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D'LIRIUM News

v1.2.4 Patch

  • Fixed game crash when trying to take a snapshot of a level with the flashlight on.
  • The volume of the second introduction theme is slightly increased.

v1.2.3 Patch

  • A critical bug related to starting one of the endings has been fixed again.
  • Fixed game crash when slime hits crystals.
  • Fixed incorrect trigger size of new secret area in pandemonium.
  • Changed the prefix in names of custom character loaded from Workshop.
  • Changed the texture of the secret area trigger in developer mode.

v1.2.2 Patch

  • Fixed a bug that caused the unforgiven kills counter to not reset when starting a new game.
  • Fixed a bug that caused the arcade mode final level to not work properly.
  • Fixed critical bugs related to one of the game endings.
  • Fixed Polish localization typos.
  • Fixed the ability to break the brass door in the industrial zone.
  • The end of the pandemonium has been sligtly re-worked.

v1.2.1 Patch

  • Fixed typo in Polish localization.
  • Fixed wrong heart depth in personal hell.
  • Fixed projectiles geting stuck in Lanterns.
  • Fixed bug that caused phantoms to make a death sound when they hit the player.
  • Fixed bug when the Lanterns could stuck inside each other.
  • Fixed a bug where player burned by Lantern could die from losing their sanity.
  • Fixed the inability to kill monsters with teleportation modifiers.
  • Fixed warning music length.
  • Fixed file system issues.
  • The pushing of objects out of walls has been significantly optimized.
  • Added Steam rich presence implementation.

v1.2.0 Update

Version 1.2.0 is not a major update. Nothing in it particularly affects gameplay. For the most part, we just fixed the bugs we found when watching player broadcasts. But there are some changes indeed.

First, take a look at the full list of changes, and then we'll get to the details.
  • Fixed a bug that caused a destroyable obstacles to disappear after being destroyed.
  • Fixed the missing animation of the heart in the personal hell.
  • Fixed the stairs at the end of the industrial zone.
  • Fixed a bug where Sorcery was not interrupted after resetting the sorcery_progress variable.
  • Fixed and improved the display of the pulsing effect of poisoning or critical wounds.
  • Fixed incorrect handling of melee weapon hits on Phantoms.
  • Fixed a bug that caused the music in the graveyard to stop playing after the scripted sequence.
  • Fixed missing camera shake when some projectiles hit the player during teleportation.
  • Fixed memory leak and audio glitches, related to Phantoms.
  • Fixed a bug that allowed teleportation ball to fly through unbroken windows.
  • Reworked and improved Darkness mass burning with a flashlight.
  • Improved interaction of stone columns with player's projectiles.
  • Improved mechanism between the graveyard and the steam macinge.
  • Slightly re-worked crystals collisions.
  • Slightly re-worked projectiles.
  • Slightly improved visuals in cave.
  • Slightly improved introduction.
  • Updated all music.
  • Improved interaction with... interactable objects.
  • Monster projectiles now interact with interactive objects.
  • Added the number of souls that need to be saved to get a good ending to the results window.
  • Added the ability to light extinguished candles and torches.


[h3]Improved introduction[/h3]
We've made some edits to the intro to make the rare random events really rare, and we've also changed some scenes a bit to slightly direct the player to content they would have previously been most likely to miss.

[h3]Interaction with the environment[/h3]
We have improved the interactive objects. Previously, they mostly reacted only to the player's actions. If the player fired at a torch, it would go out, but when a monster fired at the torch, the projectile would just fly through. Now the entire environment that reacted to the player's projectiles will react to monster projectiles as well: windows will break, torches will go out, and pillars will break. Also, the player will now be able to light extinguished torches and candles, and not only manually, but also with a fireball. All of this will slightly affect the gameplay in general, because the player will be able to use pillars, torches and lanterns as cover from enemy projectiles.

[h3]Updated music[/h3]
Yesterday we updated the game official soundtrack with some problems fixing, re-mixing and mastering. Now, this updated, corrected soundtrack is also included in the game, too loud music became quieter and too quiet music became louder. Player feedback will show how well the new music works in-game and matches the volume.

At the moment, we're learning the Godot game engine and also working on two projects - a small point-n-click adventure techdemo, as well as writing a script and making a development plan for The Golden Rogue. There's a chance that before any of this comes out we'll release some tiny game to improve our financial situation, but we won't announce or promise anything so that we don't have another production hell. We are always happy to discuss our projects and talk more about our plans on our Discord server, link attached below.

Thank you for playing our game! And thank you to our patrons for your support on Patreon!

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