Spoiler-controlled player notes
The False Sun Endings Guide and Route Notes
The False Sun has 20 possible endings, and the itch.io comments are already full of players comparing routes, missing memories, and hard-to-find branches. This page keeps the first view low-spoiler, then lets you open the route details only when you want them.
Player-reported, not a finished official walkthrough
These notes are based on itch.io comments and a community guide link shared by players. Some route details may be incomplete, changed by updates, or missing hidden requirements. Play one route blind first if you can.
All endings at a glance
The cards below are grouped for replay planning. They are not separate pages yet, and the full route notes stay folded until you open them.
What players keep mentioning
Stats
Agility, convincing, and bravery are repeatedly mentioned by players.
Farm work
Cattle, eggs, feeding, tutorial choices, and whether Silas does the work can change routes.
Water route
Pier, river, swimming, refusing the water, and running are common route split points.
Late choices
Barn, puzzle, knife, path selection, and bridge choices appear in several ending clues.
Relationship tone
Players point to how you answer Silas and Kyle, including trust, refusal, love, and suspicion.
Grouped route notes
Hard-to-find endings
Branches players most often ask about when they are missing one or a few endings.
Cast / Ending 20
Also searched as: Ending 20, Cast
The most requested missing ending in recent comments. Players connect it to doing the tutorial farm sequence badly.
Show route hints
If you are missing only one ending, test the tutorial instead of replaying only late-game choices.
- Player reports point to putting animals in the wrong pens during the tutorial.
- One player said skipping or failing the herding step helped, then continuing normally.
- Another player described a chicken tackle before the ending, but also noted the result was not consistent on repeat.
This route is player-reported and may involve random behavior or an unstated requirement.
Wounded Lamb
Also searched as: Lamb ending
A lower-agility branch that still reaches the river confrontation. Players discuss a specific farm-work balance.
Show route hints
Do not build a fully agile run. Let the route stay weaker, then keep pushing questions near the water.
- Player notes mention staying under roughly 6 agility points.
- The shared hint uses cattle herding and egg collecting as the farm-work mix.
- Refuse the swim, continue questioning Silas, run when possible, then choose the kick branch.
The exact stat threshold comes from player comments, not an official route table.
Eyes
Also searched as: Bridge route
A demanding route with perfect farm work, Kyle-friendly answers, bravery, the knife moment, and correct late paths.
Show route hints
This route appears to reward careful early kindness, strong execution, and fast late-game reactions.
- Use friendly Kyle answers and complete every farm minigame perfectly.
- Use the pier and grandpa-related choices to raise bravery before the swimming scene.
- After the nightmare, ask about the barn, react fast enough to grab the knife, then choose the correct path to the bridge.
He Let You Go
Also searched as: Treatment route
The closest player-reported route to a softer outcome. Comments describe giving Silas work, answering gently, and refusing the city move.
Show route hints
Treat Silas warmly, let him take more work, and avoid turning the final morning into an escape attempt.
- Give the farm work to Silas and answer in ways he likes.
- Refuse the pier, answer warmly by the tree, and lean into the affectionate choices.
- After the final dream, say it was a nightmare, stay in bed, and refuse the move to the city.
Players describe this as a more hopeful branch, but comments still debate whether the game has a true good ending.
Stat-based endings
Routes that comments connect to agility, convincing, bravery, or farm-work performance.
You Will Always Remember
Also searched as: Always remember
A high-agility confrontation route where doing the farm work yourself matters.
Show route hints
Build a strong agility route and avoid making Silas do the work.
- Do the farm minigames yourself instead of making Silas do the work.
- When Silas prepares to enter the water, refuse to go in and challenge what happened.
- Run when the route opens, then choose the kick branch.
The Truth Does Not Always Save You
Also searched as: Truth does not always save you
A low-agility confrontation route that uses the same water refusal setup but different late answer.
Show route hints
If high agility sends you elsewhere, test the same confrontation with a weaker farm-work route.
- Avoid farm minigames and let Silas do the work.
- Refuse the water and challenge what happened.
- Run when possible, then choose the no branch.
The Cage Really Was Golden
Also searched as: Golden cage
A mid-agility route: enough to run, but not the same high-stat branch as the strongest confrontation endings.
Show route hints
Try a balanced route: do some farm work, but avoid maxing the same conditions as the high-agility branch.
- Do some farm minigames, and do not let Silas do all the work.
- Refuse the water, challenge the situation, then run.
- Choose the branch where you try to free your hands.
You Were Not Convincing Enough
Also searched as: Not convincing enough
A convincing-stat failure route where players mention cattle success but skipped egg and feeding work.
Show route hints
This branch appears to punish a play-along attempt when your convincing setup is not strong enough.
- Do the cattle herding minigame perfectly twice.
- Skip the egg collecting and feeding work.
- Reach the three-choice confrontation and choose play along.
You Were the One Who Closed the Door
Also searched as: Closed the Door
A high-stat confrontation route. Commenters tie it to agility, convincing, doing farm work yourself, and playing along late.
Show route hints
Build a capable route first: do the farm work yourself and keep enough stats to run.
- Do farm minigames yourself instead of making Silas do the work.
- When Silas prepares to enter the water, refuse to go in.
- Challenge the situation, run when the route opens, then choose the play-along branch.
He No Longer Believes
Also searched as: No longer believes
A low-agility branch that mirrors another confrontation route but swaps the final answer.
Show route hints
Use the low-agility water refusal path, then test the opposite late answer.
- Avoid farm minigames and make Silas do the work.
- Refuse to go in the water and challenge what happened.
- Run when possible, then choose the yes branch.
River and barn routes
Late-game branches around the water, puzzle, barn, knife, paths, and bridge.
You Should Have Been Braver
Also searched as: Braver ending
A low-bravery route. Comments connect it to avoiding the pier, asking about the barn, and reaching the river without enough courage.
Show route hints
Keep bravery low and avoid the pier before the late route starts asking about the barn.
- Avoid the pier earlier in the run.
- After the puzzle, ask about the barn.
- Choose the correct paths toward the river, but keep bravery low enough that entering the water fails.
Does Not Let Go
Also searched as: Let go ending
A barn route where the player is wounded, reaches the water, and is found there.
Show route hints
This is a late barn route. The injury and correct river path both matter.
- After completing the puzzle, ask about the barn.
- Let the route where you get stabbed play out.
- Choose the correct paths toward the river.
Rake
Also searched as: Wrong paths
A late barn route connected to choosing the wrong paths after asking about the barn.
Show route hints
If you keep choosing the correct late paths, deliberately test the wrong route after the barn question.
- Reach the puzzle section.
- Ask about the barn.
- Choose the wrong paths afterward.
He Was Faster
Also searched as: Faster ending
A knife-and-run branch where avoiding one danger is not enough if the second reaction is missed.
Show route hints
This route appears to test the reaction after the knife moment.
- Reach the puzzle section and ask about the barn.
- Successfully grab the knife and avoid the first stab.
- Fail to press run in time afterward.
Relationship outcomes
Endings shaped by how the player answers Silas, Kyle, fear, suspicion, and staying or leaving.
He Stopped Hoping
Also searched as: Stopped hoping
A late branch tied to the puzzle, nightmare answer, lying still, and refusing with full knowledge.
Show route hints
This route appears after the puzzle. Watch the choices around whether you explain, stay still, or refuse.
- After completing the puzzle, say you had a nightmare.
- Keep lying there instead of trying to leave.
- Refuse and say you know the whole truth.
You Promised to Come Back
Also searched as: Promised to come back
A Kyle-friendly route that avoids fully entering the river and sends Silas back to his place.
Show route hints
If you want this branch, treat Kyle well and avoid fully committing to the river.
- Be friendly with Kyle.
- Put your feet into the river, but do not fully go in.
- Say you do not have feelings for him, tell Silas to go back to his place, then solve the puzzle.
You Became a Hostage to Your Guilt
Also searched as: Hostage to your guilt
A post-puzzle escape branch. Comments say the river state does not matter for this setup.
Show route hints
After the puzzle, focus on the nightmare and leaving choices rather than the exact river state.
- Going into the river fully does not appear to matter for this branch.
- After the puzzle, say you had a nightmare.
- Try to leave, then choose the ellipsis branch.
You Made Your Choice
Also searched as: Made your choice
A late agreement branch after the puzzle and nightmare answer.
Show route hints
This route sits near the same post-puzzle branch as other stay-or-leave endings.
- After the puzzle, say you had a nightmare.
- Keep lying there.
- Agree when the route asks you to choose.
He Took Away Your Freedom
Also searched as: Took away your freedom
Another post-puzzle escape branch where the final refusal changes the outcome.
Show route hints
Test this alongside the guilt route: same late setup, different final answer.
- Going into the river fully does not appear to matter.
- After the puzzle, say you had a nightmare and try to leave.
- Choose the no branch.
Your Place Was Never Beside Him
Also searched as: Never beside him
A water-refusal branch with fewer details in comments than the major stat routes.
Show route hints
Start from the water refusal branch, but do not follow the run-heavy confrontation path.
- When Silas prepares to enter the water, refuse to go in.
- Ask about it or choose the quieter option.
- Choose the maybe-so branch.
This is a compact player note, so there may be missing setup requirements.
Where the notes came from
Start blind, return for branches
The route notes are most useful after a first ending. When you are ready to replay, come back here and compare the variables you changed.
Play The False Sun