Hiya, I just finished playing the game and I kinda wanted to review it for feedback's sake- this game has piqued my interest for multiple reasons, enough so that I want to talk about this honestly pretty good game, just because I don't see a lot of actual reviews here or on Steam that aren't just "this is a glorified artbook," which I think is unfair to the game.
The idea for the game is a simple but good one. You're to guide a hopeless girl through the depths of underwater ruins, trying to get yourself and her enough money to live through salvaging treasure. The gameplay is a rather simple loop of going to one of the many ruin locations you can explore, getting treasure, and leaving, hopefully with enough resources for you both to live off of. It's pretty simple, but it works well and it can be pretty fun to try and find how to maximize your profits while still making sure the girl has some security in case you can't get her enough food. In short, the core gameplay is actually pretty fun and would, admittedly, work better in a horror environment rather than an h-game, but for what it is it's still a fun experience.
One of the other things I like about the game is the art. Yes, it's an h-game, so art is fairly important given you're going to be seeing a lot of T&A, and I think the pixel art monochrome style works really well in this horror adjacent environment. The two girls in it are both pretty cute in their own ways, all the scenes are interesting to discover, and I think the more simple graphics of the diving segments is done well. The only thing about the art that can be a little jarring is the inconsistency of it.
I'm not going to be super critical on this as I'm an artist myself and I know how much it can suck to get criticism for something you're really proud of, but it was a decently big elephant throughout my own playthrough. Some shots were a little illogical, proportions were often between slightly and majorly off, and one of the weirder things is that with some of the expansion aspects, it implies some scenes would have had the girl have different "levels" than what is shown in the CG. For example, the first time I got the hard mushrooms that "need to be warmed" or something like that, the girl interacted with her standard assets, yet the CG depicted her flat as a board. This might be more in line with one of the bigger issues I had with the game on the technical end, but given otherwise the game is fairly consistent about this part of things so it's not too glaring a flaw. I do really like the art style, but my best descriptor of it is that it feels somewhat amateur and could definitely become much better with some more practice.
Another thing I actually found myself enjoying a lot was the world itself. You get some pieces here and there about how the job you're doing works and what it's like being a salvager team, but it also always feels like there's something unknown about it. The MC knows quite a bit about things that go on, but not everything- so when you're reaching deeper levels underwater you get this feeling that you're entering truly uncharted territory when even the player goes "I don't really know." The wreckages and caves themselves all have their own story to them that you can glean just from the surroundings, and once again the deeper you go the more you learn. Even though you never actually explore it, the idea of "the other side" is also extremely cool and I wish it was an actual explorable place rather than just the hard limit. The game was interesting enough with just the concept of all these wreckages and caverns underwater, but the idea that there's something beyond under the water- what could be there? It's like going into the hadal zone, but suddenly there's something beyond that. That idea in and of itself has a lot of potential, and especially with the somewhat implied idea that the creature in the final dive came from the other side, you just can't help but wonder about it. Weirdly enough, I wasn't expecting something mysterious like that in this game, so I'm super grateful there's something about the world that's only left for the mind to imagine.
Outside of that, I liked the three majorly present characters. The MC has a somewhat distinct personality unlike most games like this, the girl (the titular "salvor") is quite endearing and she herself has some backstory that is lightly touched on but partially left to the mind, and Tish also has some hints as to what her deal is but is also fun to interact with (when you even can, which is unfortunately rare as I'd love to hate on her more). I personally didn't get both endings as I feel like the game's a little too monotonous to play through it again just for the Tish ending, so take that part with a grain of salt.
My praises out of the way, I'm gonna rip the band aid off and give my biggest criticisms. The game is paced strangely, and from the technical end it's got some rather large issues. It's built in such a way that I constantly felt like I might've sequence broke the game on accident. For example, in the game, if the girl has over 8 food when a dive ends, instead of consuming 4 food just for that dive, she'll consume another 4 to skip a day and practice diving, which makes the various diving locations throughout wreckages more likely to come up with treasure. Nothing's necessarily wrong with this mechanic since skipping a day doesn't really mean anything to the player and because of the food requirement to even activate this the girl won't waste any money either, but the part that's somewhat strange is that this can happen from day 1 should you somehow, miraculously, get enough food on your first dive to trigger this. The only indication this would happen and why it would happen though, at least in my playthrough, was given to me around 100k depth, which is really late and is through a specific date you go on with the girl that then has you go talk to Tish about it- so I thought something seemed wrong when I'd been getting this diving capability increase even though, according to the story, that deal was never struck until that point. That kind of goes into another point I noticed, though.
It felt like I was able to take the girl out on a date once or twice at the beginning, and then it wasn't until toward my last 10 days that I could date her again at all, but suddenly I was able to take her out just about every day after that point? It's not at all clear what even allows you to take her out in the first place, but it certainly wasn't money as once I hit 20 dollars the first time I never dipped below that again, and there certainly didn't seem to be a dive requirement- so I have no clue what happened there. Regardless, this makes the entire front portion of this game a little dull since it feels like you're not progressing all that much toward anything in particular.
To add onto that, I kept encountering some really strange bugs that felt kind of like I did something wrong. Sometimes NPCs would not move even though they were supposed to, which meant they'd never actually interact with the girl and you'd miss whatever interaction was meant to happen (which was usually a gangbang, and I'm not really into NTR, but I did turn those scenes on just to get as full an experience as possible and they still would break), and the only way I found to fix it was to re-open the game. This was fine when it came to followers clearing debris as just having the followers counts rather than them being nearby, but for getting as many CGs as I could, this proved to cause the monster in the final dive to do literally nothing. A similar bug would happen with the dates, where occasionally I would reload the game just to make sure the game was working, and suddenly on a re-open I was able to go on a date with her. It was a little exhausting opening and closing the game so much just because of the NPC bug, so seeing this made me feel even more like I'd broken things way too much and might have needed to reset my data, which I was tempted to do several times.
There are a lot more minor gripes I have that more have to do with creative choice rather than the technical end, like the existence of futanari in the depths (who were extremely obnoxious to deal with since they don't stop pursuing you aside from the about 20 seconds you get when they stop after catching you) that are ill explained and those pheromone clouds that if you aren't spamming click you will be stuck in for a literal minute trying to get to the next area because the girl can't calm herself the hell down. My standards for continuity in h-games are low and my standards for gameplay are even lower, don't get me wrong, but when everything else felt like it had some meaning to it I couldn't help but feel a little disappointed when something like that had no explanation. There was also the whole cursed clothing thing that suddenly was being talked about that I feel like there was even less explanation for, but they kind of joked in the game about that not going anywhere so I don't know if I just missed something or if that feeling was intended. I also was not a fan of the gallery menu even if I did like the art, as it was very confusing to search through. I'd personally suggest a system where each unique scene you can select you could use a different button to switch between bigger tits/ass, smaller, etc. just so it's not one big scroll list where it's kind of hard to tell what's what. It would also make it easier to tell what the ACTUALLY unique CGs you got were and could potentially tell you if a certain size is even attainable for that CG.
All in all, very underrated! I had a pretty fun time exploring wreckages and trying to get money while also trying to figure out what order you had to do things in to get into specific areas. Some of the mechanics I did like was using the expansion/downsizing aspects as an actual way to get through specific areas which would either lead you to a new CG or a chunk of treasure. Or both, in the follower crushing case. I feel like they're underutilized, sure, but it's used enough to where I'm not entirely dissatisfied with it as a mechanic and pushes this into puzzle game territory. I, admittedly, like the girl a lot and got pretty attached to her as well, so curses to the developer for making me get attached to a character from an h-game.
I'll admit, I'm kind of excited to see what you make in the future! Thanks for reading if you did! I just had a lot of thoughts and I felt it unfair to not verbalize them where the developer could see.
Honestly I've been playing around with a horror focused version, there are a lot of things that I left out or only hinted at in lore that could show the difficulties that a dispatcher would face when protecting their salvors.
Agreed on the inconsistency of the art, in my rushing I ignored some crucial steps in my art process. I'm glad it wasn't too bad though. For me it's one of those things that I find another flaw in every time I look at it. 😅
Oh yea! About the other side, when I made the map I didn't entirely know what I was going to do there, just a few base rules of how that depth should be handled. However, when I finished the writing, I realized that part was too big to fit in the game. I ended up writing 4 conversations with Tish where she explains what she knows about everything past depth 130K. These convos are in the translation files under T7Theory1 if you want to check it out. They'll also be added to the game in the next (small) update that I'm working on. I originally wasn't super excited to add them in since they're exposition dumps. But I think in a way they end up creating more questions, and they're all post game so they don't demand too much attention.
Oh that's good to know, that diving practice thing before the deal is definitely a bug.
The unmoving NPC bug is absolutely killer for me. I've never been able to replicate this bug so I've thrown out a few small fixes every patch just to see if it lands. Lemme know if you can get it consistently, I'd love to check out your save file just as a last resort.
Glad you liked the salvor! I admit I fussed over her and Tish's personality a lot. Often I would remove conversations from the game when I felt that it just didn't sound like something she would say. I'm usually not a story-heavy game developer so I'm glad my writing didn't drag the game down too much. 😊
Definitely noted on the gallery stuff too, moving forward, I'll be properly setting up these galleries to handle BE and AE (if it has it) rather than throwing them into a list.
Sincerely, thank you for your detailed feedback, it means a lot to me when people put this much effort into wanting the games to be better. (And hearing you guys talk about the lore always makes me excited to get back into the world-building of this world.) I'll be taking all of this to heart for my future projects.
Yeah of course! I know game dev is hard, so I'd love to give you as much help as I can! I'm a bit more invested in game development on the creative end of things since I'm not much of a programmer, but I try to help out where I can!
In regards to the unmoving NPCs, I remembered that the bug only started when you first encounter the pirates at all, and I DID find that you can cause the bug on one specific pirate in the grappled wreck with a test I did just now. The pirate directly down from the pod that you need to approach for him to even move, if you immediately jump from the ledge to the left of him (or go around entirely which is probably safer) after getting his attention and then slip through the crack at the bottom and wait, the pirate will eventually go right back to where he initially was and he will never move or interact with the salvor again even after you approach again, probably because he cannot physically reach you in that spot as it's blocked off by a ledge and a slip-through part. Although, this seems to fix when you go out of the wreck and back in again. You could probably do that for any pirates that begin totally stationary, so maybe that's a hint as to the issue? Not 100% sure, but it seemed significant.
honestly this has the finest game mechanic. i tried a demo and loved it, so bought it. am immensely impressed and at same time disappointed i cannot find anything else like it. this is why i do not buy books until an author has finished the series, that disappointment at the lack of the next part. i am hoping you will continue this lovely series but i know it will stand on its own merits as a masterpiece regardless.
While I will not be mentioning or advertising anything on this Itchio store page front at the moment, I do hope something in the far future will scratch that itch for ya!
100% agree, I tried out a few horror ideas throughout the game, but if I was to make a spin off or something I'd definitely go much further into the horror side.
This could be a very good horror game. Especially with what we're greeted with after turning off the radio I think a few more things like that and some actual danger would be amazing. But, still good how it is
Thank you for your reply! I ended up buying it on Steam yesterday. Not really into tentacles or cumflation specifically but I do enjoy ass expansion (Weight gain too, but sadly that's not in the game), futa and funnily enough, the NTR content too. The game is great! Keep up the good work.
Thanks! I still wanna eat it. Follow up question, how do I get the second ending? I have $500 on both dispatch and salvor, and got caught by all pirates, nothing happens. The dialogue they do is just we need $500. (This is at the pirate base)
The second ending should automatically begin once she gets caught by any pirate. (how did you escape? convo) Once she gets about 60$ in her wallet she should continue and end the second ending. (need a place. convo)
Sorry, the 500$ mention is just idle talk about the price of things in the capital. It has no bearing in the actual gameplay. I'll remove it in the next update.
If you have not had either of those conversations I'll need to see your C:\Users\USERNAME\AppData\LocalLow\Delusria\Salvor DEEP\PlayerData.json
This upsets me. I led it up to where the fish is at the end of the hall and it didn't eat the fish. I thought it would eat the fish. I like that he's friendly though.
hello, thanks for the game. i realy liked the way the game is played.
as i understand it from other comments the game in itself is complete but just in case you should decide to work a little on it again i would like to leave a few suggestions.
1. it would be a nice qol feature to have a little text in one of the corners of the hud that says how many radar pings the salvager discovered in a cave or wreck. the small ones are no issue but in the larger caves i ended up walking in circles a couple of times just to make sure i did found everything. since dispatch uses a radar to navigate the salvager
2. in some of the later wrecks/caves there seems to be no real reason for the salvager to be there (besides the gallery pictures) since they did not had any valuables or equipment to pick up in it. a small text at the start of the dive like a scientist wants a specimen of local fauna/flora, a rumor about treasure or a supposed distress call, could help there in my opinion.
3. an option to pick up a specific mushroom for usage in the next dive would be nice(but it spoils when it is not used in the next dive after it is picked up). as example: in the first wreck is a passage we cant get through (because its the tutorial zone) with a flatshroom from a later dive you could get in a small room with some valuables or something like that. or you could revisit the lonly diver in the lost mansion with an baloonshroom again for some extra fun in the pool.
4. sadly there was no scene where the salvager harvests the hardshroom with extra warmth for its maximum amount of liquid that gets discribed by dispatch. there is also potential for a futa effect from the hardshroom. maybe a new scence in one of the deeper caves?
5. this could be a bug or i missed something, but the "large monster" at the end of the last cave doesnt seem to do anything. i tried all combinations of the bugs and the baloonshroom in that cave and couldnt get a reaction out of it.
6. since we can see the room of dispatch between dives it would be cool if we could find some hidden stuff in a dive that gets displayed there. just like the hidden valuables the salvager sometimes find. a small message like "oh found a cool rock im gonna keep that" and later when she moves in you see it and its shaped like a cock. or the fish she pickes up in a small fishglass. idk some just for fun stuff.
7. the running shoes doesnt seem to do anything when i tried them it looks like you just run at the same speed as if you would wear the backpack that gives a flat +15% to speed
In this latest current update every event that generates a scene should be repeatable. If you're referring to a specific conversation then I'll need to know what that is so I can possibly fix it in the next update. 👍
Sounds good! If it shows in the map as H(1/2) or something then let me know the level names and I can tell you how to get them as well. I'm guessing two of the images could be tied to endings though since those don't show up on the map.
im missing one floodway/ dieing glider/ sinking glider and advanced diving up to you if you want to tell me i cant seem to find them over the like 30 times i ran it
Floodway is most likely the one where you need to go down and get the balloon shroom to get lvl2 chest, then you need to get her heated and then exit in the pod while heated.
Dying Glider is touching the two bed corners in the first room you run into. Getting the bugs until you reach lvl3 ass. Then clicking on a salvor that follows you.
Sinking glider, I only know of one glider so I'm drawing a blank there sorry. What were some of the things that happened on that level?
Advanced diving cave is doing the lactation squeeze through tentacle area but with scuba gear on.
Hello, very cool game and scenes too, but i do not want to search every corner for 1 extra scene so this idea of a guide, video or text, does not matter, will make my life and time gathering these delightful scenes much easier.
I would gathered them myself but it is a little bit hard for me, this is why i ask of this guide.
Certainly, I'll get a guide up as soon as I have time, at the moment I'm still compiling some minor tweaks but I intend to do a full run-through and post it in the game description.
I really like this game, but I have a few questions:
1. Will the game continue to receive updates in the future?
2. I really like the animated display of the heroine on the right side (the dynamic H-style illustration that shows her current state). Will a nude version of that animation be added later?
3. Will that animated display on the right get more content? For example, will some of the heroine's events be shown with that kind of dynamic animation?
4. The game description says we can help her avoid harm from others, but in the game we’re forced to work with other men to remove obstacles—why is that?
About optimization:
1. In the gallery, can you mark which scenes are NTR? (To me, NTR means the heroine is violated by a human male. I’m fine with plants, as long as it’s not done in a disgusting humanoid way.)
1. Only maintenance and some small additions are planned at the moment. 2. Somebody made a nude mod of many of the animations, so I'll be seeing if I can get that to work with the system in place. 3. Ultimately, the game is in a finished state. 4. The game has several different states of progress. The only state of progress you are 'forced' to do (if you want) is the story. Due to this, you should be able to complete the game (reach an ending) without ever getting near any other salvors OR pirates. Pirates in the pirate capital, on the other hand, are required to get the second ending.
tbh Pirates were more of an opportunity event IMO, but their original system is just to steal from salvors. So if you toggle NTRish you'll get a more canon version since they take treasure/equipment. Perhaps it would be best if I didn't allow the event to happen the first time she gets caught? Idk, lemme know if that would be a better solution.
Cleavage storage involves a girl with big breasts putting various objects in between said breasts while wearing attire that push them together (like a swimsuit in this case).
Oh I see! That would've been a perfect event to add tbh, like for the hard shroom events or something later. While I currently don't have any content updates planned for this project, I'll keep it on the list.
← Return to game
Comments
Log in with itch.io to leave a comment.
What is Sunken Veil
You'll have to ask them that
So you do know. Nice to know.
Hiya, I just finished playing the game and I kinda wanted to review it for feedback's sake- this game has piqued my interest for multiple reasons, enough so that I want to talk about this honestly pretty good game, just because I don't see a lot of actual reviews here or on Steam that aren't just "this is a glorified artbook," which I think is unfair to the game.
The idea for the game is a simple but good one. You're to guide a hopeless girl through the depths of underwater ruins, trying to get yourself and her enough money to live through salvaging treasure. The gameplay is a rather simple loop of going to one of the many ruin locations you can explore, getting treasure, and leaving, hopefully with enough resources for you both to live off of. It's pretty simple, but it works well and it can be pretty fun to try and find how to maximize your profits while still making sure the girl has some security in case you can't get her enough food. In short, the core gameplay is actually pretty fun and would, admittedly, work better in a horror environment rather than an h-game, but for what it is it's still a fun experience.
One of the other things I like about the game is the art. Yes, it's an h-game, so art is fairly important given you're going to be seeing a lot of T&A, and I think the pixel art monochrome style works really well in this horror adjacent environment. The two girls in it are both pretty cute in their own ways, all the scenes are interesting to discover, and I think the more simple graphics of the diving segments is done well. The only thing about the art that can be a little jarring is the inconsistency of it.
I'm not going to be super critical on this as I'm an artist myself and I know how much it can suck to get criticism for something you're really proud of, but it was a decently big elephant throughout my own playthrough. Some shots were a little illogical, proportions were often between slightly and majorly off, and one of the weirder things is that with some of the expansion aspects, it implies some scenes would have had the girl have different "levels" than what is shown in the CG. For example, the first time I got the hard mushrooms that "need to be warmed" or something like that, the girl interacted with her standard assets, yet the CG depicted her flat as a board. This might be more in line with one of the bigger issues I had with the game on the technical end, but given otherwise the game is fairly consistent about this part of things so it's not too glaring a flaw. I do really like the art style, but my best descriptor of it is that it feels somewhat amateur and could definitely become much better with some more practice.
Another thing I actually found myself enjoying a lot was the world itself. You get some pieces here and there about how the job you're doing works and what it's like being a salvager team, but it also always feels like there's something unknown about it. The MC knows quite a bit about things that go on, but not everything- so when you're reaching deeper levels underwater you get this feeling that you're entering truly uncharted territory when even the player goes "I don't really know." The wreckages and caves themselves all have their own story to them that you can glean just from the surroundings, and once again the deeper you go the more you learn. Even though you never actually explore it, the idea of "the other side" is also extremely cool and I wish it was an actual explorable place rather than just the hard limit. The game was interesting enough with just the concept of all these wreckages and caverns underwater, but the idea that there's something beyond under the water- what could be there? It's like going into the hadal zone, but suddenly there's something beyond that. That idea in and of itself has a lot of potential, and especially with the somewhat implied idea that the creature in the final dive came from the other side, you just can't help but wonder about it. Weirdly enough, I wasn't expecting something mysterious like that in this game, so I'm super grateful there's something about the world that's only left for the mind to imagine.
Outside of that, I liked the three majorly present characters. The MC has a somewhat distinct personality unlike most games like this, the girl (the titular "salvor") is quite endearing and she herself has some backstory that is lightly touched on but partially left to the mind, and Tish also has some hints as to what her deal is but is also fun to interact with (when you even can, which is unfortunately rare as I'd love to hate on her more). I personally didn't get both endings as I feel like the game's a little too monotonous to play through it again just for the Tish ending, so take that part with a grain of salt.
My praises out of the way, I'm gonna rip the band aid off and give my biggest criticisms. The game is paced strangely, and from the technical end it's got some rather large issues. It's built in such a way that I constantly felt like I might've sequence broke the game on accident. For example, in the game, if the girl has over 8 food when a dive ends, instead of consuming 4 food just for that dive, she'll consume another 4 to skip a day and practice diving, which makes the various diving locations throughout wreckages more likely to come up with treasure. Nothing's necessarily wrong with this mechanic since skipping a day doesn't really mean anything to the player and because of the food requirement to even activate this the girl won't waste any money either, but the part that's somewhat strange is that this can happen from day 1 should you somehow, miraculously, get enough food on your first dive to trigger this. The only indication this would happen and why it would happen though, at least in my playthrough, was given to me around 100k depth, which is really late and is through a specific date you go on with the girl that then has you go talk to Tish about it- so I thought something seemed wrong when I'd been getting this diving capability increase even though, according to the story, that deal was never struck until that point. That kind of goes into another point I noticed, though.
It felt like I was able to take the girl out on a date once or twice at the beginning, and then it wasn't until toward my last 10 days that I could date her again at all, but suddenly I was able to take her out just about every day after that point? It's not at all clear what even allows you to take her out in the first place, but it certainly wasn't money as once I hit 20 dollars the first time I never dipped below that again, and there certainly didn't seem to be a dive requirement- so I have no clue what happened there. Regardless, this makes the entire front portion of this game a little dull since it feels like you're not progressing all that much toward anything in particular.
To add onto that, I kept encountering some really strange bugs that felt kind of like I did something wrong. Sometimes NPCs would not move even though they were supposed to, which meant they'd never actually interact with the girl and you'd miss whatever interaction was meant to happen (which was usually a gangbang, and I'm not really into NTR, but I did turn those scenes on just to get as full an experience as possible and they still would break), and the only way I found to fix it was to re-open the game. This was fine when it came to followers clearing debris as just having the followers counts rather than them being nearby, but for getting as many CGs as I could, this proved to cause the monster in the final dive to do literally nothing. A similar bug would happen with the dates, where occasionally I would reload the game just to make sure the game was working, and suddenly on a re-open I was able to go on a date with her. It was a little exhausting opening and closing the game so much just because of the NPC bug, so seeing this made me feel even more like I'd broken things way too much and might have needed to reset my data, which I was tempted to do several times.
There are a lot more minor gripes I have that more have to do with creative choice rather than the technical end, like the existence of futanari in the depths (who were extremely obnoxious to deal with since they don't stop pursuing you aside from the about 20 seconds you get when they stop after catching you) that are ill explained and those pheromone clouds that if you aren't spamming click you will be stuck in for a literal minute trying to get to the next area because the girl can't calm herself the hell down. My standards for continuity in h-games are low and my standards for gameplay are even lower, don't get me wrong, but when everything else felt like it had some meaning to it I couldn't help but feel a little disappointed when something like that had no explanation. There was also the whole cursed clothing thing that suddenly was being talked about that I feel like there was even less explanation for, but they kind of joked in the game about that not going anywhere so I don't know if I just missed something or if that feeling was intended. I also was not a fan of the gallery menu even if I did like the art, as it was very confusing to search through. I'd personally suggest a system where each unique scene you can select you could use a different button to switch between bigger tits/ass, smaller, etc. just so it's not one big scroll list where it's kind of hard to tell what's what. It would also make it easier to tell what the ACTUALLY unique CGs you got were and could potentially tell you if a certain size is even attainable for that CG.
All in all, very underrated! I had a pretty fun time exploring wreckages and trying to get money while also trying to figure out what order you had to do things in to get into specific areas. Some of the mechanics I did like was using the expansion/downsizing aspects as an actual way to get through specific areas which would either lead you to a new CG or a chunk of treasure. Or both, in the follower crushing case. I feel like they're underutilized, sure, but it's used enough to where I'm not entirely dissatisfied with it as a mechanic and pushes this into puzzle game territory. I, admittedly, like the girl a lot and got pretty attached to her as well, so curses to the developer for making me get attached to a character from an h-game.
I'll admit, I'm kind of excited to see what you make in the future! Thanks for reading if you did! I just had a lot of thoughts and I felt it unfair to not verbalize them where the developer could see.
Hello!
Honestly I've been playing around with a horror focused version, there are a lot of things that I left out or only hinted at in lore that could show the difficulties that a dispatcher would face when protecting their salvors.
Agreed on the inconsistency of the art, in my rushing I ignored some crucial steps in my art process. I'm glad it wasn't too bad though. For me it's one of those things that I find another flaw in every time I look at it. 😅
Oh yea! About the other side, when I made the map I didn't entirely know what I was going to do there, just a few base rules of how that depth should be handled. However, when I finished the writing, I realized that part was too big to fit in the game. I ended up writing 4 conversations with Tish where she explains what she knows about everything past depth 130K. These convos are in the translation files under T7Theory1 if you want to check it out. They'll also be added to the game in the next (small) update that I'm working on. I originally wasn't super excited to add them in since they're exposition dumps. But I think in a way they end up creating more questions, and they're all post game so they don't demand too much attention.
Oh that's good to know, that diving practice thing before the deal is definitely a bug.
The unmoving NPC bug is absolutely killer for me. I've never been able to replicate this bug so I've thrown out a few small fixes every patch just to see if it lands. Lemme know if you can get it consistently, I'd love to check out your save file just as a last resort.
Glad you liked the salvor! I admit I fussed over her and Tish's personality a lot. Often I would remove conversations from the game when I felt that it just didn't sound like something she would say. I'm usually not a story-heavy game developer so I'm glad my writing didn't drag the game down too much. 😊
Definitely noted on the gallery stuff too, moving forward, I'll be properly setting up these galleries to handle BE and AE (if it has it) rather than throwing them into a list.
Sincerely, thank you for your detailed feedback, it means a lot to me when people put this much effort into wanting the games to be better. (And hearing you guys talk about the lore always makes me excited to get back into the world-building of this world.) I'll be taking all of this to heart for my future projects.
Yeah of course! I know game dev is hard, so I'd love to give you as much help as I can! I'm a bit more invested in game development on the creative end of things since I'm not much of a programmer, but I try to help out where I can!
In regards to the unmoving NPCs, I remembered that the bug only started when you first encounter the pirates at all, and I DID find that you can cause the bug on one specific pirate in the grappled wreck with a test I did just now. The pirate directly down from the pod that you need to approach for him to even move, if you immediately jump from the ledge to the left of him (or go around entirely which is probably safer) after getting his attention and then slip through the crack at the bottom and wait, the pirate will eventually go right back to where he initially was and he will never move or interact with the salvor again even after you approach again, probably because he cannot physically reach you in that spot as it's blocked off by a ledge and a slip-through part. Although, this seems to fix when you go out of the wreck and back in again. You could probably do that for any pirates that begin totally stationary, so maybe that's a hint as to the issue? Not 100% sure, but it seemed significant.
It looks like my save got deleted while i updated my windows, is there anything i can do to get my save back?
Sure I can write up a file!
You can grab a save file from the discord server in the pinned comment in the SDEEP channel, then go to:
C:\Users\USERNAME\AppData\LocalLow\Delusria\Salvor DEEP\PlayerData.json
Replace all the text in that .json file with the text in the text file.
This has all the stuff unlocked, lemme know if you're still missing anything that you believe would be a good addition to the save file.
honestly this has the finest game mechanic. i tried a demo and loved it, so bought it. am immensely impressed and at same time disappointed i cannot find anything else like it. this is why i do not buy books until an author has finished the series, that disappointment at the lack of the next part. i am hoping you will continue this lovely series but i know it will stand on its own merits as a masterpiece regardless.
Hey thank you!
While I will not be mentioning or advertising anything on this Itchio store page front at the moment, I do hope something in the far future will scratch that itch for ya!
I'm glad you enjoyed!
how do I get Tish to send the salvor to the auction? I’ve tried all manner of combos but can’t seem to get the event to trigger
What are the prerequisites?
The auction? That's not supposed to be anywhere in the game, where did you see that?
oh, I thought it might have been a secret area or something, good to know that it's not in there
For the linux users to play: Runs perfectly with 'umu-launcher'.
1. Get umu-launcher (and let it download ProtonUMU)
2. Do in terminal `umu-run SALVOR\ DEEP` (better to let it auto complete the .exe file's name.)
Yes, you download windows version and this tutorial is almost-universal.
Decided to mention it if some linux-newbie might need it and was struggling with wine-tricks.
Also Delusria I guess you can mention in downloads "For linux just use umu-launcher on .exe" to have it available on platforms.
Please take care of yourself reader, yes?
Oh I see, thank you! I'll put it in the description 👍
I see tentacles and cumflation where would I find those scenes. All I've found so far are the expansion shrooms
Tentacles and cumflation occur at the same time somewhere around depth 100k.
is there any hyper expansion?
(like mega huge boobies)
Only one occurrence of hyper expansion, but I'd consider it tame in comparison to the hyper expansion genre.
Is there any horror in this game?
Not really, it's mostly an h-game.
Really? None at all? Ngl this game would make a really good horror game.
100% agree, I tried out a few horror ideas throughout the game, but if I was to make a spin off or something I'd definitely go much further into the horror side.
This could be a very good horror game. Especially with what we're greeted with after turning off the radio I think a few more things like that and some actual danger would be amazing. But, still good how it is
Henloo! What fetishes does this game contain if I may ask? Does it contain weight gain?
Hello!
Aside from the tags listed, tentacles, ass expansion, cumflation.
Thank you for your reply! I ended up buying it on Steam yesterday. Not really into tentacles or cumflation specifically but I do enjoy ass expansion (Weight gain too, but sadly that's not in the game), futa and funnily enough, the NTR content too. The game is great! Keep up the good work.
Thank you for your support! I'm glad you enjoyed it! 😊
Loving this game! One question - what's the deal with the black monsters near the starting point of every level? Can we eat them? Sit on them?
That sounds like the Anomalocaris! It does nothing. 😅
Thanks! I still wanna eat it. Follow up question, how do I get the second ending? I have $500 on both dispatch and salvor, and got caught by all pirates, nothing happens. The dialogue they do is just we need $500. (This is at the pirate base)
The second ending should automatically begin once she gets caught by any pirate. (how did you escape? convo) Once she gets about 60$ in her wallet she should continue and end the second ending. (need a place. convo)
Sorry, the 500$ mention is just idle talk about the price of things in the capital. It has no bearing in the actual gameplay. I'll remove it in the next update.
If you have not had either of those conversations I'll need to see your C:\Users\USERNAME\AppData\LocalLow\Delusria\Salvor DEEP\PlayerData.json
Sent it to you on discord!
This upsets me. I led it up to where the fish is at the end of the hall and it didn't eat the fish. I thought it would eat the fish. I like that he's friendly though.
Game is dope as fuck. I did lock myself by encumbering and being too stupid to figure out how to drop anything if that’s an option lol.
but basically played it non stop since discovering it.
lol you're fine! I didn't add in a way to drop stuff. Although a way to deposit treasure in the pod during the mission would be a cool idea.
Thank you! Glad you're enjoying it! 😊
Quirky and unique gameplay keeps me in more adult titles than the content itself.
Although that is great with both Curses and Salvor.
hello, thanks for the game. i realy liked the way the game is played.
as i understand it from other comments the game in itself is complete but just in case you should decide to work a little on it again i would like to leave a few suggestions.
1. it would be a nice qol feature to have a little text in one of the corners of the hud that says how many radar pings the salvager discovered in a cave or wreck. the small ones are no issue but in the larger caves i ended up walking in circles a couple of times just to make sure i did found everything. since dispatch uses a radar to navigate the salvager
2. in some of the later wrecks/caves there seems to be no real reason for the salvager to be there (besides the gallery pictures) since they did not had any valuables or equipment to pick up in it. a small text at the start of the dive like a scientist wants a specimen of local fauna/flora, a rumor about treasure or a supposed distress call, could help there in my opinion.
3. an option to pick up a specific mushroom for usage in the next dive would be nice(but it spoils when it is not used in the next dive after it is picked up). as example: in the first wreck is a passage we cant get through (because its the tutorial zone) with a flatshroom from a later dive you could get in a small room with some valuables or something like that. or you could revisit the lonly diver in the lost mansion with an baloonshroom again for some extra fun in the pool.
4. sadly there was no scene where the salvager harvests the hardshroom with extra warmth for its maximum amount of liquid that gets discribed by dispatch. there is also potential for a futa effect from the hardshroom. maybe a new scence in one of the deeper caves?
5. this could be a bug or i missed something, but the "large monster" at the end of the last cave doesnt seem to do anything. i tried all combinations of the bugs and the baloonshroom in that cave and couldnt get a reaction out of it.
6. since we can see the room of dispatch between dives it would be cool if we could find some hidden stuff in a dive that gets displayed there. just like the hidden valuables the salvager sometimes find. a small message like "oh found a cool rock im gonna keep that" and later when she moves in you see it and its shaped like a cock. or the fish she pickes up in a small fishglass. idk some just for fun stuff.
7. the running shoes doesnt seem to do anything when i tried them it looks like you just run at the same speed as if you would wear the backpack that gives a flat +15% to speed
....anyways thats just my 10 cents
keep up the good work.
Great suggestions! I'll keep all these in mind. The home items idea would be super cute. 😊
And thank you, I'll try!
i thank i missed like a one time event do i reset how do i fix this also i would love more updates grate game
In this latest current update every event that generates a scene should be repeatable. If you're referring to a specific conversation then I'll need to know what that is so I can possibly fix it in the next update. 👍
Thank you, I'm glad you enjoyed the game!
ok just wondering ill try to find out y i cant trigger them im missing like 4 picks lol thank
Sounds good! If it shows in the map as H(1/2) or something then let me know the level names and I can tell you how to get them as well. I'm guessing two of the images could be tied to endings though since those don't show up on the map.
im missing one floodway/ dieing glider/ sinking glider and advanced diving up to you if you want to tell me i cant seem to find them over the like 30 times i ran it
Floodway is most likely the one where you need to go down and get the balloon shroom to get lvl2 chest, then you need to get her heated and then exit in the pod while heated.
Dying Glider is touching the two bed corners in the first room you run into. Getting the bugs until you reach lvl3 ass. Then clicking on a salvor that follows you.
Sinking glider, I only know of one glider so I'm drawing a blank there sorry. What were some of the things that happened on that level?
Advanced diving cave is doing the lactation squeeze through tentacle area but with scuba gear on.
Hello, very cool game and scenes too, but i do not want to search every corner for 1 extra scene so this idea of a guide, video or text, does not matter, will make my life and time gathering these delightful scenes much easier.
I would gathered them myself but it is a little bit hard for me, this is why i ask of this guide.
Certainly, I'll get a guide up as soon as I have time, at the moment I'm still compiling some minor tweaks but I intend to do a full run-through and post it in the game description.
Thank you, I'm glad you enjoyed!
I really like this game, but I have a few questions:
1. Will the game continue to receive updates in the future?
2. I really like the animated display of the heroine on the right side (the dynamic H-style illustration that shows her current state). Will a nude version of that animation be added later?
3. Will that animated display on the right get more content? For example, will some of the heroine's events be shown with that kind of dynamic animation?
4. The game description says we can help her avoid harm from others, but in the game we’re forced to work with other men to remove obstacles—why is that?
About optimization:
1. In the gallery, can you mark which scenes are NTR? (To me, NTR means the heroine is violated by a human male. I’m fine with plants, as long as it’s not done in a disgusting humanoid way.)
1. Only maintenance and some small additions are planned at the moment.
2. Somebody made a nude mod of many of the animations, so I'll be seeing if I can get that to work with the system in place.
3. Ultimately, the game is in a finished state.
4. The game has several different states of progress. The only state of progress you are 'forced' to do (if you want) is the story. Due to this, you should be able to complete the game (reach an ending) without ever getting near any other salvors OR pirates. Pirates in the pirate capital, on the other hand, are required to get the second ending.
tbh Pirates were more of an opportunity event IMO, but their original system is just to steal from salvors. So if you toggle NTRish you'll get a more canon version since they take treasure/equipment. Perhaps it would be best if I didn't allow the event to happen the first time she gets caught? Idk, lemme know if that would be a better solution.
And thank you!
So does it still have content updates and additions of nude animated illustrations?! If that's the case, that would be great!
No planned content updates at the moment but I want to try putting in some of the nude animations somebody made. 👍
Fun game you made and the Salvor is super cute!
Is there any chance we can get cleavage storage of some kind?
Thank you! Although I'm unsure of what cleavage storage is exactly.
Cleavage storage involves a girl with big breasts putting various objects in between said breasts while wearing attire that push them together (like a swimsuit in this case).
Oh I see! That would've been a perfect event to add tbh, like for the hard shroom events or something later. While I currently don't have any content updates planned for this project, I'll keep it on the list.
marvelous game, 7/7 stars, might radio my 221 friends later about it
221 friends that's amazing, I'll try to keep the seats warm 😁
Glad you enjoyed the game!
This is probably the best H game on the site. I hope you keep doing work like this!
Thank you, that's some incredible praise! I'll try my best!
99% sure the "updated version here" post is a virus. just disassembled it and it's looking very sus.
It is. The poster is a mule account too. The prick behind it has been doing this on multiple ero games.
It seems like the stereo audio for footsteps is reversed. Left direction in right ear, etc.
Footsteps should be in both ears equally. I'll check it out, thanks!
I got the game on Steam and noticed the same thing, stuff on the left of our Salvor is coming from the right headphone and vice versa.