The main reason that Steven Universe and Undertale
specifically get their own dedicated cases is because they are two sides of the same coin. The coin in question being how they would mold the media/culture online going forward following their explosions in popularity by Tumblr’s hands.
For Steven Universe, it was western animation, and later Hollywood media at large, in addition to giving the lesbian-dominant side of Tumblr a voice.
For Undertale, it was the point at which the audience of retro game enthusiasts, who specialized in emulation, ROM hacking, datamining, music remixing; and Tumblr’s LGBT and fandom-obsessed audience began to blur together.
Legends say that those who climb the mountain never return.
Well, I did, and I’m here to tell you the tale.

The Indie Game Scene
As the gaming industry shifted from the tumultuous decade of the 2000s into the 2010s, one thing had become apparent amongst the gaming community: The indie game revolution had arrived.
Thanks to the widespread of affordable game development tools and software, as well as the arrival of digital distribution platforms like Steam, Xbox Live Arcade, WiiWare, and PSN, independent developers were able to give their smaller, lower-budget games a wider release, filling in the widening hole that came about as a result of the slow and painful death of the AA / “B-List” game that took place during the 6th and 7th generations of consoles.
Indie games had begun to truly take off in the wake of notable releases like Daisuke “Pixel” Amaya’s Cave Story, The Behemoth’s Alien Hominid & Castle Crashers (which was formed up of major Newgrounds-era talent like Tom Fulp and Dan Paladin), and Michael "Kayin" O'Reilly’s infamous “I Wanna Be the Guy”, among others.
While a lot of the people creating these games grew up with older eras of gaming like the Golden Age of Arcades, or the NES, and so drew heavy inspiration from them, others took what they knew and sought to deconstruct it. One major example was Jonathan Blow’s Braid, released in 2008.
Jonathan Blow & Braid

The main gameplay mechanic of Braid was being able to reverse the flow of time at any point by holding down the X button. Other levels played around with the flow of time itself, like having all the enemies and moving parts in a level move only when you do. While the game presents itself as using a standard platformer plot of a young man saving a princess, the end of the game deconstructs this narrative by showing that the protagonist was the "monster" from whom the princess wished to escape from.
To add further intrigue, fans found evidence that the themes portrayed in Braid doubled as an analogy for the development of the Manhatten Project, with one of the in-game texts being a quote uttered during the development of the atomic bomb:
Despite the game’s heavy use of both painted artwork for its sprites and backgrounds, and heavy use of metaphors and complex themes, a lot of people who played the game simply didn’t care much about it. Others found it utterly pretentious. Someone was attempting to take a simple platformer and make it way more complex and too “adult” for its own good. The go-to example of this apathy would be when famous hip-hop (& scam) artist Soulja Boy filmed himself playing Braid, messing around with the time-warp ability, and uploading it online.
Jonathan Blow, hoping to “make something more” with his artsy platformer game, was completely heart-broken by a man simply having fun playing a video game. Even when his game received rave reviews, he lashed out at people, claiming most of the people who played Braid weren’t able to fully comprehend the message he was trying to tell. He kept appearing in the comments sections of blogs and in forum threads and sperged all day about people misunderstanding his game that he spent all those years working on.
All this did in the long run was cement Jonathan Blow as an overly pretentious artist first and a game developer second. The whole situation with Braid would go on to set a precedent with independent game developers as a whole. Slowly but surely, a particular malaise began to form around indie games throughout the early 2010s, where the focus was put more on the “indie” and less on the “game”.
Suffice to say, while Jonathan Blow would be amongst the first, he would not be the last, with other notable indie developers following in his footsteps, such as Fez creator
Phil Fish, and Depression Quest creator
Zoe Quinn, both of which are already well-documented on this site and on the Internet at large. They made games that sought to break away from the foundations and conventions set by the games of yesteryear, but their methods, execution, as well as the public personas they displayed, both online and in-person, would give indie gaming the reputation it has today.
Gone Home

In 2013, indie developer Fullbright Entertainment released Gone Home, a first-person adventure game where the main protagonist wanders around her house searching for clues on where her friend disappeared too. Amongst the notable games that were released in 2013, Gone Home stuck out to both game fans and game reviewers, albeit for different reasons. Gone Home marked a turning point in the growing rift between fans of games and the gaming press, as they did not see eye-to-eye on it at all.
It wasn’t so much as Gone Home was marketed as an alternative for people less inclined to games focused on violence, as much as major names and figureheads in the games journalism scene propped up games like it as being the “next step forward” for gaming. “Reclaiming humanity in games”, as some put it. Gone Home featured progressive themes, such as prominent female and gay/lesbian representation, which was a novel thing back in 2013.
Adam Sessler, formally of G4 fame, was particularly notable, as during the leadup to Gone Home’s release, he had become particularly infamous for going the way of the Joss Whedon-style male feminist that had become the style at the time. This could be due in part to him trying to compensate for his edgier past during his time at G4, which had been notable for relying far more on offensive humor; the kind of humor that the social paragons of the following decade would tar and feather him for if he didn’t essentially get on his knees, beg, and pledge allegiance to their causes.
To many gamers online, Gone Home’s coverage seemed too unnatural. Thanks to its progressive themes, combined with its lack of fun, engaging gameplay, Gone Home became
the game to mock on 4chan’s /v/ board in 2013, usurping the throne from other infamous duds at the time like Ninja Theory’s DmC: Devil May Cry and EA’s SimCity reboot. It would go on to win the Most Hated award at the 2013 Vidya Gaem Awards: /v/’s own annual video game award show.
Gone Home was an independently made video game that didn’t really feel like a video game. It instead sought to be something
more than a game, something that tried to instill emotion in people, to potentially even inspire social change through its homely themes and aesthetics. To some, this was its biggest net positive. To others, it’s what made it so dreadful.
This sets the stage for how indie games were perceived by what used to be the nexus of the online video game community, and what ultimately would lead to one of their biggest disruptions yet. And no, I’m not just talking about GamerGate. That’s already been covered in far more detail elsewhere.
Mibibli’s Quest
On May 11th, 2015, HiddenBlock YouTuber Balrog’s Game Room uploaded a review of the indie platformer, Mibibli’s Quest. What Mibibli’s Quest represents in our story is that it was the point at which surreal, off-beat indie games by “eccentric” developers were starting to be picked up by popular YouTubers of the day. Of course, there are far bigger examples like PewDiePie being responsible for Flappy Bird’s popularity, or Five Nights at Freddy’s pretty much owing its popularity to Markiplier and MatPat, but Mibibli’s Quest sticks out for its own special reasons.
Mibibli’s Quest is a run-and-gun platformer in the same vein as Mega Man, only the game strives to be far more artsy, weird, deconstructive, and in some cases countercultural in its approach to level design and aesthetics. You play as Mibibli, whose goal is to find a way to kill his archrival. While the game starts out relatively sane, it eventually devolves into utilizing religious themes such as satanic cults and pentagrams as part of its plot and aesthetics.
And this happens to be a running theme with the game’s creators…
Ryan Melmoth / ResniFur / Resni / rain1338 & Josh Roach / Juniper Jollipepper / jarshooch


Ryan is a trailblazer in his field, for all intents and purposes. When you hear “Progressive indie game in the early 2010s”, your mind would probably go to something pretentious, but also low-key, like Gone Home. Not Ryan, though. He is a prominent case of an indie dev who loved to mouth off on Twitter about how being gay gave him superpowers. He’s also a furry, which ties into the odd overlap between furries, NSFW artists, and satanists. His website at the time pretty much says it all, “gamesforweirdpeople.com.”
And there’s his partner in crime (and troon wife), Juniper. While troons would not explode in popularity until later in the decade, Juniper is an early example of someone who was clearly mentally ill at the time, trooned out, and used that both as an excuse for the degenerate stuff he made, and to act like he was on drugs all the time. And that’s not even getting into the games that the two worked on together, such as Peen Peen, a point & click adventure game where you play with a penis made of lobster meat… with anime eyes.
And to top it all off, the games they worked on exude the progressive, millennial laziness we’ve come to expect of developers of this type. While a lot of the art and themes in their games, Mibibli’s Quest in particular, may have seemed innovative and creative for their time, it also resulted in stuff like Dampy the poorly drawn dancing mouse.

Get it? Because he’s poorly drawn? Because the developers are lazy? In its attempt to be deconstructive, Mibibli’s Quest does a lot of things most millennial-made media often gets harped on for today.

The developers are lazy. Please laugh.
Mibibli’s Quest would receive a decently sized boost in popularity thanks to Balrog’s review of the game. Both parts of the review would average at around 50k views, which is impressive for an otherwise underground and unknown-at-the-time indie platformer. It would also receive an updated Steam release in 2016. In a way, the game set a precedent for “unknown” games with aesthetics and themes like this to be picked up by prominent members of the Nintendo-adjacent YouTuber scene of the time.
This helps set the stage for the saga that would unfold just a few months after Balrog uploaded his review of Mibibli’s Quest.
Earthbound / Mother 2

The sequel to the 1989 Famicom classic, Mother, directed by Japanese celebrity Shigesato Itoi. Itoi and his company, APE Inc, were instrumental to a lot of Nintendo projects throughout the 80s and 90s, such as creating and publishing strategy guides for Nintendo games in Japan, helping Sakurai decide on the Japanese name for Kirby Super Star (Hoshi no Kaabi: Super Deluxe), or working with Shigeru Miyamoto and Satoru Iwata on a few ill-fated projects for N64, but his biggest contribution to gaming as a whole is his series of RPGs, Earthbound/Mother.
Mother 2 would release for Super Famicom in 1994, with its English release, Earthbound, releasing the following year. During its release in America, Earthbound would perform rather poorly compared to its contemporaries on SNES, despite coming with an elaborate Player’s Guide. Part of this is owed to the game being arguably the biggest victim of Nintendo’s Play It Loud campaign, which was prominent throughout the back half of the SNES’ lifespan.
Despite this, Earthbound would go on to garner a cult following during the early days of the Internet, due in part to things like the rise of emulation and Ness, the game’s protagonist, appearing in the Super Smash Bros. series. Dedicated sites like Starmen.net and EBCentral would pop up and become the home for Earthbound’s fandom; sharing fan artwork, remixes, guides on the games, and pretty much every form of fan content you could think of. And given how early on in the Internet’s life this all took place, Earthbound’s fandom set the bar for other rising fan communities online. It says directly on Starmen.net’s website banner: “Do not underestimate us.”

What’s especially notable is PK Hack, the go-to program for creating Earthbound ROM hacks back in the day. Earthbound ROM hacks, much like the other content hosted on the site, would be shared on the site’s forums, and in other circles. Among the aspiring creatives getting their sea legs from using PK Hack was “him”:
Robert “Toby” Fox / fwugradiation / Radiation
During his formative years, Toby gained a reputation amongst his family and friends at school for being a very stand-out kid. For example, his Central English teacher, Selma Naccach-Hoff, is cited as saying “Toby was a really funny kid, not afraid to express himself and come up with a different take on something.”
Riley Larkins, a fellow student of Fox’s from high school, is quoted as saying, “People liked him. He was always sort of a little weird, but not in a bad way.” “He’s very good at everything he’s done, and he doesn’t want to be constrained by what other people think is right.”
Toby is usually not the type who likes to be interviewed, or answer questions, but the interviews and footage of himself that exist paint a picture of a socially awkward, but well-meaning guy who was passionate about his creative works. At the same time, Toby sometimes resented the reputation he had with “normies”. When he was a teenager, one of the things on his mind was how most people, be it in real life or even online, saw him as just “another funny guy.”
The Halloween Hack


Amongst the ROMhacks Toby created during his PKHack/Starmen.net days, arguably the most iconic was his Halloween Hack, released in 2008.
Toby created the hack for Starmen.net’s Halloween Funfest, following the positive reception a winter-themed hack of his received back in 2006. The game takes Earthbound and delves further into horror themes, making use of far more grotesque enemies, themes of murder and homicide, and later on, ventures into Dr. Andonuts’ warped mind.
Even as early as 2008, Toby was thinking about A) “the lack of non-stereotypical, major homosexual characters in media,” and B) “the player's consciousness of their own decisions in video games.” For example, when Varik, the protagonist, encounters Dr. Andonuts, he is given the choice to kill him, but the player can refuse to kill him by pressing B when the dialogue calls for it. This is how the additional 2/3rds of the game is accessed.
The one part of the Halloween Hack most, if not all the people who know about it remember, is the final battle against Dr. Andonuts, where following his absolute spergout, the game plays a fully custom music track written by Toby and programmed into the game himself. You may have heard of it.
Given how unwieldy of a tool PKHack was at the time, this was a big deal, with Clyde “Tomato” Mandelin saying,
"It even has custom music, which is crazy hard to hack in EarthBound..."
Toby actually goes into great detail about the development of the Halloween Hack on
his old website, which was actually hosted on Fobby.net, the same website that the Mother 3 Fan Translation is hosted on. Fobby.net is actually a web-hosting domain created by Starmen.net and was also responsible for hosting sites by Clyde “Tomato” Mandelin (A project lead on the Mother 3 Fan Translation, founder of EB Central, and worked on dozens of localizations of Japanese media), and also hosting the forums for the emulator Mendafen. It’s honestly a miracle I was even able to get all the information out of his site that I did, given it has been scrubbed and excluded from the Wayback Machine.
To top it off, the Halloween Hack unabashedly makes use of the prominent style of humor that dominated the Internet during this era: The very kind of humor that Something Awful and 4Chan fostered, and Tumblr (and by extension, sites like YouChew) did everything in their power to snuff out in the following decade.
I wouldn’t entirely label the things Toby would do later on a result of Troll’s Remorse though, given what he said about homosexual characters on his site. Ironically, when Toby says “homosexual” in the context of the Halloween Hack, he’s referring to the “Cho Aniki” kind of homosexual, not the “yiff fluffy boys uwu” kind.
Regardless, being meta about game design, and the journey a character takes in an RPG setting, was already established as a key element of Toby’s personal design ethos as early as the late 2000s. A few years after the Halloween Hack’s release, Toby would be involved in a special project that would go on to take various corners of the Internet by storm.
MS Paint Adventures & Andrew Hussie / S_O

In the early 2000s, aspiring webcomic artist Andrew Hussie started up his own website during the webcomic boom entitled Team Special Olympics. It housed various comic strips made by him and two other artists and lasted until 2008. In 2006, Hussie set up a forum game on the TSO forums called “MS Paint Adventure”, where it was set up in a format similar to old text-based adventure games. Users on the forum would submit commands, and Hussie would choose the best one to advance the story being told.
Eventually, the original “MS Paint Adventure” would grow in popularity and be renamed “Escape from Jail Island.” It was during this time, in 2007, that Hussie launched a brand-new site focused on these new forum-decided text-based adventure comics, entitled MS Paint Adventures.
Just as before, the site’s forums would be used as a means for suggesting new story commands/paths, as well as speculation on what would happen next. In the following years, new adventures would launch on the site, such as Bard Quest and Problem Sleuth. Ironically, the artwork in most of the MS Paint Adventures past Escape from Jail Island (later renamed to just Jailbreak), were not actually done in MS Paint, but Photoshop.
Homestuck
On April 13th of 2009, the fourth MS Paint Adventure was launched on the site, entitled Homestuck. Hussie best describes Homestuck as “a tale about a boy and his friends and the game they play together.” The game in question, Sburb, is a sandbox-like game that bleeds into, and is used to interact with, the real world itself.
Taking inspiration from both Earthbound and The Sims, the four kids, John Egbert, Rose Lalonde, Dave Strider, and Jade Harley all get mixed up in a massive multiverse-spanning adventure. It’s so massive, that it’s far out of the scope of my research for this Case.
Just know that the comic spread around the Internet pretty quickly online after “the funny, quirky blog site” (and related parties) caught wind of it, the comic features humanoid creatures with grey skin and candy-corn horns called Trolls (because they’re literally Internet trolls), there was a ton of crazy mishaps that happened at conventions involving Homestuck cosplay and in turn led to the modification of convention rules involving cosplay as a whole (around the same time progs were harping on Jessica Nigri for catering to ‘muh male gaze’), and the comic features a ton of elaborate artwork, interactive games, and even flash animations, a few of which
crashed NewGrounds. (The more things change, the more they stay the same, eh?)
What’s also worth noting is Homestuck’s overall tone and personality, and how it shaped the up-and-coming zeitgeist that was reading it. It was arguably something Tumblr based its personality around, the sporadic animations and quirky characters really spoke to the generation that grew up on Tumblr, especially women. Apparently, according to an online survey conducted by Hussie, Homestuck helped a few people “find their sexuality or ‘true’ gender.” Without reading through the whole comic (because there ain’t no way I have the time or patience for that right now), I can only wonder what would drive people to believe that beyond the general picture I’ve laid out, and the vibe that bled through the fanbase that had formed on an already progressive social media site.
Danganronpa


During one of Homestuck’s hiatuses, Tumblr desperately needed something to hyper-fixate on during that time. So much so, that they flooded the Something Awful forums to read Slowbeef’s LP thread for a then-obscure Japanese visual novel called Danganronpa. It too had quirky characters and hyper-exaggerated designs, all set in a murder mystery setting with a stylized artstyle, just Tumblr’s type. The flooding of SA got so bad, that Richard “Lowtax” Kyanka had to once again lock the forums behind its infamous $10 paywall, much to the Tumblrites’ chagrin.
Toby’s Involvement with Homestuck
Given Homestuck’s status as a massive multimedia project, Hussie brought on many artists to assist with it, with their main base of operations being the aforementioned MSPA forums. One of these guys was, in fact, Toby.
He would end up contributing over 140 music tracks to Homestuck and its music albums. In fact, Toby would be heavily involved with some of Homestuck’s biggest Flash animations, such as Descend and Cascade. According to Hussie, he and Toby worked closely on the scoring and timing for Cascade, ensuring that the music served the visuals well and did a good job of setting the tone.


Toby would even revisit an old song of his for the animation, Wake. The song in question would even be referenced a few times as a leitmotif in other songs, such as FIDUSPAWN, GO! and Fighting Spirit.
Toby’s Musical Style

Music in retro games, especially games made during the 16-bit generation, used what was commonly referred to as “soundfonts”, or samples. The SNES’ S-DSP soundchip allowed developers to make use of samples to enhance their music and sound effects, and some of the SNES’ most iconic games made heavy use of them.
Years after the SNES stopped being supported, an online scene formed that continued to make music utilizing ROM hacking tools and soundfonts that were available for download. Artists like DJ Yuzoboy and TheLegendofRenegade were pioneers in this genre of remix culture in the late 2000s and early 2010s.
In addition, the music composer for the SNES game Mario Paint also spawned a remix scene of its own, with Mario Paint covers of songs,
utilizing a fan-made expanded version of the composer, going viral around the same time.
Among these people utilizing old game samples in music was Toby. Given his background in ROM hacking, it made perfect sense for him to put his existing skillset to use when making original music of his own, starting with his original boss track for the Halloween Hack. Toby would upload dozens of experimental tracks to his website in addition to his works on Homestuck. As is to be expected, they were tracks that took advantage of soundfonts utilized for notable retro games.
He also contributed a few songs to an Earthbound soundfont album, entitled I Miss You. An early version of the song, Fallen Down, was included on this album. It would be refined, extended, and included in his own game later down the line.
Toby’s use of soundfonts would help give his work its own identity, but also helped give it a “familiar, yet fresh” feeling. The samples themselves were nostalgic to those who grew up with the SNES and similar consoles, and so helped his music resonate with people that much more. In some ways, it felt like a proper continuation of the musical style that was present during the SNES era, in a time when most major developers had moved on to using other methods to make music.
The Baby is You

A particularly infamous chapter in Toby’s Homestuck era was the time he made a music album all about male child pregnancy. No, I did not studder. In 2011, the MSPA forums had a strict rule against discussion of child pregnancy. Looking to stir up some drama, Toby thought to himself, "i wonder if the pregnant kids thing extends to song". And so, he made a 10-track album, with the focus being on Dave Strider giving birth to John Egbert. After posting the album, Toby would be banned from the MSPA forums completely.
Toby would get the last laugh though, as the main leitmotif of the titular track would later be reused by him when he was commissioned to write a song for Pokemon Sword and Shield in 2019.
In 2012, a Kickstarter would be held for a Homestuck adventure game, raising over $2.4 million. The game that would come out of it, after many years of development hell and going through multiple studios, would be HiveSwap, with its first episode released in 2017. The success of the Homestuck Kickstarter would inspire Toby to do one of his own. Andrew Hussie would let Toby crash in his basement while he developed his next big project.
UnderGround / UnderBound
On October 29th, 2012, Starmet.net forums user Mr. Tenda created a thread announcing an upcoming ROM hack he was working on, entitled UnderGround (later referred to as “UnderBOUND” in the same post). The hack stars a boy named Face as he makes his way through the caverns underneath Earth in order to heal the planet’s heart, with the main theme being the existence of love.
Despite the vague description and only a single screenshot of one of the game’s areas, reception to the post seemed somewhat positive, even if the hack’s “announcement” could be seen by some as an ironic fakepost.
Sometime after the thread was started, in February 2013, Toby bumped it, announcing that he was making a “sequel” to UnderBound called “UnderBound 2.” Toby posted early screenshots of the game, claiming he would be using the SNES’ Mode 7 to increase the game’s internal resolution, and a recently discovered technique to play CD-quality audio on SNES for the game’s soundtrack.
He went as far as to introduce some of the game’s characters and how they tied into UnderBound, such as Flowey the flower being a reincarnation of UnderBound’s Face. Right off the bat, a few people in the thread knew something was up, with dwiese1998 stating, “Radiation’s pictures look like they could actually be from a game but definitely not an EB hack.” A few months later, his suspicions would be proven correct.
The Undertale Kickstarter
On June 24th, 2013, Toby Fox would launch a Kickstarter for his new game, Undertale. The game’s Kickstarter struck the iron at just the right time, being another milestone moment in the initial boom of Kickstarter game projects, such as Super Retro Squad, Shovel Knight, Mighty No. 9, and Shantae: Half-Genie Hero.
At the same time as the Kickstarter’s opening, a demo of the first area of the game was also released, showcasing the game’s combat system, as well as its “unique sense of humor.”
It was thanks in part to Toby’s solidified reputation and popularity with both the Earthbound and Homestuck fandoms that word about his game got out, and the project’s initial funding goal was met within a day. From there, the funding would meet all the requirements for the Kickstarter’s additional stretch goals such as a Mac port, secret bosses, Magnolia Porter being brought on, and a concept art book being created later down the line.
Unfortunately, some of the stretch goals, such as the expanded instruction manual and alarm clock app, had to be scrapped either due to engine limitations, or Toby being unable to find the time for them.
On the other hand, backer rewards were in-line with what most game Kickstarters offered at the time, such as a copy of the game, the soundtrack, having your name be featured in the credits, or having an NPC or enemy/boss of your design featured in the game. Toby even threw the Homestuck fans a bone by including “Your fantroll becomes canon” as a reward for those who donated $1000. This is in reference to the Homestuck Kickstarter, where that
was a reward tier, and a few people did in fact donate to it.
Three minibosses were added to the game, thanks to the high-level tiers being fulfilled by a few people. As a result, the midboss, Muffet, and the hidden enemy, Glyde, would be added to the game. In addition, someone also fulfilled the $1000 “fantroll” tier, that being Samael / Robert Brettel. He paid to have his OC featured in the game as a miniboss, and
it wasn’t long before people dug up his profiles and found out what he was “into.”
Toby’s Partners
While Toby was the lead developer for Undertale, he brought on plenty of other notable names to assist him with things he couldn’t do on his own, such as artwork.
Temmie Chang / Tuyoki

A freelance artist, animator, and illustrator who joined Tumblr in April of 2011. Though, her online presence goes back to the days of DeviantArt, where she created an account in 2005 under the name, “Tuyoki.” Back in the day, Temmie wasn’t really all that different from your average Anime-fan Internet girl who frequented DA back in the day:

“Born in the 90s, has a furry/kemonomimi motif in her OCs & art, makes heavy use of smudge lighting, talks in ‘LOL RANDOM XDDDDDDD’, is a fan of ‘Tales of?’” Yup, definitely someone from that era. However, as we move into the next decade, Temmie would get a better grasp on what would become her signature artstyle and characters. For example, her main OC, Yoki, who would develop overtime.
Now, how did Toby meet Temmie? From Toby’s own recollection, he had been following Temmie’s art for a while and asked her for help on Tumblr as soon as Undertale had begun development. As soon as Temmie agreed, Toby dumped a ton of info on what he wanted to do with the game. Thankfully for Toby, it was at a time when Temmie herself really wanted to work on games and was even told off-hand that Toby had already cemented himself as a “sparkly big shot”.
Temmie’s most iconic contribution to Undertale would come in the form of a cat-like creature named after herself. Unlike the rest of the monsters, Temmie spoke in what was essentially l33t speak; The same tongue that she and her kin used back in the day. In fact, from Toby’s recollection, Temmie used to misspell words on purpose over Skype, or on the sites she used.
In the time since Undertale’s release, Temmie has held drawing streams on Twitch using a VTuber avatar, and still does plenty of artwork, animations, and even a few games featuring her OCs, in addition to a separate webcomic; Soul Beacon of the Netherworld.
Gigi D.G. / GigiDigi / Hiimdaisy / Peachifruit & Cucumber Quest

Gigi is primarily known for her webcomic, Cucumber Quest, which started in 2011. However, before then, she was known for making video game parody comics on Livejournal under the alias “Hiimdaisy”. These comics were primarily based around games such as Metal Gear Solid 3, as well as Persona 3 & 4 (call it a hunch, but these comics may have greatly contributed to Persona’s growing popularity in the west around this time). Her webcomics would help serve as inspiration for other aspiring comic artists, such as othatsraspberry.
To further drive home just how popular these comics are, they spawned a few legendary memes you may be aware of:
Eventually, Gigi got troll’s remorse and deleted the comics, while shifting focus to Cucumber Quest. It was during this time that Toby gained interest in her works, meeting up with her for the first time at a convention. The two linked up and collaborated together in a minor capacity on Undertale, with Gigi providing the Steam Trading Card artwork for Undyne, doing artwork for some of Undertale's merchandise, as well as being one of the game’s playtesters.
In addition, Toby created a fan song for the Cucumber Quest character,
Noisemaster. Take a listen, because it may sound familiar:
Gigi played a major part in getting the word out about Undertale, advertising the game in a banner ad on her webcomic, and even putting a pair of Toriel-themed slippers in a page of the comic. Gigi stated in an interview, “At the time, I was just proud of my friend and wanted to show off the game he’d worked so hard on.” Toby would use the picture of the Toriel slipper as his Twitter PFP for a while.
Gigi would later on troon out, declaring herself to be a stunning and brave butch broccoli-hair non-binary, not unlike Rebecca Sugar. And given the amount of LGBT/progressive pandering she did in her “kid-friendly” comic, it’s hard not to see why. Cucumber Quest fell into the same traps a lot of Tumblr-made webcomics fell into; focus on romance, the main story/plot takes a backseat, Gigi saying she wanted to teach children about LGBT issues, etc. To top it all off, the webcomic would go on permanent hiatus in 2019.
She’s since done concept art for Deltarune and even worked on graphic novels for Netflix’s version of She-Ra.
Drak Bryant / fancydrak / “Lynn B Tcheska” / VideoChess


Drak is best recognized as that indie game dev with the Ditto profile picture. He was originally gonna program the Undertale alarm clock app that was one of the Kickstarter’s stretch goals, but it was ultimately cancelled.
Drak would later troon out and, low and behold, he would also rebrand with a picture of a furry avatar too, because apparently furring out is also mandatory in the process of trooning out half the time.
Wreckboy

One of Drak’s most notable projects pre-Undertale was a pet simulator made in Flash. Only here, you took care of the main character of Wrecking Crew, more specifically the version seen on the US box art for the game. While the game mostly reuses music from other sources, Toby Fox, being in cahoots with Drak, composed the song that plays when your Wreckboy dies. The game achieved a decent amount of viral attention when it was released in March of 2015.
While on the topic of Wreckboy, the game’s dialogue would 100% be seen as pedo dog-whistles if the game was made today.



Come to think of it, “boy” was a word that was thrown around pretty often amongst this group and related parties, but I’m getting ahead of myself.
Everdraed
A Something Awful goon who was involved in creating small animations on his YouTube channel. Toby would bring him on to help create visual assets for the Photoshop Flowey boss fight. He also created the trailers for Undertale and its ports, as well as Deltarune.
Magnolia Porter


A webcomic artist and illustrator who Toby likely knew thanks to her collaborating on a few other projects with Andrew and Gigi. Her contributions to Undertale involve designing a few minor monsters, such as the NPC, Monster Kid. Of particular note is the fightable monster, Vulkin, who literally has the Tumblr bean mouth/heart/uwu face. Outside of that, her art is mostly the kind of stuff you’re average Tumblr women normally draws. At least she’s married and has a kid.
Jones N. Wiedle / J.N. Wiedle


Wiedle is another artist who worked on Homestuck, in addition to designing merchandise for Hussie’s company, What Pumpkin. In addition to his HS work, he worked on his own webcomic about skeletons, Helvetica. It would help serve as inspiration for Sans & Papyrus. In Undertale itself, he is also credited with having done “fashion help” for Undyne. Whether he’s the reason Undyne wears a tank top underneath her armor, I can’t really say. He's also worked as a storyboard revisionist on Craig of the Creek, and a character designer for the game Neon White.
FanGamer



A website and producer for merchandise, both official and unofficial, for various games and franchises. Having started as a spinoff of Starmen.net, the site’s founders, Reid Young and Jon Kay, seeked to find ways to provide new Earthbound merchandise for fans to buy, given the franchise’s neglect in the west at the time.
Eventually, FanGamer cut their teeth handling merchandise work for various Kickstarter projects in the early 2010s, starting with a Minecraft documentary and later the Kickstarter for Tim Schafer’s Broken Age. As luck would have it, they at one point also sold Bob Chipman’s infamous book, SMB3: Brick by Brick.
FanGamer helped promote Undertale early on and ensured merch was available relatively close to the game’s release.
They also held a Twitch stream where they played an earlier version of Undertale’s demo, prior to its Kickstarter opening. When it was released, Undertale’s merch sales would skyrocket FanGamer as a business, which led to them acquiring several more licenses for many indie and otherwise niche properties. They have also sponsored various gaming-related events such as GamesDoneQuick.