This game has unused areas.
This game has a prerelease article
New! From the maker of Undertale, by Toby Fox! It's Deltarune, by Boxy Oft!
- 1 Sub-Pages
- 2 Debug Mode
- 3 Development Text
- 4 Allcaps Asset Names
- 5 Unused Music
- 6 Unused Sounds
- 7 Unused Items
- 8 Unused Spells
- 9 Unused Rooms
- 10 Unused Graphics
- 10.1 Dark World
- 10.1.1 Ralsei's Manual
- 10.1.2 Vs. Ralsei
- 10.1.3 Early Trees
- 10.1.4 Early Purple/Dark Grass
- 10.1.5 Sleepy Rudinn
- 10.1.6 Complete Timer
- 10.1.7 Broken Box
- 10.1.8 Pink Flame
- 10.1.9 Vandalized Clubs Icon
- 10.1.10 Early Malius Animation
- 10.1.11 Lancer w/ Mustache
- 10.1.12 Early Starwalker Bell
- 10.1.13 Elevator Floor Numbers
- 10.1.14 Small Dialogue Portraits
- 10.1.15 spr_joker_dance_reverse
- 10.1.16 Old Devilsknife
- 10.1.17 King of Spades
- 10.1.18 Fountain Cutscene
- 10.1.19 Exasperated Susie
- 10.1.20 Blushing Ralsei
- 10.2 Light World
- 10.3 Interface
- 10.3.1 Talk Button
- 10.3.2 Downwards Ability Icon
- 10.3.3 Unused Turn UI
- 10.3.4 Textless Fight Buttons
- 10.3.5 Dog Button
- 10.3.6 Attack Buttons
- 10.3.7 Target Triangle
- 10.3.8 Unused Attack Effects
- 10.3.9 Heal Effect
- 10.3.10 Sword Effect
- 10.3.11 Guts
- 10.3.12 Early Kris Attack Animation
- 10.3.13 Unarmed Susie Animations
- 10.4 Editor Sprites
- 10.5 Miscellaneous
- 10.1 Dark World
- 11 Version Differences
| Unused Enemies and Encounters|
"See you in the next hell, losers!" –Ralsei
| Unused Text|
Is that a cut on your face, or part of your eye?
|Download Deltarune .bps patch
File: DELTARUNE_debug_mode_bps_patch.zip (238 B) (info)
Patch this .bps into your data.win or use a hex editor and edit the following locations in data.win.
- 3E8144 and 3E8138: Set to 01. Enables debug mode.
- 3E8568: Set to 00. Disables the "dogcheck", allowing you to enter rooms above 130 via save file editing.
- 404450, 404468, 51DAA8, 52436C, 524370: Set to 1800, 1801, 94, 00, and FFFFFFFF respectively. Fixes the crash when warping into room_flowershop_2f.
- 46C04C: Set to 0000. Enables the kingcutscene debug display.
- 480A84: Set to 00000000. Enables the Starwalker hotkey.
- 4C6230: Set to 01. Enables the Jevil chain debug display and hotkeys.
Enabling debug mode will show a few additional things during the game:
- The frames per second will be printed in the top-left, in red.
- Areas with enemies will have a red and cyan box to the upper-left and lower-right of your character.
- In the King fight room, the values of several variables will be displayed in the upper-left corner of the screen.
- In the Jevil fight, a red square will be shown on Jevil's neck.
Additional hotkeys are available as well, some of which are reused from the previous game.
- O: Sets the FPS cap to 3.
- P: Sets the FPS cap to 60.
- Z and other "action" buttons: Displays a small rectangle in front of you for one frame, indicating the "interaction" hitbox.
- R: Restarts the game. No need to press it 7 times.
- S: Opens the save dialog anywhere. Using it will usually unlock your movement, if it was locked by a script.
- L: Immediately reloads your save.
- D: When held down, pushing 3 through 9 will teleport you to various rooms starting at the dark world to the middle of the game. The plot and party variables are updated to bring the story to the correct position.
- J: When held down, pushing 6 through 9 will teleport you to various rooms, the first 2 to a broken battle test room, and the other 2 to the two end game bosses.
- W: When held down, pushing 2 through 6 will teleport you to various rooms near the end of the game. The plot and party variables are updated to bring the story to the correct position.
- C: When held down, text will automatically advance as if you were using the Wrist Protector item.
- Ins: Moves you to the previous room by internal order.
- Del: Moves you to the next room.
- F10: Takes a screenshot and saves it within the DELTARUNE folder.
Additionally, there are various context-specific debug commands.
During the 'CONTACT' intro:
- Backspace: Skips to Kris's room.
In the light world:
- F: Sets the FPS cap to 58.
When fighting the Starwalker:
- Backspace: Dispels the Starwalker (though does not make the original Starwalker appear).
In an elevator:
- 0: Plays the elevator moving animation, though does not change the room you are taken to by exiting. Also moves backwards through the background colors (see 2).
- 1: Starts the elevator moving animation, but never stops it. In the upper elevator, this prevents you from moving and thus softlocks the game.
- 2: Changes the background color; grey (CC basement) -> lighter grey (CC ground floor) -> white (CC top floor) -> purple (Jevil's prison) -> peach -> cyan
When fighting Jevil:
- Down: Decreases 'condition' by 1. This starts the 'head chain' animation, if it's not already playing. If it is playing, this has different behaviour.
- Up: Increases 'condition' by 1. If the head chain animation is playing, this will stop it. If the rotate/fade animation is playing, this has different behaviour.
- Space: Increases the distance at which Jevil's head is swinging, during the 'head chain' animation.
At the start of lang_en.json and lang_ja.json are the following strings, respectively:
These are millisecond-specific Unix timestamps corresponding to October 30, 2018 at 12:29:25.549 and 12:29:06.049 UTC, respectively. They presumably represent the last times that the files were generated before release.
Allcaps Asset Names
The window captions used throughout the game use upper and title case variously, to denote context; the 'light world' sections use title case (eg. "The Beginning", "The Return") and the 'dark world' sections, along with everything else, use upper-case (eg. "THE DARK", "CONTACT", "DELTARUNE").
Internally, most of the game's assets are named using a similar though distinct convention of upper/lower case. Unlike the window captions, the "Dark World" assets, like the "Light World" assets, use lower case, abbreviated prefixes (in Undertale, these were the only prefixes used). Allcaps prefixes/names are only used in the following contexts:
- CONTACT and everything associated with it
- The logo screen and main menu (both versions of it)
- The game over ("FAILURE") screen
- The dogcheck room
These are effectively all of the "out-of-bounds" sections of the game, as it were, with the exception of the ending credits.
Below is a full list of the used prefixes:
|Type||Normal prefix||Allcaps prefix||Notes|
|Music||mus||Most of the music doesn't use a prefix, but the few that do use these.|
|Script||scr||"UNUSED" is the only allcaps script. One would have expected the "PROCESS" prefix to be for scripts, but the only things that use it are two objects.|
|PROCESS||As mentioned above, this seems like it should logically be the script prefix.|
|Room||room||PLACE||"ROOM" is also used used once, for ROOM_INITIALIZE (room 0, the startup room, which immediately sends you to PLACE_CONTACT, PLACE_MENU, or room_legend, depending on save progress)|
Variable names within allcaps objects also follow this convention, mostly being in allcaps as well, in addition to sometimes utilizing slightly more verbose terminology. One notable counterpart for a common local variable is EVENT, used in place of con (condition).
Dogcheck's back, baby, and with an all-new song. Setting your savefile to start you in a room under 1 or over 130 will play this chill tune while a sleeping dog replaces whatever you were trying to sneak into; we'll leave it up to you to decide whether or not that qualifies as "unused". Internally, this track is referred to as SONG_THAT_EMERGES_FROM_A_SLEEPING_DOG.
This track's name seems to imply that it would have been used around the "Thrash Machine" segment.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
If the filename is to be believed, this was used as the sound that plays when you enter battle; the sound used in-game is called snd_tensionhorn.
Muffet's laugh from Undertale.
Also self-explanatory. This sound effect was taken from Undertale.
Flowey's hurt sound from Undertale.
Another Undertale sound effect.
A 'small' hurt sound. Also from Undertale.
The mouse hole sound effect from Undertale. Note that there is an unused armor called MouseToken.
An echoing text sound for Toriel, used in a cut part of CONTACT immediately before Kris wakes up. Despite this dialogue being spoken by Toriel, the sound is actually a slowed down and echoed version of Susie's text sound.
Papyrus's dialogue sound from Undertale. Papyrus does not appear in Chapter 1 of Deltarune, and as such has no dialogue.
What appears to simply be a duplicate of Alphys's (used) text sound.
|Character comments||Susie||(No comments)||
|Notes||This was replaced with key item #3 (BrokenCake), the main difference being that the key item cannot be consumed or sold.||Effectively identical to the ReviveMint, though with a far lower value.|
In addition to these unused weapons, there are also several stats that are not used by any weapon:
- weapondf: DF; defense. This stat is taken into account by the game, and is simply unused due to the fact that none of the weapons in the game increase defense (...other than the EverybodyWeapon).
- weaponbolts: Bolt speed. This is not fully coded in, though would probably have altered the 'bolt speed' (which has a constant value of 8), which determines the speed at which the 'bolt' (the moving bar that appears when attacking) travels. Set to 1 for all weapons.
- weaponstyle: It is unclear what the 'weapon style' stat would have been used for. On startup, it is set to a default value of "Normal", though this is overwritten by the stats of individual weapons ("?" for all weapons, and " " for the null weapon). The game checks the stat when displaying the EQUIP and POWER menus, though does not display it or do anything else with it.
- weapongrazeamt: Graze amount. Adds to the amount of TP gained when 'grazing' bullets with your SOUL. Set to 0 for all weapons.
- weapongrazesize: Graze size; TP range. Alters the range at which you can graze bullets. Set to 0 for all weapons.
There are several stats that are unused by any armor:
- armorat: AT; attack. This stat is taken into account by the game, and is simply unused due to the fact that none of the armors in the game increase attack power.
- armorbolts: Bolt speed. As with the weapon equivalent, this is completely unused (not even coded in), and would presumably have altered bolt speed (ie. the speed of the moving bar when attacking). Set to 0 for all armors.
- armorgrazeamt: Graze amount. Adds to the amount of TP gained when 'grazing' bullets with your SOUL. Set to 0 for all armors.
- armorgrazesize: Graze size; TP range. Alters the range at which you can graze bullets. Used by the unused item Pink Ribbon. Set to 0 for all used armors.
Light World Items
Light World items, which use Undertale 's inventory system, are not segregated into separate types of items.
When you return to the Light World at the end of Chapter 1, the game checks what your equipped Dark World weapon is. If it is the Spookysword, your Pencil will be replaced with the Halloween Pencil. If it is the Trefoil (unused; see above), your Pencil will be replaced with the Lucky Pencil. There is no other way to obtain these items, leaving the Lucky Pencil unused.
Additionally, when the Ball of Junk is dropped, all items, weapons, and armors in your Dark World inventory (ie. not including equipped weapons/armors or key items) will be deleted. Since the player is unable to return to the Dark World in Chapter 1, this behavior cannot be seen in the demo.
These items are defined in scr_itemdesc_b and scr_itemdesc_oldtype. Nothing is present of them other than their descriptions. The formatting of the descriptions (with manual line breaks) indicates that these descriptions probably predate the addition of automatic line wrapping to Deltarune 's dialogue system; this along with the style of the descriptions appears to indicate that these items probably used Undertale 's inventory system, or a system much more like it than the final one.
|ID||Full description||Battle description||Notes|
||An early version of Dark Candy. Note that according to the descriptions, it originally healed 60 HP instead of 40.|
||Presumably the predecessor of the ReviveMint.|
|Full name||Rude Sword
|Cost||125 (50% TP)||0 (0% TP)||0 (0% TP)|
|Notes||Very similar to Rude Buster, though with a few differences. Rude Sword does not take magic into account (despite the description), resulting in lower damage than Rude Buster. Unlike every other spell, Rude Sword has a different name in-battle. Also worth noting is Rude Sword's use text; similar though not quite identical to Rude Buster's
Rude Sword can be cast (as "Dual-Buster") in the fight with the unused enemy monster1.
Rude Sword's full description in English is identical to Rude Buster's, though the description in Japanese is slightly different; cf. the used version (which removed a space, added a 。, and slightly changed some text):
|These spells are not technically unused, though they can only be cast via ACT options in the King fight; they are never actually directly available as spells. As a result, the names, descriptions, and costs of the spells are left unused. Their use text is not unused.|
Additionally, the spell Heal Prayer has behavior defined for the overworld, where it will heal a party member by 100 HP – in the final game, TP is set to 0 at the end of a battle, making it impossible to cast spells in the overworld and thus leaving this behavior unused.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: room_empty, room_DARKempty, room_battletest
- Room 4, room_torroom, is an empty (all-black) room. Assumedly it would be Toriel's room in her house, but the door is locked.
- Room 7, room_town_northwest, is an empty black room as well. It was presumably the area behind the closed-off gates within the town.
- Room 11, room_town_apartments, is an empty black room as well, though larger than room_torroom. It may have been for the apartments in the town, which cannot be entered.
- Room 131, PLACE_DOG, is the dogcheck room. If you edit your save file to start in a room number lesser than 1 or greater than 130, you will instead be taken to this room, where a sleeping dog serenades you with chill music.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Textures that appear to be of the manual given to you by Ralsei at the beginning of the game; but this time, it's actually readable. This appears to have been cut earlier in development, as evidenced by the several notable differences between its contents and the final demo:
- The game's keys were not going to be rebindable; this is evident in the 'CONTROLS' section, as well as the 'ATTACKING' section.
- There was going to be a 'TALK' button in the overworld menu, allowing you to talk to the other members of your party at any point.
- There was not going to be a SPARE button in-battle. Instead, the 'ACTING' section indicates that you would have had to turn all enemy names yellow, at which point the battle would automatically end.
- There was some kind of in-battle dog button. Unused sprites for this button are present, indicating that it was likely going to appear in-game, probably as an easter egg.
- Attacking was going to require a different button to be pressed for each character; aside from making things quite a bit harder, this would not have meshed well with key rebinding.
- TP was not going to be discarded after a battle, and could be restored at SAVE points. Because of this, spells could be cast in the overworld. Also, on a more minor note, the 'POWERS' button was renamed to 'POWER'.
There is no Japanese-language version of the manual. Also notable is that the attack bar graphic in the ATTACKING section is a placeholder complete with a rough icon of Kris, in style with the rest of the placeholder graphics.
There is also unused functionality for the manual in the form of the object obj_ralseibook; the manual can be restored in-game by modifying the 'use item' script to create an instance of this object:
Three enemy sprites for the cut Ralsei fight. The first of these is just a mirrored version of Ralsei's normal idle battle sprite, while the third is seemingly a mirror of an earlier version of one of Ralsei's battle sprites (lacking the green outline around the head). The blushing version of the idle sprite is unique to the Ralsei enemy.
Early, more diversely-coloured but less pretty versions of the trees that appear throughout the game.
Early Purple/Dark Grass
Early version of the grass in the Field of Hopes and Dreams.
"Tired" overworld sprites for Rudinn.
The timer for the glow-tile puzzles, with the arm having completed a full revolution. In-game, the timer immediately switches to its 'off' sprite when this happens.
A broken block that would have been used in the box puzzle, in particular circumstances.
A pink flame that would have appeared in the Scarlet Forest, if its sprite name is to be believed.
Vandalized Clubs Icon
A vandalized version of the clubs icon; the other three vandalized suits are used in the Clover suits puzzle.
Early Malius Animation
An earlier, somewhat more MS Paint-esque version of Malius's swinging animation.
Lancer w/ Mustache
Lancer with a mustache, facing right. A left-facing version of this sprite is used in the Thrash Your Own Ass room, though this right-facing version is not. Even when leaving the room to the right, he continues to face left.
Early Starwalker Bell
An earlier, placeholder version of the bell used to dispel the Starwalker.
Elevator Floor Numbers
A set of floor numbers clearly intended for a Card Castle elevator. Note that they include the prison, though do not include a floor 5 (where the shop, SAVE point, and elevator are in the final game).
Small Dialogue Portraits
More wonderful faces. These are used as placeholders for the 'small' dialogue portraits used for Susie before the second K.Round fight. The art style (and quality) of Ralsei's portrait closely resembles Toby's concept art of him.
Rather interestingly, the portrait for Ralsei here is prefixed with an a, rather than an r (as all of his other portraits are). Also perhaps of note is how Ralsei and Susie's faces are colored – Ralsei's face is in black and white, as is normally the case with Lightner characters (though Ralsei is a Darkner), whereas Susie's face is colored, as is normally the case with Darkner characters (though Susie is a Lightner). This is reversed from their usual face sprites, though it is entirely possible that this is just a coincidence.
Jevil dancing, facing... backwards. It might have been intended for Jevil's final stage where he can be pacified and there are many "ghost" Jevils surrounding him.
An unused, probably placeholder earlier version of Jevil's 'scythe' bullet. This older version has an associated bullet object, which is used by the unused bullet patterns 55, 56, 57, and 58.
King of Spades
An unused overworld sprite for the King, presumably intended for the cutscene immediately before the battle. Note the discolored spade. The 'blue' in this sprite is also a slightly different shade to the blue in the used sprites.
White silhouette sprites are used for Kris and Susie during the fountain cutscene (albeit with some real-time embellishment). However, the above sprites are not used at any point during the cutscene (or at least not in full, in the case of Susie's right-facing sprite).
A static sprite of Susie with her head in her hand.
If you stand close to Ralsei on the overworld for a few seconds, he will start blushing. However, he has no code for facing him from downwards. Adding the condition to the game without further modification will just use his normal downwards-facing sprite, meaning that although the game would count him as blushing, it will not be visible. Despite this, a blushing downwards-facing Ralsei sprite is present in the game files, indicating that the aforementioned oddity is a mistake.
Furthermore, since Ralsei stops blushing as soon as you move, the full versions of the other blushing walking sprites are left unused.
An early sketch of the beach area room_beach exists, in the same style as the unused Lab and Undyne's Room sketches from the previous game.
An unused Programmer Art™ sprite supposedly depicting some lights, corresponding to the seven flowers in the back room of the flower shop.
Sans's "eyeless" face sprite from Undertale – he does not have any dialogue in this game that uses this face.
An unused face sprite for Catty.
Unused Toriel face sprites from Undertale.
Additionally, Toriel's glasses are present, which would (and should) be added over Toriel's face sprite when she's wearing glasses. They are unused, despite the fact that Toriel's overworld sprites indicate that she wears glasses for the entire game.
An unused downwards sliding sprite for Kris in the 'light' world – there is nowhere in the light world that Kris can slide. Even if the game is loaded to be using the light world sprite for Kris in the dark world, their dark world sliding animation will be used instead.
Early Ending Sequence
Earlier, slightly less gruesome versions of the sprites in the ending cutscene still exist, under spr_dkris_grabheart_old and spr_dkris_pullheart_old. In general, the old versions lack shading that the final ones do. Kris has less bedhead in their early sprites, and they all lack the stripe on their shirt.
Also present is an unused up-right standing/walking sprite (a different up-right sprite is used when Kris reveals their knife, and they never walk in that direction).
Susie with Eyes Visible
Susie's Light World sprites with her eyes visible. These were presumably intended to be used after Kris and Susie return from the Dark World, though her normal sprites are used instead.
Alphys walking/talking upwards; she does not do so at any point in the game.
Berdly facing downwards (standing/talking); he does not face downwards at any point in Chapter 1.
A complete set of facing/walking sprites for Sans. In Chapter 1, he remains in a single place facing downwards (or left or right if you talk to him from those directions), leaving the upwards sprite and the rest of the used sprites unused.
Undyne facing/talking to the right and left. In-game, she is between two cars that prevent you from being able to talk to her from those directions.
Unused sprites for
Heats Flamesman Hots Fireguy. The sprite names seem to indicate that they were going to appear in Hometown during the car ride at the beginning of the game.
The overworld talk button detailed in Ralsei's manual, along with its associated caption in English and Japanese.
Downwards Ability Icon
An unused icon for a weapon/armor ability. A diagonal-downwards arrow is used for the Devilsknife, though no weapon or armor, used or otherwise, specifies this particular image as its ability icon.
Unused Turn UI
Unused UI elements for indicating whose turn it is.
Textless Fight Buttons
Earlier versions of the FIGHT, ACT, and ITEM buttons in the battle menu, notably lacking their associated captions.
A battle interface button depicting a dog with both a regular and a highlighted version. This button can also be seen in the unused manual, where the caption explains "A dog has eaten your commands. You can't do anything for the rest of your life."
The left halves of these sprites are used in-game, but the right halves are covered by another sprite that simply says "PRESS". The unused parts indicate that originally, as shown in Ralsei's manual, each character would have required a different button to be pressed to attack. This is more complicated than the final version, which simply requires the 'use' button to be pressed for each character. Also note that this old system clearly predated key rebinding, which it would not have meshed well with.
Some kind of triangular targeting reticule.
Unused Attack Effects
Two unused attack effect animations. The first, spr_attack_mash1, is used by the unused spell Rude Sword (spr_attack_mash2 is used for Susie's normal attacks). The second, spr_attack_hit1, is completely unused, and, curiously, is yellow (the other attack animations all match the colors of their characters, and there is no 'yellow' character).
An earlier, clearly placeholder version of the 'healing' sparkle effect; the final version is just a recolored version of the 'spare' sparkle effect.
A 'sword' sparkle effect, similar to the spare/heal effects. It is unclear what this would have been used for. Also note that it may have been displayed in a different color.
Guts. An unused "battle message" sprite (like the "Max"/"Up"/"Down" messages that sometimes appear when healing/taking damage in particular circumstances). It is possible that it would have appeared in a color other than white (like the other battle messages).
Early Kris Attack Animation
An older version of Kris's attack animation is present as spr_krisb_attack_old; its first frame was removed in the final version.
Unarmed Susie Animations
Alternate 'unarmed' variants of Susie's idle and ready-to-attack animations. There is also an unarmed version of her attack sprite, which is used, when Susie throws Ralsei in the second K.Round fight.
These three sprites are also used instead of the normal ones if Susie has no weapon during a battle, which is not possible. Note that there are no unarmed variants of Susie's ready-to-spellcast, spellcasting, acting, defending, hurt, unconscious, or victory animations, all of which show Susie with her axe.
Returning from Undertale, these mark where various events, doors, and other invisible objects are located.
Invisible wall sprites, in various shapes and sizes. The sprites suffixed by "dark" are twice the size (as is every sprite in the Dark Realm).
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: What exactly are the 84_* scripts, and what exactly does the 84_lang_helper object do?
"Musicer" objects are (unseen) objects that control music playback in certain areas. This sprite is used for those objects (likely to make them easily-identifiable in the room editor).
This is the sprite used by obj_84_lang_helper, another unseen controller object. It appears wherever an English-language background sprite should be swapped for its Japanese equivalent (such as the Librarby, or Seam's shop). 8-4 Ltd. is listed in the credits for Deltarune under "Japanese Localization".
This sprite, spr_placeholder, is the default sprite of the object obj_npc_facing, which is used for most NPCs capable of facing different directions (hence the name). The sprite is likely present simply to make these objects identifiable in the editor – it is changed to an NPC's sprite upon creation.
Placeholder Kris Sprite
An unused placeholder sprite for Kris, named spr_krisplace. It's used as the "default" sprite for hero game objects, while programming from the parent object tells the game which party member uses what sprites.
Placeholder red square. Interestingly enough, spr_mainchara was the filename for Frisk's sprites in Undertale.
Generic placeholder tiles.
A sleeping Pomeranian that appears in the "dogcheck" room, where you are taken if you attempt to warp to a room number below 1 or above 130 with save file editing. It does have some sweet music, though.
The console release of Deltarune: Chapter 1 (there labeled as 'version 1.01') so far seems to only have very minor and otherwise unnoticeable differences between the PC version.
There could be more.
This graphic had a single stray pixel to the left of the large spade removed in the 1.01 revision. The stray pixel above the actual arena graphic is still in both versions, though.
|The Undertale series|
|Windows, macOS||Undertale (Demo) • Deltarune (Demo)|
|Linux, PlayStation Vita||Undertale|
|PlayStation 4, Nintendo Switch||Undertale • Deltarune (Demo)|