SOUL mode
The SOUL mode is a state Kris's SOUL enters based on certain situations in Deltarune, which can alter its color and function. It occurs during certain Dark World segments and in encounters: when performing certain ACTs, versus bosses, and Shadow Crystal bosses.
See that HEART, Kris?
That's your SOUL, the culmination of your being!Ralsei, Chapter 1

While the SOUL is red, it behaves identically to Undertale’s. It can move in any direction at a constant speed, and can slow down by holding the "[CANCEL]" or "[Shift]" button.
While it is impossible to run from battles under normal circumstances, in Chapter 3, it is possible to run away from a specific Ribbick encounter while in possession of the TripTicket. This plays an animation where the SOUL sprouts legs and walks to the left, like the animation used for fleeing battles in Undertale.
KRIS??! WAS THAT A [BIG SHOT] JUST NOW?!
WOW, I WAS SO [Proud] OF YOU
I COULD [[Killed]] YOU!Spamton NEO, Chapter 2

During Chapter 2, in the battle with Spamton NEO, Kris's SOUL becomes yellow and turns to face right. This allows the player to shoot bullets by pressing the [CONFIRM] button. These bullets can be shot at blue objects to damage them, destroying bullets or ending the opponent's turn faster.
Holding down the "[CONFIRM]" button charges a big shot, which can be discharged by releasing it. On systems with two "[CONFIRM]" and "[Enter]" buttons, holding one of the "[CONFIRM]" while releasing the other fires a big shot without losing the charge; Since version 1.06, using this repeatedly makes Spamton NEO angry, increasing his damage dealt and souping up his attacks.
As long as you're GREEN, you can't run away!
Unless you FACE DANGER HEAD ON... These bullets will do you in!Hammer of Justice, Chapter 4

During Chapter 4, in the fights against Hammer of Justice and Sound of Justice, the SOUL turns green and becomes encased in an additional green box. While in the green mode, the SOUL is permanently locked at center of the bullet board, unable to move.
When this happens, the SOUL gains a shield in the form of Susie's axe, which can be moved along the green box to shield one side of the SOUL from incoming bullets, with the axe's position corresponding to the directional input made by the player. Initially, the green box is a square and the player has to block incoming attacks from four sides. Early on in the Hammer of Justice fight, the green box will transform into an octagon and bullets will begin to come at the SOUL from the four diagonal directions as well. Holding down 2 directional keys (or, if using a controller, tilting the joystick diagonally) will put Susie's axe in that respective diagonal.
Later in the fight, there are special turtle shell bullets which come in 5 colors, corresponding to the number of times it needs to be blocked. Yellow shells only need to be blocked once, green shells must be blocked twice, blue shells must be blocked thrice, red shells must be blocked four times, and purple shells must be blocked five times. When a shell is bounced off of Susie's shield, its color changes to correspond to the number of times it still needs to be blocked. Regular shells will come back from the same direction after being bounced, while spinning shells will rotate 90 degrees counter-clockwise before coming at the SOUL from that direction.
While the SOUL is green, it cannot graze bullets, with TP instead being accumulated by blocking bullets. Pressing the correct block direction 4 frames before impact (6 frames if aiming diagonally) will grant 2.5 tension (1% TP), otherwise 1.25 tension (0.5% TP).
The Hammer of Justice has the ability to transform the SOUL from red to green and vice-versa at any time using his hammer as a bullet.
A little floral tea will leave you tickled pink! Pink! PINK!!!
...What the hey!? It's PURPLE!?
Arrgh, that stupid bug said it was FUCHSIA!!Pink, Chapter 5

During Chapter 5 in the battle with Pink, the SOUL turns purple, only allowing movement on lines drawn in the bullet board.
There are four types of battle boxes: Three lines, a four-by-four grid, lines drawn in the form of a plus shape, and a tunnel similar to the arcade game "Tempest", letting you move in both directions and forward towards the center as the perspective slowly closes in.
Alright, Kris... If you want to prove your worth...
Charge up your BRAVELY COLORED HEART!Flowery, Chapter 5

During Chapter 5, in the fight against Flowery, the SOUL turns orange and turns to face right while the battle box moves horizontally, only allowing for vertical positioning outside of the dash. This mode gives the ability to dash further right which can break through blue objects.
This mechanic is similar to Orange attacks in Undertale and how the soul had to behave for them: orange bullets could be passed through only while moving, while this mode gives the soul a boosted movement ability.
During the climbing sequence at the end of Flowery's boss fight, the SOUL remains orange and faces upwards, indicating that you can dash through blue objects outside of the battle box. After this sequence, the SOUL still remains orange, despite no longer being able to dash (likely because Kris is already running at top speed).

All right! If one PHYSICAL CHALLENGE isn't enough...
How about a DOUBLE FEATURE!?Tenna, Chapter 3
In the battle with Tenna, during the BOUNCE THE BALL minigame, the SOUL gets an umbrella and is required to bounce balls the shape of Lanino and Elnina's heads in order to get bonus points and proceed with the battle. In later BOUNCE THE BALL minigames, projectiles must be avoided as well. This mechanic is also used in Lanino and Elnina's Party Dojo battle.

(The Maus transforms from admiration...!!!)
Narration, Chapter 4
In Mike's room, the player gains usage of a cursor locked around Kris's person in the form of a hand-shaped Maus on a chain.
Using the cursor to "pet" a party member or an enemy is the only way to progress during the encounter in Mike's room. Additionally, during the enemy's turn, petting the white cat bullets delays or prevents an explosion, and the Maus cursor can also grab and drop blue cat bullets into a basket.
(Peering into the crystal ball, the thoughts of microphones cross your mind...)
Narration for microphone configuration, Chapter 4
During the battle against the Mikes, the SOUL can be controlled with real microphone input. Dodging attacks requires the player to make sounds of varying volume to control the SOUL's position (loud is up, quiet is down).
Microphone settings, such as the input device and sensitivity, can be changed using the microphone-shaped crystal in Mike's room, and the sensitivity can additionally be adjusted again using the horizontal slider in the battle.
Kris's SOUL emitted a brilliant light!
Narration during the Jackenstein fight, Chapter 4

Kris's SOUL becomes visible and emits a bright, white light whenever they are sealing a Dark Fountain. The SOUL is described as "shining its power" on a party member when they perform the RedBuster or DualHeal ACTs. Many SAVE Points in Chapter 1 include a variation of the quote "the power of [something] shines within you".
In Chapter 4, the SOUL emits a light in some of the dark rooms of the Dark Sanctuaries. This ability is used to light the way and is a necessary mechanic for winning certain encounters:
- The Jackenstein fight takes place in complete darkness, preventing the party from FIGHTing him. The only way to win is by sparing him, which requires use of the Unleash ACT. Unleash causes the SOUL to emit a bright light and makes it possible to chase a representation of Jackenstein around the bullet board, increasing the Mercy Meter whenever he is exposed to light.
- During a cutscene in the 3rd Sanctuary at the end of the Chapter, the Knight keeps attacking the party while the room is completely dark. When Susie worries that they will be defeated, the SOUL shines again, allowing the party to see the path and dodge the Knight's swords until they become unavoidable.
- When fighting the Titan Spawn, the SOUL will constantly emit a weak glow. Getting close to projectiles with a white outline slowly purifies them until they turn into yellow pellets called COURAGE, which can be absorbed as TP. Using the Brighten ACT greatly increases the glow's radius and makes purification easier. The battle can be won by using the Banish ACT, which causes the SOUL to emit a brilliant light similar to Unleash.
- The Titan encounter uses the same glow mechanic as the Titan Spawn. In addition, it has certain projectiles that are harder to purify and require the SOUL to shine light on them for longer amounts of time. Letting the SOUL shine with the Unleash ACT causes the Titan drop its shield, making it vulnerable to attacks. After using the Susie's Idea ACT at the end of the battle, a cutscene shows the SOUL shining while sealing the Titan's Fountain.

YOUR LONG
Jackenstein's pumpkin, Chapter 4
During the fight against Jackenstein, the SOUL will briefly stretch to be wider on a specific turn. This prevents the SOUL from moving through smaller gaps in the maze's layout.

YOUR TAKING TOO TOO
Jackenstein's pumpkin, Chapter 4
During another turn of Jackenstein's fight, the SOUL will wear a tutu. This is a purely cosmetic change and has no effect on the SOUL's behavior or abilities.
During the fight against Terakota, the SOUL will gain a watering can if one of the ACTs is used. It drops green water droplets into the pots below the battle box, filling them. Filling all the pots automatically wins the fight.
During fights agains Kawkaws, If the ShooOrCall Act is used against them and the player successfully called, The SOUL will be covered with Saliva, slowing down movement.
During the fight against the Trashy Trio, if the player uses the CleanUp ACT, they can sweep up junk with the broom.
During the fight against the Trashy Trio, if the player uses the LayUp ACT, they can attempt to catch bullets with a hoop.
- The effects the SOUL has are related to the SOUL colors and their corresponding traits, revealed in Undertale.
- Yellow represents justice, fighting for good.
- Green represents kindness, shielding others from harm.
- Purple represents perseverance, the quality of never straying from a path no matter how hard it gets.
- Orange represents bravery, the ability to charge into danger.