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.
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The game
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.

Villages consume, produce and trade whether you are there or not. The game catches up on what happened while you were away.
Season changes crops, weather changes walking speed and what villagers do, and clearing a forest changes where animals live.
The world is generated from a seed, the same every time. A save stores what you changed, which keeps saves small and worlds reproducible.
Discover, gather, craft, build, farm, trade, and move on to new regions.
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.
From ocean and coast through forests, deserts and jungles to glaciers and ash wastes, with plants, animals and resources per biome.
A 20-minute day with lit campfires, torches and furnaces after dark.
The generator places exploration sites with fixed loot tables. Towers reveal part of the map and shrines grant a daily blessing.
Rivers rise in the mountains, merge into larger ones, widen towards the sea, and are shallow and wadeable at the edge. Lakes have outflows.
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).
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.
More dramatic terrain than today's slopes and rivers.
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.
Rain, storms with lightning and thunder, snow, morning fog and desert sandstorms, local to the biome. Weather affects crops, fishing, walking speed and villagers.
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).
The Stone Warden and the Magma Matriarch have their own attacks, a health bar, rewards and respawn after four days.
Walls, doors, floors, fences and furniture. Closed rooms get a roof that fades out when the player steps inside.
Body, eyes, six hairstyles, beards, clothing and hats with colour ramps, composed from layers at runtime.
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.
154 items, 120 recipes and ten crafting stations, from workbench and furnace to sawmill, loom and alchemy table.
Hoe, farmland, seeds and growth stages. Growth depends on the season and on rain.
Cast, wait for the bite, land the fish. Seven fish species depend on water and climate; pearls and old boots can turn up.
Humanoid peoples with their own buildings and relations to each other.
Talk to villagers and trade at prices that react to scarcity.
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).
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.
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.
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.
Servers for Europe, the Americas and Asia with a server browser. The software exists; hosting does not.
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.
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.
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.
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.
Every action already goes through the input map, so gamepad bindings can be added later.
Playing with a real mouse and keyboard, listening to the audio, and tuning combat numbers.
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.
Windows, Linux or mobile clients. Only on explicit request; nothing is configured and nothing is decided.
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.
A signed and notarised download with a licence and credits file.
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.
Nothing matches this filter.
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.
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.
The game is developed for macOS on Apple Silicon only. No other platform is set up.
The biome atlas shows the landscapes the generator can build.