XaiJu
Deluded
Deluded

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Development Update #10

Okay, guys, a few recent posts have been mostly focused on the game's prospects and distant future content (make sure to catch up if you’ve missed them!). Well, it's time we look back at the present and check what’s cooking for the main 0.4 content!

Thanks to your amazing support the Deluded project keeps growing, as well as our team. With that, let’s give a warm welcome to our new community manager — Hipunk. He’s an expert in video-making, and with his help, we aim to step up our videos’, trailers’ production and generally speaking — make more quality content for you!

So, what’s new in v0.4?

Content

We continue working on the new Gloor scene. The location is ready, and we’ve already imported some animations, but there’s still more to create and implement.

SilverGogs has been on fire, designing a ton of new outfits! All of them will be available in the main game, as well as in the Secret store.

We’re making the mock-up FPS game that Stuart will be playing on his console during the daytime. This is just a rough draft for now, but here’s how it will approximately look like:

New NPC

Say hello to the new NPCs—Bob (Stuart’s friend) and Violet (Alisa’s friend).

New lighting

We’ve improved the lighting to make house interiors brighter during the day. Now, room illumination is affected by weather and external light sources. Nighttime lighting has also been adjusted to be brighter overall.

Check out this before-and-after comparison—what do you think?

https://youtu.be/MtW5wS_-TGk

Privacy and Shame

The Privacy system aka the Exhibitionism system is yet to be developed for the 0.7 version, but we've already made a rough prototype that will work in the prologue.

We added a new attribute called Shame. It’s tied to the privacy level of a location and Alisa’s appearance. If she’s underdressed in public and/or in a low-privacy area, she’ll gain Shame points, which increase Stress. And if you decide to run around naked in the house? Well… your Stress will max out in 10 minutes, and the game will end.

NPC Schedule

Our programmer is 98% done with the backend for managing NPC movement and routines. It includes:

Next up, we plan to:

Attributes & Other systems

We’ve made multiple updates to effects and attributes, including:

Oh, and before we wrap up—I finally got to playtest the Park-Slums open-world location! (сheck out the previous dev update if you don’t know what that is 😉). It’s still super raw — missing animations, cutscenes, models and polish — but even at this stage, the gameplay loop is solid, with fun random events and a nice progression system. That said, I personally managed to only survive for a day and a half on the 3rd try before I lost all my MOOD points and died. So yeah, the open world IS going to be fucking hardcore — enjoy the peaceful prologue while you can. 😁

And to address the elephant in the room — the release date — we don’t have one yet! We know you’re curious, but we won’t announce it until we’re 100% sure that everything is ready to serve. The content for the 0.4 is nearly done, but the NPC system is complex and takes more time. But, hopefully, this post makes it clear that the gears are turning and the game is coming together. Thank you for your patience and support! 🚀

Best regards,
kufe7

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Development Update #10 Development Update #10

Comments

It's because the lighting changes are good, before it was a little too dark we didn't necessarily see correctly. For the stress I hope it won't be dark soul like. Otherwise eager to see the next version.

Angesombre

Visually, lightings were my only complaint about the game for now, with wrong exposures or being oversaturated. You guys did a great job!

Laethas


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