Systems

Depth, explained rather than dazzled.

For each system: what exists, what a moment of play looks like, and what is still planned. Numbers come from the game data of version 0.9.1.

By the numbers

items
154
recipes
120
world objects
151
creature types
20
villager roles
17
terrain types
27

Counted from Game/data/*.json at commit 54595aa. Mechanics may differ in later versions.

In the internal build

Building

What exists
Walls, doors that open for people but not animals, floors, fences, furniture, chests and beds. Enclosed rooms get automatic roofs that fade when you step inside.
A moment of play
You hold the right mouse button and drag a line of wall. When the last piece closes the room, a roof appears.
Still planned
More building pieces.
A wooden hut seen from above with the roof faded out, showing furniture inside.
Building: roofs fade out when you step inside.Gameplay captureCaptured in version 0.9.1, 30 October 2026
In the internal build

Crafting

What exists
120 recipes across hand crafting, workbench, furnace, anvil and more. Chains: wood to planks, stone to bricks, flax to cloth, hide to leather.
A moment of play
You carry wood and stone to a workbench, craft a masonry bench, and make bricks for a wall.
Still planned
Nothing specific beyond new content.
The crafting window with categories on the left and the workbench recipe with its required wood on the right.
Crafting browser (in-game text is currently English).Gameplay captureCaptured in version 0.9.1, 30 October 2026
In the internal build

Farming

What exists
Hoe, farmland, seeds and growth stages. Growth depends on season and weather: crops stop in winter and grow faster in spring and rain.
A moment of play
You till a patch, plant wheat, and come back after a rain to a field that is ready.
Still planned
Nothing specific.
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
In the internal build

Gathering

What exists
Chop trees, mine ore and stone, pick plants and dig sand. Tools come in tiers (stone, copper, iron) and gate which ores you can mine. Felled trees regrow.
A moment of play
You swing an axe at an oak: it drops wood and maybe an acorn, leaves a stump, and after a while a sapling grows there.
Still planned
More terrain features to gather from.
A dense oak and pine forest with a wooden watchtower and mushrooms between the trees.
Forest with a watchtower (towers reveal part of the map).Gameplay captureCaptured in version 0.9.1, 30 October 2026
In the internal build

Saving

What exists
Autosave every five minutes and on quit, a backup file for every save, and migration from older save formats and from the former name.
A moment of play
You quit in the middle of building; the next start brings you back to the same bed.
Still planned
Chunk files for very large worlds.
The main menu: the SUNFALLOW wordmark with the subtitle A LIVING WORLD above a menu with Continue, New World, Load World, Join Server, Account, Character, Settings and Quit, in front of a village.
Main menu of version 0.9.1.Gameplay captureCaptured in version 0.9.1, 30 October 2026
In the internal build

Time, weather and seasons

What exists
A 20-minute day, four seasons of 3, 6 or 10 days (or off), and local weather. The world pauses when the game is paused.
A moment of play
A storm rolls in over the village, villagers head indoors, and the evening comes early in winter.
Still planned
Nothing specific.
The village in rain: the picture is slightly darkened and tinted.
Rain over Dunmere (spring, day 3).Gameplay captureStaged sceneCaptured in version 0.9.1, 30 October 2026
In the internal build

Trade

What exists
Settlements keep eleven goods in stock, consume them hourly and price them by scarcity. Merchants with pack mules carry surplus along roads, and you can trade on the road.
A moment of play
Wood is in demand in Dunmere, so the trader offers more for it.
Still planned
Multi-hop caravans and hierarchical long-distance pathfinding.
A trading window with a buy list and a sell list, prices in coins and the note that wood, planks and ore are in demand.
Trading: prices react to the settlement's stock.Gameplay captureCaptured in version 0.9.1, 30 October 2026
In the internal build

Villages

What exists
Settlements in four tiers with streets, houses and workshops. Villagers hold 17 roles with their own job loops and sleep at night.
A moment of play
During the day the farmer works the field and the woodcutter fells trees while a guard patrols.
Still planned
Five peoples with their own architecture, travelling wanderers, caravan guards and bandits.
A town with red-roofed houses around a cobbled street, with a cart, lanterns and small gardens.
The town of Thornholm, one of the larger settlement tiers the generator can create.Gameplay captureCaptured in version 0.9.1, 30 October 2026
In the internal build

Wildlife

What exists
Animals wander, graze, rest at night, flee, hunt and fight back. Populations depend on forest cover and season. Animals can be tamed and bred.
A moment of play
A fox stalks a rabbit while a boar stays out of the way. If you clear the forest, the deer move on.
Still planned
Better animal path-finding; today animals only steer.
Wolves, a bear, deer, sheep, a fox, hens and other animals standing in a row on grass.
Staged showcase scene: animals placed side by side by the game's own screenshot tool. In play they roam on their own.Gameplay captureStaged sceneCaptured in version 0.9.1, 30 October 2026