Hint-based route guide

Gentle Fall Walkthrough - Route Guide, True Ending & All Endings

A hint-based route guide for Gentle Fall. Read this before your second run. Covers 12 endings across the route map, the route to the true ending, and the kind of choices that tend to push the late game one way or another. The full build is on the play page.

This is a fan-built companion page for Gentle Fall. The walkthrough is hint-based - it explains how the routes split and what each route tends toward, without writing out step-by-step choices. The playable build itself is loaded from the developer's mirror at https://pub-1ee55115b34d4b758ff76d3ef33f36e8.r2.dev/index.html.

Gentle Fall Route Overview

Below is the route map for Gentle Fall. Endings are grouped by tag-class (True / Good / Escape / Neutral / Bad / Other) so you can see the shape of the late game at a glance. The exact ending you land on within a group depends on the small choices you make in the scenes that lead into the late game.

Trust / Good Endings 2 endings

The `Trust`-tagged endings are the routes where the protagonist leans toward connection. These endings tend to land softer than the average horror VN close, but the softness is part of the dread.

  • The Roommate Stays Up Late (Trust)
  • You Tell The TA (Trust)

Escape Endings 1 ending

The `Escape`-tagged endings are the routes where the protagonist finds a way out. The escape is rarely a clean win.

  • Chester Lets You Walk Home Alone (Escape)

Remember / Loop 2 endings

The `Remember` and `Loop`-tagged endings keep the late game open. The route closes, but the room does not.

  • The Hallway Says Your Name Again (Remember)
  • The Notebook Fills Up (Remember)

Forget / Loss Endings 7 endings

The `Forget` and `Yield`-tagged endings are the routes where the protagonist lets something go. The route reads quieter than it should.

  • Chester Walks You Home (Yield)
  • The Roommate Goes Home For The Weekend (Forget)
  • The Hallway Stays Quiet (Resist)
  • The Notebook Stays Empty (Forget)
  • You Tell Nobody (Resist)
  • Chester Stays At The Door (Yield)
  • Chester Leaves Before Sunrise (Forget)

How to read this page. Each route group above contains endings that share a similar shape - the same kind of choice at a similar moment in the story. The endings within a group are not identical; they are the endings that tend to read similarly on the page. The exact ending you land on depends on the small choices you make in the scenes that lead into the late game. The endings tracker below lets you tick off each ending as you find it.

All Gentle Fall Endings - Tracker

Tick off each ending as you find it. Progress is saved to your browser separately from the play page tracker, so you can use both side by side without one overwriting the other.

0 / 12 unlocked

How To Think About The True Ending

Gentle Fall does not separate a single true ending from the other endings in the build covered here. The endings are weighted by tag-class (Good / Escape / Bad) rather than by a single canonical close.

The endings tracker below covers every ending the build can reach. The route you take in the first half tends to constrain the route you can take in the second half — most players see 1-3 endings per run.

A clean first run will not see every ending. The endings tracker below is the most reliable way to keep track of which endings you have found and which routes are still ahead of you.

Key Choice Types That Shape The Route

The endings of Gentle Fall are not determined by a single choice — they are determined by a pattern of choices across the build. The features below are the parts of the game that most reliably shape that pattern.

Yandere Visual Novel, Not Supernatural

Gentle Fall is a psychological horror visual novel about a stalker who insists he is keeping you safe. The dread is in the kindness itself, not in any supernatural threat. Watch how this feature responds to your choices in the late game; it is part of what determines the route.

College Campus Setting

The setting is a quiet semester in a quiet college. The relief of being seen is the first thing the game offers, and the late game is what the relief turns into. Watch how this feature responds to your choices in the late game; it is part of what determines the route.

Branching Choices, Multiple Endings

The choices you make across the build do not all matter — but a small subset of them matter a lot. The endings tracker below is the most reliable way to figure out which ones did. Watch how this feature responds to your choices in the late game; it is part of what determines the route.

Hand-Drawn Warm Art

Soft warm palette, hand-drawn character art, and a tone that is part romance and part thriller. The art is the part the late game has to fight against. Watch how this feature responds to your choices in the late game; it is part of what determines the route.

How The Branches Tend To Behave

Gentle Fall tracks 12 distinct endings across its routes. The branches are not all signposted — the late game tends to commit you to a route based on the small choices you make in the first half, and the route you take in the second half is the route you took in the first half.

There is no separate rue ending tag in this build; the routes are weighted by tag-class (Good / Escape / Bad) rather than by a single canonical close. The endings you can see in a single run depend on the late-game choices you make. Most players see 1-3 endings per run; covering all 12 usually takes 3-5 runs.

The endings tracker below is the most reliable way to keep track of what you have found. The tracker saves your progress in your browser, so you can come back to it across sessions.

Advice Before You Start Looking For Endings

  1. Play your first run on the route the game suggests. The point of a first run is to see what the game does, not to chase a checklist.
  2. Save manually at the obvious branch points. The route you take in the first half tends to constrain the route you can take in the second half.
  3. Read the late-game scenes at the pace the game is written for. The horror is in the small choices, and rushing them removes the build.
  4. Use the endings tracker below to mark what you have seen. The tracker is saved in your browser; you can reset it if you want to start fresh.
  5. Treat this page as a map of the territory, not as a script. The endings you find will land differently depending on how you read the game.

Walkthrough Questions

This page is a hint-based walkthrough for Gentle Fall. It explains how the routes split, what each route tends to land on, and how to think about unlocking the true ending — without writing out step-by-step choices. The full build is on the play page.

Gentle Fall has 12 tracked endings: Chester Lets You Walk Home Alone; Chester Walks You Home; The Roommate Stays Up Late; The Roommate Goes Home For The Weekend; The Hallway Stays Quiet; The Hallway Says Your Name Again; The Notebook Stays Empty; The Notebook Fills Up; You Tell Nobody; You Tell The TA; Chester Stays At The Door; Chester Leaves Before Sunrise. Most players see 1-3 endings per run; covering all 12 usually takes 3-5 runs.

This build does not separate a single true ending from the other endings. The endings are weighted by tag-class (Good / Escape / Bad) rather than by a single canonical close.

The true ending is locked behind a specific route. Most players find it by playing through the late game with one direction in mind, then replaying after they have seen at least one of the other endings. The endings tracker below marks which endings you have found; the End-tagged ending is the true one.

Yes. Most players see 1-3 endings per run, and covering every ending usually takes 3-5 runs. The endings tracker saves your progress across runs in your browser.

No. The branches are not all signposted, and the late game commits you to a route based on the small choices you make in the first half. Replay is part of how the game is designed to be played.

The endings tagged Escape and Remember are usually the most reachable on a first run. The endings tagged End (the true ending) and Yield are usually the hardest to reach without planning.

No ending in Gentle Fall is permanently missable. The endings you do not see on one run are still reachable on subsequent runs; the endings tracker below is the most reliable way to keep track of which ones you have left to find.

Now go play Gentle Fall

The full build of Gentle Fall is on the play page. The walkthrough is the map; the play page is the territory.

Open Gentle Fall in your browser