March 5, 2026

Development Update #17

Hi there! Coming back with the long-awaited dev-update!

Thanks to everyone who played v0.4.5.1, and especially to those who left their feedback!

Work continues as ever and we’re ready to share our progress and plans.

And before we dive into what’s new, let’s first welcome the newest addition to our team—SemKa—the new animator!

Day 5

We continue working on the 5th Prologue day and the Intercity Mall location. The mall is going to have several jobs, like:

  • Gas station operator (fueling cars, car wash, oil changes, pumping tires)

  • Warehouse worker

  • Cinema projectionist

Also reworking the beginning of the day to give players more control and put less focus on cinematics.

New pipeline

We’re currently implementing a new development pipeline that’ll help us better structure our work on Deluded. This approach is inspired by Bethesda and was used effectively for the development of Fallout and Skyrim.

The idea is to concept the whole world map at once, starting with simple location layouts and overall player’s path—then adding details.

This pipeline features an iterative approach. Rather than focusing all our attention on one location at a time and then doing “patchwork”, we instead are focusing on one gameplay aspect per iteration. For example, we place all locations, next time we add all POIs, next time—interactions. The same goes for events, quests, NPCs, balance, leveling-up, player’s progression through location, etc.

The ultimate goal is to make our world more consistent, balanced and unified, since the pipeline implies lots of gameplay testing and multiple polishing stages.

We’ve prototyped the whole Lindcliff and Acreton towns, Park-slums, Clarisse’s estate, the House by the lake and other more or less important locations. There is quite a lot to talk about regarding the pipeline’s stages and what exactly we’ve already prototyped. I think this topic deserves a separate devlog series 😉 Stay tuned!

This method has already showed a lot of benefits, so we’ll stick with it while we’re working on the Prologue.

Oh, and, of course! Helpers from our Discord deserve an individual gratitude, as they did a huge job of suggesting open-world activities. A lot of these turned out to be super useful! If you also wanna become a Helper to participate in similar activities—click here https://discord.gg/deluded and read #info-faq for instructions.

Character customization

The build 0.5, as you know from the roadmap, will feature character customization. Some of it was already partially implemented in the previous releases, like nails and tattoos, and you’ve also seen the visuals for the rest in earlier devlogs.

Next update we’re aiming to implement not all, but most of the character customization mechanics (the code) and their visuals.

It’s not certain which ones in particular will make it into the upcoming build, but we’re currently working on various body and face parameters, as well as piercing (with 19 body slots available) and new hairstyles.

New hairstyles

Speaking of which, here’s what they look like:

Since the Prologue won’t feature any barbers, tattoo artists and piercing masters—all tattoos, piercings and hairstyles will be available only at the Secret Store for the moment. Later you’ll be able to try them all in the open world. You’ll also see some on the NPCs in the future.

New clothes

  • Male hoodie

  • Male lab coat

  • Dress

New dildos

A couple of dildos for the new gloor scene

New locations

  • The truck parking lot for the Mall

  • The spaceship-like location for the new gloor scene 😳

That’s it for this month’s progress! Thank you for your support! ❤

Also, thanks to everyone who shared ideas for the new gloor. We’ll process them and soon will run a vote for the next gloor scenario 💜

Best regards,
kufe7

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