:
- Made Alisa's nails longer by default
- Reticle's UI behavior
- Added the glowstick to Alisa's room boxes
- Doors now close automatically


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Deluded 2025 Yearly Report

The 2025 was… well. Fruitful, to say the least!

It’s just as important to celebrate wins as to own the challenges, don’t you think?

Let's take a look at our project's most notable events this year!

[h3]v0.4 AND v0.4.5 (TEST BUILD) RELEASES[/h3]

No developers were harmed in the making of v0.4 and v0.4.5. Okay, maybe just a little bit.

v0.4 update was a big one, with its fair share of challenges. We wanted the world to feel alive, with characters moving through their days and following routines. It took time and plenty of late nights, but we got there!

Just a week ago, we dropped v0.4.5 test build! You get to experience the 5th Day of the Prologue (oh the amount and the variety of H-scenes and new NPCs to meet! 😏), and we get some valuable feedback. Sounds like a win-win to me.

[h3]STEAM PAGE LAUNCH[/h3]

A huge step forward this year: our Steam page went live! In my opinion, it looks simply dashing. But what's more important is that every wishlist is fuel: it boosts visibility, helps us reach new players and supports development. Above all, it’s a clear sign of where we’re headed: a full, polished release to be proud of.

~23000 wishlists, ~2800 followers—the only way to go is up!

[h3]THE MOST ANTICIPATED ADULT GAME 2025[/h3]

This one’s down to you! Deluded earned the title of the most anticipated adult game of 2025 during Adult Games Week. It’s a nod to the team’s hard work and your faith in the journey, so thank you!

[h3]NEW FACES[/h3]

A game this ambitious needs the best hands on deck—so we expanded the team. Now we’re 14 strong, with Hipunk (community manager and video maker), ZIV01 (project manager) and g0belen (QA tester) joining. Welcome to the crew!

[h3]BEHIND THE SCENES[/h3]

This year, we submitted over 1944 changelists in our source control. That, of course, doesn't mean every single one was much meaningful, if you know how source control works... But that just proves the work never really stops. 😏


The road of 2025 was a bit bumpy with all that's been going on around adult videogames, but we are still standing! Thank you for sticking with us and helping us to build toward the adult game of our shared dreams. More to come in 2026!


And for now—happy holidays! Enjoy your time with loved ones ❤️


Yours faithfully,
Lantsova



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RELEASE WHEN

Hey-hey! This is yet another post in our roadmap series!

Some of you get confused by what exactly these posts entail. Is it already in the game? Is the new update out?

No. Deluded Diaries: Roadmap posts cover what is to be added to the game, not what is already implemented! It goes over each milestone of our roadmap to show you what we aim to achieve with each future major update.

For example, in the previous post we talked about the Prologue polishing stage (v0.8), and this time we are diving into the open world of Deluded along with the Steam launch (v0.9).


If you’ve wandered around the Deluded world enough, you’ve probably come across some work-in-progress stuff (if not, here’s a tip—head out of Alisa’s house and try going into Lindcliff). That’s open-world prototypes. Yes, we plan to add a full-blown open world packed with activities, NPCs and locations.

Without spoiling everything at once—here’s the gist. After 7 days of the prologue Alisa wakes up in a grave. Stripped of her past, she has to find her own way to survive and get to the truth: what happened to her family?

This is how the open world starts—your journey in a society where trust is a currency and every choice has a cost.


You can probably imagine how much an open world means for a game like ours, which positions itself as an adult survival RPG. To get ahead of some questions (though I’m sure you can come up with more and hop in the comments), we’re breaking down what the open world of Deluded is all about, Q&A style. Let’s go!


[h3]So what does “open world” imply in Deluded?[/h3]

First of all, freedom! No more day-based limits like in the prologue, so you can explore the world at your own pace. The map will be about 3×3 km with 70% of it taken up by mountains and a canyon filled with mysterious fog—natural barriers that shape the landscape and create clear exploration paths.

The world is supposed to be divided into five zones: three of them accessible in the main story with the remaining two planned as possible DLC areas.

[h3]How long would it take to actually complete the playthrough?[/h3]

The prologue and the main quest is planned to take around 16 hours, while the side content must add about 50+ hours. But you’ll need more than one playthrough to experience everything!

[h3]Does the main quest “expire” if I focus on side quests? Is there any punishment, a bad ending?[/h3]

Nope! Have you played the Witcher 3? Remember how you can literally spend all your time collecting Gwent cards instead of saving Ciri? Yeah, same idea. Explore the world all you want, the main quest doesn’t go anywhere.

There are two endings planned for Deluded, but they don't depend on how long you take to complete the main quest.

[h3]But will there be time-limited quests?[/h3]

A few side ones, but they're designed to be intuitive. You'll naturally be aware of the time pressure when you accept them, so you won't be caught off guard.

[h3]What about difficulty settings?[/h3]

Ideally, you’ll be able to choose from Easy, Normal or Hardcore — we’ve got you covered, whether you’re a casual player or someone who loves a challenge 😏

[h3]Can you go back to some sections you’d already been to?[/h3]

Since our game is not a linear “free roam”—yes! If you’ve read the post about Skills in Deluded, you also know you get to fast travel (a Driving skill). The only exception is the prologue: you can return to the Alisa’s House location, but you can’t replay the prologue itself.

[h3]What should I expect performance-wise?[/h3]

Deluded doesn’t aim for hyper-realistic graphics, so you should be fine. Here are the approximate system specs we’re targeting for the Steam release:



[h3]Will the survival part risk overshadowing the rest? Tend to Alisa’s needs, get money, repeat?[/h3]

If you’re resourceful, you’ll have no trouble balancing RPG, (social) survival, story and adult content. Otherwise we’d suggest to step down a difficulty level 😉

[h3]What if I get softlocked—everyone hates me, I have nothing to eat and I can’t do anything?[/h3]

No worries, there will be plenty of activities to help you with survival—like foraging or fishing—that don’t rely on NPCs at all.

[h3]Will it be possible to complete the game in the most innocent/safe way, avoiding gloor, prostitution and similar content?[/h3]

It’s possible if you follow the [PURE] route, but still—you’ll have to sweat for it! Some extreme 18+ events or scenes can be avoided by using Alisa’s skills and attributes. Besides, keep an eye on the gloor tags (item tooltip) in your inventory. Then you know for sure if you are going to like something or not 😉

[h3]I’ve played the demo enough. Would it be possible to skip the prologue in v0.9?[/h3]

Yes! During the ride home in the beginning of the game there's already a "Skip the prologue" dialogue option that'll become available in v0.9.

[h3]If I do, how does the game determine my character's personality (LEWD, PURE, INT, etc.)?[/h3]

In v0.9, while Alisa is getting a ride home after the cemetery, you’ll be able to choose all her starting attributes.

[h3]Will save files from the demo version be compatible with the Steam release?[/h3]

We plan to work on the technicalities of it. So, in theory, all builds released after the polishing stage (v0.8) should be compatible with each other.

[h3]Will the game be fully playable at the v0.9 Steam release?[/h3]

Yes! All core features, all basic mechanics will be in and ready for you to enjoy. Content-wise? Supposedly, you'll have about 65+ hours of surviving, life-simming and sinning.


So, this is set in stone—Deluded will be on Steam. We can’t yet provide the exact release date, but it’s happening no matter what.

That’s all dandy and delightful, of course, but! We'd like to also address some news circulating about Steam no longer allowing Early Access for adult games. Some devs with their new games have been affected, having to suddenly change all their plans, while others, especially those with a longer Steam publishing history, classify this as rumors.

Does this mean no EA for Deluded? We… don’t know, actually. Only submitting the v0.9 build itself will clear things up. What we do know is that Steam hasn’t changed its official rules (yet?) and the decision on the EA for adult games is made on a case-by-case basis.

Regardless of Steam’s future decision, just know that if we have to skip EA, prolong our dev timeline or even split the game into parts—this is not our choice and was never our intention under normal circumstances. We’ll take any actions necessary to sustain the development and adapt to the new conditions that, frankly, seem to get worse for adult media every day.

And in order to not end this post on a sad note—remember that Deluded will thrive and outlive any potential censorship only if you continue to give us your love and support, which you’ve clearly given us a lot already!

Deluded does not have any investors or publishers—just the community of enthusiasts who believe in us and support us in every way they can. We rely on you as much as you rely on us. And we’re eternally grateful!


Anyway, I hope this sheds some light on Deluded’s open world and what you can expect from it! Anything else you are itching to ask about in the comments?


Yours faithfully,
Lantsova



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