“It's not about what you have, it's about what you do with what you have.”
— A recurring theme about resourcefulness and agency in the game.

Andrew Hussie (2016)
Genre
Fantasy / Science Fiction / Young Adult
Reading Time
Impossible to quantify, many days/weeks/months (8124 pages)
Key Themes
See below
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Four internet friends play a game that creates universes, then must navigate a chaotic adventure through time, space, and meme-fueled paradoxes to save reality.
On April 13th, John Egbert’s thirteenth birthday includes prank calls from his friends, Dave Strider, Rose Lalonde, and Jade Harley. He struggles to bake a cake for his dad and is annoyed by his father's love for bad pranks. John receives a package containing the beta version of the game Sburb. After installing it, a meteor shower, triggered by the game, heads for his house. Guided by Rose, who is already playing and acting as his server player, John must enter his house's 'crux' – a magical safe – to get a hammer, then use it to prototype his father's 'bunny' with a 'harlequin' doll. This act transforms his house and prototypes his 'sprite' – a helpful NPC – into a clown-bunny hybrid, as the meteor destroys his home, forcing him to warp into a new dimension within the game.
Rose Lalonde, a cynical and smart girl, is John's server player, guiding him through his first entry into Sburb. She lives in a mansion filled with knitting and a pet cat named Jaspers. Rose's mother, a constantly drunk and overbearing woman, makes her life difficult. Rose eventually installs Sburb herself, with Dave Strider acting as her server player. Her prototyping involves her dead cat, Jaspers, and a tentacle alien plushie, resulting in Jaspersprite. Rose quickly figures out many of Sburb's complex mechanics and cosmic implications, including the existence of 'Horrorterrors' – eldritch beings from beyond reality – whom she tries to talk to using her 'Grimoire for Young Witches.' She is very interested in the game's lore and its connection to their universe's ultimate fate.
Dave Strider, a 'cool kid' interested in irony, memes, and his 'cool' older brother, is the third player to enter Sburb. He lives in a high-rise apartment in a desert, where his brother often leaves him alone to deal with a menacing 'brobot.' Dave's prototyping involves his pet crow, Casey, and a 'Lil Cal' puppet, creating Calsprite, a creepy, silent entity. As the 'Knight of Time,' Dave quickly finds his ability to manipulate time, creating many 'doomed' alternate timelines and using time clones to do various tasks and keep up his cool image. His journey shows his struggle to balance his ironic self with real emotions and the heavy responsibilities of his time powers, often leading to self-doubt and loneliness.
Jade Harley, a girl living alone on a meteor-impacted island with her eccentric grandfather and dog Bec, is the last of the four human players to enter Sburb. Her prototyping involves her dog, Bec, and a 'kernel' from the game, leading to Becsprite, a powerful and later destructive entity. As the 'Witch of Space,' Jade's role is important to the game's goal: breeding the 'Genesis Frog,' a cosmic entity that creates their universe. She has unique powers, including teleportation and the ability to wake other players from their dream selves. Her isolation and connection to her grandfather's mysterious past shape her understanding of Sburb and her role in ensuring the universe's rebirth, despite the threat of the Black King.
Before the human children's session, thirteen alien trolls played their own version of Sburb (Sgrub). Their session failed due to internal conflict, bad decisions, and Lord English's schemes. Karkat Vantas, the trolls' self-proclaimed leader, struggles with his poor leadership skills and his rare, mutant gray blood color. He talks to the human kids, especially John, at first with hostility but eventually forming a complex friendship. The trolls' backstory shows a society based on a strict hemospectrum, complex 'Matesprit' and 'Kismesis' relationships, and a history of violence and betrayal, all of which affect how they interact with each other and the humans.
After initial misunderstandings and conflicts, the human kids and the trolls start to communicate and eventually work together. Karkat helps by facilitating dialogue and offering strategic advice from the trolls' failed experience. They realize their session is 'doomed' due to several bad events, including the early prototyping of Bec Noir and the failure to properly incubate the Genesis Frog. Rose, in her desperation, falls under the influence of the Horrorterrors and becomes more nihilistic and powerful. Guided by the trolls, the humans decide to perform a 'Scratch,' a cosmic reset button that deletes their current universe and creates a new one, sending their younger selves to a new, parallel session. They make this decision knowing they will lose their memories and identities as they know them.
The 'Scratch' leads to a new universe and a new group of players: Jane Crocker, Jake English, Roxy Lalonde, and Dirk Strider – the 'Alpha Kids.' They are the alternate universe versions of the original human kids' parents and guardians. Jane Crocker, John's grandmother, is the 'Maid of Life.' Jake English, Jade's grandfather, is the 'Page of Hope.' Roxy Lalonde, Rose's mother, is the 'Rogue of Void.' Dirk Strider, Dave's brother, is the 'Prince of Heart.' They play their own Sburb session, mostly unaware of the original kids' sacrifices. However, the influence of the original kids, especially through time travel and dream bubbles, eventually starts to merge their stories, as they face their own challenges, including the tyrannical Condesce.
After the Scratch, the original human kids and the trolls are stranded in the 'Furthest Ring,' a void between universes, traveling on a meteor. This long journey provides time for character development, new relationships, and planning their ultimate strategy. Jade, as the Witch of Space, helps grow the Genesis Frog, a large, universe-creating entity, from a tiny tadpole. This process requires much effort and teamwork, showing the importance of their combined powers. Meanwhile, they encounter various dream bubbles – pockets of alternate timelines and memories – where they interact with doomed selves and learn important information about their past and future, preparing them for the final battle against Lord English.
A major turning point happens during the 'Game Over' timeline, where a bad fight with Lord English and the Condesce leads to the deaths of several main characters, including Jane, Roxy, and Dirk. This timeline is 'doomed' and not acceptable. However, John Egbert, through his 'Breath' powers and proximity to the 'retcon' power of the comic itself, gains the ability to rewrite past events. He travels back to important moments, changing small details to prevent the 'Game Over' outcome, specifically saving Roxy and Jane from their fates and changing the circumstances of the final battle. This retcon changes the story, creating a 'fixed' timeline where the heroes have a better chance against Lord English.
The 'Collide' arc brings all the surviving human kids and trolls together for the final fight against Lord English, the main villain. This battle happens across multiple locations and timelines, involving many powers, time travel paradoxes, and strategic moves. Key players include John with his retcon abilities, Dave and Rose's combined time and light powers, Jade's space manipulation, and Dirk's strategic thinking, along with the trolls' various abilities. The battle is a chaotic, multi-layered event, ending with the creation of a new, stable universe for the survivors. Many characters make sacrifices, and friendship and teamwork are very important in defeating the seemingly unbeatable foe.
After Lord English's defeat, the surviving kids and trolls find themselves in a newly created universe, a green world free from the dangers of Sburb and their past. They start to build new lives, exploring their relationships and getting used to a world without constant threat. The epilogue shows the different paths characters take, some choosing to settle down and form families, while others go on new adventures. While peace is achieved, the story hints at lingering questions and the complex emotional aftermath of their journey, suggesting that even in victory, the characters carry the weight of their experiences and choices.
The Protagonist
From a reluctant, somewhat oblivious player, John grows into a powerful, confident hero who can literally rewrite reality to save his friends.
The Protagonist
Rose descends into cosmic horror and nihilism but ultimately finds her way back to her friends, using her intellect and powers for good.
The Protagonist
Dave learns to shed his ironic detachment and embrace his true feelings and responsibilities as a hero, mastering his time powers.
The Protagonist
Jade transforms from an isolated, sleepy girl into a powerful Witch of Space, essential for the creation of a new universe.
The Supporting
Karkat evolves from a bitter, shouting leader to a more confident and empathetic character who fosters strong bonds among his friends.
The Supporting
Terezi navigates complex moral choices and relationships, eventually finding a path towards self-forgiveness and growth.
The Supporting
Vriska repeatedly tries to achieve heroism, often through morally ambiguous means, eventually finding a form of redemption and purpose.
The Antagonist
Lord English's arc is less about development and more about his relentless pursuit of universal destruction, culminating in his eventual defeat.
The Supporting
Dirk's arc explores the fracturing of his identity and his struggle with self-control, ultimately becoming a complex, multi-faceted entity.
The Supporting
Jane grows from a somewhat timid baker into a powerful Maid of Life, capable of resisting control and leading her friends.
The characters in Homestuck, both human and troll, change a lot. They deal with who they are, who they want to be, and the roles the game gives them. John questions his 'Heir of Breath' title, Dave struggles with his ironic self, Rose battles nihilism, and the trolls face their societal expectations and personal insecurities. The story constantly challenges how they see themselves through alternate timelines, dream selves, and their 'aspects.'
“You can't just keep running away from who you are. Sooner or later, you're going to have to face it.”
Homestuck explores the tension between predetermined destiny and the characters' free will. The game Sburb sets out specific 'quests' and 'god tiers' for players, suggesting a fated path. However, characters like Dave with his time travel, John with his retcon powers, and Vriska's attempts to manipulate luck, constantly challenge these destinies. The 'doomed timelines' and the 'Scratch' mechanism show the choices characters make to change their fate, even at great cost, showing that while destiny may guide, free will ultimately shapes the outcome.
“Sometimes you just gotta make your own damn destiny, even if it means breaking a few rules.”
Homestuck is very self-aware, often breaking the fourth wall and commenting on its own story structure. Andrew Hussie, the author, is a character in the story, directly talking to the kids and manipulating events. Plot devices like 'retcon' directly involve rewriting the comic's history, showing how flexible narrative is. The characters themselves discuss tropes, foreshadowing, and the 'rules' of their own story, blurring the lines between fiction and reality and making storytelling a main theme.
“This whole story is just a big stupid paradox, isn't it? Like, the beginning is the end, and the end is the beginning, and nobody knows what the hell is going on.”
Despite the big stakes, the emotional core of Homestuck is the complex relationships between its characters. The internet friendships between John, Rose, Dave, and Jade form the initial bond. The trolls introduce a system of 'quadrants' (Matesprit, Kismesis, Moirail, Auspistice) for different types of love and rivalry, which the humans eventually adopt. These relationships, whether romantic, platonic, or adversarial, drive much of the character development, motivations, and plot twists, and are the most powerful force against universal destruction.
“Even if everything else falls apart, we'll still have each other. That's what matters.”
Every action in Homestuck has far-reaching consequences, often made bigger by the game's paradoxical nature. Time travel, prototyping, and even simple conversations create complex causal loops and alternate timelines. The 'doomed timelines' are constant reminders of how much choices matter. Characters often deal with the guilt of past mistakes (e.g., Vriska's actions, Gamzee's corruption) and the ripple effects of their decisions. The entire existence of the universe is a paradox, born from the actions of its future inhabitants, showing that cause and effect are deeply connected and often circular.
“Every choice you make, every path you don't take, it all matters. It all ripples out.”
A reality-altering game that serves as the primary setting and driving force of the plot.
Sburb (for humans) and Sgrub (for trolls) is a multi-player online game that, when played, initiates the apocalypse of the players' home world and transports them to a new dimension called the 'Incipsphere.' The game is a complex simulation designed to create a new universe. It assigns players 'God Tiers' (e.g., 'Heir of Breath,' 'Seer of Light') which grant unique powers and roles. The game's mechanics, paradoxes, and ultimate goal (breeding the Genesis Frog) are central to the entire narrative, shaping character arcs and plot progression.
Character archetypes and powers defined by a 'Class' and 'Aspect' in the game.
Upon ascending to 'God Tier,' characters gain immense power and a title composed of a 'Class' (e.g., 'Heir,' 'Seer,' 'Knight') and an 'Aspect' (e.g., 'Breath,' 'Light,' 'Time'). The Class defines how a player uses their Aspect (e.g., a 'Heir' embodies their aspect, a 'Seer' understands it). The Aspect represents a fundamental concept of the universe that the player embodies or manipulates. These God Tiers dictate characters' abilities, personalities, and their destined roles within the game, providing a structured framework for their powers and development.
A central mechanic that allows for paradoxes, alternate realities, and narrative complexity.
Time travel, primarily wielded by Dave Strider as the 'Knight of Time,' is a pervasive plot device. It allows characters to alter past events, create 'doomed timelines' (which are then destroyed or ignored), and interact with past or future versions of themselves. This creates numerous paradoxes and narrative loops, complicating the plot but also providing solutions to seemingly impossible problems. The concept of 'doomed' and 'alpha' timelines is crucial for understanding the stakes and the malleability of the narrative, especially with John's later 'retcon' ability.
The story's constant self-awareness and interaction with its own nature as a webcomic.
Homestuck frequently breaks the fourth wall, with characters directly acknowledging they are in a webcomic. Andrew Hussie, the author, appears as a character and sometimes manipulates events. Characters discuss plot devices, foreshadowing, and even the 'rules' of their own story. This meta-narrative allows for humor, commentary on storytelling, and a unique form of reader engagement. It highlights the artificiality of the narrative while simultaneously immersing the reader in its self-referential world, blurring the lines between creator, characters, and audience.
The act of combining an object with a 'sprite' to gain abilities, with unforeseen consequences.
Prototyping is an early game mechanic where players combine an object with their 'sprite' (a helpful AI companion) to give the sprite powers and upgrade their 'gates' into the Incipsphere. However, whatever is prototyped also affects the enemies in the game. For example, John prototyping a 'harlequin' doll causes the imps to wear clown makeup. Most significantly, Jade prototyping her dog Bec creates 'Becsprite,' a powerful entity whose later prototyping with the 'Black King' creates 'Bec Noir,' the ultimate enemy of the pre-Scratch session, demonstrating the catastrophic consequences of this seemingly simple game mechanic.
“It's not about what you have, it's about what you do with what you have.”
— A recurring theme about resourcefulness and agency in the game.
“Sometimes you have to be your own hero.”
— Reflecting on characters taking initiative in their own stories.
“The universe is a cruel, uncaring void. The key to being happy isn't a search for meaning. It's to just keep yourself busy with unimportant nonsense, and eventually, you'll be dead.”
— A nihilistic yet humorous take on existence from Mr. Davesprite.
“You can't fight the homestuck.”
— A meta-commentary on the inevitability of the story's events.
“I'm not a hero. I'm a high-functioning sociopath.”
— A self-deprecating remark by a character about their personality.
“The game is rigged, but you can't win if you don't play.”
— Commentary on the Sburb game's challenging and unfair nature.
“We do what we must because we can.”
— A phrase echoing scientific curiosity and determination.
“It's not about the destination, it's about the friends you make along the way.”
— A lighthearted take on the journey and relationships in the story.
“Time is a flat circle.”
— A philosophical reference to the cyclical nature of events in the narrative.
“You can't change the past, but you can learn from it.”
— Advice given regarding time travel and personal growth.
“The only way to win is not to play.”
— A cynical view on the game's unwinnable scenarios.
“We are all stories in the end.”
— A reflection on the narrative nature of existence in the comic.
“Sometimes the best way to solve a problem is to stop participating in it.”
— A strategic insight into dealing with complex situations.
“The greatest enemy is the one you don't see coming.”
— A warning about unforeseen challenges in the game.
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