Heartfall endings

Updated 2026-10-15 · Last checked 2026-10-15

The official v1.01 data registers 36 story ending IDs across twelve routes: 35 gallery-visible entries and one hidden story ending. Three NoRoute fallback/test records are excluded. Alternate scenes that reuse an ending ID are not extra endings.

We checked the unencrypted data in the official free Linux v1.01 build on 15 October 2026. These are data-derived route and ending conditions, not a claim that we played every branch. Later patches can change them. We do not redistribute the game, dialogue scripts, or ending artwork.

Official Heartfall screenshot from the itch.io gallery, image 30475166
Heartfall screenshot, © Kazehita Art LLC. Official gallery
Official Heartfall screenshot from the itch.io gallery, image 30475270
Heartfall screenshot, © Kazehita Art LLC. Official gallery

Before an ending run

Keep an opening save, another before a route invitation, and one before the final confrontation. A final reply cannot repair an earlier missing clue or route lock. Use the linked route guide for the entry and quest prerequisites; conditions here describe the decisive checks, not every line of dialogue.

Team 0 ending checklist

Have We Been Here Before?: 2 story ending IDs. Continue the opening with Scar into the desert. Do not accept another route invitation. If the Bad Boys alliance was formed, choose Forget at the first night oath reminder to remain on the main path.

EndingUnlock conditionBuild IDRoute guide
So That's How It WentFinish MR8 with mr_alt_ending_locked_in absent. Either fail the earlier mr_alt_ending_count >=4 check, or attack Martyn rather than take the blow in the alternate confrontation.the_end/routes/team-0/
That's Not How It WentCollect at least four mr_alt_ending_count increments before the MR7 check, take the blow for Scar in MR7ALTMartynMoment, then finish MR8. Taking the blow sets mr_alt_ending_locked_in.alt_end/routes/team-0/
Team 1 ending checklist

The Dark Forest: 2 story ending IDs. Build the hobbit base during the opening, then inspect it again at night instead of immediately dismantling it. Ask to remain there and confirm that you want to keep the base rather than leave with Scar.

EndingUnlock conditionBuild IDRoute guide
Alone, BelovedReach DFA6 with both Bdubs and Etho at good reputation. Conditional Bdubs -> Conditional Etho -> Load Ending Beloved.dfa_beloved/routes/team-1/
Die, TogetherReach DFA6 with either Bdubs or Etho failing the good-reputation check. Either failed check loads the Die Together ending.dfa_together/routes/team-1/
Team 2 ending checklist

Dog-Eat-Dog World: 4 story ending IDs. During MR2, tell Martyn you are alone, ask whether he means working under Scar, and admit that it is not how you thought things would be. Finish YCS2MartynsAlarm to start the intervention chain; follow its magic-trick, cave, and confrontation tasks. ScarStrongarm in the desert finally changes MR2 into YCS3; either of its last replies enters the route.

EndingUnlock conditionBuild IDRoute guide
Back Where It StartedTake the AllyBox/desert-finale path, reach the bridge-inspection scene, reject the claim that Scar could have sabotaged it, then complete the Martyn confession and final duel.yc_ending_1/routes/team-2/
All For NaughtOn the desert-finale path, keep blaming Scar at the bridge. If yc_sided_with_martyn is already set, the alternate bridge scene forces this denial outcome.yc_ending_2/routes/team-2/
I'll Be WaitingReach the EnemyBox path with yc_end3_stack >=3 and yc_sided_with_martyn set. Complete the confrontation chain and return with yc_grian_injured absent.yc_ending_3/routes/team-2/
Almost HomeFollow the same EnemyBox chain but return with yc_grian_injured present. Defending Martyn in YCS7ASlowMotionTrainCrashEDIT is one explicit setter.yc_ending_4/routes/team-2/
Team 3 ending checklist

Live, Laugh, Divorce: 5 story ending IDs. In the opening hobbit-hole subplot, accept Scott and Jimmy’s invitation to move to Flower Valley. Continue their request for sand and explosives. Declining the invitation leaves the hobbit-hole option instead.

EndingUnlock conditionBuild IDRoute guide
Love WinsAt LLD7DuelChoice, take on Martyn yourself. In the following conversation, use either ordinary reply rather than the chicken-only reply.lld_love_wins/routes/team-3/
Love LosesAt LLD7DuelChoice, let Scott go. Follow the final Jimmy conversation to the Love Loses transition.lld_love_loses/routes/team-3/
Hate LosesAt the last duel, let Jimmy go while Scott has good reputation. The hatefulness check selects Hate Loses.lld_hate_loses/routes/team-3/
Hate WinsLet Jimmy go while Scott does not have good reputation. This is a real ending transition, but v1.01 marks its gallery entry hidden.lld_hate_wins/routes/team-3/
Happily Eggver AfterSet lld_chicken_ending_unlock through the final Chick Chance interaction, take on Martyn yourself, then choose the reply crediting the chickens.lld_chicken_ending/routes/team-3/
Team 4 ending checklist

Ashes and Alliances: 3 story ending IDs. Meet Joel in the opening and accept his cabin/base invitation. Do this before building your own hobbit base: the built_hobbit_base flag changes that conversation to a refusal.

EndingUnlock conditionBuild IDRoute guide
A Lonely DeathIn J6_Do_We_Stay?, choose to leave. Finish the J6-Leaving chain through the Martyn scene.j_bad/routes/team-4/
A New FamilyChoose to stay, complete the recruitment chain, and reach the war with j_self_sacrifice_count absent. Follow the Grian-flower and good-ending scenes.j_good/routes/team-4/
A Violent EndChoose to stay with j_self_sacrifice_count present. Follow the Joel-loss and Cleo-confrontation chain to its ending transition.J_sacrifice/routes/team-4/
Team 5 ending checklist

You Should've Aimed for the Hand: 1 story ending IDs. During MR2, accept Martyn’s invitation to commit a crime at the secret library. The accept outcome, not merely knowing where the library is, loads the investigation route.

EndingUnlock conditionBuild IDRoute guide
Can we go to the desert?Complete the RWD investigation chain through RWD8_TheEnd. The route has one registered story ending in v1.01.rwd_ending/routes/team-5/
Team 6 ending checklist

The Cow Heist: 2 story ending IDs. During MR2, speak with Scott and Jimmy about the cows. Agree to join the heist and confirm that decision. Saying you have better things to do leaves you on the main route.

EndingUnlock conditionBuild IDRoute guide
Scorched EarthIn FR5DesertMountain, refuse the fire investigation and persist in staying with Scar. Continue FR5-BadEnd to the final mountain conversation.fr_monogamy/routes/team-6/
Perennial GardenAgree to investigate the fire instead. Finish the investigation and Joel confession, then complete FR6 and FR7ForestEND.fr_polycule/routes/team-6/
Team 7 ending checklist

Welcome Home, Ally: 4 story ending IDs. Complete the opening Jimmy/Joel alliance exchange, which sets bad_boys_formed. Continue Scar’s opening events; at the first night oath reminder, choose Remember. Forget instead returns to the main route.

EndingUnlock conditionBuild IDRoute guide
To Have Your Alliances, and Keep Them TooFinish BB5 with Scar, Jimmy, and Joel all passing the good-reputation checks.bb_good_good/routes/team-7/
Together in the DesertFinish BB5 with Scar good, but at least one of Jimmy or Joel not good.bb_good_bad/routes/team-7/
It's Us Until the EndFinish BB5 with Scar not good, but both Jimmy and Joel good.bb_bad_good/routes/team-7/
What Else Did You ExpectFinish BB5 with Scar not good and at least one of Jimmy or Joel not good.bb_bad_bad/routes/team-7/
Team 8 ending checklist

Music is Magic: 5 story ending IDs. Complete Impulse’s opening Music Box material request, then agree to show him the secret library. Refusing to tell him or already committing to the Bad Boys alliance changes that conversation instead of loading IP1.

EndingUnlock conditionBuild IDRoute guide
SolitudeIn IP2, persistently refuse food in IP2_FoodForPearl or cleaning in IP2_LibraryCleanQuest, rejecting every chance to help, then finish the exclusion conversation. Relenting avoids that immediate ending. The IP3 exclusion scene also uses this ID.ip_alone/routes/team-8/
Self-Inflicted SolitudeReach the false-flower branch in IP5 with evidence !=3, repeatedly refuse to play the Music Box, then destroy it.ip_aloneflower/routes/team-8/
Dal Segno al FineReach the Impulse-flower check with ip_strange_evidence exactly 3 and follow the revival scene. Collect the Etho trade clue, include Pearl in the dance, and finish the flower errand.ip_truegood/routes/team-8/
Dal Segno al CodaReach the false-flower branch with evidence !=3, play the Music Box, and confirm the reset.ip_falsegood/routes/team-8/
Fallen CompanionsIn IP5_BdubsBetrayal, stop Pearl at the final intervention instead of letting her kill Bdubs. The resulting fatal Pearl scene leads here; two event transitions share this ID.ip_worst/routes/team-8/
Team 9 ending checklist

The Court of Last Chances: 3 story ending IDs. On MR3, follow the goose in the forest, then agree to sabotage the Mystic Tree Grove. Following the goose without accepting the sabotage does not select the Court branch.

EndingUnlock conditionBuild IDRoute guide
A Home Where You AreRemain below eight fc_ending2_count increments at the FC6 check so Scar survives, complete the party/gratitude conversations, and finish ScarOffer2 in FC7.fc_ending1/routes/team-9/
Minutes Past MidnightReach at least eight fc_ending2_count increments at the FC6 check to enter the Scar-dead branch. Fail any good-reputation check for Mumbo, Pearl, Gem, or Lizzie in the finale, then finish LeaveCourt.fc_ending2/routes/team-9/
Dusk to DawnReach the Scar-dead branch through the FC6 counter check (at least eight), then pass all four finale good-reputation checks for Mumbo, Pearl, Gem, and Lizzie and finish Pearl’s rewind conversation.fc_ending3/routes/team-9/
Team 10 ending checklist

Any-fin is possible!: 3 story ending IDs. Use the opening forest fishing spot until you obtain the catalogue book. Read it and accept Gone Fishing. Declining throws the book back and does not load PF1.

EndingUnlock conditionBuild IDRoute guide
Bass Friends Forever: True PacifishGive Ren the guitar in PF4 without pf_missed_gift set, then complete the music gathering and Watcher-friends fishing sequence.pf_pacifish/routes/team-10/
Fish or Be Fished: FishmasterDo not finish the True Pacifish branch. Sleep after the PF4 sequence with at least one pf_gifted_* flag, then finish PF5A; win, loss, and cheat all use this ending ID.pf_5A/routes/team-10/
Goodbye Krill World: Fishing AnonymousDo not finish the True Pacifish branch. Sleep with none of the twelve pf_gifted_* flags, then complete PF5BVoid3.pf_5B/routes/team-10/
Team 11 ending checklist

Wolf in Sheep's Wool: 2 story ending IDs. During the opening, inspect the strange piece at the beach and pick it up. Leaving it alone does not load HWR1. The Bad Boys opening can remove this access, so make a separate opening save.

EndingUnlock conditionBuild IDRoute guide
Never Alone AgainAt HWR7 TheEnd, choose to refuse to abandon your friends. This emits outcome1 and loads the bad-ending transition.hwr_bad_ending/routes/team-11/
A Promise FulfilledAt HWR7 TheEnd, choose to do something reckless. Finish the portal sequence; either later relief/grief answer still emits outcome2.hwr_good_ending/routes/team-11/

Questions

How many endings are in Heartfall v1.01?

Thirty-six registered story ending IDs: thirty-five visible gallery entries and one hidden story ending. Three NoRoute fallback/test records are excluded.

Are these verified playthroughs?

No. Names, route assignments, event conditions, and dialogue outcomes were independently checked in the official Linux v1.01 build. This is not an exhaustive hands-on playthrough or a developer-written guide.

Related pages

Sources