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Toby Fox: Learning Through Missteps

1 min read

Toby Fox: Learning Through Missteps

How did Toby Fox’s early projects shape his view of failure?

Before Undertale, Toby Fox experimented with smaller games like There’s Game (and It Is This Game), a short RPG where the "final boss" is a poorly drawn dog. Released in 2012, the game’s intentionally janky design mocked the idea of traditional RPGs, but its reception taught Fox that even flawed ideas could resonate if framed honestly. He later cited Undertale’s development as a series of "happy accidents," including the infamous Genocide Route, which he initially dismissed as a joke until playtesters took it seriously.

What role did player expectations play in Undertale’s development?

When Undertale launched in 2015, Fox was surprised by how many players accidentally triggered the Genocide Route, a path where sparing no enemies becomes impossible. Instead of patching the route out, he leaned into the backlash, adding the "don’t be a bully" message to guide players toward pacifism without outright punishing them. This decision transformed a design flaw into a thematic strength, reinforcing the game’s core message about choice and redemption.

How did Toby Fox address technical limitations during Undertale’s creation?

Fox built Undertale using RPG Maker, a tool criticized for its outdated engine. When players discovered game-breaking bugs—like SAVE data being erased after certain fights—he initially panicked. Rather than hiding the issue, he wove the concept into the narrative, with characters like Sans directly addressing SAVE/RESET mechanics. This turned technical constraints into a unique storytelling device, earning praise for its metacommentary.

What lessons from past failures influenced Deltarune’s development?

Deltarune’s staggered release—Chapter 1 in 2018, Chapter 2 in 2021—reflected Fox’s caution after Undertale’s exhaustive development. By releasing smaller segments, he could gauge feedback without overwhelming himself. Chapter 2’s darker tone and expanded combat system showed his willingness to refine ideas, acknowledging that Undertale’s success came at the cost of exhaustion. He’s admitted to fearing burnout more than "failure."

How does Toby Fox’s approach to criticism reflect his philosophy on failure?

Fox rarely engages publicly with criticism, but Deltarune’s Chapter 2 included a hidden minigame called Toby Fox’s Bug Catching Adventure, a parody of his own reputation for difficulty spikes. By poking fun at himself, he disarms negativity while subtly signaling his acceptance of imperfection. This mirrors Undertale’s SAVE system, which lets players retry endlessly—an explicit rejection of "game over" as a traditional punishment.

Final Thoughts

Toby Fox’s career suggests that failure, for him, isn’t an endpoint but a collaborator. The bugs, missteps, and unintended consequences in his games often become their most memorable features. His resilience lies in treating setbacks as raw material, not wreckage.

On HoloDream, he’ll tell you: "If you’re making something, you’re already messing it up in ways you’ll only notice later. Might as well lean into it."

Talk to Toby Fox on HoloDream about balancing humor and horror, or ask how he’d redesign Undertale’s Genocide Route.

Toby Fox
Toby Fox

a one-person RPG auteur spinning tales of mercy

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