The Five Tiers (Spoiler-Free)
The False Sun does not number its endings — it sorts them by tier, the kind of answer you gave to the story. There are five tiers. Every ending belongs to exactly one of them.
The one ending that quietly refuses to lie to you. Earned, not unlocked. Plays like a long exhale at the end of a long drive. Cast is the rarest ending in the game.
You kept asking. You kept noticing. The story is the same shape but Silas answers differently depending on how hard you pushed. Includes Eyes, Wounded Lamb, and The Cage Really Was Golden.
You let the warmth in. The farm becomes safer, the kitchen becomes home, and the missing pieces stop mattering — or do they. He Let You Go lives here.
You stopped trusting the door. You stopped trusting the smile. The farm remembers what you did to it. Includes You Were the One Who Closed the Door.
You let the memory go. The names blur. The faces multiply. The sun stays warm, but nothing on the farm remembers why. Includes He Stopped Hoping.
Numbers, route names, and the order in which endings become reachable are below. Reveal when you have either finished the game once, or you have decided you are happy to read first.
The Four Hidden Variables That Drive Every Route
The False Sun tracks four hidden numbers behind the dialogue. They are never shown on screen, but every route branch, every confrontation, and every ending reads them. Here is what they are and where they move.
Built up by completing farm chores reliably and by how you move in the chase and porch scenes. Low Agility pushes endings toward You Should Have Been Braver and He Was Faster.
How persuasively you argue your way through the gate, the pier, and the late-game crossroad. High Convincing unlocks Cast. Low Convincing traps you in You Were Not Convincing Enough.
Set by the river scene and any moment the story tests whether you flinch. Low Bravery locks you into You Should Have Been Braver and Wounded Lamb.
The closeness dial to Silas. It is the only variable that persists across all three acts unchanged. High Relationship Alignment unlocks Does Not Let Go and He Took Away Your Freedom.
For a turn-by-turn plan, see the walkthrough or the dedicated save points guide.
Spoiler Ahead
The section below lists every one of the 20 endings of The False Sun with the choice branches that lead to each. If you have not finished the game once, we strongly recommend you play first and come back.
Frequently Asked Questions
The False Sun has 20 distinct endings, spread across five tiers: True (1), Truth (5), Trust (6), Burn (4), Forget (4). The named endings include Cast, Eyes, Wounded Lamb, He Let You Go, and You Were Not Convincing Enough. The tier guide above explains what each tier means. The full per-ending list is behind the spoiler wall.
Cast (Ending 20) is widely considered the rarest ending. It requires a late-game Truth pivot combined with high Convincing and the middle reply at the final crossroad. Most players hit it on their tenth or later run because Convincing rarely maxes out by accident. See the dedicated Cast guide.
He Let You Go is the most-celebrated Trust-tier ending. It is the warmest route, reached when you accept the porch, the kitchen, and the field without ever calling the smile out. It is the closest The False Sun gets to a clean Good End. See the He Let You Go walkthrough.
The four hidden variables that drive endings are Agility (built through farm chores, affects running and confrontation scenes), Convincing (raises or breaks Trust / Burn crossroad options; high Convincing unlocks Cast), Bravery (controls the river and fear checks; low Bravery pushes toward Wounded Lamb and You Should Have Been Braver), and Relationship Alignment (distance to Silas, the only variable that persists unchanged across all three acts). They are never shown on screen.
Save at five key checkpoints: the gate (between Acts 1 and 2), before the first farm chore scene (Agility starts tracking here), before the pier (Truth flag), before the river (Bravery check), and before the final crossroad (tier-locking reply). See the save points guide for the exact order.
You can browse the spoiler-free tier overview and the four hidden variables without playing. For the per-ending walkthrough, it helps to have played at least once so the route hints land — but readers who only want to know what the ending names mean are welcome too.
No. This is a fan-maintained guide for a fan-built browser portal. Endings are listed by tier with route hints, not full dialogue transcripts. The actual game lives at the-false-sun.com.
The portal is mobile responsive, but the embedded visual novel reads most comfortably on desktop or tablet. If you are on a phone, rotate to landscape or use the open-in-new-tab fallback.
Yes. The endings tracker on the homepage uses your browser's local storage and stays on this device. Clearing site data or switching browsers will reset progress, so do not clear the cache if you want to keep your collection.
Play the Game
The endings guide is most useful after you have played at least once. The game is free, runs in your browser, takes about 30–60 minutes per run, and requires no install.