I hope you've been enjoying your saunterings in the strange world of Dread Delusion. We're excited to put out a rather large content update, with a focus of deepening the Faction systems and giving players more to explore and see. So let's get started! First up, we've added a sprawling mine complex to the underbelly of Hallowshire, designed by the fantastic Aaron Taecker-Wyss. This not only adds a more intricate dungeon-space that was lacking from Hallowshire, but it provides a new way to gain crafting upgrades for your weapons!
Speaking of which, crafting has been overhauled. You will now need more ores to upgrade weapons, and we've added a shiny new weapon tier; Emberian.
(Please note that, because the Emberian weapons are meant as late-game upgrades, they're pretty hard to obtain at the moment. Hard, but not impossible.) Speaking of resources, across the Oneiric Isles you'll encounter a new resource, encased in an emerald conch of sorts. These 'Godlets', as they're called by the locals, can be used as a currency to further your standing with factions. (Cute little buggers, aren't they?)
Next up we've added a new flying island to the skies of Hallowshire. This is ruled by the mystic Wikkan Coven of the Worm and features a bunch of nooks and crannies. Expect more peculiar denizens to pop up here in the future, including a moth-related deity...
We've also added a load more lore books to the world, and each one features a bespoke illustration by the amazing comics artist Artyom Trakhanov, whose style is simply sublime. I've been following Artyom's work for a while now, and the chance to include his work in the game is really humbling. And that about wraps it up for this post! There's still a lot in store for the future of Dread Delusion. We've been listening closely to the great feedback our playerbase has been giving the team. Mechanics like music placements, stat-weights, and player interaction are just a few of the things we've been looking into, so stay tuned!
And as always, please post any issues you come across or feedback you may have in the Discussion Forums.
Patch Notes
Major:
Added New Location: The Wikkan Isle
Added New Dungeon: Hallowshire Mines
Added New Spell: Spectral Flachette
Added New Weapon Type: Emberian
Added New Ore Type: Emberian Ore
Added "Faction Collectors" - NPCs who will buy Godshells for cash & faction rep
Minor tweaks to stamina's relation to physical damage
Minor tweaks to fall damage calculation
Miscellaneous:
Added a new type of teleporter: Mirrors! These will serve as a quick way to exit dungeons and other areas as well as a robust way to move around environments.
Changed crafting/upgrade and item coding
Added lore books around the world, complete with illustrations
Thread-based clothing now upgrades 3 Levels instead of 2
Added chests and redistributed certain pieces of loot across the isle
Added Godshells pickups around Hallowshire
Added a big vertical shell to the swamp area of Hallowshire
Tweaks were made to the movement system
Increased what the max sensitivity can be set to
Added a tab in the menu for tracking the player's reputation with different factions
Changed all beds to be either 'restable', 'unsafe' or 'owned'. Using unsafe beds may result in the player being mugged or awoken by an enemy.
Minor UI tweaks
Bug Fixes:
Fixed calculations regarding stamina and attack damage
To everyone who's been playing Dread Delusion, I just want to extend a slimy, gelatinous tentacle bearing the words "THANK YOU" etched in blood. The past couple of weeks have been incredible, and we've all been blown away by the support and feedback you've been giving us. It's truly inspiring to see how many people have been vibing with the game, and we can't wait to continue building, tweaking and fixing Dread Delusion in response to your feedback.
Over the coming weeks we're gonna carry on tweaking the game's systems and squashing those pesky bugs, but we're also planning to flesh out some of the game's existing areas with new features. Expect to see new quests; an expansion of the faction system; brand new islands under the sway of the Wikkans; new dungeon-mines; and more complexity added to the crafting systems. We can't wait to share all of this with you!
And remember, reviews really help! So if you've enjoyed your time in the Oneiric Isles, please consider leaving a review on Steam for the game!
Fixed graphical glitches related to waterfalls & rivers
Fixed various UI input glitches, preventing the player from navigating certain menus with a gamepad
Fixes a bug that prevented the bow from firing with a gamepad
The map is now scrollable using the right joystick of a gamepad
Fixed a bug making certain landmarks appear on the map when they shouldn't
Fixed a bug that was preventing the "Interact" and "Spell" buttons from being correctly remapped in the controls menu
Fixed a bug that would very occasionally cause two weapons to be equipped at once
And as always, please post any issues you come across or feedback you may have in the Discussion Forums.
Version 0.5.023 Update
Patch Notes
Miscellaneous:
Added more cardinal signs to the world to help player navigation
Altered tree and flora prefabs to allow for better AI navigation
Bug Fixes:
Fixed issue where the mine by the main city yielded 3 tacks of ore instead of 1
Fixed issue where player could fall through the inactive lift outside hollow city. Also fixed an issue where the lifts’ clipping meshes were being visualized as ugly brown things.
Fixed issue where pressure lates for axe traps pressed from far away
Fixed object placements in one of the main dungeons in the Endless zone
Recolored and fixed opacity on the “NESW” letters on cardinal signs so that they are more legible against the background. The new blue color palette matches the Apostatic Union better too.
Fixed missing collider on the fences on the sides of the inter-island drawbridges
Fixed issue where the LOD trigger area around the castle was too small, causing a jitterseed pickup to deactivate and become inaccessible when approached
Fixed an issue where the braziers in the Queen of Silver’s chamber had no colliders
Added smoke trail visual effect to braziers
Fixed missing collision model on open flesh door
Fixed issue where the water in a small lake near the bridge to the endless realm was clipping through the adjacent cliff
Fixed z-fighting issue on the terrain near the path to the duke’s castle
Fixed an issue where certain chests were not leveled on the ground
Fixed fencing around the pub area and leading into the city. Previously the fencing clipped through the bridge, and had some messy gaps & texture placement
Fixed geometry of the city’s sewer so it no longer clips through the wall just above the river
And as always, please post any issues you come across or feedback you may have in the Discussion Forums.
Version 0.5.022 Update
Patch Notes
Balancing:
Massively changed how fast players' Stamina Threshold depletes. It will now take significantly longer to become Fatigued, and the Stamina Threshold will decrease based on a fixed timer instead of when the player performs certain actions.
Improved damage of the fireball spell.
Very minor tweaks to how Stamina Potions and Elixirs of Restoration affect the Stamina Threshold.
Miscellaneous:
Tweaked the Paeguth questline to make it less likely the player will not notice Paeguth at Hallow Town, if they chose to side with them.
Bug Fixes:
Fixed an bug where players would respawn in the Endless area before they had unlocked its gatebridge.
Fixed an issue where some items were not giving their correct stat bonuses, including the clothes at the Hallow Town tailor. These items have now been re-spawned with their correct stats, though they will have to be collected again.
Fixed a bug that would stop the 'Lost Purse' secret entrance from working after a player had left and re-entered the area.
Fixed a Charm test when speaking to a guild member of the Order of Three and One.
Fixed some dialogue in the Paeguth questline, which would point players in the wrong direction when they need to find the belltower.
And as always, please post any issues you come across or feedback you may have in the Discussion Forums.
Version 0.5.021 Hotfix Update
Patch Notes
Bug Fixes:
Changed a few things that was preventing the compass from pointing where it should
And as always, please post any issues you come across or feedback you may have in the Discussion Forums.
Version 0.5.020 Update
Greetings Prisoners,
We hope you're enjoying your journey at the Oneiric Isles! This is the first in a series of post-launch updates focused on fixing reported issues, among other minor alterations based on feedback.
Patch Notes
Miscellaneous:
New scenery and item placements throughout the Endless Realm
Changed music colliders in intro scene, making the 'intense' music fade out when you leave the battle, and fade back in when you return to the battle (previously it would only end when you met Vela).
Bug Fixes:
Fixed issue where wrecked war machines in the opening battlefield were playing their "stand up" animation and clipping through the ground in an ugly way
Fixed some misc scenery placements (mostly floating trees) on the starting island
Fixed a bug where an enemy's animator reference wasn't being assigned properly (this may address some of the issues players reported)
Fixed issue where you could uncrouch in some places you shouldn’t be able to, effectively allowing the player to get outside the map
Applied several minor performance optimizations to the player character's movement code
Fixed issue where players could get stuck in the windows of the prison-ship in the starting area.
Removed rubble piles in the first area which could trap the player if they backtracked and jumped over a railing.
Fixed hole in the level geometry in the corner of the fort on the starting island, which allowed players to fall and become trapped in the cavern below.
Fixed bug that was preventing the compass from pointing where it should
And as always, please post any issues you come across or feedback you may have in the Discussion Forums.
Early Access News #01
So, Dread Delusion has finally dropped into Early Access. Its broken world, full of flying islands and strange sights, is yours to explore!
There's already plenty to see, including the central region of Hallowshire - where zealous knights battle cultists and eldritch horrors.
Further afield, amid rotten knolls and gnarled trees, you'll find the Endless Realm - where its denizens are cursed to linger in an eternal undeath.
And as you roam these lands you can pick up quests, battle foul abominations and upgrade your gear. There are also two towns to visit where you can trade, rest up and even get drunk.
But what's next? Well, we're eager to hear your feedback so we can make Dread Delusion's strange world the best it can be. We already have a ton of cool stuff lined up for updates in the weeks and months ahead.
The next big region we'll be releasing is the Clockwork Kingdom. It's a cold, harsh land where a machine monarch enforces its tyrannical rule with state-controlled magic. Outside the walls of its central town, machines run riot and a foul corruption is spreading unhindered.
But we'll also be fleshing out the existing zones. Expect to see new quests, new locations and new secrets added to Hallowshire and the Endless Ream in the weeks after launch. We're also working on brand new mechanics, like the ability to purchase and upgrade your own personal dwelling.
We'll continuously be fleshing out the combat - adding new weapons, combat moves and enemies - as well as ever tweaking the enemy AI. Plus, we'll be expanding the faction system to grant the player more rewards and possibilities.
And further ahead? We'll be adding the main quest - a lengthy adventure that will see you tracking down the notorious sky-pirate Vela Calose, even if it means venturing to the cursed, inhospitable ruins of the world's surface.
So, I hope you're excited for what's on the horizon; because we can't wait to share all these new features with you. Until then, enjoy the game and - peace out.
You can now explore the world laid asunder, where the remains of humanity have scoured up above, adrift airborne continents. But even as a microcosm, The Oneiric Isles are teeming with mysteries to solve, people to meet, and danger to encounter!
We're launching the game in Early Access, so while there's a great deal of content currently, there will be significant additions to The Oneiric Isles in the future. We're talking new areas to explore, more quests to embark on, and characters to meet! And we need your feedback and help to reach these milestones!