
Fight what should never wake. Deliria is an infinite multiplayer sandbox with no cubes and no grid: carve the world smooth, build a town people actually move into, and hold it against blood moons, invasions and nine Lovecraftian gods.
Deliria is not a world you build on.
It is a world you cut open.
You carve mountains hollow. You sculpt forests, arenas and whole cities out of smooth terrain, no cubes and no grid anywhere. Then you drag your friends in and try to hold the place together through blood moons, invasions and nine Lovecraftian gods.
It is an infinite multiplayer sandbox where the building has no blocks and the combat keeps score. Ride mounts, command pets and summons, switch between swords, guns, bows and magic, and push your style rank up while the soundtrack goes enormous behind you.
Over 17 biomes with their own weather, light and wildlife: deep forests, deserts, frozen ridges, ruins that still feel warm when you walk into them. Beautiful, and almost none of it is on your side.
Build a house and someone moves in. Build a few more and you have a town: a merchant, a doctor, a druid, a sellsword, all with their own voices, their own stock and their own opinions about you. Then something comes up the road for it and you find out how much you cared.

Deliria is better with people in it. Explore together, build enormous arenas, gang up on bosses, hold the town through an invasion. Or flip PvP on and sort it out between yourselves.
Nine bosses, hundreds of ordinary nightmares in between, and a bestiary that fills itself in as you go. The Eye has been sitting at the end of everything since before there was anything to look at, and it has never once had to move. The Wall of Azathoth is a chunk somebody cut off the real thing and left standing. The Devourer of Space splits in half when you cut it, which is a hundred thousand years of bad inheritance and very much your problem now.
Two kinds. One is an army coming up the road, and you hear it long before you see it. The other is the Blood Moon: the sky turns red, gravity goes strange, it rains blood, and everything out there turns on you, including animals that were perfectly fine yesterday. There is a reason for that. Something is dreaming behind the moon, and what it dreams about is hatred.
Your attacks build a style rank, letter by letter, the way character action games do it. Keep the chain going and it climbs. Get hit, get sloppy, or lean on one button and it falls. Swords, bows, guns, magic and bombs all score differently.

Smooth terrain, spheres, ramps, overhangs, caves you dig out by hand. Creative mode for when you just want to build, plus a grapple and a set of wings for when the ground stops being interesting.
The Necronomicon tracks what you have found, what you have killed and what you have not met yet, chapter by chapter, with missions pointing you at whatever you should be scared of next. 70 achievements too.
There is another dimension under this one. It is dark, it is sealed, and getting into it is a puzzle of its own.

27 original tracks, and the game picks them for you. The desert has its own. So do the snow, the labyrinth, and an invasion at your gate. Every boss brings a theme, and the big ones switch it mid-fight when they change form.
Carve the world. Face the horror. Bring your friends. Survive Deliria.