Heartfall routes guide
Updated 2026-10-15 · Last checked 2026-10-15
Heartfall v1.01 registers twelve story routes. Most branch during the opening; the cow heist, library investigation, and Dogwarts chain branch in MR2, while the Court branches in MR3. Each guide keeps detailed choices and endings behind spoiler folds.
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.


Route map: opening to destination
Opening decisions are not interchangeable: forming the Bad Boys alliance, building the hobbit base, or entering another route can remove later invitations. Save before committing.
| Team / route | Entry decision and prerequisite | Walkthrough |
|---|---|---|
| 0: Have We Been Here Before? | 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. | /routes/team-0/ |
| 1: The Dark Forest | 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. | /routes/team-1/ |
| 2: Dog-Eat-Dog World | 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. | /routes/team-2/ |
| 3: Live, Laugh, Divorce | 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. | /routes/team-3/ |
| 4: Ashes and Alliances | 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. | /routes/team-4/ |
| 5: You Should've Aimed for the Hand | 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. | /routes/team-5/ |
| 6: The Cow Heist | 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. | /routes/team-6/ |
| 7: Welcome Home, Ally | 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. | /routes/team-7/ |
| 8: Music is Magic | 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. | /routes/team-8/ |
| 9: The Court of Last Chances | 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. | /routes/team-9/ |
| 10: Any-fin is possible! | 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. | /routes/team-10/ |
| 11: Wolf in Sheep's Wool | 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. | /routes/team-11/ |
What the count includes
The shipped routes_dict has twelve story routes plus NoRoute and TestRoute. We exclude those two placeholders. Route display names and their ending assignments come from the build, not from guessing that twelve credited teams must mean twelve routes. Teams retain their existing URLs and contributor credits.
Route 8 progression: the documented fix
If progression stops in Music is Magic after the early quest, first check that your download is v1.01. Kazehita's 14 October patch note addresses that softlock and says existing saves are preserved automatically. Re-download from the official page, replace the old build, and resume your save. This is a documented patch remedy, not an inferred choice sequence.
Other itch.io comments describe a flower-valley quest loop and a Joel-route material-order problem. Those are player reports without a verified universal workaround. Record your version, session, quest, and last action when using the developer's bug-report form; do not assume the Route 8 fix resolves every report.
Questions
How many routes does Heartfall have?
The official v1.01 build registers twelve story routes, excluding NoRoute and TestRoute. There are thirty-six registered story ending IDs across them, including one hidden gallery entry.
Related pages
Sources
- Official Heartfall v1.01 download — Linux v1.01, checked 15 October 2026. Route names and ending IDs: game_staticdata.json; event conditions: game_sessions.json; choice outcomes: game_convos.json, in Data/Game Ready. Independently checked build data, not a developer-written walkthrough.
- Official v1.01 patch note — Route 8 progression remedy, 14 October 2026.
- Carrd teams — Team 0–11 rosters.
- Kazehita Tumblr — Routes begin in the first few days.