Mr. Tearson
Empty Ears Games Studio
Registered
Lewd
Prestige 1
Prestige 3
Prestige 4
Prestige 5
Prestige 6
1/3
3 Years of Service
- Allow others to update?
- yes
- Developer Name
- DEVOLUTION
- Developer Links
- Version
- Release 21.0
- Latest Update
- Nov 21, 2024
- Release Date
- May 9, 2024
- Language
- English
- OS
- Windows

Overview:
DELTA ZONE is a completely NSFW-UNCENSORED cyberpunk-themed FPS game with high-quality graphics, deep gameplay, and explicit animations. Your play as Ivy, and you have to survive in Delta Zone, an area infested by monsters, occupied by rogue raiders, and other dangers. You will be able to build weapons, modify yourself with cyberware, loot, craft trade work at a strip club, and modify Ivy's face.
DELTA ZONE is a completely NSFW-UNCENSORED cyberpunk-themed FPS game with high-quality graphics, deep gameplay, and explicit animations. Your play as Ivy, and you have to survive in Delta Zone, an area infested by monsters, occupied by rogue raiders, and other dangers. You will be able to build weapons, modify yourself with cyberware, loot, craft trade work at a strip club, and modify Ivy's face.
3D Game, Female protagonist, Sci-Fi, Animated, Adventure, Tentacles, Combat, Horror, Shooter, Simulator, Ahegao, Pregnancy
1. Extract and run
2. Type code into User ID
2. Type code into User ID
v21.0:
N/A
HOTFIX v20.2:
NSFW:
N/A
HOTFIX v20.2:
- slower recognition by enemies enemies cant recognize Ivy
- if they are blinded by Ivy's flashlight Ivy gets 0 negative rep by kills
- if their recognition is below 30%
- added tentacle growth speed
- cheat and default value was increased
- Pregnancy speedup pills affect tentacle growth
- speed BJ H-animations arousal affect differently
- Added Preg-speedup pills with cheap quality
- fixed dialogue bug with human enemies
- Nova has raider clothes, has customization unlockers
- Enemies in emission zones drop flashlights when killed
NSFW:
- Ivy has comments if aroused and moans if very aroused.
- Different animations and stages reduce arousal differently.
- The medstation can't remove eggs or tentacles if it's too early.
- Added a customization option for smaller clit size.
- Horny enemies or Ivy alter dialogue options.
- The enemy becomes cautious if shot at without recognizing who shot at him.
- Added lightning during storms.
- The medstation now has separate options for minor healing and surgery.
- If aimed directly at an enemy, he will shoot until the player stops aiming.
- The mini-scan shows if an enemy has recognized Ivy and if he feels threatened by her.
- Recognition of Ivy by enemies is slower and more affected by distance.
- two new sets of x-animation for human in progress (one giveup, one h-attack)
- added new green color of tentacles (they lay eggs directly)
- tentacles have different behavior, don't attack immediately (if Ivy walks slowly and doesn't shoot)
- based on Ivy clothes amount, tentacles during struggle either bite or damage clothes
- tetacles now can slither on surface of water/mud when non-aggressive
- better boobs bounce on running ivy anim (animation improved/fixed)
- added ass bounce to running anim
- third person view combat mode cheat (experimental)
- fixed game crash when disassembling gun inside box
- more progress on city streets map
- scope reticles were precisely realigned
- better scrap reticle (smaller and more round)
- composite flashlight with blue mode now shines further and has better crosshair
- ai has better senses in free roaming behavior, can see further, if player is stationary far away, ai senses reduction is a bit lower
- removed autoheal on hard difficulty and on death player doesn't heal automatically, and max health is only 0.3
- non-deadly damage if health is higher than 30% only works for sniper ammo 338LM and is moved to higher than 50%
- chairs near stray have proper material instead of black one
- Infinite Stash Size cheat
- player stash size increased to 100 from 70
- higher adaptive combat difficulty gives enemies a bit less medkits
- new 7.62 sounds, similar to 5.56 previous changes
- enemy ai has cheap 5.56 sound if gun is crap or legacy
- better ammo shells sounds falling on the ground (before they sounded plasticky)
- random spawn enemies spawn in reachable points by ai, spawn further and roam points radius is further from player
- added a bit of sharpening even without painkillers
- desaturation gradient softer when health is low
- added cheat for third person camera combat (camera zooms into gun aiming)
- billboard and commercial wallpapers/holograms for city streets map
- added new green color of tentacles
- new mud surface where tentacles can also roam
- fixed big jump in city outskirts in the hills where it was too hard to get enough speed to make it
- added new bike routes and jumps to city outskirts to make traveling more seamless
- emission areas have fog again
- structural flashlight (red mode) repels tentacles
- on death Ivy is given basic supplies like medkit, surgical tools, battery, tissues, painkillers etc...
- reduced black-white effect on low health
- eggs look better from distance (fixed refraction error)
- enemy ai now can rush player (higher chance to start rushing if aggressive stat is high and panic is zero)
- fixed issue when AI sometimes hit player through concrete walls during blind fire
- AI doesn't try to blindfire through walls (before they did one burst of shots to test if there was wall and stopped after)
- fixed issue when gun in modding menu shaked a bit
- fixed issue when player got unstucked into rock formation in city outskirts (and ai got spawned into them too)
- added barefoot footsteps sound on concrete surfaces
RELEASE 18 part 1:
- new monster progress, probably finished for release 20: texturing mostly done, rigging also mostly done, models are finalized
- body fluid hanging drips changed material and fixed opacity bug
- Ivy skin has now proper color with smooth skin makeup customization on high values
- new modification option for ivy: puffy outer lips
- better shape/animmation for vag gape, better textures and lighting for vag interior
- better shape for large belly bulge, more rounder, more correct anatomy
- added pause menu button to sfw switch instantly
- gamma/gain adjustments for my aces replacement tonemapper (you will be able to see in dark shadows or at night more, lighting was too contrasty at times)
- atmospheric consumption/scattering for sun (sun changes color more gradually from white to yellow towards red at sunset-sunrise)
- stars are darkened a bit during night, so its not a nebula explosion during clear nights
- flashlight glow circle from enemies was removed and fake rimlight from flashlight reduced to 50% (it gave away their position way too much)
- removed blue tint from dark areas (it was incorrectly implemented color teperature postprocess)
- changed recoil, less first bullet impact on muzzle brake and more first shot recoil on suppressors, arms fatigue now affect how much gun shakes during shooting
- grass is more green (less orange-yellowish) terrain under grass is more desaturated gray (less brown)
- reworked eye adaptation (in darkness it goes brighter and in bright sunlight screen darkens)
- proper sun rotation around earth
- better sun color and sky color during sunset (sky has sunset clouds, has different color values)
- emission zones fog volumes radius reduced a bit
- highway map layout changes near spawn area house
- fixed bug with changing gunparts after repairing gun removed repairs
- fixed bug when no laser/flashlight was attached but AI still reacted to player as if it was turned on
- changed player damage multiplier (on lower its a bit higher as player was almost invincible and on higher its reduced a bit not to be instantly oneshot by every gun)
- enemies dont bindshoot at player if player is obviously behind hard walls
- enemies predict player behind cover better (they don't know acutal player position)
- sounds travel further in dark reverb areas
- added enemy AI bullet tracers
- changed highway map layout, opened up passages in fences to move around map easier
- scrap reddot smaller reticle size
- HMD ammo now jams guns less, and also damages guns less
- desaturation on screen edges as low health effect
- ingame time goes 2x slower, now its possible to plan whole raid during sunlight and finish it before sun sets.
- wind effects are 50% stronger
- reddot reticles are sharper, more responsive and cleaner, they are UI based now, so upscaling and temporal AA won't mess it up
- option to set cheat time of day by slider to exact time
- brighter fog during clouds
- enemy shotgun now shoot pellets, in distance there is higher chance of player getting hit a pellet, damage gets much lower by distance as less pellets hit
- fixed big issue with AI where if you stayed still, distant enemies couldn't see you
- fixed scope reticle alignment, now it rotates with gun, previously aligned to screen
- fixed another big issue with AI, where they only looked at center of body. If that was blocked by obstacle, they ignored visible player feet or head. Now they see properly
- fixed weird movement of wounded humans when rotating, added rotation for upper body for more precise aiming
- added inertia for walking movement, now being heavy doesn't limit walk speed as much (before walking was very slow under weight)
- walking movement slower when aiming down sights
- resting gun now points forward if flashlight is turned on
- better blood effects on human enemies
- fixed dead enemies making footsteps
Release 18 part 2:
- Ivy's nails have fixed textures
- enemies ragdolls should no longer get stuck in ground
- bike now reacts to samller bumps and obstacles better, bike tilting is smoother
- smoke in emission zones isn't chopped off, also is less chunky and more gradual
- during cyberware gun keeps pointing forward after unzooming so it should be less awkward
- hands aren't looking so glued together when using cyberware
- moved swamps entrance
- footsteps and gun procedural walking animation is now synchronized
- now getting shot with over 30% health can't one tap player, it removes frustration by dying from enemy snipers without warning
- enemy ai walking backwards towards player fixed
- bike has more realistic shake, is less bouncy (added rebound value to suspension) and overall many many driving changes
- motion blur added to game, it only turns on when riding bike
- added pause menu button to unstuck character manually
- new better animation for reloading of scrap magazine
- added workbenches
- gunparts are easily swapped, or some need to be swapped at workbench, gunparts can be repaired only at workbench
- player stash has size limit now
- enemy guns can be only stripped on easily removable parts
- new relaoad animation for regular reload
- fixed enemy armor damage (now can hear crack impact sounds when their armor is below 50% condition)
- fixed fog on lowest settings to look similar to medium settings
- new rain sounds
- shell casing sound added
- hoverbike now is more controllable in air and is slower to be easier to drive
- new sound for 5.56 ammo, it now sounds Spicy AF
Release 18.1 changelog:
known bugs: field strip guns inside boxes crashes game, take it out of there before
- some minor changes
- eye adaptation is slower, and overall game is a bit brighter
- removed obsolete V key from controls list
- new monster progress, probably finished for release 20: texturing mostly done, rigging also mostly done, models are finalized
- body fluid hanging drips changed material and fixed opacity bug
- Ivy skin has now proper color with smooth skin makeup customization on high values
- new modification option for ivy: puffy outer lips
- better shape/animmation for vag gape, better textures and lighting for vag interior
- better shape for large belly bulge, more rounder, more correct anatomy
- added pause menu button to sfw switch instantly
- gamma/gain adjustments for my aces replacement tonemapper (you will be able to see in dark shadows or at night more, lighting was too contrasty at times)
- atmospheric consumption/scattering for sun (sun changes color more gradually from white to yellow towards red at sunset-sunrise)
- stars are darkened a bit during night, so its not a nebula explosion during clear nights
- flashlight glow circle from enemies was removed and fake rimlight from flashlight reduced to 50% (it gave away their position way too much)
- removed blue tint from dark areas (it was incorrectly implemented color teperature postprocess)
- changed recoil, less first bullet impact on muzzle brake and more first shot recoil on suppressors, arms fatigue now affect how much gun shakes during shooting
- grass is more green (less orange-yellowish) terrain under grass is more desaturated gray (less brown)
- reworked eye adaptation (in darkness it goes brighter and in bright sunlight screen darkens)
- proper sun rotation around earth
- better sun color and sky color during sunset (sky has sunset clouds, has different color values)
- emission zones fog volumes radius reduced a bit
- highway map layout changes near spawn area house
- fixed bug with changing gunparts after repairing gun removed repairs
- fixed bug when no laser/flashlight was attached but AI still reacted to player as if it was turned on
- changed player damage multiplier (on lower its a bit higher as player was almost invincible and on higher its reduced a bit not to be instantly oneshot by every gun)
- enemies dont bindshoot at player if player is obviously behind hard walls
- enemies predict player behind cover better (they don't know acutal player position)
- sounds travel further in dark reverb areas
- added enemy AI bullet tracers
- changed highway map layout, opened up passages in fences to move around map easier
- scrap reddot smaller reticle size
- HMD ammo now jams guns less, and also damages guns less
- desaturation on screen edges as low health effect
- ingame time goes 2x slower, now its possible to plan whole raid during sunlight and finish it before sun sets.
- wind effects are 50% stronger
- reddot reticles are sharper, more responsive and cleaner, they are UI based now, so upscaling and temporal AA won't mess it up
- option to set cheat time of day by slider to exact time
- brighter fog during clouds
- enemy shotgun now shoot pellets, in distance there is higher chance of player getting hit a pellet, damage gets much lower by distance as less pellets hit
- fixed big issue with AI where if you stayed still, distant enemies couldn't see you
- fixed scope reticle alignment, now it rotates with gun, previously aligned to screen
- fixed another big issue with AI, where they only looked at center of body. If that was blocked by obstacle, they ignored visible player feet or head. Now they see properly
- fixed weird movement of wounded humans when rotating, added rotation for upper body for more precise aiming
- added inertia for walking movement, now being heavy doesn't limit walk speed as much (before walking was very slow under weight)
- walking movement slower when aiming down sights
- resting gun now points forward if flashlight is turned on
- better blood effects on human enemies
- fixed dead enemies making footsteps
Release 18 part 2:
- Ivy's nails have fixed textures
- enemies ragdolls should no longer get stuck in ground
- bike now reacts to samller bumps and obstacles better, bike tilting is smoother
- smoke in emission zones isn't chopped off, also is less chunky and more gradual
- during cyberware gun keeps pointing forward after unzooming so it should be less awkward
- hands aren't looking so glued together when using cyberware
- moved swamps entrance
- footsteps and gun procedural walking animation is now synchronized
- now getting shot with over 30% health can't one tap player, it removes frustration by dying from enemy snipers without warning
- enemy ai walking backwards towards player fixed
- bike has more realistic shake, is less bouncy (added rebound value to suspension) and overall many many driving changes
- motion blur added to game, it only turns on when riding bike
- added pause menu button to unstuck character manually
- new better animation for reloading of scrap magazine
- added workbenches
- gunparts are easily swapped, or some need to be swapped at workbench, gunparts can be repaired only at workbench
- player stash has size limit now
- enemy guns can be only stripped on easily removable parts
- new relaoad animation for regular reload
- fixed enemy armor damage (now can hear crack impact sounds when their armor is below 50% condition)
- fixed fog on lowest settings to look similar to medium settings
- new rain sounds
- shell casing sound added
- hoverbike now is more controllable in air and is slower to be easier to drive
- new sound for 5.56 ammo, it now sounds Spicy AF
Release 18.1 changelog:
known bugs: field strip guns inside boxes crashes game, take it out of there before
- some minor changes
- eye adaptation is slower, and overall game is a bit brighter
- removed obsolete V key from controls list
Latest update trailer:
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