Understanding the WD Gaster Language Cipher
The WD Gaster Language is a fan-created substitution cipher based on symbols that appear in Undertale during cutscenes involving W.D. Gaster. It was never an official game mechanic. The alphabet consists of around 26 stylized symbols, each mapping to a letter of the Latin alphabet. People use it to write messages, hide easter eggs in fan art, or generate images that look like they came from the game's secret files. Most people encounter this when they scroll through Tumblr or Reddit and see a screenshot of cryptic text that looks like broken glyphs. Here's what actually happens when you try to work with it. The symbol set comes from sprite fragments that Toby Fox placed in unused or hidden locations in Undertale. Fans documented them around 2015-2016 and built the full alphabet mapping. There is no single canonical source. Different communities use slightly different versions, which causes confusion when you try to decode something you found online.
I spent about three weeks trying to decode a piece of fan art that claimed to have a Wd Gaster Language message embedded in the background. The problem wasn't the cipher itself. It was that the artist had applied a slight skew and color-shift to the glyphs, and some of them were so faint they looked like sprite noise rather than intentional text. I ended up having to isolate individual layers in GIMP, boost the contrast on each color channel separately, and then compare each glyph against three different reference charts I found scattered across archived forums. The actual decoded message was just a random phrase — nothing deeper than that. That's the thing nobody tells you: most Wd Gaster Language content isn't hiding anything meaningful. It's decorative. People use it the way someone might use LaTeX symbols in a design mockup — it looks technical, but the content is often filler.
How the Cipher Actually Works
It's a monoalphabetic substitution. Each letter maps to one unique symbol. No polyalphabetic shifting, no variable encoding per position. That makes it trivially breakable if you have any sample text. You don't need frequency analysis. You just need one reference point. The standard mapping places the letter A at what most references call the top-left glyph, then proceeds roughly clockwise through the symbol set. But again — different charts exist. Some include symbols for numbers and punctuation. Most don't. The ones that do tend to be inconsistent about whether "!" maps to the same glyph across sources. If you want to generate text in Wd Gaster Language, the easiest path is to find a reference chart and run it through a simple substitution script. I wrote a Python one-liner that reads a PNG, isolates the glyph regions by color thresholding, matches them against a template database, and outputs the decoded string. It works about 80% of the time on clean source images. On degraded or hand-drawn versions, it drops to maybe 35%. The rest requires manual lookup.
Get the Full Details

A common mistake beginners make is assuming the symbols are arranged in alphabetical order. They're not. The spatial arrangement on any given chart is essentially arbitrary. What matters is the one-to-one mapping between symbol and letter, not position. I also learned the hard way that not every strange glyph in an Undertale-related image is part of the Wd Gaster Language. The game uses glitch sprites, corruption artifacts, and randomized noise that happen to look like the cipher characters. I once spent two hours decoding what I was convinced was a hidden message, only to realize it was just engine debris from a crash sequence. Check your source before you start translating.
Where to Find Reference Charts
There's no official repository. The most commonly cited charts live on Undertale wikis and a few archived forum threads from 2015-2017. The Undertale wiki has a page dedicated to Gaster's sprites that includes the alphabet. Community-maintained spreadsheets exist on Google Docs that some people update with alternative symbol variants. If you're building a decoder, cross-reference at least two charts before committing to a mapping. Some people have packaged the full alphabet into downloadable SVG or PNG sets for use in graphic design software. These tend to be cleaner than screencaps from the game, which is useful if you're generating original Wd Gaster Language content rather than decoding existing work. The tradeoff is that stylized versions sometimes diverge from the game's actual sprite dimensions, which can throw off automated matching tools.
Pitfalls and Limitations
The biggest practical issue is that the Wd Gaster Language has no standardized punctuation. Numbers, spaces, and sentence structure are either ignored or handled inconsistently between different reference sources. If you're working with a message that contains spaces, you're on your own to figure out the delimiter convention. Some artists use gaps between glyph clusters. Others rely on color changes. Most just don't bother and write everything as one continuous string. Another limitation is resolution. The original sprites are 8-bit and tiny. When people upscale them for fan art or embed them into larger compositions, the glyphs lose definition. A glyph that clearly reads as "E" at full game resolution becomes indistinguishable from "I" or "F" when stretched across a 4K canvas. This is especially true for the less common letters like Q, X, and Z, which have simpler stroke patterns to begin with. If you're trying to use this for actual communication rather than decoration, it's not reliable. There's no error correction, no redundancy, and no way to verify that a decoded message is correct without an independent copy of the original text. It's a novelty cipher at best.

For people who want to create their own Wd Gaster Language text, I'd suggest starting with a vector-based reference sheet and building your own substitution table rather than relying on a single community chart. You'll save yourself the headache of discovering halfway through a project that your source and your decoder are using different mappings for the same letter.