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kristal.cc

A powerful DELTARUNE fangame engine.

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What is Kristal?

Kristal is a fangame engine for building custom DELTARUNE worlds and battles, distributed as a project on Kristal. It is made with LÖVE, the Lua-based framework, and it is aimed at people who want to create their own Dark Worlds, encounters and story sequences rather than play a single finished game.

The practical catch is stated plainly on the site: you must know Lua, or be willing to learn it. Kristal supplies the systems and structure; you supply the code and design work. The site points to a wiki for usage documentation and to its own Lua tutorial for newcomers, so the intended path is tutorial first, wiki second, then building.

Who it suits

  • Programmer-designers comfortable writing Lua who want DELTARUNE-style battle logic, menus and overworld systems without starting from scratch.
  • Small teams where one person codes and others handle art, music and writing.
  • Learners prepared to treat their first project as a Lua exercise rather than a finished fangame.

It suits you less well if you want a point-and-click editor with no coding, or if you want to play rather than build — the screenshots section showcases other people's completed fangames, not content included with the engine.

What the showcase tells you

The gallery lists projects such as #th Sanctuary, DELTARUNE: Frostveil, Plugged Dream, Deltarune: UZUMAKI, No Words Spoken, Godhome, Deoxynn, Frozen Heart and Deltamon, credited to their respective creators and teams. These vary widely: alternate routes, crossover premises, boss-rush structures and Pokémon-style exploration. That range is the useful signal — Kristal's battle and world systems are flexible enough to support premises well outside a straight Chapter re-creation, which is what you would want to confirm before committing.

A sensible first step

Read the Lua tutorial and the wiki before writing anything original, then rebuild one simple existing encounter — a single enemy, one attack pattern, a win and a lose state — as a test. If that feels manageable, the engine is a reasonable fit for your project. If it does not, you have learned that cheaply.

Do I need to know Lua to use Kristal?

Yes, if you want to build your own content in Kristal you should know Lua, or be prepared to learn it. The engine describes itself as a DELTARUNE fangame and battle engine built with LÖVE, and its own guidance states plainly that users must know Lua or be willing to pick it up. It points newcomers to a dedicated Lua tutorial.

What that means in practice

  • Playing existing fangames is a different activity from making them. If you are only downloading and running someone else's Kristal project, the language requirement sits with that project's developer, not with you.
  • Making a custom world, battle, or mechanic is scripting work. You will be writing and editing Lua files, reading other people's code to see how systems are wired, and iterating when something breaks.
  • Small tweaks such as adjusting dialogue, enemy stats, or a battle's timing are typically the gentlest entry point, because you change values and short blocks rather than designing systems.
  • Full custom battles or new game systems demand real comfort with Lua: tables, functions, loops, and enough debugging skill to trace why a script fails.

A realistic starting scenario

Suppose you want to recreate a specific boss fight with custom attack patterns. You would first run an existing Kristal project, read the scripts behind a comparable fight, then copy and modify that structure. The first version will likely error out; the work is in reading the error, finding the line, and correcting it. If that loop sounds tolerable or interesting, you will learn Lua as you go. If it sounds miserable, stick to playing other people's projects.

How to decide

Your goal Lua needed?
Play a finished Kristal fangame No
Edit dialogue, stats, or minor values A little, and it grows as you go
Build a custom battle or world Yes
Extend the engine itself Yes, plus willingness to read source code

Next step

Start with the engine's own Lua tutorial before touching a project, then make one tiny change to an existing battle and get it running. That single successful edit tells you more about whether this workflow suits you than any amount of reading.

For context on the engine itself, see Kristal. If you are drawn to DELTARUNE fan projects more broadly and want to see what other teams are building, browsing finished games first can help you judge the scale of work involved before committing to learning Lua.

How can I contribute to the Kristal project?

You can contribute to Kristal by working directly on its source code. The project is open to outside contributors, and the engine itself is built with LÖVE, so the most useful starting point is to read through the existing code and look for something you can improve, fix or extend.

What contributing actually involves

Kristal is a DELTARUNE fangame and battle engine. Contributors are expected to work in Lua, because that is the language the engine uses. If you already know Lua, you can move straight to the source. If you do not, the project points to its own Lua tutorial, so you can learn the basics before touching the codebase. That matters more here than in a typical web project: you are not just editing text files, you are changing how battles, worlds and menus behave.

A practical first contribution

A good first step is to build something small with the engine rather than immediately rewriting a core system. Try making a single custom battle or a small custom world, then notice where the documentation is thin, where an error message is unclear, or where a feature behaves unexpectedly. Those observations often turn into useful code changes, bug reports or wiki improvements. If you want to see what the engine can do before you commit time, the project's own screenshots section shows fangames built on it, including #th Sanctuary, DELTARUNE: Frostveil, Plugged Dream, Deltarune: UZUMAKI, No Words Spoken, Godhome, Deoxynn, Frozen Heart and Deltamon. Studying one of those can help you understand what contributors are trying to make possible.

Decide whether this is the right project for you

If you want to... Kristal is a good fit when...
Write game logic You are comfortable learning Lua and reading an existing codebase
Make DELTARUNE-style battles or worlds You want an engine already aimed at that style
Improve documentation You can test features yourself and describe what you find
Ship a finished game quickly You would rather use a more guided, less code-heavy tool

The main trade-off is control versus effort. Kristal gives you deep control over battles and worlds, but it assumes you will learn Lua and engage with the source. If that sounds appealing, start by reading the wiki and the Lua tutorial, then look through the source code for a small issue or feature you can work on. For general open-source contribution practice, Open Source Guides explains how to find a project, communicate with maintainers and submit a change.

What kinds of fangames have been made with Kristal?

Kristal is a DELTARUNE fangame and battle engine built with LÖVE, so the projects made with it tend to be either full custom Dark Worlds or standalone boss-battle challenges. The gallery on Kristal shows the range: narrative chapter replacements, alternate-route expansions, crossover explorations, and combat-focused boss rushes.

Types of fangames you'll see

  • Alternate-route retellings. Frozen Heart by Simbel revisits the Snowgrave Route from another perspective, while DELTARUNE: Frostveil by Duskkii imagines a Chapter 5 Weird Route with new weapons and armor against an Awakened Frostmancer.
  • Original Dark World adventures. #th Sanctuary by Ralszor and Project Sanctum Team sends the fun gang into a liminal space inspired by Yume Nikki and Mario 64 B3313. Deoxynn by AcousticJamm follows Alexa Greene through the world of Europa.
  • Multi-chapter "what if" compilations. Deltarune: UZUMAKI by RazFraz, Emily Ember Ignatus Bunnington and Team Raspberry lets you play snippets of hypothetical Chapters 3 through 7.
  • Boss-rush and challenge modes. Godhome by Vitellary is built around 40+ boss fights, challenge modes, and a unique ending, with major Hollow Knight spoilers.
  • Crossover and genre-shift experiments. Deltamon by Riverstar turns the setting into a creature-collecting adventure with Susie, Noelle and Berdly as rivals. Plugged Dream by Funkin's Garbage pits you against a RAMB empowered by wires and RAM.
  • Character-driven vignettes. No Words Spoken by AcousticJamm focuses on Kris refusing to be a puppet and cutting the last thread.

What this means if you want to build one

The engine's flexibility suits both story-heavy chapter replacements and tightly scoped battle encounters, but the page is explicit that you must know Lua or be willing to learn it, and it points to its own Lua tutorial as a starting point. If you have a small idea, a single boss fight or a short alternate scene is the most realistic first project; if you want a multi-chapter epic like UZUMAKI, expect a team effort. Browse the screenshots on Kristal to judge which scope matches your skills, then read the wiki before writing your first script.

How do I get started making my own DELTARUNE fangame with Kristal?

Kristal is a DELTARUNE fangame and battle engine built on LÖVE, and the site's own guidance is blunt about the entry requirement: you must know Lua, or be willing to learn it. That single fact shapes the whole onboarding path. If you already write Lua, you can move quickly into building custom Dark Worlds and battles. If you don't, budget real time for the language before you try to script a boss fight.

A workable first sequence

  1. Install LÖVE, since Kristal is made with it and will not run without the runtime.
  2. Read the wiki the site points to for installation and usage instructions.
  3. Work through the project's own Lua tutorial rather than a generic one; it will use the same conventions the engine expects.
  4. Build the smallest possible test: a single room or encounter, then a single custom attack pattern. Resist starting with a full chapter.
  5. Read the source code. The site explicitly invites people to look through it and contribute, which means the code is treated as documentation.

What you're actually building

The engine targets custom DELTARUNE worlds and battles, so the natural first milestone is one battle that feels correct — bullet patterns, turn flow, dialogue, and a win condition — rather than a sprawling overworld. The screenshots on the page show what other teams have shipped with it: full fangames with original Dark Worlds, new weapons and armor, boss-rush structures, and alternate-route retellings. Those are the ambitions of established teams, not a day-one scope.

Matching effort to your background

Your situation Sensible starting point
Comfortable in Lua Clone the source, run it, modify one existing attack
New to programming Learn Lua basics first, then follow the engine's tutorial
Artist or writer, no code Pair with a Lua-capable programmer; the engine is code-driven

Where to look next

The wiki linked from Kristal is the intended first stop for setup and engine documentation, and the bundled Lua tutorial covers the language from the engine's perspective. If you want to see the range of finished results before committing, the screenshot gallery on the same site is the fastest way to calibrate what a completed project looks like.

A practical decision criterion: if you can read a short Lua script and predict what it does, start building now. If not, spend your first sessions on the tutorial and a trivial script that prints text — the engine will still be there when you're ready.

What is the difference between Kristal and other DELTARUNE fangame engines?

Kristal is a DELTARUNE fangame and battle engine built with LÖVE, and its distinguishing trait is scope: it's not just a battle system, but a framework for building custom Dark Worlds, overworld exploration and full fangame scenarios. Most alternatives in this space are either narrower (a battle-only engine you bolt onto your own game code) or broader (a general-purpose LÖVE framework with no Deltarune-specific systems at all). Kristal sits in between, and that middle position is the main trade-off.

Where the difference shows up

  • Content scope. The engine targets "custom DELTARUNE worlds, battles, and more," so a project can cover field maps, encounters and menus within one codebase rather than stitching libraries together.
  • Language requirement. It runs on Lua, and the project states plainly that you must know Lua or be willing to learn it, pointing to its own Lua tutorial. That's a real filter: if you want a no-code or visual-scripting route, this isn't it.
  • Learning resources. Documentation lives in a wiki rather than in scattered forum threads, which matters a lot when you're debugging an engine mid-project.
  • Openness. The source is available to read and contribute to, so you can inspect or patch engine behavior instead of waiting on a maintainer.

What the showcase implies

The screenshots section lists fangames built on it, including #th Sanctuary, DELTARUNE: Frostveil (a take on Chapter 5's Weird Route), Plugged Dream, Deltarune: UZUMAKI, No Words Spoken, Godhome (40+ boss fights, challenge modes), Deoxynn, Frozen Heart and Deltamon. The range is telling: a Yume Nikki/Mario 64 B3313-style liminal exploration, a Pokémon-style region adventure, a boss-rush, and several narrative Chapter rewrites. An engine that ships that variety of finished or in-development projects is doing more than one genre convincingly — that's the strongest practical argument for choosing it over a single-purpose battle engine.

How to decide

Pick Kristal if you're comfortable in Lua, want overworld and battle systems in one place, and value a community of existing fangames to learn from or contribute to. Look elsewhere if you need visual scripting, if your project is a battle system only and you'd rather keep your own game loop, or if you want a mature general engine like LÖVE with no Deltarune assumptions baked in.

A useful next step: read the wiki's getting-started page and the Lua tutorial before writing any content, then rebuild one simple encounter and one small room. If that feels manageable, the engine's scope is an advantage; if the Lua requirement is already a struggle, that's your signal to choose a different tool before investing in a full fangame.

Related questions

More questions →
What Skills or Tools Do I Need to Use Kristal?

To use Kristal, you need two things before you start: the LÖVE framework (the engine Kristal is built on) and working knowledge of Lua — or a willingness to learn it. The official site is explicit on this point: "you must know Lua, or be willing to learn it." If you have never programmed before, expect to spend time on Lua fundamentals before you can build anything meaningful. If you already write Lua, you can go straight to the wiki and start experimenting.

The two hard requirements

1. LÖVE (the runtime)

Kristal is described as "a powerful DELTARUNE fangame and battle engine, made with LÖVE." LÖVE is the framework that actually runs the game — Kristal is the layer on top of it that gives you DELTARUNE-style worlds, battles, and menus. Practically, this means:

  • You install LÖVE first, then run Kristal through it.
  • When something breaks at the framework level, the error is often a LÖVE error, not a Kristal one.
  • You don't need to master LÖVE to use Kristal, but you do need it installed and working.

2. Lua

Lua is the scripting language you'll use to define battles, characters, cutscenes, and custom logic. The site doesn't soften this: knowing Lua is a prerequisite, not an optional bonus. Two paths work:

  • You already know Lua — skip ahead to the wiki and the source code.
  • You don't know Lua — the project maintains its own Lua tutorial to get you started. Use it before touching the engine, or you'll be copying code you can't debug.

What you'll actually reference

Resource What it's for
The wiki "More information on how to use Kristal" — the primary how-to reference
The Lua tutorial Getting from zero to functional Lua, maintained by the project
The source code Reading how Kristal itself works; also the contribution path

The site points to the wiki as the place to learn usage, and to the source code for anyone who wants to contribute. Both are first-party, so they match the current version better than scattered tutorials.

A realistic starting order

  1. Install LÖVE and confirm it runs a trivial project.
  2. Work through the project's Lua tutorial until you can write and debug a small script on your own.
  3. Read the wiki's usage pages to understand how Kristal structures worlds and battles.
  4. Open the source code when you want to see how a specific feature is implemented or want to contribute.

Common sticking points

  • Skipping Lua. The most common failure mode is jumping into Kristal with no Lua background, then getting stuck on basic syntax errors instead of engine problems. The site warns about this directly.
  • Confusing LÖVE and Kristal. If you're unsure whether a problem is yours or the framework's, check whether the error mentions LÖVE internals.
  • Expecting a no-code tool. Kristal is an engine for people who script. There's no indication it's a drag-and-drop creator, and the Lua requirement rules that out.

When Kristal is the right choice

Pick Kristal if you want to build DELTARUNE-style worlds and battles and you're comfortable learning Lua. If you want to make a fangame without writing code, this isn't the tool for that — the Lua prerequisite is the deciding factor. If you're already a Lua developer and a DELTARUNE fan, the combination of the wiki, the Lua tutorial, and open source code gives you everything you need to start.

How to Start Using the Kristal Engine (kristal.cc)

Kristal is a DELTARUNE fangame and battle engine built with LÖVE, and you can start using it by reading the official wiki, learning Lua (or committing to learn it), and studying the engine's source code. The site states plainly that you must know Lua or be willing to learn it — so if you have zero programming experience and no interest in acquiring any, this engine is not the right starting point for you.

What Kristal actually is

According to kristal.cc, Kristal is "a powerful DELTARUNE fangame and battle engine, made with LÖVE." Its stated purpose is to let you create custom DELTARUNE worlds, battles, and more. It is an engine and framework, not a finished game — the site's screenshot section shows community projects built on it rather than a single official title.

That distinction matters for how you approach it. You are not downloading a game to play; you are picking up a toolkit for building one.

The two prerequisites

1. The wiki

The site's "How do I use it?" section directs users to the Kristal wiki for information on how to use the engine. This is the official starting point for setup, structure, and usage questions. Go there first rather than guessing at how the engine is organized.

2. Lua

The site explicitly warns: "Please keep in mind that you must know Lua, or be willing to learn it!" Kristal provides its own Lua tutorial to help beginners get started, so the project anticipates users arriving without Lua experience — but it expects them to acquire it.

Lua is the scripting language you will use to define behavior in your fangame. If you have written code in any language before, the syntax will feel approachable; if you have not, budget real time for the tutorial before expecting to build anything substantial.

A practical order of operations

  1. Read the wiki to understand what the engine provides and how a project is structured.
  2. Work through the Lua tutorial if Lua is new to you. Do this before trying to modify engine behavior.
  3. Look through the Kristal source code. The site invites this directly: "Yes! Feel free to look through the source code of Kristal and contribute if you wish." Reading existing code is how you learn the engine's conventions.
  4. Study community projects for a sense of what the engine can produce and how different creators approach it.

What the community has built

The screenshots section lists real fangames made with Kristal, which doubles as a survey of what the engine supports:

Project Creator(s) What it demonstrates
#th Sanctuary Ralszor & Project Sanctum Team Liminal exploration crossed with Dark Worlds
DELTARUNE: Frostveil Duskkii A take on Chapter 5's Weird Route; unique weapons and armor
Plugged Dream Funkin's Garbage A single antagonist encounter with escalating power
Deltarune: UZUMAKI RazFraz, Emily Ember Ignatus Bunnington & Team Raspberry Hypothetical Chapters 3–7 snippets (demo in development)
No Words Spoken AcousticJamm Narrative branching around Kris
Godhome Vitellary 40+ boss fights, challenge modes, a unique ending
Deoxynn AcousticJamm Choice-driven adventure with sanity mechanics
Frozen Heart Simbel An alternate perspective on the Snowgrave Route
Deltamon Riverstar Region exploration with a creature-collection structure

These range from single-battle experiments to multi-chapter demos, which suggests the engine scales from small tests to larger projects.

Contributing

If you want to help the engine itself rather than just build with it, the site says you can look through the Kristal source code and contribute. That is a separate track from making a fangame — useful if you find bugs or want to extend engine features, and a good way to learn the internals if you are already comfortable with Lua.

Common sticking points

  • Skipping Lua. The most likely reason a beginner stalls. The engine assumes scripting knowledge; there is no way around it.
  • Ignoring the wiki. Setup and structural questions are answered there, and the site points to it for a reason.
  • Starting too large. The listed projects vary widely in scope. Beginning with a single battle or a small room is more realistic than opening with a multi-chapter plan.
  • Expecting a playable game. Kristal is an engine. What you get out of it depends on what you build.

If you already know Lua, the path is short: read the wiki, read the source, start building. If you do not, the Lua tutorial is your first real step, and everything else follows from it.

What is Kristal (kristal.cc)?

Kristal is a DELTARUNE fangame and battle engine built with LÖVE, hosted at kristal.cc. It lets you create custom DELTARUNE worlds, battles, and more. It is aimed at people who want to build their own DELTARUNE-style game rather than just play one, and using it requires knowing Lua or being willing to learn it.

What you can build with it

The site describes Kristal as a "powerful DELTARUNE fangame and battle engine." In practice that means two overlapping uses:

  • Custom worlds — your own Dark Worlds and exploration areas in the DELTARUNE style.
  • Custom battles — encounter and battle systems, since the engine is described specifically as a battle engine as well.

Because it is an engine rather than a single game, the output is whatever you design on top of it.

What the site shows

Beyond the engine itself, kristal.cc displays screenshots and examples of fangames made with Kristal, which is useful for judging what the engine can actually produce. Examples listed on the page include:

Project By Premise
#th Sanctuary Ralszor & Project Sanctum Team Liminal exploration crossed with Dark Worlds
DELTARUNE: Frostveil Duskkii A take on Chapter 5's Weird Route
Plugged Dream Funkin's Garbage A console, a dusty screen, and one last challenge
Deltarune: UZUMAKI RazFraz, Emily Ember Ignatus Bunnington & Team Raspberry Play snippets of hypothetical Chapters 3–7
No Words Spoken AcousticJamm Kris can no longer hear your voice
Godhome Vitellary 40+ boss fights, challenge modes, a unique ending
Deoxynn AcousticJamm A choice-driven adventure through Europa
Frozen Heart Simbel The end of the Snowgrave Route from another place
Deltamon Riverstar A creature-collecting journey through Kris's home region

These span battle-focused, exploration-focused, and narrative-focused designs, so they are a reasonable way to gauge whether the engine fits what you have in mind.

Getting started

The site points to its wiki for information on how to use Kristal. The one hard prerequisite it states directly is Lua: you must know Lua, or be willing to learn it. A Lua tutorial is provided on the site to help you start.

So the practical path is:

  1. Read the wiki for how the engine is structured and used.
  2. Work through the Lua tutorial if you are not already comfortable with Lua.
  3. Look at the example projects to see what the engine supports in practice.

Contributing

If you want to help with Kristal itself rather than just use it, the site invites you to look through the source code and contribute. That makes it an open project you can inspect and improve, not only a download.

How to Contribute to the Kristal Project

You can contribute to Kristal by looking through its source code and submitting your own improvements. The official site's "Can I help?" section states this directly: "Yes! Feel free to look through the source code of Kristal and contribute if you wish." There is no separate application form or approval step mentioned on the site — the path to contributing runs through the code itself. This guide is for people who already know Lua (or are willing to learn it) and are comfortable working with the LÖVE framework, since Kristal is built with LÖVE.

What Kristal Is (and Why That Shapes Contribution)

Kristal is described on kristal.cc as "a powerful DELTARUNE fangame and battle engine, made with LÖVE." It lets you build custom DELTARUNE worlds, battles, and more. Because it is an engine rather than a finished game, contributions tend to fall into two broad categories:

  • Engine-level work — changes to the core systems that other creators build on top of.
  • Content and examples — the site showcases fangames built with Kristal, which shows the kind of output the engine is meant to support.

Knowing which category your idea fits into helps you decide where in the source to look.

Prerequisites Before You Contribute

The site is explicit about one requirement: "you must know Lua, or be willing to learn it." It also points to its own Lua tutorial for getting started. Beyond that, since Kristal is made with LÖVE, familiarity with how LÖVE projects are structured will save you time.

A practical checklist:

  1. Lua — at minimum, be able to read and modify existing Lua code.
  2. LÖVE — understand how a LÖVE project loads and runs, since Kristal is built on it.
  3. The Kristal wiki — the site directs users there for "more information on how to use Kristal." Reading it first means you understand intended behavior before changing it.
  4. The source code — this is the actual contribution surface the site points to.

Step-by-Step: From Reading to Contributing

1. Read the wiki first

The site's "How do I use it?" section says to check the wiki for how to use Kristal. Do this before touching code — you need to know how the engine is supposed to behave before you can tell whether your change improves it.

2. Study the source code

The "Can I help?" section frames contribution as looking through the source code. Start by locating the area relevant to your interest — battle logic, world handling, or whatever the wiki describes as the relevant subsystem.

3. Learn Lua if you don't already

If Lua is new to you, use the Lua tutorial the site links to. This is not optional background — it is the language the engine is written in.

4. Make your change and contribute it

Once you understand the relevant code and have a concrete improvement, contribute it. The site's wording ("contribute if you wish") indicates contributions are welcome rather than gated behind a formal process described on the page.

5. Verify against the engine's behavior

Because Kristal is an engine others build on, confirm your change doesn't break the intended behavior described in the wiki. The showcased fangames on the site are examples of what the engine is expected to support.

What Kind of Help Is Wanted

The site does not publish a labeled list of wanted contributions. What it does say is that you should look through the source code and contribute. In practice, that means the useful contributions are the ones that improve the engine or its usability for the fangames it powers. If you are unsure whether something is wanted, the source code and wiki together are the reference for what the project currently does and where it could be extended.

Common Stumbling Points

  • Skipping the wiki. The site puts the wiki before everything else for a reason — you need to know how Kristal is meant to work before changing it.
  • Underestimating the Lua requirement. The site states it plainly: you must know Lua or be willing to learn it. There is no way around this for code contributions.
  • Forgetting the LÖVE foundation. Kristal is "made with LÖVE," so LÖVE-specific knowledge matters when working in the source.
  • Assuming a formal contributor program. The page describes contribution as looking through the source and contributing — not as an application process.

Quick Reference

Question Answer from the site
Can I contribute? Yes — "feel free to look through the source code of Kristal and contribute if you wish."
What do I need? Lua knowledge (or willingness to learn), plus the wiki and source code.
Where do I start? The wiki for usage, then the source code for contribution.
What is Kristal built with? LÖVE.
Is there a listed contribution process? The page describes contributing via the source code; no separate formal process is detailed.

If you already know Lua and are comfortable with LÖVE, the shortest path is: read the wiki, read the source, make an improvement, contribute it. If Lua is new to you, start with the site's Lua tutorial before anything else.

What Kind of Fangames Have Been Made With Kristal?

Kristal is a DELTARUNE fangame and battle engine built with LÖVE, and its site showcases several fan projects that demonstrate what the engine can do. These examples range from full alternate-story campaigns to boss-rush challenges, and they're the best available reference for the kinds of worlds, battles, and mechanics people have actually built with it. If you're evaluating whether Kristal fits your own project, look at these for scope and genre rather than as a feature list.

The showcased projects

The site presents these fangames as screenshots with short descriptions:

Project By What it shows
#th Sanctuary Ralszor & Project Sanctum Team A liminal exploration game compared to Yume Nikki and Mario 64 B3313 crossed with Dark Worlds; "WORLDS ENTER COLLISION"
DELTARUNE: Frostveil Duskkii A take on Chapter 5's Weird Route; new Dark World, unique weapons and armor, a boss called the Awakened Frostmancer Noelle
Plugged Dream Funkin's Garbage A console-and-dusty-screen premise where a character named RAMB gains power from wires and asks for one last challenge
Deltarune: UZUMAKI RazFraz, Emily Ember Ignatus Bunnington & Team Raspberry Playable snippets of hypothetical Chapters 3–7; demo in development
No Words Spoken AcousticJamm A Kris-focused story about two roads and cutting the last thread; dialogue-driven premise
Godhome Vitellary 40+ boss fights, challenge modes, a unique ending; contains major Hollow Knight spoilers
Deoxynn AcousticJamm A character-driven adventure through the world of Europa with a sanity/choice premise
Frozen Heart Simbel An alternate view of the Snowgrave Route's end, with Susie facing Noelle
Deltamon Riverstar A region-exploration game with a champion goal and rival characters

What these examples tell you about the engine

Reading across the list, a few capabilities recur:

  • Custom worlds and exploration. #th Sanctuary, Deoxynn, and Deltamon all describe open or semi-open exploration rather than a single battle.
  • Custom battles and bosses. Godhome advertises 40+ boss fights and challenge modes; Frostveil centers on a specific boss encounter.
  • Alternate and hypothetical story routes. Frostveil, Frozen Heart, and UZUMAKI all build on or speculate about DELTARUNE's existing routes and chapters.
  • Tone and genre range. The projects span liminal horror, challenge runs, character drama, and lighter adventure, so the engine isn't tied to one style.

How to use this as a reference

If you're deciding whether to build with Kristal, treat these projects as scope samples: a boss-rush like Godhome implies a different workload than a multi-area exploration game like #th Sanctuary. Note that the site describes these as showcases, not as endorsements or downloads, and several (like UZUMAKI) are explicitly still in development.

To go further, the site points to the Kristal wiki for usage information and states that you must know Lua or be willing to learn it, with a Lua tutorial provided. The source code is also open for contributions if you want to see how these kinds of projects are structured.

Website Overview

Several search or sharing settings need attention. Together they may make snippets, preview images or preferred URLs less consistent across platforms.

Domain and Registration

Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain has about 4 years of registration history; its current configuration provides more context than age alone. The registrar is Porkbun LLC, a widely used domain service provider. The domain uses the common .cc extension, which is not an independent safety signal.

DNS and Email

Nameservers are provided by Cloudflare, indicating managed DNS hosting. No CNAME was found; the observed records resolve directly to addresses. No MX record was found. A conventional explicit inbound-mail route is not configured. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed. The lowest observed DNS TTL is 300 seconds.

TLS and Certificates

The public key uses EC with 256 bits. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued within the Google Trust Services cloud or CDN ecosystem. The certificate's total validity is about 90 days, consistent with a short renewal cycle.

HTTP and Browser Security

X-Powered-By exposes backend information: Next.js. The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. The cf-ray, via response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers. The Server header identifies cloudflare without an exact version.

Technology Stack Analysis

The public page identifies Next.js, Cloudflare without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. Open Graph is partially configured; og:type is missing. Twitter Card metadata is configured. The title has 7 characters, within a common display range. A meta description is present, with 36 characters.

Hosting and Email

DNSCloudflare
HostingCloudflare
EmailUnknown
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) Location unknown Inferred 104.21.92.105

Registration details

RDAP / WHOIS

RegistrarPorkbun LLC
Registered2022-06-14
Expires2027-06-14
Domain statusclient delete prohibited、client transfer prohibited
Nameservershugh.ns.cloudflare.com、jamie.ns.cloudflare.com
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Akristal.cc104.21.92.105300—
Akristal.cc172.67.191.232300—
AAAAkristal.cc2606:4700:3032::6815:5c69300—
AAAAkristal.cc2606:4700:3035::ac43:bfe8300—
NSkristal.cchugh.ns.cloudflare.com86400—
NSkristal.ccjamie.ns.cloudflare.com86400—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectkristal.cc
IssuerGoogle Trust Services
Valid until2026-11-25T03:57 · Remaining when checked: 48 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html; charset=utf-8
cache-controlpublic, max-age=0, must-revalidate, s-maxage=31536000
servercloudflare

Identified technologies

Next.jsCloudflare

Pages, Search and Sharing

Meta descriptionA powerful DELTARUNE fangame engine.
Canonical URLNot detected
LanguageEnglish (default)
Twitter Cardsummary

No rules found

No sitemaps found

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