Delphyq Build 0.2.4 Patch Notes

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.


  • 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.


  • 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).


  • 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)


Stay tuned for more updates in the coming weeks.

For those that haven’t yet, please wishlist our game on Steam and join our Discord server for more updates!

Delphyq Build 201002 Patch Notes

Greetings, Commander!

Here are the latest patch notes for Alpha Build 201002, released today, October 12, 2020 (For previous patch notes, please visit this link).


  • 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


  • 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!


  • 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)


  • 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)


Stay tuned for more updates in the coming weeks.

For those that haven’t yet, please wishlist our game on Steam and join our Discord server for more updates!

Delphyq Devlog #009 – Countdown to Early Access

Greetings, Operatives!

Agent Incognito here back with another Delphyq Devlog. Our countdown to Early Access has begun. With only a few months left in the quarter, we are quickly gearing up to ready Delphyq for Early Access launch. There’s still quite a lot of ground to cover, but we’re confident that we can make a build ready in time for our projected launch.

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Delphyq Emerges from the Trenches

Hello everyone! We just want to give you some updates regarding our game, Delphyq. The project is still very much alive. We have continually been hard at work developing the game, improving it, and growing our team in the last two years. We may have gone quiet for a long time, but we never left.

When Delphyq was picked as one of the games selected to be showcased in the 2017 IndieCade E3 floor, we were just a small team of five people. We had a playable demo then, but it was no way near ready for production. We had to buckle down and solidify the design, revisit the architecture, and create a compelling story. Then, we went deep into production mode.

Delphyq at E3 IndieCade Selection 2017

Delphyq was selected among thousands of entries to the IndieCade Showcase at E3 back in 2017.

Along the way, our team has constantly grown in terms of size and experience. In 2018, we doubled our team size and added an experienced producer, two senior developers, and two artists. We expect to add two more people in key positions this month for a total of 12. Not a big improvement, but we’ll take it nonetheless.

Additionally, in our review process heading to production, we realized how ambitious this project is and how small our team is compared to teams that worked on similar projects in the past. For this reason, we had to revisit our design with two goals in mind. One is to keep the core design intact while trimming the fat that bloats the production schedule. That leads to goal number two which is to release the game in 2020. For us, this meant an increase in focus, effort, and efficiency on our part.

We also realized that the architecture of the demo did not have a good foundation for the final game. It would have been a better scenario for us and the project as a whole if the architecture and design were already solid as we worked toward the release of our playable demos between 2016-2017. However, having a 5-man team when we first started working on Delphyq and the urgent goal of having a playable “proof of fun” for our investor did not allow us to follow the ideal route. For this reason, we found ourselves facing the monumental, albeit dreadful, task of “refactoring” when we went into production mode.

We had to revisit almost every aspect of the game systems (i.e. AI, player controller, UI/UX, etc.), and each visit had us staying for a much longer time than we expected. As we dove deeper into the different systems, we also realized that we needed various tools that would help the development process and bug-fixing in the long run. These tools are already proving to be essential in our development process.

Debug Tools

“In order to debug the AI decisions in the game, we have developed a suite of build & Editor tools that assist both developers and designers in understanding why enemies make the decisions that they do, and what internal and external considerations that lead to the decision being made.”

We are doing our best to deliver a game with a fresh new take on strategy & tactics. If you have visited our new Delphyq website, which we just launched recently, you would have learned that the game revolves around the concept of a mastermind. And a game that revolves around the “Mastermind” concept will not be complete without a fitting story. We are happy to announce that we feel we now have a compelling story full of unpredictable twists and turns that would provide the player an immersive and suspenseful experience similar to watching a Mission Impossible movie. We hope to deliver a game that keeps our players on the edge of their seats, not just in gameplay, but also through the story.

The story will be delivered via cutscenes at certain points of the game. Although we are aware that many players skip through cutscenes, we encourage everyone to watch them when the game comes out because they are a vital part of the full experience we aim to deliver.


“The Delphyq story will be delivered via cutscenes throughout the game. It is intended to be a vital part of the full experience we aim to deliver.”

Two years may be a long period to many but for a small team like ours working on a sizable project, the time went by too quickly. You never have enough time in game development, but you can make the most of the time you have. And that’s what we did.

In that regard, we are happy to say that our efforts paid off. We feel that the tactical combat aspect of Delphyq is now on solid ground, and we can only build up from there. This is a direct result of our work on the A.I. and player controller. The A.I. now reacts and behaves so much better than how it did in our past demos. Player Controller is now more streamlined and intuitive not just from refactored code but also from redesigned UI/UX. Adding and refining the “Player Unit Abilities” also increased the “tactical combat” fun factor.

We also improved the overall user experience by tweaking the lighting in our Tutorial Level, which we aim to release as our Demo 2.0 in the next few months. This is the same level as the one in our 2017 E3 build but better in many ways. It was not just the visuals that we needed to improve but the optimization of the level as well. We were successful in that regard, and in the process, we learned what we need to do in creating the rest of our levels.

Updated Delphyq

“The upcoming Demo 2.0 will feature new Player Models, UI and VFX. Look out for the release of Demo 2.0 in the coming months.”

The last two years were focused on pushing through the grind. It was all about working hard and persevering even when the going gets tough. As a result, we recently were given a pat on the back. Delphyq had been selected as a finalist in the 25th Indie Prize Awards to be held in the upcoming GameDaily Connect USA at Anaheim, CA on August 27-29, 2019. Needless to say, we are excited that our efforts were somehow validated.

It had been a challenging but fruitful journey these past two years, and we know we still have some ways to go. The good thing is that we are finally seeing the light at the end of this long and winding tunnel. However, from this point forward, we want you, our community, to come along for the ride and be part of the rest of our journey. We will be sharing our joys and agonies as well as our struggles and achievements. It will be a bumpy ride toward our finish line, but the journey will be more pleasant and meaningful with you keeping us company.