How to wander
OVERTALE plays entirely with a mouse or finger, except dodge phases, which use โโโโ or WASD โ or a drag on touch screens. Your save lives in your browser and updates automatically.
The loop
Travel the map, talk to everyone (more than once โ greetings and options deepen with bond), Look Around for hidden items, and Venture Deeper in wilder reaches to meet what lives there. Talking, traveling, resting, and battling all spend minutes of the sixteen-hour clock. When the clock runs out โ or the Chromatic Core is answered โ the realm totals up your journey and hands you an ending.
Battle: four buttons
| Button | What it does | What it costs |
|---|---|---|
| โ FIGHT | Deals damage scaling with your Level and any Keen Charm. Ending a creature grants full Insight and shards. | โ3 Kindness per swing, โ8 per creature ended; drops the Mercy meter; the realm remembers. |
| โฐ ACT | Check reads an enemy's stats and secret. Each enemy has three unique ACTs that fill its Mercy meter. Repeating an ACT gives half value โ vary your kindness. | Only a turn. Kindness usually goes up. |
| ๐ ITEM | Eat something from your pack to restore HEART mid-battle. | The item, and a turn. |
| โ MERCY | When the Mercy meter hits 100% the enemy's name turns green โ Spare them for Insight, shards, and a small permanent kindness written into the world. Flee exits most battles with no harm and no reward. | Sparing gives slightly less Insight than the sword. Slower. Stays fixed. |
Dodge phases
Between your turns, your SOUL enters the box and the enemy's pattern plays out in real time: falling shards, sine waves, lightning columns (watch for the dashed telegraph โ move out of the lane), zigzag static, blooming rings, orbiting voids, sweeping thread-lines with a single gap, and the Core's mixed finale. You have brief invincibility after each hit. Survive untouched to earn Light Foot. The Plains Wanderer's advice: small movements.
Bonds, quests, and heart-to-hearts
Every conversation choice can raise an NPC's bond (0โ100) and nudge your Kindness. The three great spirits unlock their personal quests at bond 60 โ each one sends you across the realm for something only you can carry. Complete a quest, keep the bond growing, and a final heart-to-heart opens: the moment a spirit becomes a true friend. Three true friendships change what's possible at the Core.
Shards, shops, and charms
| Charm | Source | One thing, done true |
|---|---|---|
| ๐ Dawn Charm | Nova's quest | +15 Max HEART |
| ๐ผ Refrain Charm | Echo's quest | ACTs soothe +8% more |
| ๐ฉ๏ธ Surge Charm | Cascade's quest | Your SOUL moves faster in dodges |
| ๐งฟ Steady Charm | Forge: 3 shards' worth of crystal + โ60 | All damage taken โ2 |
| ๐ก๏ธ Keen Charm | Forge (sold reluctantly, with a look) | FIGHT hits +4 harder |
| ๐๏ธ Grace Charm | Forge: star fragments + โ80 | Recover 3 HEART after every dodge you survive |
Wear up to three at once. Materials found in the wild can be traded for shards at the inn โ or saved for the forge. The Blacksmith needs both.
If your HEART breaks
The realm does not lose people. It has had enough of that. You wake by the hearth in Twilight Village, whole and held, having spent only a little time. Nothing else is lost.
The six endings (and one that is not on any list)
Each entry names its requirements. Open at your own delight.
โ THE RADIANT ENDING โ the best answer
โ THE WHOLE-HEARTED ENDING
โณ THE GENTLE ENDING
โ THE QUIET ENDING
โ THE DIMMED ENDING
๐ THE HOLLOW ENDING
โชโโซ ??? โ a seventh, hidden ending
Achievement checklist (15)
Awake ยท Cartographer (all ten reaches) ยท Someone's Someone ยท The Three, Together ยท Soft Answer (spare ten) ยท Empty Hands (reach the Core harming no one) ยท Mind the Dark (walk the Understring) ยท Refraction ยท The Missing Sentence ยท Tiny Thunder ยท One Thing, Done True (wear three charms) ยท Light Foot (dodge untouched) ยท The Question at the Heart ยท Never Mid-Sentence ยท and one designated only โชโโซ.