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D'LIRIUM News

Beta-19 finally!

Finally, after one year development we are glad to bring you Beta-19. It's a biggest update that have been made over the past few years, including some really cool stuff!

Let's see the most important changes before we show you the overall change list.

Performance


A tremendous optimization work was done, the most part of the game was made from the ground, that gave us a huge performance boost. This directly affected all the important innovations in Beta-19.

Also the fast YYC version is available now. If you want to try it, then open your game library, then right-click on the game, and click “Properties”. Switch to the “Betas” tab in the game's properties window. There you can find “yyc_stable” branch. However, it is necessary to consider that YYC version may be less useful for debugging.

All custom map loading and game saving systems performance boost are the most noticeable. Warning, save files made in Beta-18 and earlier versions of the game won't work with Beta-19! We have built the system that allows to restore broken save files made in this version and newer.

60 FPS support


The performance boost allowed us to change the game speed from 30 FPS to 60 and work stable even on most detailed levels.

Screen resolution support


Now you can change the screen resolution up to 8000х6000. The camera movement becomes smooth starting from resolution 1600х1200. The lower resolution camera works the same as Beta-18.4 version.

Sadly, but wide screen support is still not provided. We'll make it in the future, in D'LIRIUM Director's Cut. The reason is the most game mechanics are tied to 4:3 views.

New VFX


The particle system was built from the ground to look more detailed and smooth. Their quality and quantity significantly increased compared to what it was before.

Also there was added experimental “fake 3D” mode for all items. You can enable and disable it using ”3d” command in command menu. Shadows in this mode behave incorrectly, but all items looks funny. This mode will be improved and introduced in D'LIRIUM Director's Cut.

New SFX


Some objects and all monsters now have audio positioning that makes deeper immersion into the game atmosphere. As the player approaches a source of sound within the game, the volume of that source becomes louder, the position of the player in relation to the audio source will also result in directional stereo audio.

The material system was added. Player and monsters will make footsteps noise while moving along them. The different materials have their own footstep sound pattern. Custom map creators can use those materials too. Also footstep noise allowed us to provide the new game mechanic.

Stealth


Monsters now have a peripheral vision and hearing, so we added a running and crawling opportunity for player. You can sneak alongside the monsters and deal critical damage with a melee weapons, taking them from behind.

Stealth mechanic increased the capacity of choosing your play stile. D'LIRIUM becomes slower, but more got more variation, we are going to improve this variation in future.

Reworked levels


All levels built from the ground with a huge graphic improvements. We reworked all the tile sets to look more detailed and realistic. Some paths was changed and some new places was added.

Tiled support improvements


Now you can rotate and mirror your tiles, also all entities was optimized and some parameters was changed. We have updated all documentation and custom map creation tools in the game folder. However, maps that was made before Beta-19 release needs to be adapted to work properly. We will audit all levels in D'LIRIUM Workshop and contact their authors.

Reworked dialogues


The dialogues are slightly revised to be more meaningful and closer to the idea that will be fully realized in the Director's Cut.

IDE improvements


The game engine update provides improved memory clean-up, but D'LIRIUM stops supporting 32-bit OS, starting from Beta-19. Beta-18.4 is still available for 32-bit OS users, you can find it in the same place as YYC version.

General change list:


Beta-19
  • Fixed a bug that could cause a player to attack during a scripted sequence after pausing the game
  • Fixed a bug related to items falling out of monsters after loading the game
  • Fixed Nightmare's spikes being destroyed instead of bouncing off when colliding with the player's projectiles
  • Fixed a bug that causes the game to crash when a Nightmare spike hits "Entity Button"
  • Fixed a bug that caused the "Entity Graber" entity not to find a values correctly
  • Fixed syntax errors in the code
  • Fixed a game crash when creating screenshot of level and opening command menu at the same time
  • Fixed some dialogues overlapping
  • Fixed an issue with weapon charge being saved when entering the pause menu
  • Fixed a bug that could cause a player to teleport into a closed door
  • Fixed a bug that could cause the player to autosave being dead
  • Fixed a bug that caused the maniac screen to not fade smoothly
  • Fixed a bug that caused doors with "e_toggle" and "e_useonly" parameters enabled to kill monsters
  • Fixed a bug that caused medicine not to be highlighted
  • Fixed a bug that caused "Entity Light" animation to not work
  • Fixed a game crash when loading autosave, that was created on an empty custom map
  • Fixed player getting stuck in doors while loading save file
  • Fixed incorrect monster counting when using "nodegan" command
  • Fixed incorrect conveyor behavior on "Steam Machine" level
  • Fixed a bug related to "obj_rave" object sequencing
  • Fixed a bug that caused the "map lanterns" command to work in arcade mode
  • Fixed (almost) bouncing objects getting stuck in corners
  • Fixed missing masks when "Entity Decor" has no sprite in it
  • Fixed crashing of the game when changing the mask of the entities via programmer
  • Fixed entity Graber not working correctly with global parameters
  • Fixed a bug that caused the Inspector to only work with entities in English
  • Fixed a game crash when removing an entity with a solid mask
  • Fixed a bug with teleportation modifier haze colour in arcade mode
  • Fixed multiple drop of items from table object on custom maps
  • Fixed bugs related to doors
  • Fixed bugs related to Christmas gifts
  • Fixed bugs related to "Entity Display"
  • Fixed memory leaks related to custom levels
  • Fixed a game crash when loading save file on levels with "Entity Window"
  • Fixed a game crash at the moment when Nightmare hooks the player flying over an abyss
  • Fixed incorrectly working parameter "e_shadows" for some entities
  • Fixed errors related to health scale colour of monsters in accurate HUD
  • Fixed bugs related to "obj_rave" object
  • Fixed a bug that would not create a player on a custom level without a starting point
  • Fixed a bug that caused the personal hell file to not be deleted
  • Fixed an accidental game crash when trying to restart a custom map
  • Fixed a bug that caused the player to be unable to telefrag a monster
  • Reworked and corrected hints displaying while paused
  • Reworked and optimized player animations code
  • Reworked fireball dispersion when using "splash" modifier
  • Reworked monster attack algorithms and monster walk animation
  • Reworked and improved prediction of player's movement by range attacking monsters
  • Redesigned and optimized code of many objects
  • Reworked first fireball modifier
  • Reworked and optimized player character comments
  • Redesigned and optimized static shadows
  • Reworked and fixed way "e_fx" parameter works for the entities
  • Reworked and significantly optimized many areas of the game code
  • Reworked names of some parameters for all levels
  • Reworked and optimized killed monsters soul appearance
  • Reworked and highly optimized saving and loading the game
  • Reworked transition between "intro" and "mansion" levels in arcade mode
  • Reworked and highly optimized custom level loading in .json format
  • Reworked level map rendering
  • Redesigned dialogues
  • Redesigned the conditions for gaining the "Plumber" achievement
  • "Lanterns" mode now only removes monsters that are outside the playable area
  • Game now automatically deletes .dmap files from "UGC" folder when trying to load them into Steam Workshop
  • The time required to achieve the "Clueless Gamer" achievement has been changed from 6 minutes to 12 minutes.
  • Lighting and shadows are now calculated and rendered using GPU power
  • Slightly revised textures of some objects
  • Player character does not comment on their actions in arcade mode anymore
  • Expanded command menu
  • Inspector is now enabled by default
  • With GUI disabled, cursor visibility now sets by pressing

    key

  • Slightly increased plasma shooting speed
  • Improved check of saved levels inconsistency in old save files
  • Improved functioning of some "Entity Programmator" parameters
  • Blown up monsters now creates a soul
  • Monsters blown up under the rune effect now count towards the stats
  • Player on easy difficulty can survive slime hit, without entering panic state
  • Player can no longer rise from the dead after killing monster being a maniac
  • Sorcery effect is now written to the save file along with the rest of the runes
  • Doors that are not entities are now automatically converted to "Entity Door" at level start
  • Recreated from scratch and redesigned all levels
  • Nightmarish's Hook can now be repelled with a crescent wrench
  • Phantoms will now live if they do not originally have an owner (The Lost monster)
  • Player's standard running has been changed to walking
  • Game speed is no longer tied to number of frames per second
  • Game now does not slow down when frame rate is decreased
  • Gibs now sprays blood when hitting the wall
  • Doubled number of activated targets of the "Multimanager" entity
  • Doubled number of activated targets of the "Randomizer" entity
  • In the death run after 3 levels, not all pentagrams will disappear, but only the one on which the player is standing.
  • User character is no longer displayed on the preview of the save file
  • Parameter "noLant" was changed to "lantern_immunity"
  • The parameter "noRand" was changed to "randomrun_immunity".
  • The parameter "monsterHp" was changed to "monster_hp
  • Global parameter "enableHUD" changed to "hud_enable"
  • Added materials
  • New entities added
  • Added new entity debugging tools
  • Added the ability to run and sneak to the player
  • Added sight and hearing to monsters
  • Added death by Lanterns icon for classic HUD in arcade mode
  • Added new parameters for the "Entity Sequencer"
  • Added new math functions for the "Entity Calculator"
  • Added new logical functions for the "Entity Comparator"
  • Added 3D sounds to Monsters, NPCs, interactive objects, and some entities
  • Added support for resolutions up to 8k
  • Added game speed setting
  • Added new characters to the game fonts, and redesigned some old ones
  • Added more powerful bandages and first aid kits
  • Added a rune that allows you to enter and exit the maniac state
  • Added an ability to use rotated and mirrored tiles on custom levels
  • Added an ability to program arrays with all programming entities
  • Added player presets for custom levels
  • Added Spanish language
  • Added player pointer on the map, as well as the ability to use the pointer on custom levels
  • Added a new achievement
  • Added sounds when hitting a wall with a knife or needles
  • Removed "sOptions"
  • Removed "violence" setting
  • Removed health scale animation when dying from Lanterns
  • Removed "noDrop" setting for monsters
  • Removed "e_fx_col" setting for entities
  • Removed display of monsters health number in "developer" mode
  • Removed algorithms for creating and loading of custom levels in .dmap format


Please note that the list is not complete. More changes you can find on our Trello board, the link is provided at the end of this announcement.

Outcome


We are well on the way towards final release. The next update is not going to be so huge, it should be just a completion of all that was done before or postponed until Beta-20. The next update should be the last before final release.

Thank you all for being with us all this time, we'll see you again ones more!

Our Discord server Our Trello Workspace
You can support the development of D'LIRIUM and other projects on our Patreon page:

Beta-19 got a board on Trello

For the past two months, the development has been suspended because I didn't have access to my main computer. All this time I was working on another project. Now I resumed work on Beta-19 and realized that I don't remember what I had to do at all. That's why we created a Trello Workspace that everyone can read.

From now on, here we will create lists of updates that need to be introduced, as well as a list of bugs that needs to be fixed. There will also be ideas for future updates. It turned out to be very convenient and we will most likely create a Trello boards for every major update for every project!

A link to the Trello workspace will be added to the rest of the links at the end of each announcement.

Our Discord server Our Trello Workspace
You can support the development of D'LIRIUM and other projects on our Patreon page:

2021 passed without any updates.

So the year 2022 has come, congratulations!

Unfortunately, for a whole year nothing was heard of D'LIRIUM. The last update was released at the end of last January. It was possible to find out about the development progress only on our Discord server, and in small quantities. We made several streams in which we talked about the project's development plans and demonstrated the unfinished Beta-19 (links to the streams will be attached at the end of this announcement). Even the people who support us on Patreon have received little exclusive content. So what do we have?

For the last six months we have been developing and trying to make mapping more accessible. This is important, because players will be able to create full-fledged stories using that set of instructions. Mapping was available back in Beta-18, but now it will become even more flexible and optimized! We are also rewriting and optimizing the game code. We didn't plan to do this, but once we started, it means we need to do it wisely. So we have nothing to show, we can only say some more beautiful words, which I personally don't really like. It is better that we immediately show the result of the work when it is ready. So don't expect any new announcements from us until Beta-19 is ready for release. It won't take long.

We said Beta-19 would be the last Beta update before the release. But this is not the case. We decided to divide it into two parts, as Mojang did. Beta-19 will be an exclusively mechanical update, it will not have a new story, as we planned. We've spent a whole year polishing D'LIRIUM and bringing new mechanics to it. We want to give players a taste of it. But we will devote the story to Beta-20, this will allow us to focus on it while the players will already have something to do.

In general, we are working..

Here's all livestreams we did in 2021 (hope someone will translate it to English):
https://youtu.be/v8CPQRt5N-o
https://youtu.be/MEfI9hvpbck
https://youtu.be/zRevVdvas6U

Our Discord server:
https://discord.gg/ZqyfTf6wGU

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

4 years in Early Access, what's next?

This announcement had to be published two weeks ago, sorry for that little delay. Four years have passed since the release of D'LIRIUM in Early Access. We did a livestream in Russian (maybe someone will make English subtitles?), in which we discussed how the project has changed over these 4 years, how it started, and what future plans for development will be.

The recording of the livestream can be viewed at this link:
https://www.youtube.com/watch?v=v8CPQRt5N-o&ab_channel=IhorKoval

Below I will try to retell the most important thing, because it's really important.

Exit from Early Access

After four years of development, the game has changed beyond recognition. Finally, we decided that it was time to end this. Unfortunately, all these cool ideas of new levels, new characters, a new story, all this will have to be postponed for the future. If I really could, I would keep the game in early access for another ten years. But, alas, we need to release something new, because the game can no longer feed us, what can we say about the budget for the next project. Therefore, I decided to finalize what is ready.

Beta-19 will change D'LIRIUM again

Beta-19 will really be the last update before the final release. We've made a lot of changes to the mechanics of the game, its sound and appearance. This will be another large-scale update that will improve and expand the game. We told a lot about it during the stream, but for those who did not watch it, we will keep the details secret for later. It will be available soon.

D'rectors Cut

Don't think that all the promises that I have given to you will not be fulfilled. After the final release of the game, I will be able to relax, work out a plan, and then do what I should have done from the very beginning. Releasing an extended version of D' as a separate game is a controversial decision. But, having weighed everything many times and discussed it on our Discord server, I realized that this is the right decision. The development of D'LIRIUM was delayed for 4 years as a result of my incompetence in planning and organization, and because of this, we now have practically no profit. This needs to be corrected.

What about The Golden Rogue?

Announcing it was a mistake, because how can you start a new project, based on an unfinished game? Each innovation had to be implemented twice: first in D'LIRIUM, then in The Golden Rogue, or vice versa. If D'LIRIUM had been released in 2019, The Golden Rogue would have been released around the same time, because it was built on the basis of Beta-1. To date, I can't afford to release a game that is technically inferior to the previous one. Therefore, I decided to stop development until I'm done with D'LIRIUM. But know that all these cool features that I am introducing now will appear later in The Golden Rogue, the project is not dead! I do not exclude the possibility that it may see the light in two versions, but we will talk about this another time.

I probably missed something, because a lot of time has passed since the release of the last update. After all this time we have not forgotten about D'LIRIUM. The project is growing and improving, and even after the release it will continue to grow. Thank you for your feedback and support, I appreciate it, because it is you who inspire us!

Our Discord server:
https://discord.gg/ZqyfTf6wGU

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

The New Year we forgot about

The New Year holidays are over. Almost a month has passed, and nothing has been heard from us. Beta-18 came out without too much noise. And in vain, because this is a very large update, despite the fact that at first glance, there is little new in it. So far, Beta-18 is being refined and improved. We want to congratulate everyone without further ado on the new year 2021, and move on to innovations! Let's start, as always, with a list of changes. With the release of new Beta-18 patches, it will be updated.

Change list:


Beta-18
  • Migrating the game to a new IDE
  • Fixed the offset of the text in some UI elements
  • Fixed a bug where gas could kill a Phantom
  • Fixed the player getting behind the game area when getting hit by the Nightmarish hook
  • Fixed incorrect rendering of the game frame
  • Fixed a bug that caused the game to crash when specifying a sprite to a custom light bulb
  • Fixed an issue where it was impossible to turn off the loading menu during a pause
  • Fixed custom level freezing without marking the game zone
  • Fixed rendering of lightRotating и lightSpot on custom levels
  • Fixed issues with player getting into non-game areas in "caves"
  • Fixed bugs related to taking mental damage when killing monsters
  • Fixed the need to restart the game to update the custom map
  • Fixed an issue with an invisible door in the "Cathedral"
  • Fixed an issue where points were not counted when the score display was disabled
  • Fixed twitching of objects when moving the dynamic camera
  • Fixed incorrect display of projectiles
  • Fixed a bug where the player did not die during repeated unsuccessful teleportation
  • Fixed incorrect character movement during the final sequence
  • Fixed panic during the final sequence (again)
  • Fixed the lack of character ` in-game fonts
  • Fixed incorrect shadow settings for some objects
  • Fixed lag of the camera from the player during scripted scenes
  • Fixed incorrect collision mask for Dismas the Martyr
  • Fixed a bug where the player could walk through the decorations when Phantom was attacking
  • Fixed the appearance of incorrect decorative objects in the "Mansion"
  • Fixed syntax errors in the dialogue in the introduction in some localizations
  • Fixed a bug that caused the sequence to not start in the "Graveyard"
  • Reworked and optimized the main menu
  • Reworked and optimized the workshop menu
  • Reworked and optimized pause menu
  • Reworked and optimized combat system
  • Reworked and optimized the save system
  • Reworked and optimized the rendering of the walls in developer mode
  • Reworked and optimized rendering of the objects
  • Reworked and optimized the rendering of individual menu items
  • Reworked and optimized calling the "help" menu
  • Reworked light in Lanterns mode
  • Reworked music playback on levels
  • Reworked interaction rendering
  • Reworked teleportation of the player on the "Chicken" difficulty
  • Reworked some items in the "help" menu
  • Reworked dialogues in Russian localization
  • Slightly reworked sequence in the "Organ Hall"
  • Removed the 'norandom' parameter
  • Removed the ability to set the glow of monsters and other objects
  • Removed the ability to destroy projectiles during scripted scenes
  • Added a built-in command menu
  • Added 'noRand' and 'noLant' parameters
  • Added entities with the ability to fine-tune
  • Added the ability to delete saves with the key
  • Added the ability to set your global light at custom maps
  • Added the ability to see object IDs in debug mode
  • Added the ability to upload your own music to a custom level
  • Added the ability to turn off music at custom maps
  • Added the ability to turn on console with the key
  • Added the ability to change the player's sprite and voice on custom maps
  • Added a combined camera
  • Added rune of explosions
  • Added New Year's event
  • Added new achievements
  • Dialogues can no longer be skipped with the left mouse button
  • The inspector is now turned off when you first set it up
  • The sound on the level is no longer played during the pause
  • The game now restarts the level when the save file is incompatible


Beta-18.1
  • Fixed incorrect display of some effects on gifts
  • Fixed an issue where a player character could say two phrases at the same time
  • Fixed an issue where there was no explosive rune effect.
  • Fixed sound duplication when turning off the pause via the "continue" option
  • Fixed overlay of gift music on level music after turning off pause
  • Fixed screen flickering when turning off pause
  • Fixed game crash when using the 'kill all' command in the presence of a Phantom
  • Fixed incorrect execution of some commands in the console
  • Fixed game crash when setting the "lightCustom_sprite" parameter in the wrong format
  • Fixed incorrect determination of the gender of a character on custom levels
  • Fixed walking in the character's place when going and returning from personal hell
  • Fixed and optimized the appearance of the player in the personal hell
  • Fixed a rare game crash when loading autosave
  • Fixed an issue where monsters and items in a random run were not saved
  • Fixed noise playback when using 'sound_NULL'
  • Fixed an issue where the GUI was duplicated when creating a second player
  • Fixed a bug that caused Nightmares and Nightmarishes to attack the player while saving
  • Fixed the ability to open the save menu during a scripted sequence
  • Fixed incorrect display of injuries in the arcade HUD
  • Added a description of the action when picking up an item
  • Optimized dynamic shadows
  • Slightly reworked some monster animations
  • Slightly redesigned drop items from boxes
  • Rune "???" can now appear in a Random mode
  • Optimized auto-aiming
  • Gifts now have a weak glow
  • Picking up an existing modifier improves the characteristics of the weapon
  • Removed some objects from the inspector


Beta-18.2
  • Fixed the appearance of walking monsters in the abyss in a random mode
  • Fixed incorrect initialization of maximum health for monsters
  • Fixed some debugging tools
  • Fixed incorrect depth of some GUI elements
  • Fixed game crash when trying to use an external sprite for the display
  • Fixed 'e_shooter'parameter
  • Fixed a bug that caused the lights that were turned off to continue to glow
  • Increased the number of points awarded for the sacrifice
  • Added the ability to create a map for custom levels


Beta-18.3
  • Fixed playing music when completing a level in the arcade when the 'levelMusic'option is disabled
  • Fixed incorrect display display on top of GUI
  • Fixed a bug that caused monsters to fly apart when killed with a non-Quad melee weapon
  • Fixed an issue where the darkening was drawn under the GUI elements.
  • Fixed an issue where the spawner didn't create the blast rune and objects with new types.
  • Fixed a bug which did not save the size of the triggers
  • Reworked 'Entity Sound'
  • Added the 'e_target' parameter to the keys


Beta-18.4
  • Fixed a bug due to which melee weapons did not damage a monster standing near a breakable object
  • Fixed a bug due to which some monsters made a pain sound after death
  • Fixed a bug that caused the player's character to continue talking after death
  • Fixed a bug that caused conveyors to keep moving objects while game is paused
  • Fixed display of Ada's icon when interacting with a gnome in arcade mode
  • Fixed some interactive objects
  • Fixed incorrect saving of trigger sizes
  • Fixed a bug resulting in the display of entity dialogs overlapping the display of player dialogs
  • Fixed a bug due to which Entity Graber did not write the result to the global variable
  • Added pain sounds to some monsters
  • Added global parameter "allowLanterns"
  • Added new parameters to some entities
  • The player will no longer hear heartbeats and screams while being dead
  • The random Lanterns event no longer triggers if there are no monsters on the level


The list of fixes and innovations is huge! We have done a tremendous amount of work on bugs that have not been fixed in any Beta-17 for a very long time. Let's now talk about the details.

Performance


We have worked very hard to optimize every element of the game as much as possible, and we still have a lot to redo. The dynamic shadow system, as well as automatic aiming, will no longer load your computers as much as it used to. The speed of these systems has increased by a multiple of the number of objects on the level, with which these systems interacted. And all because we have fixed all the silly mistakes that we made during their creation. We also significantly optimized the rendering of GUI elements, monsters, items, and other objects.

Annual New Year's Event


A special New Year's event has been added to the game. Those who managed to play Beta-18 during the holidays have already understood what we are talking about. Every year, from December 20 to January 12, players will be able to find a special New Year's gift on the levels. When opened, the player will receive a random bonus, below is the list.

Opening a gift:
  • Completely restores one random or all health indicators of the player. If all indicators were normal - creates a birthday cake
  • Creates around itself 8 plants, bandages, first-aid kits, or just a little bit of everything
  • Creates a random rune
  • Creates a random weapon or spell
  • Creates 25 souls and one Sorcery spell around it
  • With a probability of 1/66 creates a "surprise"


Entities


Entities - they're the most important feature of Beta-18. It is a complex system of fine-tuned objects that interact with each other, and can be reprogrammed. It doesn't mean much to the average player. But for the map creators, this system should be the main New Year's gift! Why exactly? After all, we are not the only ones who will adapt D' to this system, every creator of custom levels will be able to use this system to the fullest! Moreover, we regularly communicate with mappers, supplement, correct, and improve our system. In the future, we will strive to ensure that the creator of custom levels can almost write a game in the game! And this is our main pride, which will determine the direction in which D'LIRIUM will move as a whole!

A little patience


There is a share of unfulfilled promises in all this. In November, we announced the release of a special Halloween update. It was supposed to contain a special event in honor of Halloween. Unfortunately, we only had enough time to prepare the resources. This event is not going anywhere, it will be implemented in future updates, we promise you.

We also warned all users who have supported us on Patreon that we have reorganized the lists of support awards to avoid confusion with names. However, at the moment, neither the old users nor the new ones have been added or removed from the credits. We decided not to touch the credits at all until the final release, because the code, which was hastily written in the form of a plug, turned out to be very sensitive to editing and we do not have the strength to rewrite it every time. Don't worry! All the Patrons that funded the development of D'LIRIUM and wrote to us by email are already recorded in a text document, and will not be lost anywhere, I will fix everything by the final release, you just need a little patience!

To the rest of the Patrons, I want to say that no one has forgotten about you! You may be getting very little content on my page at the moment, but that doesn't mean that development is stopped. I have mentioned many times that it is thanks to you that development continues, because D'IRIUM and Patreon are our only sources of income, and thanks to you, we can spend all our time improving our project.

D'LIRIUM nearing final release. When all the elements of Beta-18 will be brought to perfection, we will start creating new content. Updates will continue to come out, saves will continue to break, everything is as usual. But we're finally getting somewhere? Because, as one user on our Discord server said: "updates are good, of course, but new content is even better.

Thank you


Thank you all for being there! Thank you for your flattering reviews, for your criticism, your tips and bug reports, thank you for the support on Patreon and in general thank you for everything! And Happy New Year!

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

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