Deltarune's Pointed Case for the Environment

2026-06-24T08:00:00+01:00 | 2-minute read

Fact Sheet
Original Title
Deltarune
Genres
Action
jRPG
Release Date
October 31, 2018 - February 28, 2019 (Chapter 1)
September 17-23, 2021 (Chapter 2)
June 4, 2025 (Chapters 3-4)
June 24, 2026 (Chapter 5)
2027 (Chapter 6)
2028 (Chapter 7)
Length
HowLongToBeat: 5-7.5 hours
Reviews
OpenCritic: XX/100
Creators
Developer: Toby Fox
Publisher: 8-4
Platforms
macOS: Digital
PlayStation 4: Digital
PlayStation 5: Digital
Steam: Digital
Switch: Digital
Switch 2: Digital

Website

What’s the point? The point is a prompt that every other modern video game of moderate-to-high complexity or fidelity uses. The point tells me: I can interact with this. I can do something here. Unlike all the other things that just need to be there. Unless there’s a point, how can I tell what I can and can’t do across all those detailed backgrounds that appear as if they’re alive but ultimately are static?

Deltarune: Chapter 5

It wasn’t always the point. It used to be (and still sometimes is, thanks to timeless fashion of games like Deltarune) that I discovered, sometimes by accident, that I can do something unexpected. The whole structure of the environment wasn’t laid out in front of me: I needed to experiment with it, I had to throw verbs at it and see what sticks. Of course, the verbs would need to be consistent for that, it could all get on my nerves and lead to compulsive behaviors: pixel-hunting, excessively clicking one button on every object I collide with, trying out every menu option, so on.

Deltarune: Chapter 5

However, it made me happy when I found something. It felt like it was my discovery, not the game pointing out: “Look, this is fun and you should take a look”. I felt like I made the call, even if I never was in control, the designer was. But what are games if not exercises in abusing controls to force a preferable outcome, anyway? They’re by definition controlled environments where I pretend I have some kind of power, and this by itself is so uncomfortable that I’m not sure I also want to be told exactly what I should do.

Deltarune: Chapter 5

Across playing easily the best chapter of Deltarune so far, full of Spoiler #1, Spoiler #2, and, of course, Spoiler #3, I still marvel at those little moments when the game reacts unexpectedly to my very expected input. Whether it’s a hidden tile I can walk on, a small object I didn’t think would produce a whimsical description, or a wall that isn’t really a wall, it’s a reminder that absolute clarity and absolute understanding are absolutely lifeless.

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About Me

My name is Anton, I’m a video game creator who proudly overthinks tiny aspects of game design. Every week, I take a game I’ve been playing and find a detail that may often not be its main focus. But it still deserves love, doesn’t it? Besides these aspects, I pay special attention to general game flow and game feel.

When I play new games, I like to take notes. They often end up messy, and I can’t share them with anyone. I even have trouble reading them later myself! So now I turn them into cohesive posts that not only I but others can read. I also need every excuse I can get to play new games, old games I’ve never played, old games I have no excuse to replay as well as games outside my comfort zone.

I try to avoid spoilers for the newer games I bring up, but sometimes I see no better way to make a point. So if you don’t want to be spoiled, I recommend avoiding the posts on the games you haven’t played but plan to play.

Credits

Way of the Hunter 2

Way of the Hunter

This Is the President

Favorite Games

killer7

Super Mario Galaxy

Half Life 2

Resident Evil 4

Device 6

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Nintendo

Capcom

Simogo

Treasure

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