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In narrative RPG Selling Sunlight, you're a masked merchant traveling in a fantasy world that doesn't move anymore.
One side of the planet boils, costantly facing the sun; the other is a frozen desert. The only habitable zone is a thin line of perpetual dawn, an orangish place full of fire spirits, wailing sun-priests, withering plant people, spiders and bees.
If you want to make a profit, you'll have to wander. Discover new wonders and cultures, make friends, bargain goods and swap tall tales with other travelers.
In this world that stands still, where will you run from your past?


Who are you? A sinner, that's for sure. But what about the person behind the mask?
Where you once a librarian with golden hair as shiny as the Sun you adored? A black-skinned matriarch, believing only in the power of Science? Or did you came from stranger lands, and prayed to even stranger gods?
Tell me everything about your reckless life choices. Will you continue to defy the Sun now, or will you try to regain Its favour?

Explore the Line of Dawn, home of seven cities and countless wonders.
Dance under the giant mirrors of the Red Temple, eat fishes that are also books in the Cyan port; or visit the Violet Army, living in giant carcasses of frozen war-beasts.
Plan your journey carefully, balance the load of your cart, and beware: sudden encounters and discoveries can always interrupt your journey.

During your journey you'll meet nomads, musicians, botanists, scholars, missionaries and many others - each one with their own agenda.
Barter goods and news with fellow travelers, and journey together to fight loneliness. Keep in touch with letters, and celebrate every new encounter with a drink.
Not having a face is not an excuse for being antisocial.

You know what's the good part about having a mask? Lying comes off a lot more easily.
Scrutinize other merchants and change your attitude accordingly. Offer goods, precious information, or brazenly seduce your opponent to obtain a nice discount. Import and export goods from far regions to maximize your profits.

Latest Blog

An interview with Failbetter Games

We sent our writer to the far North to learn to speak like a True Englishwoman and make better games. The Failbetter Games folks - makers of Fallen London and Sunless Sea - decided to pick her up as part of their incubation program.
This interview to the whole team was originally posted on the Failbetter Games Blog:

How did Selling Sunlight come about?

Giada (writer): I was working in a marketing agency, where I was spending most of my time playing Fallen London during office hours and farming games at home, to heal my soul.

I was lifeless. I was bored.

Sometimes you work on an idea carefully, and sometimes influences just brew subconsciously in your head and then explode. At some point I just knew I had to make exactly THIS GAME – then I had a job no more, and so I started making it, because why not. Friends got curious, someone started asking “can I draw the little cute icons for the items?” and a team was formed. Accidentally.

Where does the name Selling Sunlight come from?

Giada: We made a big list of word related to our game’s main themes, which are:

- Traveling vs. standing still
- Buying and selling
- The sunset
- Bees

Then we just meshed the words together until something nice-sounding came out. Not very fascinating, I know.

Chiara (background artist): I remember we were torn between this title and Sunlight Seller, but Selling Sunlight just rings better.

Tell me a bit about the player character in Selling Sunlight.

Giada: Your character did something BAD, and as a result has been forced to lose their identity and wear a mask.

We want players to truly immerse themselves in this world, but this would have required countless customization options. By having a faceless character, everyone can decide what’s behind the mask! This also makes you no ordinary merchant, but a MYSTERIOUS RASCAL. Non-player characters will also have a reason to be curious about you, making interactions more natural.

The world in Selling Sunlight is stuck – the planet itself used to turn, but no longer does. What kind of design and story opportunities does this offer you?

Giada: The planet stopped turning only 300 years ago, so people are still getting accustomed to the changes. Different communities now share a very tight habitable space, and they sort of tolerate each other, but old grudges are still very much alive. There’s also a religious crisis ongoing, because the Sun was once considered a God.
Someone believes that the Earth fell in love with the Sun, and now can’t stop looking at him. Others just think that the Sun is trying to burn everyone.

Chiara: Besides the storytelling options, a still world has an undeniably charming atmosphere: everything is suspended between darkness and light, nothing is clearly defined and everything is mysterious. Exactly like our stories and our characters.

What inspired the watercolour art style?

Anita (character designer): We decided to do what we’re best at: traditional drawing. The whole project is based on the feeling we could make an awesome product without fancy materials or shiny graphics. Of all the choices we had, watercolours happened to perfectly fit the mood we wanted for the game, as well as being our first choice in traditional colouring.

Chiara: I admit watercolors aren’t my favourite medium, but as Anita said they perfectly fit our game’s atmosphere. Background after background, I’m starting to appreciate their versatility. Trying to get the lighting just right in every picture is proving to be especially difficult and exciting.

You’ve chosen a combatless experience in this game – what inspired that choice?

Anita: The game we wanted to make had to be relaxing, yet challenging. Also, it seems like fighting is almost your only choice when it comes to RPGs: we’re so used to get out of every uncomfortable situation by drawing a sword! How about something different, once in a while?
  • Production
  • Commercial
  • Bricabrac
  • RPG Maker MV
  • RPG
  • 03/15/2017 02:40 PM
  • 03/28/2017 04:50 PM
  • N/A
  • 3738
  • 17
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Fantastic art design here! The painterly quality to your maps and characters is deeply refreshing.
This is an awesome project and I wish you best luck.
Love the handcrafted parallaxes. Had to follow this game!
Woaaah so pretty! I'm loving the art style! Gotta keep my eyes open for this one :O
This is so inspiring. So the world is in a sun-synchronous orbit(?).
This is so inspiring. So the world is in a sun-synchronous orbit(?).
Yes! I believe the correct term is "tidal locking". The world of the game costantly faces its Sun, in the same way our Moon faces our Earth.
It wasn't always like this, though. The planet was a normal one, until it started gradually slowing down.
Maybe a wizard did it.
I'm a robot. I have feelings too.

Looking at just the images of you game I have to wonder why you're using RPG Maker to make this game. What aspects of that engine are going into making this? Ren'Py might be a better choice for creating a visual novel.
Looking at just the images of you game I have to wonder why you're using RPG Maker to make this game. What aspects of that engine are going into making this? Ren'Py might be a better choice for creating a visual novel.
We're not making a visual novel!
The game will be dialogue-heavy, but like every rpg ever you'll be able to walk around the maps. It also features a word map you can travel with your cart, bartering-minigames, items management...
We looked at Ren'Py and it's a nice tool, but Rpgmaker perfectly suits our needs ^^
Soooo, you're selling the physical frames when the games is complete and famous, right? :)
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