The game

An open world with a rhythm of its own.

Sunfallow is an independently developed 2D open-world sandbox game combining exploration, crafting, building, farming, and a simulation-driven world. Its foundation lies in procedurally generated landscapes and systems that influence one another.

Many mechanics remain deliberately simple in the early builds, but the goal is clear: a world where small actions can have meaningful consequences.

A village crossing in pixel art: a stone well, a campfire, a market stall and a notice board, villagers on a dirt path, a fenced wheat field at the lower right.
The village of Dunmere on day 1, spring, 07:00. Live game, HUD visible.Gameplay captureCaptured in version 0.9.1, 30 October 2026

What makes it different

The world keeps going

Villages consume, produce and trade whether you are there or not. The game catches up on what happened while you were away.

Systems touch each other

Season changes crops, weather changes walking speed and what villagers do, and clearing a forest changes where animals live.

Only your changes are saved

The world is generated from a seed, the same every time. A save stores what you changed, which keeps saves small and worlds reproducible.

The loop

Discover, gather, craft, build, farm, trade, and move on to new regions.

  1. Discover
  2. Gather
  3. Craft
  4. Build
  5. Farm
  6. Trade
  7. New regions

What exists, as an honest overview

Each entry shows where it can be verified. “In the internal build” means: it is in the code and tested automatically, but you cannot play it yet.

Status
In the internal build
Exists in the game code and is covered by automated tests, but is not publicly playable.
In progress
Actively being worked on.
Planned
A development goal without a date. Not available and not a release promise.
Exploring
An idea under consideration, without a commitment.
Show area

  • In the internal build

    25 surface biomes

    From ocean and coast through forests, deserts and jungles to glaciers and ash wastes, with plants, animals and resources per biome.

    since 0.3.0 · Verified 30 October 2026
    Source: Game/data/biomes.json (25 surface entries); CHANGELOG.md 0.3.0

  • In the internal build

    Day and night

    A 20-minute day with lit campfires, torches and furnaces after dark.

    since 0.1.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.1.0

  • In the internal build

    Camps, ruins, shrines and towers

    The generator places exploration sites with fixed loot tables. Towers reveal part of the map and shrines grant a daily blessing.

    since 0.3.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.3.0

  • In the internal build

    Rivers and lakes

    Rivers rise in the mountains, merge into larger ones, widen towards the sea, and are shallow and wadeable at the edge. Lakes have outflows.

    since 0.3.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.3.0 (hydrology); SPIELBERICHT.md

  • In the internal build

    Four seasons

    Spring, summer, autumn and winter last 3, 6 or 10 days, or can be switched off. Crops rest in winter, foliage turns in autumn, snow covers temperate land.

    Limit: Changing the season length in an existing world shifts crop timers (known issue).

    since 0.4.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.4.0; SIMULATION_DESIGN.md; --test=m3

  • In the internal build

    Seeded procedural worlds

    The same seed and size always produce the same world. Only the player's changes are saved. New worlds can reach 16,384 × 16,384 tiles; older generators are frozen so that existing saves keep their worlds.

    since 0.1.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.1.0, 0.3.0; frozen golden fingerprints v1 to v3 in the headless suite

  • Planned

    Cliffs, ravines, deltas and waterfalls

    More dramatic terrain than today's slopes and rivers.

    Verified 30 October 2026
    Source: TODO.md

  • In the internal build

    Caves, dungeons and mines

    Two underground layers (the Hollows and the Deep Caverns) with dungeons, abandoned mines, ruins, ore, crystals and darkness that needs a lamp.

    Limit: One network test of the layers has two failing checks (leaving by stairs). Single-player layers pass their tests.

    since 0.8.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.8.0; EXPLORATION_COMBAT.md; --test=m7

  • In the internal build

    Local weather

    Rain, storms with lightning and thunder, snow, morning fog and desert sandstorms, local to the biome. Weather affects crops, fishing, walking speed and villagers.

    since 0.4.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.4.0; --test=m3

  • In the internal build

    Wildlife and taming

    Rabbits, deer, boars, foxes, wolves, bears, sheep, ducks and more. Foxes hunt rabbits, herds leave cleared forests, animals can be tamed with favourite foods and bred.

    Limit: Animals only steer toward targets and can get stuck on long obstacles (known issue).

    since 0.1.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.1.0, 0.2.0, 0.4.0

  • In the internal build

    Two bosses

    The Stone Warden and the Magma Matriarch have their own attacks, a health bar, rewards and respawn after four days.

    since 0.8.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.8.0; --test=m7

  • In the internal build

    Building with automatic roofs

    Walls, doors, floors, fences and furniture. Closed rooms get a roof that fades out when the player steps inside.

    since 0.1.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.1.0; headless suite

  • In the internal build

    Character creator

    Body, eyes, six hairstyles, beards, clothing and hats with colour ramps, composed from layers at runtime.

    since 0.6.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.6.0; ACCOUNTS.md

  • In the internal build

    Combat

    Swords, spears, daggers, warhammers, bows and crossbows, shields, a dodge roll, armour, status effects. Every enemy attack is telegraphed.

    Limit: The combat numbers are reasoned but not tuned by play-testing.

    since 0.2.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.2.0, 0.8.0; --test=m7

  • In the internal build

    Crafting and production chains

    154 items, 120 recipes and ten crafting stations, from workbench and furnace to sawmill, loom and alchemy table.

    since 0.2.0 · Verified 30 October 2026
    Source: Game/data/items.json, recipes.json; CONTENT_CATALOG.md

  • In the internal build

    Farming

    Hoe, farmland, seeds and growth stages. Growth depends on the season and on rain.

    since 0.1.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.1.0, 0.4.0

  • In the internal build

    Fishing

    Cast, wait for the bite, land the fish. Seven fish species depend on water and climate; pearls and old boots can turn up.

    since 0.4.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.4.0; --test=m3

  • Planned

    Five peoples with their own architecture

    Humanoid peoples with their own buildings and relations to each other.

    Verified 30 October 2026
    Source: TODO.md; ROADMAP.md (release phase)

  • In the internal build

    Trading and dialogue

    Talk to villagers and trade at prices that react to scarcity.

    since 0.1.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.1.0

  • In the internal build

    Settlement economy and caravans

    Eleven goods per settlement, regional prices, hourly consumption, production while unobserved. Settlements build and grow. Merchants with pack mules carry surplus along roads.

    Limit: Caravans move along roads "on rails" and pass through objects built on a road (known issue).

    since 0.4.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.4.0; --test=m3

  • In the internal build

    Villages and 17 roles

    Three to forty settlements in four tiers (camp, hamlet, village, trade town) with streets, houses, workshops and fields. Villagers hold one of 17 roles such as farmer, miner, blacksmith or healer, each with a real job loop.

    since 0.4.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.4.0; Game/data/npcs.json; --test=m3

  • In the internal build

    Account service

    Accounts with User-ID and password (Argon2id), recovery codes, data export and account deletion, written in Go with PostgreSQL.

    Limit: Runs only on the developer's computer. There is no public account system and no sign-up on this website.

    since 0.6.0 · Verified 30 October 2026
    Source: ACCOUNTS.md; --test=accounts; Go tests

  • In the internal build

    Dedicated server for several players

    The same simulation runs headless on a server that decides movement, hits, building, crafting and trading. Clients predict their own movement.

    Limit: Tested on the developer's own computer and local network only. No public server exists.

    since 0.5.0 · Verified 30 October 2026
    Source: MULTIPLAYER.md; --test=net, --test=social, --test=load

  • Planned

    Public regional servers

    Servers for Europe, the Americas and Asia with a server browser. The software exists; hosting does not.

    Verified 30 October 2026
    Source: TODO.md ("only after explicit approval for any hosting")

  • In the internal build

    Player trading, land claims and chat

    Two-sided confirmed trades, claim flags with trust lists, chat with block, mute, kick and report.

    Limit: One social test failed once and passed on a rerun (timing). Local only.

    since 0.7.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.7.0; GLOBAL_MULTIPLAYER.md; --test=social

  • In the internal build

    Sound effects and music

    About 70 sound effects and ambience loops, plus 11 music loops that follow region, time of day, villages, caves and fights, with four volume sliders.

    Limit: Generated by the project's own tools. Nobody has listened to it yet.

    since 0.9.0 · Verified 30 October 2026
    Source: POLISH_RELEASE.md; --test=m8

  • In the internal build

    Key rebinding and accessibility options

    Every keyboard action has two rebindable keys. Options reduce flashes and motion, toggle the shield instead of holding it, switch damage numbers and add colour-blind marker letters.

    Limit: No controller support, no UI size setting and no screen reader support yet.

    since 0.9.0 · Verified 30 October 2026
    Source: POLISH_RELEASE.md; --test=m8

  • In the internal build

    Original pixel art

    All sprites, terrain and the UI font are original and generated by the project's own tools on a 16 × 16 tile grid, then exported through Aseprite.

    since 0.1.0 · Verified 30 October 2026
    Source: ASSET_GUIDELINES.md; DEVELOPMENT.md (art pipeline)

  • Planned

    Controller support and UI size

    Every action already goes through the input map, so gamepad bindings can be added later.

    Verified 30 October 2026
    Source: TODO.md; POLISH_RELEASE.md

  • Planned

    Human play-through and balance pass

    Playing with a real mouse and keyboard, listening to the audio, and tuning combat numbers.

    Verified 30 October 2026
    Source: TODO.md; RELEASE.md

  • In the internal build

    Native macOS app

    An arm64 app for Apple Silicon, packaged as zip and dmg with checksums. It is signed ad hoc and not notarised.

    Limit: Not notarised, never distributed. The notarisation script has never been run.

    since 0.9.1 · Verified 30 October 2026
    Source: RELEASE.md; Build/release/SHA256SUMS.txt

  • Exploring

    Other platforms

    Windows, Linux or mobile clients. Only on explicit request; nothing is configured and nothing is decided.

    Verified 30 October 2026
    Source: ROADMAP.md ("Post-Launch"); DEVELOPMENT.md

  • In the internal build

    Measured frame times

    60 frames per second in village, forest, cave and fight scenes on an Apple M2 Mac, with around 1.2 to 1.9 ms of game logic per frame.

    Limit: One machine, test scenes. Not a general guarantee.

    since 0.9.0 · Verified 30 October 2026
    Source: PERFORMANCE_BENCHMARKS.md

  • Planned

    Notarised public release

    A signed and notarised download with a licence and credits file.

    Verified 30 October 2026
    Source: RELEASE.md, checklist

  • In the internal build

    Saving, backups and old-save migration

    Versioned saves with atomic writes and a backup file, autosave every five minutes. Saves of earlier versions load without loss, and saves of the former name Averra are copied over automatically.

    since 0.1.0 · Verified 30 October 2026
    Source: CHANGELOG.md 0.1.0, 0.4.0, 0.9.1; --test=rebrand

Technical snapshot

Platform
macOS on Apple Silicon (arm64). No other platform is configured.
Engine
Godot 4.7.1, GDScript
Art
Original pixel art on a 16 × 16 tile grid, generated by the project's own tools
Build
Version 0.9.1, internal. A native app that is signed ad hoc and not notarised by Apple.
Speed
60 frames per second measured on the developer's Apple M2 Mac in test scenes. This is not a guarantee for other machines.
Worlds
Finite, seeded, up to 16,384 × 16,384 tiles; the sea surrounds the land.
Availability
Not publicly available. There is no download, no public account and no public server.

Questions people ask first

Can I play it yet?

No. There is an internal development build, version 0.9.1, but no public release and no download. A release date has not been announced.

Does it have multiplayer?

A server for several players exists in the internal build and was tested on the developer's own computer. There are no public servers, and no date for them. Multiplayer is not playable by the public.

Which platforms?

The game is developed for macOS on Apple Silicon only. No other platform is set up.

All questions

See the world behind it

The biome atlas shows the landscapes the generator can build.

Open the atlas