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Undertale Demo

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well, this is just a demo, so... never?

Sans

The Undertale Demo was originally released on May 23, 2013.[1][2] Its latest version, released on June 8, 2013, can be downloaded from the official website.

Description

Ruins location demo.png
The entrance to the Ruins as seen in the demo. Note the lack of detail to the room.

The Undertale Demo consists of a brief version of the final game's plot, containing only the first of the game's five main areas. It begins when the protagonist falls into the Ruins and ends with Flowey's judgment right after the encounter with Toriel. Compared to the final game, it is also less detailed and contains a few bugs. There are many differences between the demo and final versions.

Toby Fox has stated that the demo has a higher encounter rate in the first area compared to the final game,[3] and that EXP can be gained simply by dealing damage to enemies, not just killing them.[4] He also mentioned that despite the demo being titled UnderTale rather than UNDERTALE, this capitalization of the game is still acceptable and accurate.[5]

The demo uniquely has a Korean translation available, which is not a language currently supported by the full game. This version is only for Windows and has minor differences compared to the other versions of the demo.

Differences

Graphics

  • The first screen of the demo's introduction has a Loox instead of a Boss Monster. This version of the introduction screen makes an appearance in the final version's Neutral Route, in the mock intro before the Omega Flowey battle.
  • The layout of the room that serves as the starting point differs between the demo and the final game.
  • Toriel's sprite does not fade out and disappears immediately when she passes through the arch in Flowey's room.
  • The room serving as the entrance to the Ruins lacks details, especially the stairs.
    • In the Korean version of the demo, the stairs have their final appearance, but the bottom of the room has misplaced tiles which are not present in the English versions of the demo or the final game.
  • Sans's text font (seen only at the end of the True Pacifist Route in the demo) appears blurry instead of sharp like in the final game.

Texts and dialogues

  • GOLD is spelled as GILD in the Stats menu, although it is referred to as gold in other text and in the code.
  • After Toriel chases Flowey away, she calls him a "cretin". She says instead that he is a "terrible creature" in the final game.
  • Monsters' names do not turn yellow when they can be spared.
  • Saving the game at a SAVE Point does not play a sound, turn the text yellow, or replace the options with "File saved". Pressing the confirm key again will simply perform another save, the player must press the cancel key or choose the Return option to exit the save dialog.
  • All interactions with Froggit NPCs are different:
    • The Froggit NPC who teaches the protagonist about sparing appears instead in the room preceding the one where the one switch puzzle is located, and doesn't disappear if a monster is killed.
    • In that same room, the three Froggit NPCs from the final game and "ant-sized frog" are absent.
    • When interacting with the Froggit NPC who mentions seeing Toriel with groceries, Toriel's name does not turn blue.

Encounters

  • Flowey's projectile circle is centered relative to the bullet board in the demo, but is slightly offset to the right in the final game.
  • The encounter rate is higher in the demo.
  • Pressing "C" when the "!" monster encounter icon pops up prevents the encounter from occurring.
  • EXP can be earned when sparing injured monsters.
  • Napstablook can only be spared by Cheering them on four times, unlike the final game where they can also be spared by Flirting with them after Cheering them on three times.
  • Vegetoid can only be spared after being sufficiently weakened. The "Dinner" ACT does not exist in the demo, while "Eat" is an older version of the "Devour" ACT, which lets you eat Vegetoid whole and counts as a kill, whereas in the final game, Vegetoid is only partially eaten and is not killed.
  • If all monsters required for the Genocide Route are killed, but if the Vegetoids in the room with the one switch puzzle are continually killed, the game returns to a Neutral Route.
    • By killing these Vegetoids, it is possible to increase the LV stat over what is usually allowed.
  • In the final version's Genocide Route, attacking Toriel at any point during the battle kills her in one hit, whereas in the demo, this is only possible starting from the second turn. Attacking her on the first turn reduces her HP as usual while she uses her betrayed/Genocide fatal sprite as her hurt sprite.
  • The demo features versions of the main menu and the track Start Menu that differ from those in the final game.
  • No special reactions to specific names exist, and any name can be used in the demo, even names that aren't permitted in the final game.

Technical

  • The demo is made using GameMaker 8.1, while the final version instead uses the newer GameMaker Studio.
  • The demo has a manual describing certain characters and game mechanics (see below).
  • There is no controller support.
  • The game, if windowed, may not be closed by pressing the operating system's standard close button.
  • Alt-Tabbing while moving has no effect on enemy encounters or walk animation in the demo, unlike the final game.
  • When decompiled, the demo contains a hidden message from Toby Fox. It asks for those who decompiled the demo not to spoil anything and not to modify the code until after it is released.[6]
    • A similar, but differently written message appears in the 1.00 version of the final game's code. In version 1.01 of Undertale, this message was changed to a different one.
  • The room ID order is different between the demo and the final game, including for inaccessible rooms.

Endings

The demo ends when the protagonist exits the Ruins. Depending on the route taken, different audio and visuals will accompany the Undertale logo on the credits screen:

  • True Pacifist Route: A dialogue exchange between Sans and Papyrus occurs, in which Sans asks the player to make sure that they one day see Papyrus's "cool outfit" (by playing the full version). Nyeh Heh Heh! plays as the background music. Additionally, the Undertale logo can be rotated by pressing the left and right keys.
  • Neutral Route: A plain credits screen is shown, with Good Night playing at 80% speed.
  • Genocide Route: The credits screen displays red text which simply reads "That was fun. Let's finish the job." instead of the actual credits. Anticipation plays at 20% speed in the background, similar to several scenes in the final game's Genocide Route.

Manual

The Undertale Demo comes with a manual that was removed from the final game. It details the mechanics of the game and some of the characters.

Version history

Version Date Changes
May 24, 2013 Fixed a minor bug that caused a character to appear who should not have been there.[7]
May 26, 2013 Minor bug fixes and quality of life changes.[8][9]
May 27, 2013 Minor bug fixes.[10]
June 04, 2013 Minor bug fixes and quality of life changes.[11][12]
June 08, 2013 The first major update to the demo, it features some visual changes and text updates, along with minor bug fixes.
June 24, 2013 Ported the Demo to macOS.[13][14]
July 20, 2014 Localized the Demo in Korean. This build includes a few changes not present in the English ones, for instance using the operating system's close button to close the game on windowed mode now works and behaves as though holding the ESC key.
June 26, 2017
  • English demos: Updated page 17 of the instruction manual to remove Toby Fox's outdated email address, and added a note to the "readme.txt" file stating that the Demo is an older build and does not reflect compatibility with modern systems.
  • Korean demo: Updated the game runner.

Windows downloads

English

Korean

macOS downloads

References

  1. The demo is out. May 23, 2013.
  2. the demo is out now! May 23, 2013. Archived on November 07, 2015.
  3. @Pentadact things:
    1. encounter rate is higher in the demo + first-ish area
    2. most rooms only have 1 encounter
    3. can flee from them
    September 20, 2015. Archived on November 07, 2015.
  4. It was intentional (and logically makes sense), but in the copy of the game I'm working on now I've actually taken out gaining power that way because it's probably too contrary to the idea of the game. - Toby Fox on mspaforums, June 6, 2013. Archived on September 26, 2013.
  5. @webbedspace @UnderTale Every capitalization is canon. Undertale. UnderTale. UNDERTALE January 15, 2015. Archived on April 16, 2016.
  6. https://tcrf.net/Proto:Undertale/May_23rd,_2013#Developer.27s_Message
  7. Fixed a small bug where someone that should not have been there was there. May 24, 2013.
  8. Small updateundertale on Tumblr, May 26, 2013.
  9. Updated the game slightly. You must HOLD ESC to quit now. Several nasty bugs were also hopefully fixed. May 26, 2013.
  10. Another minor update.undertale on Tumblr, May 27, 2013.
  11. Some updates.undertale on Tumblr, June 04, 2013.
  12. Whee! Just uploaded another bugfix! June 04, 2013.
  13. Additionally, the Undertale demo is now available for Macintosh!!! (Thanks to Leon Arnott for making this happen.) So, everyone that hasn’t played it yet… please check it out!fwugradiation on Tumblr, June 24, 2013.
  14. UNDERTALE KICKSTARTER and MACINTOSH DEMO!! June 24, 2013.