Translated by Daedroth 
(https://f95zone.to/members/daedroth.465887/
https://ulmf.org/members/daedroth.360340/)

You can buy the game here:
https://www.dlsite.com/maniax/work/=/product_id/RJ201126.html

If you liked the translation and want to see more from me, you can support me here -- 
https://www.patreon.com/daedroth

Huge thanks to kuki for editing some images and the help with playtesting.
Thanks to Spire (proofreading).


Changelog:

08.12.2025 v1.07 full release version
- proofreading
- more polish

07.12.2025 v1.06
- proofreading
- more polish

05.12.2025 v1.05
- more polish

17.11.2025 v1.01
- translated all remaining text, including namepops/flashback room;
- incorporated kuki's fixes/corrections;
- got rid of Japanese honorifics;
- fixed all nameplates (added 1-3 spaces to center npc names);
- proofread most of the text;
- wordwrapped most of the text

31.01.2023 pre-release
- translated all lines that I missed in the first and farm areas
- translated all images with text in close cooperation with a user from my discord
- translated some pop-up text
- translated remaining text in the database.

25.11.2022 v0.95
- all mini-scenes with NPCs have been translated; 
- almost done translating text on regular maps (around 5 ending and final boss related maps left).

13.11.2022 v0.9
- town npc mini scenes progress

10.10.2022 v0.8



No regular TL notes this time, sorry. It’s been so long I can’t even remember why I translated certain things the way I did.

Finally, the translation that’s kept me up at night is complete. I started this project about three years ago, and while I knew it wouldn’t be quick or smooth, I didn’t expect it to cause quite so much trouble.

There were many challenges along the way -- here they are in roughly the order I faced them.

The hardest part was definitely the textboxes. It would have saved me a huge headache if I had just understood the code controlling them from the start.

Basically, these textboxes expand based on the length of the first line. Early on, I didn’t account for that, which left a lot of strings with too little text in the first line.
The \h[number] part references the event number of the NPC speaking. I still don’t fully understand how it works, but it’s extremely crash-prone -- changing or deleting it causes an instant error when the textbox triggers.
Then there were nameplates like \name[心配な商人]. Since Japanese takes up much less space than English, I had to center them manually using extra spaces. Doing it by hand felt safer -- less chance of breaking something.

I didn’t figure most of this out until much later, which meant a lot of trial and error. I fixed most of the first-line textbox issues when I picked the translation back up in October, but I bet some still remain in the script. I wish I hadn’t wasted so much time, but it is what it is. I blame my day job and not being able to playtest as much as I wanted.

The game also uses manga-style images for captive events. Editing these was new to me, but with no backgrounds involved, it wasn’t too hard -- just time-consuming, with lots of context-sensitive text.

Almost all characters in the H-scenes are quite colorful and have distinct personalities, so that text was also very context-dependent. That part was actually pretty fun, though.

Finally, last month, I had a bright idea: I decided to remove Japanese honorifics. Since the setting is explicitly Western fantasy, they felt really out of place. That change took quite a bit of time, too, since I had to re-edit some images along with the script.

I’ve probably forgotten something, but that more or less covers the main hurdles and why everything took so long. I’d like to say I learned a lot, but I’d be lying -- RPG Maker VX Ace is barely used now, there’s only one other untranslated happypink game left, and happypink has moved on to MV.
Oh well. At least I’m glad I saw this project through to the end. I hope you enjoy the game!