Watch as the masterminds behind the creation of DELPHYQ take command of the operatives during the dev Livestream on Steam!
Our lead developer and game director Raymond will be hosting a live stream on July 31, 5 PM PST. He 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
Closed Beta Testing July 30th - Aug 6th
Calling all Commanders!
Thank you so much for your continued support! We will be having a Closed Beta Test and would love for you to enlist!
The Closed Beta will take place from July 30, 9AM CST - Aug 6, 9PM CST (July 30, 7AM PST - Aug 6, 7PM PST).
Upon selection, you will be emailed a Steam Beta Key on the 30th, and provided with the role "Beta_Commander" within the discord.
We would love your full cooperation once you have been chosen as a Beta Tester by reporting any bugs you may encounter, and any suggestions or feedback that you may have. This information is essential for the improvement of future patches, and we cannot thank you enough.
Please note that the registration will CLOSE at 11:59 PM CST on Wednesday, July 28th.
To sign up, please join our discord if you are not already a part of it, and fill out the google form in the #Beta-registration Channel.
You can join our discord by clicking this link: https://discord.gg/umj8JCd2fx
Good luck on your mission Commander!
DELPHYQ Team
Delphyq Build 0.2.6 Update
Greetings, Commander!
Here are the latest patch notes for Alpha Build 0.2.6, released today, December 9, 2020 (For previous patch notes, please visit this link).
This build marks the start of our work on new unit abilities! Try out the new abilities that can now be queued for units during loadout.
NEW FEATURES
Added new abilities:
Sniper Unit's Stun Shot - stuns a target for a moderate period of time.
Sniper Unit's Short-Circuit Shot- disables an enemy unit with a mini-EMP that also fires electrical waves to other enemy units nearby.
CQS Unit's Extra Armor - the CQS can now gain a buff for extra armor while behind cover.
Infiltrator Unit's Stealth Dash - allows the Infiltrator to Sprint to destinations without making noise. Coupled with the Invisibility ability, this makes them a true infiltrator!
Heavy Unit's Energizer - an absorption shield that converts damage taken into power and health.
Support Unit's Adrenaline - temporarily suspends any running debuffs on a unit, while giving them a short speed boost, allowing them to move closer to their destinations.
Adjusted all Player unit's standing pose when popping out from full cover to avoid hitting low cover in front of them.
Added descriptions for all the new abilities.
BUGFIXES
Corkboard issue where all intel are already displayed, without even collecting them in missions.
Corrected tooltips for Rescue Protocol ability.
Fixed an issue with Energy Shield ability that allowed it to be activated no bleeding out units.
Fixed an issue that prevented enemy units to target player units with the Energy Shield ability applied.
Fixed an issue where the Pulse Detector ability asks for a target.
Fixed an issue with the Camera ability to look like it's floating in the air.
KNOWN ISSUES
Code Blue still has some issues in correctly displaying intel during its Planning Phase
Gunshot SFX are not affected by volume settings.
Sniper's shooting animation causes it to start floating.
There are still more class abilities in the works, so stay tuned for more updates in the coming weeks.
For those who haven't yet, visit our website and join our mailing list for more updates!
Delphyq Build 0.2.5 Update
Greetings, Commander!
Here are the latest patch notes for Alpha Build 0.2.5, released today, December 1, 2020 (For previous patch notes, please visit this link).
This build marks the start of our work on new unit abilities! Try out the new abilities that can now be queued for units during loadout.
NEW FEATURES
Added new abilities:
Heavy Unit's Remote Turret - deploy a turret to a target location that would fire at the Heavy Unit's target.
Tech Unit's Autonomous Turret - deploy a turret to a target location that would fire at the nearest enemy unit in its range.
Sniper Unit's Camera - deploy a camera to a target location that would allow you to see any activities within the camera's vision.
CQS Unit's Hologram Decoy - deploy a hologram of your unit that enemies will fire on, making a perfect decoy to redirect enemy fire.
CQS Unit's Smoke Grenade - a throwable that can conceal your operatives preventing visibility from enemy units.
Improved door interaction and cover utility. It's now easier to hack, open, and close doors and take cover on door jambs.
BUGFIXES
Fixed door display issues on Skyline
KNOWN ISSUES
Code Blue still has some issues in correctly displaying intel during its Planning Phase
Gunshot SFX are not affected by volume settings.
Sniper's shooting animation causes it to start floating.
There are still more class abilities in the works, so stay tuned for more updates in the coming weeks.
For those who haven't yet, visit our website and join our mailing list for more updates!
Early Access Delayed
To our beloved commanders,
I would like to start this off by saying that if you are reading this now and were anticipating the release of Delphyq on early access, thank you. You are the reason why I wrote this letter today.
To preface the situation, Delphyq has become somewhat of a massive undertaking in terms of goals. What started as a small dream has now grown into a commitment to deliver, not just a standard experience, but more. I have evaluated every facet of the project up till the final hour, and have deemed that in order to meet the standards that the strategy community requires, we must face the reality of this delay.
Let me make one thing clear, friends: this is not a setback, it is a calibration of quality. I require the complete experience I’ve envisioned for this project, and to meet that standard, the team requires a few more months to get the project up to the demands I’ve set upon ourselves.
The goal is not simply to deliver, but to deliver with quality. It’s no secret that Delphyq’s being developed by a very small team of indie developers. We have a lot to prove to the world, Delphyq being our first offering to the industry, thus we must accept delays like these with heavy hearts.
Don’t worry, commander. Mark my words: the mission will launch first quarter next year. We ask that you stay with us and help spread word about the game. With your help, we can bring Delphyq to the groundbreaking standard we’re striving for.
Till the next intel, commander.
Raymond, Delphyq Project Director
Delphyq Build 0.2.4 Update
Greetings, Commander!
Here are the latest patch notes for Alpha Build 0.2.4, released today, November 5, 2020 (For previous patch notes, please visit this link).
First of all, we updated our versioning syntax to simplify recognition while still representing an incremental update. Internally, it meant better identification of production processes and easier interpretation between our weekly updates and bugfixes.
NEW FEATURES
We've improved the accuracy of the CQS unit, for both players and enemies, which resulted in an overall better experience in encounters and firing exchanges.
BUGFIXES
Fixed a lot of cover issues on all the playable levels. Better cover interaction and better accessibility.
Fixed an issue where units restart their aim time after popping out of cover. Need to fire 'em off quickly now.
Fixed an issue where Player units were shooting outside of their EWR (Effective Weapon Range).
KNOWN ISSUES
Gunshot SFX are not affected by volume settings.
Sniper's shooting animation causes it to start floating.
Skyline still has some issues on displaying door highlights. (Steam Key Access only)
Here are the latest patch notes for Alpha Build 201002, released today, October 12, 2020 (For previous patch notes, please visit this link).
NEW FEATURES
Redmark Five, the tutorial level, has been updated for optimal player experience.
We've finally added a Restart button to allow for restarting missions from your Insertion Point. Say goodbye to reloading the entire game to retry a level.
We've revised those player and enemy unit's health bars to center the class icon on top of the unit.
Improved enemy units hitbox, making them easier to hit.
Reduced vertical spread of gunfire, allowing for less bullets missing their targets.
Player Units now automatically switch to Assault mode when the Reinforcement timer starts. No need to stealth through a mission with alarms sounding off. Get your team out of there!
We've reworked the behavior and UI of Health and Power Stations.
Player Units now become invulnerable for a short period of time after being revived.
Added instructions for cancelling toggled skill.
Added a tooltip to mention how to double right-click to Sprint! Should save tons of time for navigation.
Added a Crouch and Cover Tutorial
Updated Targeting and Cover tutorial
Updated some tutorial descriptions
NEW FEATURES (FOR STEAM KEY ACCESS ONLY)
We have a new level for everyone to try out! CODE BLUE is Centra Corporation's medical and research facility responsible for producing enemy automatons.
Skyline has some added pocket rooms to help players plan flanking routes around enemies.
Added additional tooltips for the Mission Planning Phase.
A 3rd Ability slot can now be unlocked after 3rd mission
Intel distribution for missions have been reworked.
Intel Filter states in Mission Planning Phases are now saved. You can now re-enter the Planning Phase without having to redo your filters!
BUGFIXES
Fixed an issue where enemies can control hacked doors.
Subtitles for the available cutscenes are now updated.
Doors are no longer visible when they've been opened.
Redmark Five, the tutorial level, now has complete and appropriate Fog of War.
Uncollected Objectives now properly show their icons on the Mission map when when in the line of sight of a player unit.
Color of invalid waypoint path now changes to Red.
Fixed an issue where the Assassin can sprint while Invisible. This wasn't intended in design.
Fixed some bugs where units were receiving the wrong damage values.
Fixed player units accuracy on moving enemy targets.
Fixed some line-of-sight issues on Redmark Five Helipad Area.
Fixed an issue where gaining an Objective Intel reveals all the Objective Intel in the Mission map. (Steam Key Access only)
KNOWN ISSUES
Difficult to get into cover in some objects/areas.
Gunshot SFX are not affected by volume settings.
A minor issue where player units are slightly inaccurate on reaching their target destination waypoint.
Drastic inaccuracy of CQS at point-blank range.
Sniper's shooting animation causes it to start floating.
Skyline still has some seldom issues on AI pathfinding. (Steam Key Access only)
Watch the developers stream a playthrough of the latest stable build, coming to Early Access on October 22! Catch them as they talk about game design, tactics, and game development in general.
Delphyq: Real Tactics In Real Time
“Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.” - Sun Tzu
In Delphyq, you are the Mastermind. Every decision is yours to make as you go through Delphyq’s immersive single-player gameplay and a compelling story full of twists and turns. Accomplish the impossible by upholding the three tenets of an unerring Mastermind: Analyze. Plan. Execute.
Your success is entirely dependent on how sound your strategy is and how effective your tactics are. No dice rolls to determine your success or defeat. Strategy requires analysis and planning while Tactics is about how you execute what you are trained to do in combat. “Real tactics in real time” means that everything happens simultaneously, and our Pausable Real-Time System allows you to act and react in any given situation in any given time just like in real combat...because real combat does not happen in turns.
The available demo is a good preview of how realistic combat is in the game. Simply put, approach the game as if every decision and every move could be your last. Taking advantage of cover, finding ways to flank your enemy, using your Operatives’ unique abilities, and synchronizing their movements like a swiss-made watch are what will pave the way to victory.
“If you know the enemy and know yourself, you need not fear the result of a hundred battles” - Sun Tzu
Knowing each of your Operatives, what they can and cannot do (i.e. Effective Weapon Range, Abilities, etc.), and their strengths and weaknesses go hand in hand with understanding the lay of the battlefield. This is where the game’s Intel System becomes critical. Intel, just like in real life, is vital to a successful mission. Your overworld strategy and route planning largely depends on the intel you have about the enemy. Blueprints, mission objectives, enemy unit types and locations, and insertion and extraction points are just some of the important information you would need every step of the way. Mastery of the game’s various systems with your ability to adapt to the ever-changing combat scenarios will take you ever closer to that end goal.
Analyze. Plan. Execute. Your legacy as a true Mastermind depends on it. Welcome to Delphyq, Commander!
Delphyq Streaming Live at the Steam Game Festival
Watch the developers stream a playthrough of the latest stable build, coming to Early Access on October 22! Catch them as they talk about game design, tactics, and game development in general.