Eight named route checkpoints

The False Sun Save Points Plan

This is a concrete save-slot plan, not generic advice to save often. Each slot records when to create it, which ending families it protects, and which earlier choices it cannot repair.

The False Sun save points quick answer:

Keep S0 through S7 for the tutorial, farm setup, pier and Kyle setup, swimming split, puzzle checkpoint, post-puzzle dialogue, barn and knife timing, and path navigation. Never overwrite an early slot until every route that depends on it is cleared.

Eight-slot save plan

Each slot has one job. The “cannot fix” column prevents a late save from being used to repair an earlier incompatible route.

Suggested name Create the save What it protects What it cannot fix Keep it until
S0 — Tutorial Test Immediately before the first animal-placement tutorial Cast / Ending 20 retry experiments Any test started after the tutorial has already been completed Until Cast testing is finished or the route is disproved for your version
S1 — Farm Setup Before the first cattle, egg, feeding, or other farm task High, low, and exact-pattern agility routes; Eyes farm preparation; He Let You Go setup A farm profile already pushed in the wrong direction Until every farm-dependent ending is cleared
S2 — Pier / Kyle Setup Before the pier and early Kyle or Silas relationship choices Bravery tests, Eyes preparation, You Promised to Come Back variants, affection setup Earlier farm-task direction Until Kyle, bravery, and affection targets are cleared
S3 — Swimming Split Before choosing whether and how to enter the water Agility escape variants, fire-scene routes, disputed Kyle water choice Wrong farm, pier, Kyle, or affection setup Until all swimming and river branches are tested
S4 — Puzzle Checkpoint Before starting the bunny puzzle Puzzle completion retries and routes that require reaching the next scene Earlier stats or relationship direction Until the puzzle reliably completes on the target route
S5 — Post-Puzzle Dialogue Immediately after the puzzle and before nightmare or bedroom choices Several short Silas endings and try-to-leave variants Farm, bravery, Kyle, or long affection requirements Until post-puzzle dialogue endings are cleared
S6 — Barn / Knife Before asking about the barn and again before each timed prompt when possible Eyes, He Was Faster, barn branches, timing success and failure Wrong early route setup or bravery direction Until both timing outcomes are recorded
S7 — Path Navigation Before the first direction choice Rake, Eyes, correct-path and wrong-path late outcomes Wrong barn, knife, bravery, or relationship choices Until both correct and incorrect navigation tests are finished

Use four slots for a normal run, eight for completion

A first playthrough does not need every slot. The minimum useful set is Farm Setup, Swimming Split, Post-Puzzle Dialogue, and Barn / Knife. That covers the largest early stat split and the most reusable late branches without turning the save menu into a checklist before you know the story.

For gallery cleanup, keep the full eight-slot plan. Tutorial, pier and Kyle, puzzle, and path saves isolate special tests that the four-slot version cannot reproduce cleanly.

  • Normal run: S1, S3, S5, and S6.
  • Ending 20 testing: add S0.
  • Kyle, Eyes, or bravery testing: add S2.
  • Puzzle and path troubleshooting: add S4 and S7.

Name every save by checkpoint and route profile

A checkpoint name alone is not enough when the same scene exists on high-agility, low-agility, Kyle, or affection runs. Add the route profile to the slot or to a written note: S3 High Agility, S3 Low Agility, S3 Kyle Test, or S3 He Let You Go.

When the platform does not support custom names, keep a simple slot log outside the game. Record the slot number, target ending, game version, and the last important choice before the save.

  • Checkpoint: S0–S7.
  • Profile: high, low, exact pattern, Kyle, Eyes, or affection.
  • Target: ending number or name.
  • Evidence: community route, unconfirmed test, or controlled retry.

A late save cannot repair an early incompatible route

The most common save mistake is reloading close to the ending when the blocking condition was set hours earlier. S5 can change post-puzzle dialogue, but it cannot undo farm work, the pier, Kyle treatment, or a missed affection response. S7 can change navigation, but it cannot repair the wrong barn or knife branch.

Use the 'cannot fix' column as the reload rule. Move backward only as far as the earliest suspected condition, then keep every later choice identical while testing one variable.

  • Wrong agility: return to S1.
  • Wrong bravery or Kyle setup: return to S2.
  • Wrong water branch: return to S3.
  • Wrong late dialogue or timing: use S5, S6, or S7.

Controlled retry protocol

Before a retry, write down the slot, route profile, target ending, and one variable you will change. After the result, record whether the gallery row unlocked and whether any unexpected scene changed earlier than the ending.

Do not change farm work, water choice, relationship dialogue, and timing in one attempt. A successful ending with four changed variables cannot tell you which step mattered, and a failed run cannot tell you where the route broke.

  • Reload the earliest relevant slot.
  • Change exactly one route condition.
  • Keep later choices identical.
  • Record the result before starting another retry.

When it is safe to overwrite a slot

Overwrite a slot only after every target that depends on it is cleared or after you deliberately abandon that route profile. A completed late ending does not make the farm or pier save disposable if other endings still use the same early setup.

Before deleting an early save, compare the remaining missing rows with the all-endings table. If any row names that checkpoint or a condition created before it, keep the save.

  • Keep S0 while Cast testing remains open.
  • Keep S1 while any agility or farm-pattern ending is missing.
  • Keep S2 while Kyle, Eyes, bravery, or affection routes remain.
  • Late slots can be recycled after their local ending cluster is complete.

Use video to identify save boundaries

Use scene recognition only after reading the save plan. The written table explains which earlier conditions each checkpoint can and cannot change.

The False Sun Save Points Plan FAQ

How many save slots should I keep?

Four named checkpoints are enough for a normal run. Use the full eight-slot plan for ending cleanup, Kyle tests, Cast retries, puzzle checks, and path branches.

What are the four essential saves?

Keep Farm Setup, Swimming Split, Post-Puzzle Dialogue, and Barn / Knife. These protect the largest early and late branch clusters.

Should high- and low-agility routes share a save?

They can share the clean pre-farm S1 checkpoint, but they should use separate later slots after the farm-task direction changes.

Can a post-puzzle save fix the wrong farm route?

No. Post-puzzle saves can change late dialogue but cannot undo agility, bravery, Kyle, or affection conditions set earlier.

When can I overwrite an early save?

Overwrite it only after every remaining ending that depends on that checkpoint has been cleared or deliberately abandoned.

How should I record retry attempts?

Record the slot, route profile, target ending, game version, one changed condition, and whether the gallery row unlocked.

Before you follow a route: Official game facts and player route notes can differ. Key references include Official itch.io page, Official purchase/download page, and Community endings guide comment.