Love and Deepspace cancels Valko days before July 9 debut, fans hold “funeral”
Infold pulls the plug on its sixth romanceable character, sparking a China-led petition and memorials at its Shanghai HQ.

Infold, the developer of Love and Deepspace, announced on June 30 that it would not move forward with Valko as planned for a July 9 launch. The backlash is escalating into memorial-style protests, with a petition claiming 78,000-plus verified signatures demanding Valko’s return.
Love and Deepspace fans didn’t just complain online when Infold dropped Valko. They reportedly turned the developer’s Shanghai HQ into a grief zone, with people showing up with flowers, candles, and tears mere days after the company pulled the character from the release schedule.
The timeline matters. Valko was initially slated to launch on July 9 as the game’s newest romanceable character, but on June 30 Infold announced it was not moving forward with him “as previously planned.” Infold said it had “reflecting on recent events” and recognized it “moved forward with the introduction of Valko before we were truly ready,” adding that it “let down the players” and fell short of delivering the experience “players anticipating Valko deserved.”
By July 1, videos of fans sobbing at the office building were circulating on social media, capturing the kind of collective disappointment that usually follows not a minor update, but a broken promise tied to a revenue-driving expectation. In Love and Deepspace, romanceable characters are not just story content. They are the kind of milestone players plan around, talk about, and often financially support, especially when the character is scheduled for a specific date and positioned as a new route. When those plans change late, the emotional response can move faster than the company’s ability to explain.
That’s exactly what seems to be happening. The source notes that Chinese LADS players are signing a petition demanding Infold reverse the decision and bring Valko back. As of the time of writing, the petition boasts over 78,000 verified signatures and over three thousand comments, with players pleading for Infold to release the game’s sixth love interest. In other words, this is not just scattered social media outrage. It is an organized feedback and pressure channel designed to force a business decision to be revisited.
The text also includes examples of how fans describe feeling burned. One player said, “This is devastating,” and argued that “Removing Valko from the game is NOT an acceptable solution.” Another described Valko’s cancellation as “NOT an acceptable solution,” framing it as a bait-and-switch and a material change to the game after monetization. The details are important for executives: even if a company believes it is acting responsibly, players may interpret timing plus monetization plus cancellation as a broken bargain.
Infold has not, at least in the source, given a public response to the backlash. That silence is its own signal in games, where expectations are managed through announcements, patch notes, and character roadmaps. When those channels do not address uncertainty directly, fans fill the gap with their own narratives. The source’s mention of a “wall” that made a fan cry, and a moment where another fan shared chocolate and comforted her, shows the protest has social gravity. These are not quiet consumers. They are participants in an online community where collective action can amplify reputational risk.
There is also a regulatory angle that players themselves are pointing at. The source describes a photo posted by a CN player holding a bouquet in front of Infold’s building, saying the flowers were meant as an appreciation gesture for Valko. However, “as far as I understand, they couldn’t be accepted due to safety regulations,” and the card reads accordingly. Whether that specific explanation is complete or contested, it underscores a second-order issue: when companies are dealing with high-visibility character content and large public gatherings, basic compliance rules about events, deliveries, and on-site safety become part of the public story. In practice, even gestures meant to be positive can be blocked, which can make fans feel even more shut out.
So what does this mean beyond the fandom theatrics? For decision-makers in studios and publishing ecosystems, this is a case study in late-stage scope changes colliding with monetization expectations. Valko’s cancellation is not just a creative tweak; it affects scheduled player journeys, community momentum, and trust. If a character is marketed as arriving on July 9 and then removed on June 30 due to being “before we were truly ready,” the company must anticipate that players will treat the move as both emotional and financial.
The strategic stakes are clear for anyone managing live-service roadmaps or character-based monetization. When development readiness changes, the company’s ability to communicate early, clearly, and credibly becomes as important as the decision itself. Infold may believe it is preventing a lower-quality launch, but players in the source describe it as “erase” and “bait-and-switch.” Until Infold responds publicly, executives should assume the petition numbers, the memorial footage, and the regulatory friction at the HQ will keep compounding, turning a product decision into a trust event that ripples across future launches and franchise credibility.
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