11 checkpoints · all 20 endings

The False Sun Save Points

Eleven reload checkpoints, a matrix showing which endings survive each one, and the fastest order to close the whole gallery — because in this game your save file is the walkthrough.

 Play the Game

Eleven checkpoints, every ending

The False Sun has no way to jump to a late scene, so your save file is the walkthrough. This is the checkpoint set the community actually uses, and it covers all 20 endings without a single full restart.

Which endings survive a reload from each checkpoint

This matrix is the core of the plan. Find the ending you are missing, look at its best reload point, and reload there rather than restarting.

CheckpointEndings still reachable from here
Before swimming scene#2 You Will Always Remember, #3 The Truth Does Not Always Save You, #4 The Cage Really Was Golden, #6 You Were the One Who Closed the Door, #7 He No Longer Believes, #8 Wounded Lamb, #19 Your Place Was Never Beside Him
Before post-puzzle dialogue#1 He Stopped Hoping, #15 You Became a Hostage to Your Guilt, #17 You Made Your Choice, #18 He Took Away Your Freedom
Before three-choice scene#5 You Were Not Convincing Enough
Before Kyle dialogue and again before the later water choice#9 You Promised to Come Back
Before pier, fire, nightmare, and knife scene#10 Eyes
Before post-puzzle barn choice#11 You Should Have Been Braver
Before barn / path choices#12 The Water Does Not Let Go
Before path navigation#13 Rake
Before knife scene#14 He Was Faster
Before farm work and each relationship cluster#16 He Let You Go
Immediately before the first animal tutorial#20 Cast

The reload order that finishes the collection fastest

Do the long dependency chains first — they need the most replays — and the short post-puzzle branches last.

  1. Long relationship routes first. He Let You Go (#16) needs a save before farm work and at every relationship cluster.
  2. Then the Cast test. It is the only ending that starts at the opening animal tutorial, and it is cheap to retry — but only from a clean pre-tutorial save.
  3. Then Eyes (#10). The hardest known ending, and it needs a save before the pier, the fire scene, the nightmare and the knife prompt.
  4. Then the mid-game branches. The swim-scene endings (#2, #3, #4, #6, #7, #8, #19) all branch from one checkpoint, so a single save covers seven of them.
  5. Then the short post-puzzle endings. #1, #15, #17 and #18 all branch from the post-puzzle dialogue and are the fastest to close out.
  6. Save the late ones for last. The barn, knife and path endings (#11, #12, #13, #14) are quick once the earlier route is set correctly.

How to run a controlled retry

When an ending does not unlock, the fix is almost never in the final dialogue. It is earlier:

Do not clear your browser data

Ren'Py saves live in browser storage. Clearing site data wipes them, and there is no save-export feature in the web build. If you are doing a long collection run, keep the completion save separate from route experiments.

Frequently asked questions

Eleven in practice, one per documented checkpoint. The all-endings table lists the best reload point for every ending, and the matrix above maps each checkpoint to the endings still reachable from it.

Before the first farm task. The farm pattern sets the agility direction that seven later endings read, and it is the checkpoint most players need to reload most often.

Before farm work plus a save at every relationship cluster. He Let You Go (#16) has the longest chain in the game, so it needs the most saves of any single ending.

Yes — Ren'Py web builds write saves to browser storage and they survive a browser close. They do not survive clearing site data or switching devices. Treat each device as its own save universe.

For general checkpointing, yes. But the quick-save slot overwrites silently, so keep the eleven route checkpoints in named manual slots. A quick-save that eats your pre-tutorial file is how people lose a Cast attempt.

Play the Game

The game is free, runs in your browser, and needs no download, installer, or account. A full run takes about 30–60 minutes depending on how fast you read.

 Play The False Sun Free

Before you follow a route: official game facts and player route notes can differ. The ending count and the in-game gallery are confirmed by the developer's itch.io page for Oniray's The False Sun; the per-ending triggers, reload checkpoints and evidence levels come from community-tested route data. The game ships no visible stat screen, so Agility, Bravery and Convincing are community route labels rather than developer-published values. Treat a single retry as a test, not a guarantee.