The Five Checkpoints
There are five scenes in The False Sun where saving is worth doing. Each one is the only place a specific decision is committed, so each one is the cheapest place to undo that decision.
Save at the Gate (end of Act 1)
This is the tier-locking save. The first crossroad in Act 1 sets your tier (Truth, Trust, Burn, Forget) and the tier is mostly stable from this point on. Reload from here to swap tiers cheaply.
- Unlocks: any tier pivot (Truth ↔ Trust, Trust ↔ Burn, etc.)
- Replays: full Act 1 (~10 min)
- Cost: one Act 1 run per pivot direction
Save after the first chore scene
Agility begins tracking at the first chore scene. If you want to flip Agility without replaying the gate crossroad, save here. The Eyes scene immediately follows and is the cheapest Truth flag.
- Unlocks: Agility flip (high / mid / low)
- Unlocks: Eyes flag on / off
- Replays: chore scene + Eyes (~3 min)
Save before the pier (Act 2 crossroad)
This is the Truth vs Trust pivot. Choosing the pier sets a Truth flag (You Will Always Remember) and raises Convincing; choosing the kitchen is the Trust track. The two paths diverge sharply from this scene.
- Unlocks: pier (Truth flag) or kitchen (Trust track)
- Replays: nothing - reload jumps straight to the choice
- Cost: zero replay
Save before the river
The river scene is the only place Bravery is set in isolation. Low Bravery locks you out of True, Cast, and You Will Always Remember. Save here to flip the Bravery check cheaply.
- Unlocks: Bravery flip (cross = +1, stay = -1)
- Replays: nothing - reload jumps straight to the river scene
- Cost: zero replay
Save before the late crossroad
The late crossroad has three replies: Trust (kitchen), True (middle), Burn (out). This is the single most replayed save in The False Sun. Reload to test all three replies from a single Acts 1-2 playthrough.
- Unlocks: Trust / True / Burn pivot
- Replays: late-game arguments (~5 min)
- Cost: one argument run per unused reply
The All-Endings Save Rotation
Five saves, twenty endings. This is the rotation that covers every named ending in the endings guide with the minimum number of replays.
| Save slot | Where | Covers |
|---|---|---|
| SAVE 1 | End of Act 1 | Tier choice for all four endings clusters. Reload to switch tiers. |
| SAVE 2 | After first chore scene | Agility pivot. Eyes flag on / off. Covers He Let You Go vs He No Longer Believes. |
| SAVE 3 | Before the pier | Truth / Trust pivot. Covers Eyes, You Will Always Remember vs He Let You Go, Rake. |
| SAVE 4 | Before the river | Bravery pivot. Covers True vs You Should Have Been Braver vs Wounded Lamb. |
| SAVE 5 | Before the late crossroad | Tier-lock pivot. Covers He Let You Go, Does Not Let Go, True, Cast, You Were the One Who Closed the Door, You Made Your Choice, Your Place Was Never Beside Him. |
Specialized Rotations
Cast (Ending 20) rotation
The Cast route needs Convincing to max out. Save at every Convincing-relevant checkpoint and replay from Save 5 up to five times:
- Save 1 after the Eyes flag (Convincing checkpoint 1).
- Save 2 after the chore scene second-question reply (Convincing checkpoint 2).
- Save 3 before the pier (Convincing checkpoint 3).
- Save 4 before the river.
- Save 5 before the late crossroad. Reload up to 3 times to test both arguments and the middle reply.
See the dedicated Cast guide for the full walkthrough.
He Let You Go rotation
He Let You Go is a pure Trust run. You only need three saves:
- Save A at the end of Act 1, with tier set to Trust.
- Save B before the porch scene in Act 2 (warm coat + Relationship +1).
- Save C before the late crossroad (second reply).
See the He Let You Go guide.
True Ending rotation
True End needs Truth + Bravery. You need at least three saves:
- Save A after the Eyes flag (Act 1).
- Save B before the pier (Truth flag).
- Save C before the river (Bravery check).
See the True Ending guide.
Common Mistakes
- Saving during dialogue instead of after the scene ends. Variable values are usually committed by the end of the scene, not mid-dialogue. Save at the start of the next scene, not in the middle of the previous one.
- Saving only at the late crossroad without a tier-lock save. If you want to switch tiers later, you have to replay Act 1 anyway.
- Quick-saving over an important manual save. The Ren'Py quick-save slot (F5) is convenient but it overwrites without warning. Use the manual save slots for the five checkpoints above.
- Clearing browser data without exporting saves. Saves live in browser storage. Clearing site data wipes them. Ren'Py web builds do not currently support save export.
Frequently Asked Questions
Ren'Py web builds typically give you 6 to 10 save slots. The False Sun uses the standard Ren'Py save system. You will need at least 5 effective save slots to cover the all-endings rotation above.
The most important save is right before the late crossroad (Save 5). The crossroad has three replies — Trust, True, Burn — and reloading is the cheapest way to test all three without replaying Acts 1 and 2.
Yes, but it does not help much. Save during dialogue locks the dialogue state but the variable values (Agility, Convincing, Bravery, Relationship Alignment) are usually committed by the time dialogue finishes. Save right after the scene ends, not during it.
Saves are written to browser storage and persist across browser close. They do not persist across browser data clear or device switch. Treat each device as its own save universe.
Yes — the Ren'Py web build has a quick-save slot (F5 or the in-game menu). It overwrites the previous quick-save and is the fastest way to checkpoint mid-scene. Use it generously.
Play the Game
The save points guide is the most useful guide to read after your first run. The game is free, runs in your browser, takes about 30–60 minutes per run, and requires no install.