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D'LIRIUM News

v1.0.4 Patch

  • Fixed Entity Secret on pandemonium level
  • Fixed bug that didn't keep inventory after broken save file level restart
  • Fixed and optimized "e_allowtele" and "e_allowplayer" parameters for triggers
  • Fixed "Secret Found" message appearing after loading on pandemonium level
  • Fixed mapping documentation

v1.0.3 Patch

  • Fixed items bounces from walls while player standing close to walls
  • Fixed wrong door interaction icon on cathedral level
  • Fixed ability to drag items with "e_allowplayer" parameter set to "true"
  • Fixed player didn't abort teleportation during the sequence or game saving
  • Fixed missing ambient coolusion on crystal cave level end
  • Fixed mistprint in Ukrainian localization
  • Added "e_allowplayer" for secret and autosave triggers
  • Added Entity Secret
  • Slightly changed some items placement on graveyard level
  • Re-worked megahealth secret earning on pandemonium level
  • Changed color of Entity Trigger

v1.0.2 Patch

  • Fixed wrong invisible wall placement on industrial level
  • Fixed (?) incorrect behaviour of "e_sound_fadeup" and "e_sound_fadedown" parameters
  • Fixed audio noise appearing at level start
  • Added "e_disable_flashlight" parameter for sequencer entity
  • Added light flickering on cathedral level
  • Added Entity Console
  • Flashlight now will turn off during some dialogues
  • Minor changes on intro level

The game is finally released!

After 6 years of project development in Early Access, no more Alpha, Beta, Gamma, Delta versions – the game is leaving Early Access and can be considered a completed product. While not everything we wanted to implement is in, we will be able to do so in our future projects. Version 1.0 serves as a solid foundation for the development of our upcoming projects.

We won't abandon D' support after release, enthusiasts will continue to work on the mapping direction, and I will release occasional patches to fix bugs. However, I am stepping away from significant, large-scale development of this specific game – it's done.

We won't bore you with the traditional rundown of major new features – we're feeling lazy. So, here's a list of changes. It doesn't cover everything, but it should be more than enough. Or better yet, just play the game – did we put in all that effort for nothing?

  • Fixed Phantoms created by Losts not being deleted
  • Fixed saving the game while player is dead
  • Fixed ability to load the game during Lanterns encounter after 2'nd DeathRun lap
  • Fixed error with overflowing save file
  • Fixed bug with 3D monster sounds emitter
  • Fixed game freezes with the player being stuck in walls
  • Fixed bug with teleporting on maps without game zones set up
  • Fixed interact actions
  • Fixed shadow dropping from Interact and Decor entities
  • Fixed image depth on piano and piano chair
  • Fixed error with player not being able to pass through stairs with noclip on
  • Fixed key names in observer
  • Fixed candles
  • Fixed bugs with Sequencer entity
  • Fixed bug with Randomizer entity not saving its target
  • Fixed shadows
  • Fixed "Clueless gamer" achiviement triggered in starting cutscene
  • Fixed deleted doors sometimes deleting other objects
  • Fixed killing Nightmarish with wrench achievement
  • Fixed monster doing pain and death sounds at the same time
  • Fixed teleporter with modifiers
  • Fixed entities above and below GUI
  • Fixed timers "e_delay" and "e_refresh" on programming entity not being saved
  • Fixed text writing issues
  • Fixed teleportation ball being stuck in corners
  • Fixed bug on music not being changed on end of sorcery
  • Fixed death sound in personal hell
  • Fixed player pain sounds from the spikes
  • Fixed standart HUD not showing Manic state
  • Fixed Nigthmarish not appearing in arcade runs
  • Fixed "Breakable" entity
  • Fixed player clipping into doors
  • Fixed game crash on custom maps caused by tile wipe
  • Fixed bug on "Chicken" difficulty being able to teleport out of game zone
  • Fixed crash from not attaching "Light" entity to other entities
  • Fixed bug with entities having "e_destroy_self" flag not activating target
  • Fixed crash on player on launching on maps with no player zone
  • Fixed Shaft crashing on colliding with some entities
  • Fixed visual bugs on maps
  • Fixed red tint on screen not appearing without GUI
  • Fixed entities opacity on map change with GUI off
  • Reworked timers on entities
  • Reworked and optimized HUD
  • Fixed and reworked all decorative objects
  • Reworked item pickup system and item count on levels
  • Changed drop rate on knitting needles from crates
  • Changed mapchange zone to the "Steam Machines" level
  • Changed Constant entity
  • Changed Nightmare behavior on "industrial zone"
  • Reworked secret area on "steam machines"
  • Changes on hitting wood planks
  • Reworked torches
  • Reworked custom maps logo code
  • Reworked icons and added ability to attach them to entities
  • Changed entities on "pandemoneum" level
  • Changed requirements for panic mode
  • Changed save system
  • Changed help menu
  • Reworked Inspector
  • Reworked command menu
  • Reworked 3D imitation on pickups
  • Added commands "ignore errors" and "ignoreerrs" for entering such mode
  • Reworked Sound и Sound 3D entities
  • Added Multidestroyer, Multiprogrammer, Log, Active Type, Prefaber entities
  • All entities can now activate other entities
  • Added parametr e_draw_priority for all entities and making them usable as GUI
  • Added parameter e_move_cam = !Player for Sequencer entity
  • Added parameter e_jump_cam_smooth for Sequencer entity
  • Added customizable Keys and Locks
  • Added classical cheat codes (and also commands for level creation)
  • Added complex commands with arguements
  • Added second type of sort for Grabber and Movement entities
  • Added recursion activation for entities
  • Added customizable protection from infinite recursions
  • Added commands for saving and modifying levels
  • Added "debug" command
  • Added new cutscene on levelchanges
  • Added new monster "Exhausted"
  • Added parameter "e_collied_only_ranged" for some entities
  • Added uwu
  • Added HD version on standart HUD
  • Added parameters "e_sound_fadeup" and "e_sound_fadedown" for sound entities
  • Added parameters "e_sound_type" for Sound 3D entity
  • Added Norwegian localization
  • Added new icons for interactions and e_usetype parameter for entities
  • Added visual indicator on player toxication
  • Removed lag on loading standart textures
  • Step sounds are now louder
  • Increased list
  • Increased vision rune duration from 30s to 90s
  • Increased duration of quad and protection runes from 30s to 45s
  • Removed Nightmarish in industrial zone level in the story mode
  • Removed keys and locked doors in arcade mode first level
  • Healthbar is no longer shown in story-mode and changed to cheat command "force healthbars"
  • Deleted classic camera
  • Teleport particles are no longer changing colors from player
  • You now need to confirm deletion of your savefile
  • Debug mode now shows if error ignoring mode is enabled
  • Keys now drop shadows
  • All entities optimized
  • Optimized Phantoms and Losts
  • Level transition animations are now supporting widescreen mode
  • NPC's now show their health if said option is enabled in settings
  • Updated documentation for mapping
  • You can use any resolution of the logo on player custom levels
  • Corpses, gibs and decals are no longer float above pits
  • Keys and items are picked up by pressing button


On behalf of the entire B52 community, I congratulate everyone on the completion of development. See you in our future projects!

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(Not anymore) Looking for German and Polish translators

We've done a huge amount of work to improve the performance and feel of the game. Now D'LIRIUM is nearing its release from Early Access. At this point, the game is almost ready, we just need to do some polishing. We will give more details about Beta-20 or 1.0 after release.

But most of all we are now in need of translators into German and Polish. We have updated and added text that now needs translation. We don't have anything to pay, however, we will give access to an early version of Beta-20 / 1.0 and add your name to the credits. We will not be able to release the game until it is translated and tested. You can contact us on our Discord server.

[UPD:] We find the translators, thank you very much for help!

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You can support the development of D'LIRIUM and other projects on our Patreon page: