
Deltarune: Lightners Live Plus
Welcome to Deltarune: Lightners Live Plus, a fangame recreation of the rhythm game from Deltarune Chapter 3!
Scroll down to the bottom of this description for the downloadable build. You can use the Itch App to get auto-updates if you want.
Here's the link to the Custom Map Guide
Here's the link to the GameBanana page, where you can download and upload custom maps
Deltarune: Lightners Live Plus has maps of ALL 78 Chapter 3&4 tracks, and most of the main tracks from Chapters 1 and 2, some unused tracks, and 15 Undertale tracks. Chapter 5 maps will be coming in the next update, 1.7. It also has custom map support. If you want more info on updates, follow me on Bluesky and Twitter, I'll be posting about this game on there. Also check out my youtube :) All of those are linked below. If you enjoy the game, feel free to share it if you want, including recording/streaming on YouTube/Twitch/wherever else if you want to! (also feel free to let me know, I'd love to watch!)
Controls are mostly the same as UTDR in the café. In the main rhythm game, the same controls as Deltarune's version will work as well as additional options: A&D, F&J, S&K (or any combination of those you want) or bumpers/triggers (on controller). To exit a map, press C (Y/Triangle on controller), you need to hold it while the map is in progress to prevent accidently pressing it. F4 (or Back/Share on controller) will toggle fullscreen. Holding Esc/Select/Options will close the game (mainly useful in the downloadable version, although it will still work on the web version). Controls in menus will generally be shown on the bottom of the screen, updating depending on your input method (keyboard or controller). Use left and right arrows/dpad to change which tab/map pack is shown in the map select menu.
The Café is the main menu of the game, with several things to interact with:
The Jukebox: Go here to select and play maps
The Computer: Play custom maps! This is only on the downloadable version, not the web version
Swatch: The settings menu, with important options like setting your latency offset, which can fix issues with timing
Swatchling: Credits
Here's the link to a doc answering a bunch of the common questions I get. So if you're having a problem with the game, or just have some other question, check here since I might have already answered it. If your question isn't answered there, ask in the comments here, down below and I'll try to answer!
Here's some other places you can find me:
My Youtube
My Patreon
My Ko-fi
My Bluesky
My Twitter
This game is primarily a solo project, but I couldn't have done it without some other people too!
Lateasusual: Occasional coding advice and testing
Two other IRL friends who aren't publicly online for testing
_imbit: recreations of the fun gang sprites
orodelta and rvpine: recreations of the stage sprites
Toby Fox and the rest of the Deltarune team: Creating Deltarune in the first place (to be clear this is an unofficial fangame, I am not affiliated with the Deltarune team in any way)
Godot Foundation and Godot's contributors: Creating the Godot engine
Godot Midi: Godot addon for parsing and playing map midi files
And thank you for playing! <3
| Status | Released |
| Platforms | HTML5, Windows |
| Rating | Rated 4.8 out of 5 stars (420 total ratings) |
| Author | EzioEagle |
| Genre | Rhythm |
| Made with | Godot |
| Tags | deltarune, Fangame, Godot, Indie, Moddable, Music, Pixel Art, Undertale |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Gamepad (any) |
| Links | YouTube, Patreon, Bluesky, Twitter/X |
| Content | No generative AI was used |
Download
Development log
- V1.6: Ch4 maps, Animations and Save File OverhaulMay 16, 2026
- V1.5: Undertale 10th Anniversary Map PackSep 15, 2025
- V1.4.1: Fix for new High Scores not updating in menuJul 22, 2025
- V1.4: Chapter 3 Maps and Tabs/Map PacksJul 22, 2025
- V1.3.1: Show name on score screen and Ghost TapsJun 24, 2025
- V1.3 : CUSTOM MAP SUPPORT!!!Jun 19, 2025
- V1.2 : Inherit score and small fixesMay 29, 2025
- V1.1 : Small fixesMay 25, 2025



Comments
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im gonna do the whole thing
Are you planing on making this downloadable on Mac?
I don't currently have Mac builds because I read the Godot docs page for it and saw that there was a lot more to it than just changing the export target. But I just looked again, and apparently you don't actually need to do most of that! So no guarantees, but I'll have another look at it for the next update (I'll have another look at getting Linux builds working too while I'm at it, would be cool to add both at the same time). Just be aware that if I do get them working, totally a chance there's bugs since I don't have a Mac to test it (same for Linux builds)
Good luck!
can you give a github with a html (for unblocked games purposes)
No sorry, it's just here
WHY IS TENNA HERE
becuz funneh dance
Cuz like literally why not?
I might be kinda good at the game?
wow! this is super cool :) cant believe I'm only finding this now!!
This is such an awesome game I've been playing it on and off since it came out and I've had so much fun trying to get full clears on all the maps. I've been really into it the last couple weeks. This is really cool and I just wanted to say thank you so much for making this! I'm so excited to play the next maps you release. :)
Just full cleared everything except Crickets and Finale. I am not great at rhythmically mashing, or mashing in general. Everything else was a ton of fun to master, but I physically just can't do those 2. Thanks for the quality fan game!
also
I personally feel like Heartache's difficulty isn't correct
Thanks, glad you like it! Yeah crickets was basically a joke map lol. I agree I could probably move Heartache up to Hard, I'll do that in the next update
dude finale is my last its so hard
I Got My PopCorn
Hey! I haven't played this in quite a while, and want an excuse to get back into it. How are the chapter 5 maps doing so far?
Hi! Still working on them, there's a lot to do still, both maps and other cool features, but getting there. I don't want to announce a release date or even month yet (in previous updates I gave a month and ended up being wrong, so I want to avoid that), but it should definitely be Autumn (Northern Hemisphere) at least unless something goes very wrong.
its just a white screen :(
Huh that's weird. How are you playing it, the web build or the windows downloadable build? If web, which browser? Firefox can have issues sometimes, so try Chrome or a different Chromium based browser
The web browser. I'm using Chrome.
This happens to me alot for other browser games aswell, so its not really your game that is causing the problem.
Ah ok. Maybe try turning off graphics acceleration in Chrome settings. Definitely better to leave it on usually, but it's possible that's breaking it.
Still doesn't work but, I found out the problem, but I'm not sure if there's really a fix.
Turns out its because I don't have WebGL2. It isn't easy as just "Enabling it". It literally does not show up anywhere.
I can just install the game so it isn't really a big deal.
The error code was: "The following features required to run Godot projects on the Web are missing:
WebGL2 - Check web browser configuration and hardware support".
(The problem wasn't graphic acceleration in Chrome settings.)
Will you add the ch5 egg room song in the ch5 update?
Probably not, I'm likely just sticking to the OST
oki
Bro someone just copied you on roblox
fortunaly is very bad, laggy, and bad about the grafic
Darkners live plus forever!
That's existed for a while now, but while it is buggy it's also different. It has a duels mode and modifiers. It's just another Lightners Live fangame, just like this one. Lightners Live Plus is superior, but that doesn't change the individuality of this game.
First I've heard of it. But yeah while I'd definitely be pissed if I made a fully original game and they were copying it, this obviously isn't that, both of our games are recreations of deltarune's rhythm game. They might have never even heard of D:LLP. As long as they're not using any of my maps, code or other specific ideas, I can't really be that mad about it lol.
I suck
Anyway you could add a pause button for songs? :D
I'd like to add that at some point, probably not in the next update though since I want to get Chapter 5 maps out as soon as possible.
Hey Ezio, the work and love you've put in this game is insane! Thank you for that. Only downside is that we don't actually play the notes, they are pre-recorded. Which just does't feel as great as the original game. Are you planning to fix it in the next update? I am a Godot dev so I could always help you with that if its too much work for you.
Thanks, glad you like it! Yeah that would be cool. It's not really a programming problem though since the code I'd need for that is relatively simple (or I think it would be at least, totally possible there's something I'm not considering that makes it harder than expected). It's actually mainly a music problem, since to do that I'd need to have the stems of every track, which I don't have obviously. So it would only be possible for only the tracks that are in deltarune's rhythm game (plus the tracks that are just a solo already I guess). I'd still like to add it as an option for those maps (and custom maps) at some point though.
Yes you are right about this being a music problem (why does this sounded like AI lol). I know a few websites that have fan-made midi files for some musics at least.
If ya want I could do some searching and return to you the midi files I found?
Hey! Love the game, I was just thinking that it would be really fun to play this with a guitar hero guitar controller and wondering if you could maybe add a control option for that? the guitar is recognized as a controller already, so you can already technically play as if all the notes were tap notes (press green for the left and red for the right), but I would love an option where input is only considered when you strum! strum is by default mapped to up/down on the controller, so it would be like "pressing a and b on their own does nothing, but pressing up or down with one of the keys held (or both) inputs that key" if that makes sense.
I totally get if you don't want to create a new control scheme for probably just one person lol I just thought I would ask because it would be funny x)
Thanks, glad you like it! Yeah that does sound cool. It probably won't be in the next update (because if I keep adding new features to it, Ch5 maps will never come out lol), but I'd like to add that at some point.
GODOOOTTT!!!this game is pretty cool
Hey EzioEagle, what is the aproximate data for the new update and at what point you are now
"what is above fellow humans"
There's a lot of maps to make, but also there's a bunch of other features coming in the update that I need to finish as well. It won't be as long as Ch4 maps took at least. I don't have a proper eta yet, I've tried to give etas for previous updates before and been wrong, so I don't want to be too specific and end up being wrong again lol. So I'll say that I'm aiming for Autumn (Northern Hemisphere), unless something goes wrong.
Okay , thanks
please also add wasd since its impossible to play the game if you have a keyboard that has keys combined{nvm i realised i had to hold alt}
Glad you found a workaround, but yeah I'll add WASD for controlling Kris in the next update. Currently W is actually a bind for interact, but ngl I don't remember why I did that, so I'll just remove it.
FRIEND?????????? WHAT????? WHEN DID YOU ADD FRIEND????
were
i believe its a small chance after finishing a song and returning to the lobby and a friend face will appear and dissapear kinda like chapter 2.
Yeah, it's 1/1000 chance whenever you enter the café. It's been there since launch. It actually used to play the laugh a lot louder, but it was too much of a jumpscare so I turned it way down since it's meant to be just a little easter egg.
lucks on my side
This is what i was talking about, this is exactly what i wanted, this is peak cinema, thanks Toby Fox and EzioEagle, Lateasusual, _imbit, orodelta and rvpine, you are the BEST
i hate myself for not discover this before
Both the previous guys are crazy, in a good way! Only 8 misses, and still aiming for a perfect combo. You all rock!
This song is tough, but very fun. Very interesting journey to full combo all the songs so far, and I'll be especially fired up once the Chapter 5 maps are online! You do great work, Ezio!
if you like difficult maps, you should also check out https://gamebanana.com/mods/601884 and https://gamebanana.com/mods/618798 (some songs in the second link also have patterns somewhat similar to guardian, so it'd be useful for getting a full combo on guardian too)
HOW DO YOUU MOVEEEEEE SOMEONE PLZ TELL MEE
Same controls as deltarune, arrow keys to move, Z is interact/select, X is cancel
The guy who scored 95000 points here is crazy. I had a whole 18 misses. I have to say, I really love this game. I’d love to see an option in update 1.7 to customize the exit time when pressing the "C" key—or maybe a quick-restart button. I hope you know what I mean.
I have attained the legendary "95000 score" on guardian
also, here's my quarterly complaint list:
Damn good job
1. Oh ok that's a bug with the failsafe I have for if the hold note score is above what was pre-calculated to be possible. That can still happen even though the hold notes are consistent, just because of the inherent imprecision of floats. It'll be fixed in 1.7.
2. It's more of an "all notes hit" instead of a "full combo" check, idk if I'll change that.
3. Latency offset and the desync mitigation system do both do the same thing (adjusting the timing by moving the note spawn point), but they solve 2 different problems.
Latency offset is for the player to be able to correct for general (mostly consistent) system latency. So for example if someone is using bluetooth headphones, they'll often have a lot of very noticeable latency, making rhythm games pretty much unplayable by default. The latency offset lets them adjust that, so that it syncs up (they'll probably need to turn off the hit sounds though). Most rhythm games have something like this for the player to adjust.
However the desync mitigation system solves for dynamic desync that just happens due to slight timing irregularities between the audio and the midi player. This changes over the course of the map, so the offset is adjusted over the course of a map. Although like I've said, this system will be removed in the next update since I moved to using my own custom note spawner that's directly tied to the audio's time, instead of the midi player's own internal timer.
5. Oops, yeah I think I just forgot to reimplement that when I did the hold note revamp. Surprised I didn't notice that considering how much I've played, I guess it's just because I've mostly just been playing my maps that do give plenty of space between then end of a hold note and the next note. It'll be added back in 1.7.
6. I'll maybe look into that, won't be 1.7 though since it might take me a bit to get working, and I really need to stop adding features to this update or it's never gonna come out lmao.
7/8. I do want to do a revamp of the settings menu, give it tabs or something, but yeah won't be this update, same reason as 6. I might add a txt only setting. For now for custom maps, you can just go into the txt and remove the "ColorKrisL, ColorKrisR and ColorKrisBox" lines.
omg thank you for making a tutorial how to poject my custom chart, I know mine is so rushed but I'll update it if I have motivation and I upload the mod on gamebanana ^^
Can we have the ability to separate custom maps into folders?
(Even without, this project is awesome sause)
Thanks, glad you like it! You actually already can do that, just put your custom maps into folders in the custom maps folder, and the game will load them into the tabs (the same way the built-in maps are sorted by chapter).
So for example if you wanted to put a map called "MEGALOVANIA" in a tab called Undertale, the file path for the midi would be "Custom Maps/Undertale/MEGALOVANIA/MEGALOVANIA.mid"
Yo! That's awesome, thank you for implementing that!
That makes a lot of sense, I thought I remembered something about an order to map groups in the document but I didn't know how to implement it, definitely gonna try it out once i finish a few more songs, i am gonna map the entire Weezer blue album and no one can stop me.
omg thank you for making thi
do we have a release date for chapter five music
No date yet, there's still a lot to do. I don't want to say a month and be wrong (which I have done for previous updates lol), so I'm keeping it a bit more vague and saying it should be Autumn
ok
please please please PLEASE tell me there will be chapter 5 music (and 6/7 once they come out)
ezio please
I'm working on Chapter 5 maps now, they'll be in the next update, along with some other cool stuff like skins for the fun gang :)
THANKYOU THANKYOU THANKYOU THANKYOU T
Is there a way to disable touch controls on the web version?
No there isn't unfortunately. I'll see if I can add something to do that in the next update. There's not any room in the settings menu to add another setting, so I can't do that until I do an overhaul of the settings menu at some point, but I'll see if I can make it automatically remove the touch buttons if it detects keyboard or controller input. That should be possible and fix the problem until I can add a proper setting
That would be amazing. I really love this game, and I got a new controller for my phone, so I've been enjoying playing it on the go
noticing a glitch where the notes appear at places closer and closer to the hit line until i can't see them appearing before they reach it. Longer maps are unfortunately unplayable. Enjoyable when it doesn't do that though! Excited for chapter 5 maps!
Yes it's a glitch caused by too much lag. The next update will have a re-write of the note spawning code that should fix that. Until then there's a few things you can do that should help prevent it. Assuming you're playing the browser version, make sure graphics acceleration is on in your browser's settings. If you're using Firefox, try a Chrome (or another Chromium based browser), as Firefox has issues with Godot web games unfortunately. If that doesn't fix it, the downloadable version should have better performance, making this less likely
so so fun, i would love for a setting that makes u change the keys (as an osu player i need my go to buttons) and i don't know if it's me but the puppet song seems off by a bit. i haven't been able to check all the songs in the main game but for now dummy! is the only one i felt latency with
I would like to add input rebinding at some point, but it won't be in the next update since I don't want to delay Ch5 maps any more. I haven't heard of dummy having problems, but I'll look into it
this is making me realise how ASS i am at rhythm games 😭
super fun though 🫀🫀🫀
hey just asking but if you can can you make another version of the game that uses sse3 threading instead of sse4.2 threading because my pc has a intel pentium dual-core procceser and my cpu only has sse3 threading and also my browser doesen't run webgl2 properly if you can thank you
Ah sorry about that. I'll have a look into it so I can hopefully do that at some point
thanks
Any chance of an android port ever? I don't even need touch controls, I have a controller, I just want it to boot and run on Android 15
I'd like to look into it at some point. Until then you can try the web version on a mobile web browser, although it can have some bugs
Awesome, thank you. I love this game tbh
Ralsei's singing sprite during Crumbling Tower is hilarious. This game is great!
this is so cool!
Somehow got the "major amounts of lag detected" message and didn't experience a single frame drop (that I could notice, at least)
Anyway, I love this
Thanks, glad you like it! It's not actually triggered directly by FPS drops, it's triggered by desync between the midi player that plays the notes, and the music. Specially if the desync is too much, that the desync mitigation system can't handle it, which can cause the notes to start spawning inside the box, making the game unplayable. The error message is meant to explain what's happening, but maybe the trigger for it to show is a bit too sensitive. It's usually caused by/accompanied by fps drops, but it could not be if the thread the midi player is running on lags, but the main thread the game is running on doesn't.
Luckily that won't be relevant in the next update, because I've done a big rework of not spawning, so it's just tied to the music, fixing that desync!
Ah, sick! I did notice a bit of desync between the notes and the timings, so I'm glad that's getting managed!