Following our DELPHYQ Early access launch, we would like to celebrate it by chatting with our supporters on this Livestream, October 23rd 12:00 pm CST/10:00 am PST!
We'll showcase the new stages on this live stream! Come play with us in this memorable event!
Don't forget, you can provide feedback and ask for support in our Discord server here. You can also be the first to know about any new updates or features on Twitter, Facebook and Instagram.
Over and out!
DELPHYQ Early Access Launch
We’re finally here.
These past five years have felt like a lifetime for us here in the development team. From humble beginnings to its current iteration, the road to Delphyq’s Early Access release was admittedly a rough one. Not only for the game, but for the entire dev team, too. We’ve gone through some tough times, having a small team like ours working on an ambitious game, yet we soldiered on. Talent came and went, some of whom were critical to the process of creating the game, but we pushed on, firmly locked on to the vision that we were bringing to life.
The dream of offering a fresh take to the strategy and tactics genre was a driving force that kept us moving forward. And you, dear readers, are the audience we are aiming for. Whether you’re an operative who’s been with us since the start, or a new recruit in the fight against The Balance, we welcome you warmly and with open arms.
From all of us here at Dusk Wave Arts, thank you! Your support is the fuel that keeps this machine alive. Every wishlist, every post share, every mention of Delphyq pushed us to reach this major milestone. And now, we’re finally here.
We hope you enjoy this Early Access version of our game, and we await your feedback in the Discussions. If you see any value to what we have achieved thus far, please continue to support us towards the release of the full version someday!
Good luck, commanders! Go forth and break The Balance.
The DELPHYQ team is here once again with game balancing, changes and improvements.
We always make sure to to put equipment maintenance first and foremost in our priority list! This is why we are upgrading the squads equipment to make them more efficient in their combat prowess.
We are super excited to provide you with our change list for our brand new build version 0.2.22c:
Changes & Improvements
- Extended range of Grenade and Flashbang abilities to avoid friendly fire - Increased the damage of Grenade ability - Increased stun duration and power cost of Flashbang ability - Removed the sound propagation of Assassin unit's weapon and abilities - Improved UI when using throwable abilities - cursor icon now turns to an invalid icon when the projectile to the targeted location is blocked by a wall or other objects - Adjusted (Rebalanced?) damage of Remote Turret ability - Adjusted and reworked values for Heavy unit's Turret ability (damage, aim time, burst count) - Adjusted and rebalanced Power cost for most abilities
- Added tooltips in Mission Results for obtained intel - Added tooltips in Tactics for interactable objects and ability description & details - Added tooltips in Corkboard for locked abilities
- Added Call to Action message at the beginning of Missions for goals and objective - Rebalanced Skyline Mission - adjusted enemy types & positioning - Revised asset for Enemy Reinforcement timer - Improved cover points in Skyline and Redmark One - Added VFX when using Power/Health stations - Changed Door behavior after being hacked - doors now stays opened when hacked, unless manually closed - Added new loading tips! You can also browse through all available tips by clicking the left or right arrow. Tips are also available in Tutorial Menu. - Change the color of selected Player Unit's minimap icon to help players distinguish in the map which of the units is/are selected - Added controls - Press ctrl to toggle advanced UI on and off
Don't forget, you can gain feedback and support on our Discord server here. You can also be the first to know about any new updates or features on Twitter, Facebook and Instagram.
Over and out!
Delphyq Emote Creation Contest
Greetings Commanders!
We are in dire need of your assistance! All commanders within the headquarters will be tasked with creating new advanced communication graphics for what we call “Project: Emote”.
Once the winners have been chosen,the so-called “Emotes” will be applied to the server immediately. Of course, awards will be rightfully given to those that excel in this task! You would need to join our Discord channel and submit your emotes in the #contest-submission channel.
Multiple submissions are allowed but you can only win one prize, however, we may still add your extra emotes!
Image must be in PNG, GIF, or JPEG format and less than 256kb
Must be DELPHYQ related
Must be created for this contest, by you, without any stolen assets, not previously used elsewhere contests or elsewhere
Submissions will only be accepted and considered if they are posted in the #contest-submission channel
Submissions will only be accepted before 15 of November, 11:59 PM EST, anything submitted after this date will not be included in the contest unless otherwise approved by the community managers
Ableism, racism, sexism, homophobia, bigotry, or discrimination of any kind will NOT be tolerated nor accepted within this community and contest
All submissions must follow the server's rules, Steam User Agreement, and Discord Terms of Service
Judging:
Judging will be done by Dusk Wave and CM Team. Emotes will be critiqued on the following:
How well the emoji is designed
Originality and creativity
Reactions on the submission piece will be considered in the judging process
Prizes and winners:
There will be 3 winners! And the prizes will be:
1st prize will be a steam gift card worth $30 + DELPHYQ Early access key
2nd prize will be a steam gift card worth $20 + DELPHYQ Early access key
3rd prize will be a steam gift card worth $10 + DELPHYQ Early access key
Remember! You can join our Discord server here. You can also be the first to know about any new updates or features on Twitter, Facebook and Instagram.
Over and out!
Steam-Exclusive Developer Livestream!
At ease, Commanders!
Developers Raymond and Shin will be training you from 7PM CST today, September 24th, showcasing the game’s beta build!
Learn how to strategize from the elites as they take you through the Beta Test build for the very first time.
Don’t forget to follow us on Twitter, Facebook and Instagram for the latest game news and updates, and join our community on Discord too to discuss the stream with us.
Over and out!
DELPHYQ Release Date Announced!
Greetings, Commanders!
The operatives are trained and the missions are set: DELPHYQ is releasing its Early Access build on October 19, 2021!
It has been a long journey and we can’t thank you enough for joining us, and supporting us in our mission.
We wanted to give our players a fresh and exciting experience that would immerse them in the escapades of their favorite action movies in the form of a game, and we do hope we’ve achieved that.
There have been a lot of ups and downs throughout this process with development issues, delays, and mishaps, but we believed that the enjoyment felt by our players, and us seeing our dreams come true through this game would make it all worth it.
[previewyoutube="WyATX2cfBk0;full"] Are you ready to take down The Balance and restore order to the world, Commander?
Steam Next Fest
DELPHYQ will be participating in the Steam Next Fest!
This means the game will have a free demo up and downloadable for the whole duration of the event! We will also have developer streams running playing gameplay footage!
Don't forget, you can send us feedback and ask for support on our Discord server here. You can also be the first to know about any new updates or features on Twitter, Facebook and Instagram.
Over and out Commander!
Dev log - September
At ease Commanders!
The DELPHYQ is team here once again with tons of bug fixes and UI optimization.
Bugs are just as much of a threat as an organised force, and our duty is to make your missions as successful and smooth as possible. Besides, our commanders deserve the best and only the best, otherwise they’ll never have a fighting chance against The Balance!
That's why we're super excited to provide you our change list for our brand new build version 0.2.22b:
Bug Fixes - Intel is no longer overlapping in Mission Results. - Mission Results formatting issues are now fixed. - Cutscene audio now pauses along with the video sequence. - Fixed an issue where Player's units are unable to use throw-able abilities through elevated open doors. - Doors in Skyline properly animate. (Yes we fix doors!) - Keybinding issues are now fixed on controls.
Map Fixes - Enemies can no longer see through walls in Redmark One, that then caused them to see Player's units outside and chase them outside the room, resulting in the rooms being left empty and unguarded. - The Reinforcement timer in Redmark One no longer mysteriously triggers without any noticeable enemies nearby, or on lookout. - Enemies on Skyline now properly go into combat mode when the Enemy Reinforcement timer triggers. - Users are now able to put waypoints and path through some areas in Skyline and Redmark Five Corkboard - Enemies in specific rooms no longer respawn before the Reinforcement timer's triggered. - Waypoint paths can now be redirected or moved from outer zones into inner zones in Redmark One Corkboard.
UI Optimization - Line weights are now consistent in Tactics map. - Enemies no longer flicker in visibility and are easier to target. - Health/Power bar UI no longer floods the screen when reusing Tech's Turret ability on consecutive missions (or using it again after restarting mission). - Player units are now able to see enemy units in half cover, even when approaching them face-to-face. - Menu windows/tabs can now be scrolled by mouse wheels.
Current Known Issues - Player's units interaction to Dynamic cover is inconsistent. - Enemies fly away when being shot to death. - Minor pathing issues where Player's units walk through a different path than the waypoint path generated.
Don't forget, you can gain feedback and support on our Discord server here. You can also be the first to know about any new updates or features on Twitter, Facebook and Instagram.
Over and out!
Developer Live Stream
Our developers are back at it again with some DELPHYQ action! Watch as two of the masterminds behind the creation of DELPHYQ take command of the operatives during the Developer Livestream on Steam!
Our developers Dave and Justin will be hosting a live stream on September 4, 7 PM CST. They will be playing the current beta build with commentary, along with the development team in chat!
Feel free to ask any questions in chat as we go through the Beta Test build!
DELPHYQ team
DELPHYQ: Dev Log - August
At ease, Commanders!
The DELPHYQ team here with an exciting update.
A squadron should never be in the dark about any mission, so we thought it was about time we shed some light on our development progress! So, starting this month, we will be providing you with Intel and updates on what has changed in the game over the course of its development.
We are super excited to provide you with all the minor, and major changes we have made since the game’s conception in 2020. So moving forward, we will provide you with the list of changes we have applied for each build update!
BUILD v0.2.22a UPDATE Moving forward we will be using the same build version formatting in-game as a reference to the changes instead of following the old v0.2.6 version format
Changes and Improvements Since the game is now in a working build, we are regularly playing and re-analyzing how the game works and what else we could add, before each new build. Balancing the skills and designing new stages is one of the most challenging jobs for indie devs to do because most teams consist of a very small team or just one person. However, that has never stopped indie devs from applying these new features, nor raving about them on Discord or social media!
Enemies
Improved Support Enemy unit behaviour - Support EU now prioritizes valid cover farthest from the Player Units but still within firing range
Removed range limit for enemy units. Enemy units can now fire outside their range limit while popped out of cover. Accuracy also declines accordingly.
Corkboard
Reworked Pre-hacking feature in Corkboard - pre-hacked objects like doors and objectives are now completely hacked instead of just reducing the hack timer for each object
Adjusted Corkboard credits (In-game currency) and intel prices
Improved Intel store layout and assets - now called "Informants"
Moved Community panel to the upper-left corner of the Overworld
Adjusted Risk Values on Redmark One Map - estimated time is now more accurate
Removed Extraction Point intel from Hackable objects
User Interface
Revised Hack command icon
Improved Objectives intel icon - added more emphasis on the Primary Objective
Improved UI for the Bleedout indicator - added a red pulsing animation on the Player Unit's profile thumbnail on the left side of the screen
Added tutorial text for disabling usage of Sprint when PU is on low health
Updated game currency icon
Important note: these are some of the past builds we have uploaded before, but failed to announce on steam. Simply put, these updates have been applied to the game but the current game version will not match the current build updates we are announcing today as it has already addressed and moved past other things. Moving forward, all previous and current updates will be posted on steam.
Thank you for taking the time to join us in this update debrief Commander! Don’t forget you can join our ranks on Discord, as well as learn about crucial updates and follow our development journey! Discord link: https://discord.gg/XJ4tPjMCZU