Quality of life (All versions)


Hello! It's been a while since I last updated Deep Inside. 
I've been absorbed in the launch and the first urgent fixes of Emerald Wasp, but I took a break to do a quality of life update. 
This update is uniform to all localised versions, but I plan to make an extra individual update for the Spanish and the Italian version which have unique things to address and fix. I also refreshed the look of the game page, what do you think? 
Anyway, here's the new fixes!

Quality of life:

1.  Some sound effects have been changed! Like the footsteps or the SE of the log being axed. 
 2. The age of the characters has been added: you can see it while inviting them for teatime!
3. The dialogue GUI has been revamped! It doesn't cover the portraits anymore, but it's still simple
4.  Some minor tweaks to the original GUI, like selection color or the removing of borders
5.  Different beverages in the tearoom (English & Italian Ver.)
6.  Fixed some typos (English Ver.)
7.  Revamped game page!


Major Fixes:

1. The Wind Rose riddle was one of the true horrors of the game. To be fair, it's possible to complete it by accident and this is how most players survived it (and why I didn't take out that opportunity), but now I focused on it a little. The location of the puzzle now has a whole wind rose mosaic on the pavement you can interact with: depending if you have the letter or not, Aidan will prompt you with hints towards the solution. Zakhari's tea time also addresses that the warehouse was built on a windy hill and that he loved feeling the wind rose in there.

2. When you entered the cursed bathroom during the first night the lights used to drop to total darkness leading to players walk blindly hoping to have Aidan hit his head on the right door and end the night. While the room is still dark, the lighting problem shouldn't be extending anymore to the other rooms like it used to: once Aidan (automatically) exits the bathroom the shading will be back to normal. Night light, yes, but visible!

3. The map showing the layout of the first floor has been revamped! I'm quite ashamed to admit that my hand-drawn sketch that I told myself "I'll fix it later" survived until version 2.0... fortunately, unlike the two examples listed above, it was still readable and comprehensible so it wasn't my priority when I had heavy bug fixes to address first. I also showed in the map Sasha and Hilda's room since many players thought it was another room to break into. 

4. This looks minor, but I added the controls at the beginning of the game. Unfortunately I couldn't write them in Chinese, but I wrote the English and Italian ones and (with the help of AlexielLucifen) the Spanish controls. While to rpg maker players they're the expected controls, I saw people during letsplays trying to walk with WASD or getting frustrated because they couldn't run or find the menu. That's when I thought that adding the controls was an urgent matter.

...thank you for reading so far! 
I will continue to update the game further, now that the common fixes have been done I can focus on the individual versions!
Stay tuned!

Files

Deep Inside PC (English) 415 MB
Jun 05, 2023
Deep Inside MAC (English) 521 MB
Jun 05, 2023
Deep Inside LINUX (English) 448 MB
Jun 05, 2023
Deep Inside (Español) 495 MB
Jun 05, 2023
Deep Inside 汉化版 (Chinese) 415 MB
Jun 05, 2023
Deep Inside (Italiano) 408 MB
Jun 05, 2023

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Comments

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The update is also available for the English version, right?

Hi Rivallen! Yes, it is :)