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I really feel like me using an outdated version of SFML really hurt the potential that Refractored Depths could have made.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.
This SFML to SDL conversion is coming much more smoothly than I expected. Then again, we still need to wait until it is ready to compile to see if it works.