Deltarune

A follow-up game to Undertale that takes place on an Alternate Timeline from its predecessor. Deltarune appears to potentially take place after the events of what is known by Undertale fans as the True Pacifist Route. Released on Halloween of 2018, Deltarune has only one chapter at the time, but a second and third are planned without announced release dates. Similarly to the game before it, Deltarune is an RPG that is set in a world of humans and monsters, but instead of being a morality test, it more closely resembles a typical RPG with turn-based combat and menu-selected moves.

Chapter One
After a cutscene telling the LEGEND of the DELTA RUNE plays, the player begins the game and is confronted by a series of questions as music reminiscent of EarthBound plays. These questions are about how the player wants to set their character — referred to as the vessel — up by answering questions like what the vessel's favorite color and type of food are, as well as an option deciding the vessel's gift.

As the player finishes the questions, the game discards their input before saying "no one chooses who they are in this world". Note Flowey's "it's kill or be killed" from Undertale as they are both brutal expressions that the player is introduced to early on in the game. This statement alludes to the fact that, no matter what the player does in the game, they will always end up with the same ending, so their choices in dialogue don't matter. The only thing that is retained in the character creation process is the part that asks the player to make a name for themselves, not the vessel. This will be later used as the name of the save state.

The player's character, another gender ambiguous human child, wakes up in their bed with the aid of Toriel's ear-splitting call of the name "Kris". Kris gets out of bed per Toriel's demand and prepares to go to school after being startled half to death. As the two leave the house and drive to Kris' school, many residents watch and wave to Kris and their cow-goat-mammalian-thing mother. When the ride is over, the two get out of the car and go into the school. Toriel parts ways with her boyish-girl girly-boy child thingy and watches as they go to class. This class is being taught by Alphys, the scientist dinosaur from Undertale. Alphys tells Kris to find a partner and, under all circumstances, to NOT leave the room in search of one. The player, to continue the game, must choose Noelle, the reindeer girl at the top left of the class. As they're talking, Susie, a dinosaurundefined girl, enters the room, swinging the door open hard. Alphys greets her, partners her up with Kris, and tries to write a message on the blackboard, but notices that she is missing chalk. Alphys asks the class who has the chalk, but no one confesses to the atrocious sin of stealing it. Alphys then tells Susie to go get some chalk, which Susie reluctantly agrees to do. She then also assigns Kris the same task.

By Alphys's request, Kris leaves the classroom and catches Susie eat a stick of chalk. Susie notices that Kris noticed her eating her chalk and, for some reason, thinks that this would give her a good enough reason to get expelled. After Kris fails to respond to her question of if they caught her eat the chalk, she shares with them that quiet people piss her off. So to keep Kris from telling anyone about her chalk-eating habit (pica), she threatens them with eating their face off (again, pica). As she's Mere Moments Away from really doing it, she decides that it's too early in the game to have the main protagonist die it'd be best to not do it. Susie asks Kris how they feel about doing the class project. But before they can make their answer, Susie reiterates the "no one chooses who they are in this world" point made in earlier in the game and says the player might know that, by now, their input means jack shit to the game. She invites Kris to her side (or, more accurately, to her back) as they go on a magical journey to the closet.

As Kris and Susie's journey comes to an end, the closet door opens itself and the halls get shaded blue in darkness. Susie, realizing how hard she and Kris Done Goofed by daring to enter the realm of the closet, comments on how dark it is in the closet as if the halls themselves didn't just go dark. Kris backs away from the closet, but is then called a WIMP by Susie, giving them the courage to go in with her. The two girls The girl and the boy The dinosaur girl and the weird human thing go in the closet, notice papers that are at the closet door, and travel deeper and deeper into the closet, only to find that it takes a billion years to reach its end. Getting bored with the infinite closet, Susie says that it's time to leave and Alphys could think again if she believes they'll get her some chalk. But as the two are just about to leave, Alphys, presumably after hearing that they failed to fetch her a chalk of stick, slams the door on them in rage and locks it. Little does she know, though, that this will later get her fired. When Susie demands that Alphys opens the door, Alphys uses black magic to make the paper beneath Kris and Susie to shake and fall through the abyss. They both make a whistling noise as they descend into the blackness.

After a slam and long break of dark, the real game begins. Kris slowly recovers from their fall in new clothes and with different colored skin: before they were a yellow color, and now they're blue. If the player does the thing they do to open their menu, they will see that it's changed as well. Instead of having a side box with three actions, they now have four at the top of their screen: Item, Power, Equip, and Config. At the bottom, they have the name KRIS, their face, and a health bar. Any attempt to use the cell phone only makes it screech horribly with static. Kris is now given the task to travel rightward until they meet little bobble bois who are on platforms separate from the path Kris is on. Continuing right will reveal cliffs, more bobbles, and a Mystery Silhouette who will occasionally appear and slide off screen quickly. The fifth screen has angry bobbles who will each shoot three coke balls at Kris when they pass them. The sixth screen has a puzzle that's easily solved by hitting the third shine then the second. On the seventh screen, happy bobbles return. Also, dust mounds that fucking DIE when Kris touches them are now in Kris' range. Going by these dust mounds, Kris can see that a second Mystery Silhouette shows up and swiftly runs away like how the first one from earlier did. After Kris reaches the end of the screen, it's revealed that Susie runs into these dust mounds and hides. Susie has also changed her clothes and hair like how Kris did. Kris and Susie then venture on more to the right and are faced by the first Mysterious Silhouette from before. He tosses aces at them, making Kris run and dodge the raining aces. Like with the angry bobbles from before, Kris' SOUL is in the overworld as they run to the right and slide down an extremely long hill, dodging aces along the way.

Finally, Kris hits the bottom of the hill, gets up, and moves on to the right to meet up with Susie who found a strange town of some sort with a castle beyond it. Kris and Susie go up to the castle and meet a cloaked stranger who identifies them as heroes. After talking with the stranger, who tells Kris and Susie that he is the prince of the kingdom of darkness, Sans part 2undefined rolls in on his bike and "accidentally" obliterates him, smashing him off screen. Sans part 2 (Lancer) then initiates battle with Kris and Susie and BUSTS THE FUCK IN! Eventually, Lancer decides to end the battle before the player can have a chance to kill him. The cloaked stranger returns, checks in on the two, and, per request of Susie, takes his hood off, causing it to melt into nothingness. A green-and-black puffy boy is seen under it and introduces himself as Ralsei. Susie leaves to go east towards where the fountain is, and Ralsei joins Kris' party, taking them to a training area where they can properly learn how to battle with a Ralsei-shaped dummy.

When Kris is done learning how to battle and being told that FIGHTing isn't necessary, making more peaceful alternatives to ending a battle available, they and Ralsei prepare to leave through the opened Great Gate. Ralsei shares with Kris that he believes their choices do matter, countering the philosophy the player was introduced to in the beginning of the game. With his short monologue out of the way, the two heroes step through the Gate and enter the Field of Hopes and Dreams (or simply fields). There, they meet their first foe Rudinn. After winning in the battle with Rudinn forcefully or peacefully, the party moves forward (right) and encounters Lancer who warns them about being thrashed by various guys. Indeed, various guys await the two for trashing. Fortunately, one can reverse the thrashing invitation and inflict a thrashment on their bethrashed enemies. Or not. You could also be lame and play this in battle, therefore defeating the purpose of battling. You weakling.

A little more traveling through the Fields and Kris and Ralsei see a puzzle similar to one they came across before. This time, the player can't solve it without Susie who is trying to get through a door who is so rude, it won't open even when she kindly asks "Open up you stupid door!". Such a heartless inanimate object. Ralsei convinces Susie into joining their party after saying only Kris can seal the fountain and send the two home. However, she follows at a distance such that no one can tell she's associated as she moves into the puzzle room. After stumbling around like a bunch of clownd, the trio eventually opens the door in the rightward room and proceed to meet a cute little red checkers piece named C. Round who can be absolutely annihilated in a single turn. Going a little further will have Ralsei tell Susie that she can act and forge a peaceful future by not FIGHTing the hell out of everyone like how she does. She refuses, wondering why she would ever want that. Ralsei tries to explain the purpose of ACTing to Susie, but the lesson goes over her head. The group continues to the left to meet up with Lancer who laughs with a "ho ho ho!". This gets Susie to wonder why in the hell, then compare him to a "baby Santa Claus" before slowly walking up to him MENACINGLY and says that Lancer wouldn't know scary if it bit him in the ass something like that, but she says "bit [his] face off". Shortly after picking Lancer up and about to bite his face off, she releases an evil cackle that Lancer mimics. He wriggles free and runs off, calling three Jigsawrys for the team to fight. They easily take the the enemies down and continue to another puzzle. Didn't we already do a puzzle, like, three seconds ago?

When the new puzzle has been slain, Kris, Susie, and Ralsei can go on to a giant chess board called the Great Board with traps of light that will warp them and their friends back to the beginning of the room. The light, for some reason, only cares if Kris steps on it. Passing the light traps will reveal Lancer sharing that he looks up to Susie to be more badass (or badass at all). This is the beginning of Susie crossing over to the "bad" side. Lancer brings up that the three don't have a team name, so they all decide to put a name on a piece of paper and put it in Lancer's bucket. Choosing any three will (possibly) assign that name to the team. A little further and Lancer meets with the team yet again. He tells them that there's something horrifying up ahead. This thing is C. Round from before. Susie underestimates C. Round before it becomes CROWNED and evolves into King K. Round. When C. Round evolves, it makes the sound effect that Mario does when he grows from eating a Super Mushroom. It even does the quick transitioning between the two forms. This leads to a boss battle where the only way to fight is by constantly bowing at it. Susie doesn't know this and makes things worse by hitting K. Round, making it heal itself with A CARTON OF PIXELATED ALMOND MILK. When K. Round devolves back to C. Round, it makes the "err-err-err" sound effect Mario makes when he loses his super form and goes back to being small Mario and rolls out.

After the battle, Lancer thanks the heroes for saving the next 20 minutes of his life. Susie replies by acknowledging how great she is, but Ralsei calls her out by recalling when she made things worse for him and Kris by doing things that were counterproductive to their journey. He brings up the fact that Susie is a hero and should start acting like one, but then he makes her quit being a hero and become a "bad guy" with Lancer. Moving forward, Kris and Ralsei meet up with Lancer and Susie who are on the verge of... something. This begins the scenes of pure goofassery where Susie and Lancer do nothing but screw around for a bit. Up ahead, Kris and Ralsei see dangerous rope-spinning poles that returns the feature of taking overworld damage the angry bobbles introduced earlier in the game. Other than Susie and Lancer not doing anything really threatening, the player is faced with a few button-and-password-type puzzles. Finishing the second puzzle and trying to move on into the north room will present Clover to Kris and Ralsei, a Happy, Sad, Angry wingless three-headed dragon-like monster. Left head is angry; top head is happy; right head is sad. Continuing after the battle with Clover, Lancer eventually apears again with a disguise that only consists of a mustache. He shows the two a plan that allows them to create a machine to trash their own asses. When the player finishes this, Susie runs out of a nearby bush and evaluates their work. The two take off, leaving Ralsei to only respond to what the actual fuck just transpired with "okay".

In the next room, Kris must find a switch that will allow them to move on. They can do this by looking at the center-top of the screen above the walk-around area, skipping the going around the center part where they could get hurt. Moving into the next room, Susie and Lancer are relaxing in chairs as two Rudinns fan each of them. Ahead is a maze that warps the player back to the beginning of the section if they go down the wrong path. The wrong path is wherever Lancer goes since he's a dumbass who, despite going the wrong way, can still manage to not get warped. This warping Only Applies To The Player, it seems. When Kris and Ralsei make it past the first section of the maze, they meet up with Susie who demands they tell her where Lancer is. Ralsei says that Lancer was going the wrong way and got lost, having Susie run off and search for him. In the second section of the maze, it's best to go the path nether Lancer nor Susie goes down.

After beating the maze, Kris and Ralsei see a shadowy figure up ahead. It's the Thrash-Your-Ass-To-Next-Sunday Five Billion they made earlier. Ralsei gets ready to fight it, but its dark cloak is lifted and they see that the machine sucks. Lancer and Susie slide in before the Thrash-Your-Ass-To-Next-Sunday Five Billion dies in a Nuclear Explosion. Susie says the design sucks, so they loaded it with C4, filled it with pinless grenades, and stuffed those grenades with uranium-infused plutonium before Kris and Ralsei got to lay eye on their beautiful child. Lancer and Susie (who will be referred to as Team Goof) share that they have a rule: anyone that gets in their way gets crushes into dust. Ralsei goes back to whining about how Susie should be with them, not Lancer, to get back home, but Susie doesn't care. Instead, she wants to start a 2v2 fight with Kris and Ralsei. If the good guys can win, they win Susie back. However, if Team Goof wins, the good guys will have to join them and be their slaves. After a little Scrabble squabble, if the player FIGHTs their opponents during the fight, Lancer says that his insides got screwed up. If the player ACTs instead, Susie ends the battle by calling bullshit on the Good Guys. Susie admits that the good guys won and she has no choice but to rejoin them. Lancer worries that, since Susie is no longer with him, they can't be friends any longer. Susie invites Lancer to be on their team, much to his glee. RIP Team Goof.

The party of four, now featuring Susie and Lancer, travels forward as they have a little talk about being friends and their purpose on their adventure. This conversation lasts until the team gets a view of the distant card castle, the King and Lancer's home. Lancer wonders if there's another way that the Lighteners can go home, but Susie keeps insisting the team use violence on whoever it is who gets in their way. This causes Lancer to back away and run off, making his new friends chase after him. In this section, Kris has to dodge overworld projectiles again, this time being launched by the castle's guards. When they reach the end of this overworld bullet hell, they, Susie, and Ralsei get surrounded by the guards and quickly beaten by an inescapable ring of diamonds. Cut to black.

A few seconds later, the screen cuts to Ralsei and Kris in a prison cell. They wake up and find themselves jailed for eternity. Kris, out of their mind, gets down on the floor and starts to eat moss, wears the shackles they got off the wall, and screeches through the cell's door. You're supposed to make them do all of this, you monster. Ralsei, being the optimist he is, still thinks there's hope even when they've hit the Low Point. Right as Ralsei is about to tell Kris how he feels about them, Susie tells him to cut that gay shit out. She's out of her cell and next to a puzzle she can't figure out. Since Kris is clearly better at puzzles, they tell Susie what to do. When they correctly guide Susie by reading the Hints and Trivia section below (ahem), the door opens for Susie and she makes her way to free Ralsei and Kris after Ralsei demands she does so.

Susie hears Lancer's voice (a generic ringtone) a distance away. She tries to meet up with him, but there's yet another puzzle in her way. This time, she's able to figure the puzzle out on her own out of being desperate to meet Lancer after being locked up in prison. When she meets him, she sees he's giving orders to a Power Ranger Rudinn, orders to never let her and her friends out of their cells. Lancer gets busted and asks what she's doing here. Lancer admits that he told his troops to lock the Lighteners up for eternity, having Susie feel betrayed. Cracking a Smile Of Brokenness, she goes up to Lancer a little and asks why anyone would want to really be her friend. Susie's Psycho Theme (appropriately called Imminent Death) begins playing as Lancer tries to tell her that's not what he meant, but she tells him to shut up before walking up to him more. Ordering him to get out of her way, Susie gets more pissed at Lancer as he decides to stay in her way. Susie backs off, gets into her battle position, and the two begin a battle. Lancer barely fights Susie, showing that he doesn't really want to hurt her. Eventually, he doesn't even try to fight by intentionally missing. After Susie gets fed up with Lancer not doing anything, she tries to deal the final blow to him, but she misses on purpose and quits battle. Lancer finally explains that if the Lighteners, his friends, are in prison, they can't kill the king, his dad, and so there is no risk for the people he cares for dying to each other's hands. After Susie promises not to kill the king once they meet, Lancer perks back up and says that he'll help ease his dad into a peaceful conversation.

Meanwhile with Ralsei and Kris (remember them?), Ralsei finishes explaining something to Kris before Susie meets up with them again. This is the first time that Kris joins the party. The three get on an elevator and make their way to the king. In the meantime, Kris and Susie talk. Susie asks if they'll have to hurt him and if she can do what Kris and Ralsei do: ACT. Her third question: cakes and if Ralsei is still planning to make them. Ralsei tells Susie to stop picking on him or he'll tell his mom in trade of as many cakes as she wants. And all this time, Kris died.

The team climbs the castle to meet the king. And after being defeated horribly twice before by them with his utterly weak puzzles, Rouxls Kaard appears a third time to face the heroes. He brings with him the return of K. Round. The game seems to be getting bored with K. Round as it unenthusiastically announces "Here it comes. Again." as the battle begins. The way to beat K. Round this time is to have Susie throw Ralsei at its crown and make it get loose. When the heroes win, Rouxls confesses that he was nothing more than a time-wasting obstacle and fucks right off, letting the trio continue into the king's room which might have been terribly torn apart in some sort of earlier conflict. Going beyond the room and we see Lancer again. He goes up to his dad who asks him if he's gotten rid of the Lighteners. Lancer says the screwed that up, but he got them to all be weaklings who would just talk to the king, much to the king's anger and shock. As the king asks Lancer where the heroes are, they just ever so happen to be right there. The king tells Lancer that he fails and his so-called friends only want to destroy the Fountain, not really be friends with Lancer. ''Although the heroes only wanted to seal the fountain, they previously were enemies with Lancer, so the king's got a point. Sort of''. The king calls the heroes scum, and Lancer says they aren't, angering the king further into picking his son up by his neck. Susie demands he lets Lancer go, only getting the king to threaten her with throwing him off the edge if they don't get in line. Without other options, the heroes all get down before the king who prepares to kill them, but Lancer hits the king in the back with his own spade, having him drop Lancer, and runs off. Susie starts battle with the king whose face shade lifts and reveals a big Lancer with an extra mouth on his belly that has a spade-like tongue.

In battle, the heroes all try to reason with the king, but to no avail. But after he gives his speech on how he and the Darkeners will become victorious and cloak the world in darkness, he quits battle due to being tired. He shares that he wasn't always the way he is and once lived in a world where the two forces — Lighteners and Darkeners — lived together peacefully. He feels nostalgia for the days when there was no tension between the two, admits to the possibility that the heroes could be right, and wants to put their Weapons Aside. The king coughs in weakness and says that he isn't used to fighting like how he just did, so Ralsei heals him out of kindness, getting all of the Good Guys struck by two massive columns of spades. Susie gets up and the king tries to hit her, but Kris shields her, only to get hit by one of the columns falling back down. He hits Kris with three spades, sliding them back to the bridge and asks what they plan to do next, but Kris, being a Mute or dying again, can't say. He repeats what Susie said earlier about quiet people right before killing them. Out of nowhere, Susie hits the king with her axe and tells him to get away from Kris.


 * If the player has FOUGHT their enemies before, the following scene will play: As he's weak and even a single blow could kill him, the king tells Susie to DO IT and show Lancer how cruel they all really are. Susie keeps talking to the king, making him TIRED and fall asleep.
 * If the player has SPARED their enemies, the following scene plays instead: As Susie aggressively stands her ground, the king asks her what she and her team will do next, suggesting that she intends on killing him next. Suddenly, a wave of "enemies" washes in, carrying Lancer with them, and hoists the king into the air. Lancer announces to the king that the people have grown tired of him and have decided to name his son the new king, overthrowing the previous king. After heading for the fountain, Susie proposes the idea of giving everyone a real goodbye before she and Kris head out, which is the first choice the player can make when talking to her.

Ralsei tells Susie that she was right to be a Hardass to everyone as Lancer slides back into view. If the player FOUGHT their enemies, Lancer says that his guys are coming up to the heroes, having them hurry to the fountain. But before Susie and Kris can leave for it, Ralsei stops them to say something, but like earlier with his cloak, Susie can't hear a word he's trying to say, so she tells him to stop talking into his hat. Ralsei takes the hat off and reveals yet another goat under it. This shocks Susie who just has no idea what's going on anymore. When she gets over the surprise goat, she tells Kris that it's time to get to the Fountain. Kris' SOUL comes out of their body and seals the Fountain, warping the two back to school.

After waking up in an unused classroom, Kris and Susie realize that their whole journey could've just been All Just A Dream, but Susie says it wasn't. There are familiar things scattered about: cards, chess and checkers pieces and boards, LEGOs, even a little plush that looks something like Seam. When they leave, Susie and Kris see that the sun's already setting. Susie tells Kris that it'd be a good idea to go back tomorrow (Chapter 2) and leaves. Without Toriel to take them home, Kris has to walk home, going through town. This is the point where the player can really see Kris's hometown and meet up with some more characters from the previous game. When Kris makes it back home, they're told that there's a pie waiting for them by Toriel. They go their bedroom and hop into bed, ending the chapter.

Some time late at night, Kris flies out of bed and stumbles over to a cage, reaches into their chest, and painfully pulls their SOUL out. They walk over to the cage and throw the SOUL into the cage, turn around, pull a knife out, and do a Psycho Smile to the player.  HOLY SHIT IT'S FUCKING CHARA FROM UNDERTALE!!!!!!!!!!!!!!!!!!!!!!!!!!!!1 

Cue Credits.

Chapter Two
As of April 16, 2021, Deltarune chapter two has been confirmed to be in the works, as well as other future chapters. As the first chapter was free, it can be expected that the others will be paid as the first was essentially a demo.

Chapter Three
what

Hints and Trivia

 * Interestingly, the second question is "Your favorite blood type?", referring to the player, not the vessel. All the other questions use the word "its", not "your". This can be intentional, but it could simply be a slip-up.
 * If the player writes the same name for both themselves and the vessel, the game sarcastically replies with "Of course. Of course. Of course they are the same.".
 * When Kris is attacked in the overworld, it causes their SOUL to appear and act as a sort of hitbox. If the SOUL is struck by something harmful, Kris will take damage. Fortunately, the angry bobbles in the beginning of the dark world are stupid. All Kris has to do to pass them safely is keep moving forward without stopping. That way, no coke balls could possibly hit them.
 * An easy strategy for the hill is to slide to the bottom of the screen, only moving up slightly when Kris is in danger of getting hit by an incoming ace. When it's clear, go back to the bottom.
 * With the two boxes puzzle near the fence, removing a box from a pressure plate after already placing it will have Ralsei get mad at Kris for doing everything wrong while Susie supports their decision.
 * More on this puzzle, placing a box on one pressure plate and Kris on the other has Ralsei tell Kris that they aren't a box. Susie disagrees and says she was a box for Halloween since, already being a monster, she couldn't dress up as one.
 * Even more, rage quitting the puzzle by attempting to leave the room will have Susie think at Kris that they can't do it.
 * If you try to remove armor from Susie, she'll Break The Fourth Wall and tell you to fuck off.
 * Warning K. Round about Susie three times in the second battle against K. Round will make Susie stronger from morale. This will still not allow you to win the battle, however.
 * It is possible to win either K. Round battle in the game using violence, but only through artificially increasing any party member's Attack high enough to beat him. This is done, of course, through file editing.
 * Checking K. Round will have the game point out that "check" is chess, not checkers. Doing this again will correct "check" to "checkers", satisfying the game.
 * In the Team Goof v Ralsei and Kris battle, Susie cannot be defeated. She goes to sleep, making her invincible.
 * Even if she is put to sleep, Susie will still tell Ralsei and Kris to stop fighting when they win.
 * To solve the puzzle Susie must do on her own to prove that she's a big girl, you have to Add Spade, Add Diamond, Swap, Add Spade, Win And Feel Like A Badass.
 * In the Susie v Lancer battle, without file editing, it's impossible to defeat Lancer. The only thing you really need to do is continue Susie's dialogue as you also cannot lose.
 * Raising Susie's Attack to the point of making her capable of defeating Lancer will cut the camera back to Kris outside of their cell standing in a spot they cannot leave from.
 * After you go home at the end of your adventure, there are no more new things you can do. If you play the save state you finished again, you'll only go back to your last save.
 * If you did not save the game once, the save state you used to play the game will remain empty as no save was made.