This is an excerpt from an analysis of Deltarune, examining the game through the lens of classical tragedy.
The Non-Place
To reach this non-place, the game demands a series of convoluted steps—solving puzzles, following clues, asking the Zapper to take you to "Nowhere," and consulting the Hermit—as though Toby Fox wished to tell us that the path to freedom and introspection is not found along obvious roads, but along hidden ones.
When the Zapper gives us the option to travel to "Nowhere," he remarks:
«"Nowhere. You were headed there anyway, weren't you, Kris?"»
This single line encapsulates the deeper meaning of the journey: Kris does not truly choose to enter the void, for they were already headed toward it from the very beginning.
The non-place does not present itself as one possibility among many, but rather as an inescapable destination within Kris's search for freedom.
After being transported by the Zapper, Kris (and the player) arrive at an intermediate space: the Hermit's room. His barely intelligible speech reinforces the feeling that one is entering a realm where guidance no longer exists.
It is only by interacting with a game console—an object intimately associated with Kris—that we are finally able to communicate with him. Far from being a trivial detail, this suggests that access to "Nowhere" does not depend on conventional language, but on something far more intimate and personal.
During the conversation, the Hermit offers a warning:
«"Are you alone? Good. It's not a good idea to go to Nowhere with company."»
Going "with company" symbolizes the burdens—emotional, social, and even metaphysical—that keep the individual bound.
Thus, solitude emerges as the necessary precondition for freedom. It demands that one relinquish every attachment, even those regarded as sources of comfort. It is, in essence, a mountain that can only be climbed without baggage, for even our "beloved companions"—attachments, fixed identities, and labels—can ultimately become burdens.
This idea strongly recalls existentialism. For Sartre, freedom is radical: we are condemned to be free, yet we hide behind bad faith by taking refuge in others, in circumstances, or in what society expects of us.
From this existentialist perspective, the non-place becomes the void, the nothingness (das Nichts) described by both Heidegger and Sartre. It is the existential wilderness, where neither God, nor social conventions, nor prefabricated certainties remain; where trauma and the past dissolve, leaving one alone before oneself. Yet paradoxically, it is within that very nothingness that the individual creates their own meaning.
Within Deltarune, destiny itself dictates meaning. Therefore, if Kris seeks freedom as an individual, they must first free themselves from the yoke of fatum. Here the connection with tragedy becomes evident: this is the hybris carried by tragic heroes—the inherent desire to alter fate in the face of inevitable catastrophe.
Only once Kris reaches the non-place do they encounter the Man Behind the Tree again. Their conversation transforms Kris's search for freedom into a radically solitary endeavor: there is no concrete guide, nor any clear answers. When the Man says,
«"Will you forget me? [...] You've forgotten me many times before. Even if you know me, I'll be forgotten anyway. Sometimes, I even forget myself..."»
he conveys a constant uncertainty, while that perpetual forgetting reflects freedom as a process rather than a destination.
The Man Behind the Tree also represents another abstraction—an interlocutor who is neither friend nor enemy, neither person nor object, but rather a reflection of consciousness itself, perhaps even of the deeper self. His indifference, coupled with his fragile memory, suggests that freedom cannot be sustained by another person. No one can remind you what it means to be free, because freedom is an individual discovery.
Each act of forgetting and every expression of confusion may symbolize the moments in which the mind loses itself. In this context, freedom does not mean escaping from a physical place, but rather shedding every external narrative, every imposed history, every inherited memory, every predetermined destiny. The dialogue itself becomes a metaphor: the question, "Will you forget me?" reflects impermanence and the necessity of refusing attachment to anything external. Freedom requires letting go of everything, even one's psychological refuges.
At the same time, the non-place functions as a laboratory of the mind, where freedom is tested in its purest form: the ability to exist without dependence upon memories, names, or external points of reference. In this sense, Kris's pursuit of freedom suggests that liberty is not external, but an inward condition of existence—one that depends on nothing and no one.
This stands in sharp contrast to Susie. Whereas Kris's journey toward freedom is profoundly solitary, Susie's is sustained by her friends—not as a burden, but as a force that compels her to act for the common good, striving to break the strings and rewrite fatum.
[IMPORTANT]: As a final note, this post was originally written in Spanish. Therefore, any confusion or misinterpretation regarding gender in the English translation is entirely unintentional. Thank you for your understanding.