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D'LIRIUM News

Beta-1 with a 0 at the end!



A few days we publicly tested the new update which in comparison with the previous one was much more ambitious. And today we are publishing for you a full build of Beta-10! Why is this update so important? Because there are some very important elements. Before we talk in detail about the main innovations, we want to show you a list of all innovations since Beta-6.

Beta-6 (Cut version):
  • Fixed a bug where “Personality” shards were not considered as an item in Arcade Mode
  • Gibs are more bloody now

Beta-7 (Cut version):
  • Fixed game crash in Personal Hell
  • Fixed a bug in Pandemonium allowing the player to walk on the abyss
  • More blood

Beta-8 (Cut version)
  • Added glare system from light sources
  • Added camera shake when the player is taking damage
  • Reworked and optimized the interface rendering

Beta-9 (Cut version)
  • Reworked Ada’s portraits in dialogues
  • Dynamic camera bugs fixed
  • Minor changes in the organ hall in Arcade Mode
  • New console commands: ‘credits’ and ‘character save’
  • Fixed Ada’s tail animation in Arcade Mode
  • HUD rendering errors fixed.

Beta-10 (Cut version)
  • Fixed credits shaking
  • Fixed black screen instead of credits in Arcade Mode
  • Reworked ‘Help’ menu
  • Changed the conditions for obtaining the good ending
  • Reworked dialogue in the organ hall in a good ending
  • Minor visual bugs fixed
  • Added screen shake when taking damage during Protection
  • Added hints and tutorials
  • Added ability to disable hints in settings
  • The introduction is now impossible to skip
  • Added screen shaking during slime stun
  • Fixed a critical bug that causes the inability to pass the introduction
  • Fixed a bug in result that ‘Return?’ text wasn’t showing up in Personal Hell.
  • Added blood on screen when the player’s health is low
  • Reworked Ada’s sprites in Personal Hell
  • The teleportation ball now bounces off closed doors
  • PARADOX


Now you have an idea of how much additions has appeared in D’ after so many updates. Let us highlight for you the most important innovations that make us proud. So…

Glare system
It wasn’t difficult to make them. We are very sorry that we did not add them earlier, with them the game looks much more beautiful! It remains to figure out how to implement a realistic rendering of dynamic shadows. But it’s too early to talk about it.

Screen shaking when taking damage
Most of the guys from our team did not appreciate this innovation, because the sharp turn of the screen made them dizzy. But for me personally, this innovation has gained momentum in battle and, most importantly, emphasized the strength of the blow.

New conditions for the good ending
Many players complained that the Sorcery spell does not affect the final development of the plot. Originally this spell was only an auxiliary tool for the player to quickly replenish your health in an emergency or to leave the maniac state. But now saving souls really matters. The new condition is: you must save the soul of every single monster you murdered, no less. Not killing any monsters is still permitted. We believe that this is fair.

New dialogue in the organ hall in the good ending
Many people did not like the fact that Abel poured dirt on the player even if the player did not killed anyone. Let’s be honest with you, we deeply do not care about the whole current plot of D’LIRIUM. We are going to expand the current story and write a completely new script for the release version of the game. Yes, it will be in fact the same story that is now, but more complex and long. However, it will be very, very long, So we decided to make sure the players were happy with the achievement of a good ending.

Tutorial and hints
Most importantly, what many asked, but what we still did not reach the hands. Finally, we did the normal training of the most basic principles of management. Now the game will teach you how to use weapons, teleportation, modifiers, enter a state of panic and more. Pop-up at the right time hints will accompany the player the whole game, and the experienced players can disable them in the settings.

Updated ‘Help’ menu
‘Help’ menu is now much easier to understand, there is no longer so much text, it now says the most information necessary. Moreover, it adapts to the situation and if the player does not have a spell - it will say that it needs to be found. And only after finding the spell, the ’Help’ menu will teach the player how to use it. Depending on the selected control and modifier, it will teach the player different actions. No extra words, only the specifics.

We hope Beta-10 will be the best update for you, which will definitely be the last one before the final release of the game. And even if it is not - we still think of something to surprise you. And still want to apologize to our Patrons for there is no new updates on our page. That's the price of the surprises we make for all for you. But we promise that soon our Patreon page will have a lot of new things and we still need you. The project is alive atleast because of your support!

Our Discord server:
https://discord.gg/UzZsuYK

You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:

New gameplay trailer for D'LIRIUM Beta (Cut)



Watch the new gameplay trailer for D'LIRIUM Beta (Cut Version) that we made with Nimax, FiEctro and my wife!

https://youtu.be/5usxhpDxjsY

Directed by PekpyT
Edited by Nimax
Cutscene was drawn by TUWKA and edited by FiEctro

Thank you all for your support! You rock!

Fix of critical bugs in Beta-5 (Cut Version)



Hello once again! The Beta-5 update fixes the critical bugs that lead to the inability to complete the game under certain conditions. Don't expect any revelations. Also, we took into account the feedback of our players and reduced the number of laps in Death Run required for their respective achievements, (and increased the Death Run difficulty) as well as the number of completed levels required for the Random Run achievements.

Change list:
  • Fixed a bug that caused the game to freeze while in Personal Hell with classic (or RPG) controls.
  • Fixed the game crashing when trying to get into the unreachable area with classic (or RPG) controls.
  • Added some debugging console commands: 'notarget', 'kill all', 'deathrun add'
  • Fixed player movement freezing when you load the save file
  • 'lanterns' command activates Lanterns in Arcade mode
  • Fixed jitter of the text when opening the pause menu during movement of the dynamic camera
  • Fixed jitter of the text “Press to save” during movement of the dynamic camera


Changes in Death Run:
  • Starting from the 1st lap monsters become stronger by the formula [DMG] and more enduring by the formula [HP]
  • Starting from the 2nd lap the player can no longer load or exit to the main menu with the appearance of Lanterns
  • Starting from the 4th lap the game has no Autosave and the player can only save once on each level.
  • Starting from the 6th lap the teleportation spell becomes one-time use and is spent depending on the selected modifier.
  • Starting from the 8th lap the player cannot open the menu or load while in Personal Hell or during slime stun.
  • Starting from the 10th lap, all Death Run saves are deleted upon the player's final death.


From now on, we are changing the way the numbering of the beta-versions works. Previously, we numbered every major update, and then numbered the version of the update. “Beta-2 (Cut version 2)” for example. To simplify the numbering and understanding which version the player has, we will mark each update, even the smallest ones, with a new number as it was in the days of the Alpha-versions.

Our Discord server:
https://discord.gg/UzZsuYK

You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:

DEADLY Death Run and modifications in Beta-4 (Cut version)!



Do you remember we promised that Beta-3 will be the last update this year? We lied,it will be Beta-4. In this small but significant update we fixed some minor bugs you found in Beta-3,as well we modified and expanded some of the mechanics that were introduced in Arcade mode. Mostly the changes were on Death Run, ooooooh, he will not forgive the mistakes you make!

Change list:
  • Decreased chances of spawning Sorcery spell in Random Run.
  • Fixed a bug where a slime did not caused physical damage.
  • In the extended HUD,only the third scale turns gray in physical death.
  • Fixed absence of "Boss" in Industrial Zone in Arcade mode.
  • Added save points in organ hall and in non-hell mansion Arcade mode
  • Modified lanterns path finding systems to reduce the chance of them getting stuck in the wall.
  • Improved lighting when lanterns spawn in arcade mode.
  • Reworked Death Run.


Changes in Death Run:
  • Monsters are getting stronger each lap more than before
  • Starting from 10 laps the game does not Autosave,and the player can save at each level only one time.
  • Starting from 15 laps the game does not let you to open the menu or load during slime stun.
  • Starting from 20 laps teleportation spell becomes one-time and is spent depending on the selected modifier.
  • Starting from 25 laps, all Death Run saves are deleted upon player's final death.


Here is a small but significant list of changes in Beta-4 (Cut version). In addition, we were able to optimise the game so that now instead of 300MB of RAM and disk space "Lite version" requires only 200MB, and "Heavy version" instead of 1.5GB requires only 600MB!

This time, we hope, it's really the last update this year and we will able to continue the development of "D'LIRIUM:The Golden Rogue". I want to draw your attention once again to the fact that we are not finishing the development,but only suspending it until the release of "The Golden Rogue",after which we will deal with a new story in the original "D'LIRIUM".

Thank you all for helping us to develop the project,making it better and better! And thanks for your support on Patreon! Thanks to you,we haven't starved to death :)

Our Discord server:
https://discord.gg/UzZsuYK

You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page:

The compromise we have come to.



The day before yesterday we introduced you to Beta-3 (Cut version) and let you decide what sacrifices should we make in order for the game to work, today we will tell about the compromises we all came with you.

Since yesterday update, players could change their sounds and music volume as two separate settings. We also we removed those annoying seams between music tracks in arcade mode but as a result, the game began to consume 1.5GB of RAM instead of 300MB and took up the same amount of space on the HDD. This resulted in the game not working properly on weaker computers, and together we began to decide which way we should develop D’LIRIUM.

So what did we decide? We have found a way to reduce the size of music files by several times, while leaving the ability to adjust the volume of music separately from the volume of sounds. Now the game uses around 300 MB of RAM again, and not only that, but it’s HDD size has been reduced too! Amazing, isn’t it? Of course! But not without any sacrifices. The annoying pauses between music tracks in arcade mode runs returned, but the game will now work for more players! It’s worth it. But also the owners of powerful PC’s will not remain offended either, you can still play voracious and stable version of the game by choosing developer_builds!

We hope that everyone will be satisfied! This is going to be the last update for this year, from now we will once again return to the development of The Golden Rogue. Thanks to everyone who took part in discussing this decision, we did it together!

P.S. The development of “D’LIRIUM” will continue after “D’LIRIUM: The Golden Rogue” release.

Our Discord server:
https://discord.gg/UzZsuYK

You can support the development of D'LIRIUM and The Golden Rogue on our Patreon page: