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Deep Sea Valentine News

Update 1.3

This update fixes touch events once and for all. Namely, it is now impossible to "run over" an event, no matter what computer you're using. Use the shift key with no worries!

I'm also happy to announce that the developer of the Pink Engine (the RPG framework Deep Sea Valentine uses) is completely revamping the rendering system. Their goal is to release the next update at the end of March, and I will try my best to implement those changes as soon as they're out. This should make the game run much smoother on all computers, so please look forward to it!

I'm also pretty sure that the next update (1.4) will break the compatibility of old save files, so please plan your playthroughs accordingly. Thank you for your support and patience!

Update 1.2

This fix takes care of two issues:
  • Getting stuck in the cave
    No longer happens. Yay!

  • Getting stuck as walking if you open the menu while walking
    This probably didn't affect many people, but now it won't be affecting anyone.

Unfortunately, this will break compatibility with old save files, so you will have to start a New Game in order to keep playing. I apologize for that.

Thank you for your patience, and I hope you will continue to enjoy Deep Sea Valentine!

Update 1.1

It was time for Deep Sea Valentine's first update!

This release introduces the following changes:
  • CG Gallery
    You can now view the ending images in the menu. No more need to replay an ending just for that!

  • Preventing Skipping Events
    On some computers, touch events would not activate, allowing you to run right over them. That was not good. I've now added invisible walls that prevent you from running further than you should.
    If you interact with those walls, the relevant cutscene will start just as intended.
    (I'm aware this isn't the most elegant solution, but so far I wasn't able to figure out what causes the underlying issue. I'm really sorry about that.)

  • Bridge Fix
    Related to the previous fix: I've added several more opportunities for the bridge change to trigger. And if all of those fail, you will run into an invisible wall that you should interact with.
    This should make it impossible for anyone to get stuck.

  • Map Transitions
    You can now change locations by pressing space or enter, if the automatic transition fails.

  • Fixed off-screen characters
    Sometimes, character sprites would show up off-screen if you skip before starting a scene. This should no longer happen.

  • Reduced the opacity of the waves in the menu
    A slight visual change that should enhance legibility.

  • Removed Note Links
    Clicking on a noteworthy word will no longer directly bring you to the notes screen, since that was causing unnecessary issues.


I apologize for the inconvenience and hope you'll continue to enjoy the game!