So about that Refractored Depths Windows port.....
It's still on my mind. I'm considering just porting the game from SFML to SDL because SDL is just simpler and would probably make it easier to port to Windows. Even the Linux version was causing problems for some as the version of SFML it uses was an outdated version that is incompatible with the most recent SFML version, but is still in the Debian repositories for some reason.
Yes, this will be a major undertaking, but I'm out of options other than to abandon the idea and just have the thing remain a Linux exclusive that is even hard to run on most Linux distros that aren't based on Debian.
I'm going forward on porting Refractored Depths to SDL and I am already single-handedly replacing every SFML API call with its SDL equivalent. Hopefully, I can get this done and port it to Windows as well as having a more reliable build for Linux. Though obviously, I can't test anything until all SFML calls are replaced so I can't test things in increments.
I really feel like me using an outdated version of SFML really hurt the potential that Refractored Depths could have made. I guess I could take the blame for being ignorant and insisting on some relatively obscure multimedia library that is dynamically linked by default and breaks compatibility without warning.
However, at least using SDL means that I can also port it to more obscure platforms. I'm strongly considering porting the game to SerenityOS because that OS looks like it has a lot of potential and there aren't that many games being made for it. I could probably get a cult following there.