This is a sub-page of Deltarune.
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Due to Deltarune's unique structure, in which most game code and content is duplicated across separate data files for each chapter, it's no surprise that the developers sometimes make changes in newly released chapters and either forget or just don't bother to backport them to earlier ones. This has resulted in the currently released chapters of the game having a number of (sometimes fairly egregious) gameplay and visual differences from each other. No official word has been given on whether or not there are any plans to fix these inconsistencies after all chapters are released.
Note that this page doesn't include differences that seem to be intentional for lore reasons, such as Chapter 1 having a different game over screen from later chapters.
Graphics#
Kris Slide Animation#
Kris's slide animation was updated in Chapter 3, being completely redrawn and given more than one frame to be consistent with Susie and Ralsei's. In Chapter 4, they still use the updated spritework, but only one frame is displayed due to the slide objects not being updated to set Kris's animation speed like they were in Chapter 3. Chapter 5 retains the same error as Chapter 4, aside from on the first sliding wall early in the Cliffs area where the animation does play, albeit faster than in Chapter 3.
Note that their unused Light World sliding sprite is left unchanged in all chapters.
Chapters 1 & 2 |
Chapter 3 |
Chapters 4 & 5 |
|---|---|---|
Kris Bowing Animation#
In Chapter 1, Kris's bowing animation seen when using the "Bow" and "Deep Bow" ACTs in K.Round's fight has some leftover brown pixels placed at the top of their hair, possibly leftover from their Light World palette. This animation reappeared in Chapter 5 for the "PraiseZ" ACT in Flowery's boss fight, notably with the brown pixels being corrected to use Kris's Dark World hair color.
Ralsei's Pacify#
In Chapter 1, Ralsei's Pacify spell uses the same animation as sparing an enemy, but in Chapter 2 onward it has a unique animation and sound effect.
Ralsei's Waving Animation#
Ralsei's waving sprites have a cyan pixel between one of his horns and his head in all Chapters other than Chapter 5.
Ralsei's Floating Animation#
Ralsei's floating run animation varies in quality between chapters. In Chapters 3 and 5, Ralsei's scarf, robe, and some of his fur are the only animated aspects of his sprites and consist of 4 frames. However, in Chapter 4, Ralsei's animation is much more elaborate, having his whole body sway up and down while floating and leaving dust particles behind, consisting of 6 frames in total. Hatted Ralsei's animation in Chapter 5 seems to be based on the Chapter 4 animation, leaving this discrepancy even more apparent.
Chapters 3 & 5 |
Chapter 4 |
Chapter 5 (Hatted) |
|---|---|---|
Noelle's Light World Walking Down Animation#
Noelle's walking down animation in the Light World is particularly notable for having a lot of strange oddities with it throughout each of the game's chapters.
The Chapter 1 version of this animation (spr_noelle_d) is animated in a very rigid way, only having the legs move while the rest of the body remains static. From Chapter 2 onwards, this animation was given several updates to make it look more visually pleasing. However, two frames of the animation now had a strange coloring error that displayed gray pixels instead of white. This was only partially fixed in Chapter 4, as her eyes were corrected to be white in the second frame, but her sleeves, undershirt, and teeth were left uncorrected. This change is not present in Chapter 5.
Chapter 1 |
Chapters 2 & 5 |
Chapter 4 |
|---|---|---|
Berdly Dialogue Portraits#
Berdly's original dialogue portraits from Chapters 1 & 2 while in the Light World were updated starting in Chapter 4 to more closely resemble his portraits when in the Dark World. These adjustments were mainly to his jaw, reducing the overall size of the latter, alongside some other aesthetic refinements. In addition, while his previous Light World sprites were stored as individual images known as spr_face_b0-spr_face_b5 internally, these updated sprites and the new additions to Chapter 4 are stored in one single file, known as spr_face_berdly.
Chapters 1 & 2 |
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Chapters 4 & 5 |
Clover Dialogue Portraits#
In Chapter 1, Clover's dialogue boxes appear without any portraits, which can make it difficult to notice her three separate heads talking. Despite Clover being far less relevant in later chapters, small dialogue portraits were added for each head in Chapter 2 onwards.
Bathroom Layout#
The layout of the bathroom in Kris's house is different in Chapter 2 onwards, likely to accommodate the cutscene that occurs there at the end of said chapter. The window was moved closer to the front of the room and the sink was made two pixels shorter. The window design also changed, although this could be interpreted as just the window and blinds being opened/closed between chapters.
Chapter 1 |
Chapter 2 onwards |
|---|---|
Kris's Room#
Kris' room has multiple minor inconsistencies the further Chapters go on.
In Chapters 1, 2 and 4, Kris' bed is colored strangely, but goes unseen in-game due to it always being covered in sheets. The coloring of the bed was revamped in Chapter 5 and made one solid color, most likely to accommodate for the introductory cutscenes for each route, where the sheets are removed or not obscuring the bed enough. In addition, specifically in Chapter 4, Asriel's side of the room is missing one star. This is not the star that Susie throws to Kris' side. It's possible that this star was the one to be thrown, only later being changed in development.
Chapters 1 & 2 |
Chapter 4 |
Chapter 5 |
|---|---|---|
The missing star oddity is also present in the nighttime variant of the room.
Chapters 1 & 2 |
Chapter 4 |
|---|---|
In Chapter 1, Kris's room has an extra window layered on top of it. Strangely, this error would be corrected in Chapter 2, but would be reverted back to how it was before in Chapter 4 onward.
Flower Shop Lights#
In Chapter 5, lights can be seen above each of the seven flowers on the second floor of Flower King, which likely correspond to the "seven suns" in the Dark World. In Chapter 1's version of the flower shop, these lights are not present, despite an unused Programmer Art™ graphic indicating that they were apparently planned.
Dark World Font Bug#
In Chapter 1, the main font used in the Dark World, fnt_mainbig, has an issue where each character is one pixel higher than it should be, resulting in all text drawn with it being shifted up by one pixel. This was fixed in Chapter 2 onward.
Health Display#
During battle, small "notches" appear along the separator line above party members' health bars in Chapter 1, which were cleaned up in Chapter 2 onward.
Red Aura for Enemies#
In Chapter 2 onwards, a red "aura" appears around most enemies in the overworld. This was likely done to distinguish NPCs using enemy sprites from enemies you can encounter.
Chapter 1 |
Chapter 2 onwards |
|---|---|
SOUL Choice Animation#
When dialogue choices appear in Chapters 1-4, the SOUL instantly moves between options. Chapter 5 added an animation, possibly because of the drowning sequence in the Weird Route.
TP Bar Black Background#
In Chapter 1, the TP bar has a black rectangle surrounding it which would be removed in Chapter 2.
EQUIP UI#
In Chapter 2 onward in EQUIP, the white separator between STATS and WEAPONS was slightly moved to the right.
Chapter 1 |
Chapter 2 onwards |
|---|---|
TIRED Enemy Text#
In Chapter 3 onward, blue "TIRED" text will appear beside an enemy whenever they get tired.
Mechanics#
Enemy Targeting#
In Chapter 1, one or more specific party members will be targeted for an attack, and they'll have a target graphic placed over them before the attack starts while the rest are darkened. Targeted members will be the only ones who take damage during the attack until they're downed. In every subsequent chapter, the target graphic was removed, and aside from a few instances, a random party member is chosen to be damaged each hit.
Chapter 1 |
Chapter 2 onwards |
|---|---|
Health and Mercy#
In Chapter 1, the display when selecting an enemy is quite different. Instead of listing both the health and mercy meter, the game opts to list only the enemy's health without any percentages. Granted, the only enemy in this Chapter which the mercy meter practically affects is Clover - all other enemies either have their mercy meter fill up immediately upon successfully pulling off an act, indicate their spare percentage through flavor text (K. Round), or have to be pacified (Jevil). After Chapter 2, enemy health and mercy are both listed, with percentage points and meters.
Chapter 1 |
Chapter 2 onwards |
|---|---|
Save File Selection#
In Chapter 1, saving the game will immediately save the game after the initial prompt like in Undertale, but Chapter 2 onwards adds an additional screen that allows selecting which file to save in. Also in Chapter 1, the play time will still keep counting even after saving unlike Chapter 2 onwards.
New Weapons/Armors In Inventory#
In Chapter 1, obtaining new weapons or armors would make them go to the first free slot instead of the very top in Chapter 2, and any unoccupied spots wouldn't be removed at all.
Chapter 3 Invincibility Frames#
In nearly every chapter, the SOUL is by default given 40 invincibility frames after being hit. However, for some odd, unknowable reason, Chapter 3 changes this to 30 invincibility frames instead.
Rude Buster Damage Boost Timing#
Rude Buster's damage boost mechanic was made more strict between Chapters 2 and 3. Before Chapter 3, pressing Z at all would cause you to deal the maximum damage bonus, due to a bug in the logic that caused any boost to be the maximum boost. This was fixed starting with Chapter 3, making it necessary to time the attack correctly.
Save Fade#
In Chapter 1, the screen fades to black upon loading a save file and then fades back in to the room where the save was made, but in Chapter 2 onwards it cuts straight to the fade back in.
Check Battle Text#
From Chapter 3 onward, the Check ACT was given the description "Useless analysis" in the battle menu, which it previously lacked in the first two chapters. (In Chapter 4, the description changes to "Consider strategy" during the encounters with Jackenstein, the Titan Spawn, and the Titan).
Item Fusion Descriptions#
In Chapter 5, the menu for fusing items displays short descriptions underneath the item names, which are not visible in Chapters 2 or 4. The keyword is "visible", as the descriptions are actually present in Chapters 2 and 4, but they're set to be colored black, making them impossible to see on the menu box's black background.
Items#
Pink/Twin Ribbon TP Gain Nerf#
From Chapter 3 onward, the Pink Ribbon and Twin Ribbon were given a TP Gain nerf not communicated by the game. The Pink Ribbon will reduce TP gain by 20%, while the Twin Ribbon will reduce TP gain by 25%. This nerf stacks with each of these items equipped, which can result in TP actually being taken away if enough are obtained through hacking.
Chapter 3 FiberScarf Attack Buff#
In Chapter 3, FiberScarf gives +3 AT and +2 Magic instead of +2 AT and +2 Magic in Chapter 2, which would be reverted back to how it was before in Chapter 4 onwards.
RouxlsRoux Healing In Battle#
In Chapter 1, RouxlsRoux's description states that it heals for 50 HP when it actually heals for 60 HP in battle. This would be corrected in Chapter 2 onwards.
Lancer Cookie Healing In Overworld#
In Chapter 1, Lancer Cookie's description states that it heals for 5 HP in the overworld when it actually heals for 4 HP. In Chapter 2, the Lancer Cookie now heals for 1 HP in the overworld, and its description would also be updated to acknowledge the change.
Dealmaker & Mannequin Puppet/Cat Resistance Nerf#
In Chapter 5, the Dealmaker and Mannequin were given a nerf in reducing damage from any Puppet/Cat attacks from 40% and 35% respectively, to both only reducing 20% damage from those attacks, being on par with the other Puppet/Cat resisting items being the FrayedBowtie and the TrueTie. This was most likely done to balance out Chapter 5's Shadow Crystal Boss, Pink, as having both armors equipped can lead to a 75% damage reduction to most of Pink's attacks which have the cat element applied to them.
Bugs#
Unkillable in Overworld Bug#
Due to a coding error in Chapter 1, if any character's HP value is exactly 2, it will be impossible for the party to be killed by hazards in the overworld. This was fixed in future chapters.
Ralsei Attack Box Bug#
In the first two chapters, Ralsei's attack box won't light up while attacking. This is the result of a coding error where the game should set pressbuffer[1], pressbuffer[2], and pressbuffer[3] to 5 when pressing the attack button and then decrease them by 1 each frame, but mistakenly does this for pressbuffer[0], pressbuffer[1], and pressbuffer[2] instead. This was fixed starting with Chapter 3.
S/R/N-Action Debug Display#
In Chapter 2, holding A while in a character's ACT menu in battle will display a box beside the enemies that contains the text for their S/R/N-Action depending on if they're defined and what characters are currently in your party. Starting with Chapter 3, this function was locked behind debug mode, meaning its availability in Chapter 2 was likely an oversight.
Garbage Noise Overlap#
In Chapter 4, using the Cell Phone while standing in front of a door in the rhythm game room in Castle Town causes the song preview to overlap with the garbage noise. This is fixed in Chapter 5, where the song preview stops playing while the Cell Phone is in use.