Devlog #6
Hello everyone!
We’re back with the most important development update for Rooms of Delirium. This is the final delivery of the project, and it comes packed with the last round of additions and polish. Over the past weeks, we’ve focused on closing the loop on gameplay mechanics and finalizing the map, making the project feel fully cohesive and ready to play.
🗺️ Finalized Map
The level design is officially complete. We have finalized the map, which now consists of 9 fully interconnected rooms.
Every room has been detailed and populated with all enemy types and pickups. This ensures that the exploration loop is solid, with a consistent flow of challenges and rewards throughout the entire layout.
✨ New Item: Sanity Recovery
To balance the difficulty and deepen the game's lore, we have added a new consumable item.
This item allows players to recover lost sanity. Managing this resource is now crucial for survival, giving players a fighting chance against the delirium effects as they explore deeper into the level.
🔦 Flashlight Mechanics Update
We made a significant edit to the flashlight mechanic to increase tension.
Previously, dropping the flashlight was just a visual cue. Now, when the flashlight is dropped due to an impact or event, the player must physically pick it back up. This adds a layer of panic during encounters, forcing you to react quickly to avoid being left in the dark.
🛡️ Damage System & Invulnerability
We also tweaked the combat feel. We edited the damage mechanic to include a brief invulnerability time (cooldown) after being hit.
This prevents players from taking unfair chain damage and offers a small window to reposition or escape after a mistake.
🔊 Audio & SFX
Atmosphere remains our top priority, so we’ve implemented various new sound effects:
- Damage Feedback: Specific sounds have been added when the player takes damage to make impacts feel visceral.
- Death Screen Music: We added a dedicated music track for the death screen, ensuring the emotional tone remains consistent even when the game ends.
📘 Tutorial Refinements
Finally, we performed an edit on the tutorial level.
We adjusted the flow to ensure the new mechanics—specifically the flashlight retrieval and sanity recovery—are taught clearly. The goal is for players to feel prepared before stepping into the final 9-room map.

🏁 Conclusion
That’s all for this journey!
Thanks for following the development of Rooms of Delirium. We have worked hard to shape this into a complete psychological horror experience, and we are excited to finally share the finished result with you.
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Rooms Of Delirium
| Status | In development |
| Author | AFK Studio |
| Tags | 2D, Godot, Horror, Indie, Pixel Art |
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