Compare IfSunSets prices across trusted key stores and find the best deal. Developed by POLYMORPH. Published by Smilegate. Released on 11/4/2024. Available on PC. Genres: Action, Adventure, Indie, RPG, Early Access.

Sunlight is the real currency here: overextend by twenty minutes and the night sends you the bill. Excellent with friends, forgettable as a story, still visibly unfinished.

Daylight is the resource this game actually asks you to budget, and the moment that clicked for me, my whole approach changed. Wood and ore are recoverable. The two hours of usable sun you spent walking to a node on the far side of the island are gone forever. Every expedition turns into a small math problem: how far out can I push, how much can I haul back, and will I be inside my own walls before the light drops. Night here is not a lighting filter or an atmosphere setting. It is a shift change, and whatever you failed to build during the day is precisely the thing that comes for you after dark. Plenty of survival games gesture at a day-night cycle. This one hangs the entire design off it. Structurally, what you get is island survival crafting with a fortification layer bolted on top. You land, you gather, you set up routing so materials flow toward the workbenches instead of sitting in a chest three hundred meters away, and you push your gear tier up so the next night is survivable at a slightly larger footprint. The RPG tag in the genre list is doing generous work. Progression is gear and unlocks, not dialogue trees or characters with arcs. There is no companion whose loyalty you are quietly farming, no faction whose politics reward a second playthrough. If you came looking for writing you would want to re-read, you will bounce off this within an evening. If you like the Valheim and Don't Starve loop of watching a scrappy shelter turn into a genuine fortress, you are the intended audience, and the game respects your time more than most in that lineage. Co-op is where it goes from decent to genuinely good. Two or three players naturally fall into roles without the game ever assigning them: someone becomes the logistics person who obsesses over storage placement and haul routes, someone becomes the builder who spends the afternoon reinforcing the approach that nearly collapsed last night, and someone always ends up sprinting home in the last minutes of light with more ore than they should be carrying. That improvised division of labor is the best writing in the game, and the players supply it. Solo works, and the tension is arguably sharper alone, but it is a harsher curve because there is nobody covering the wall while you finish a craft. Controller support is partial rather than complete, so mouse and keyboard is the safer setup if you care about menu friction. Where it disappoints is mostly the stuff I care about professionally. The world is atmospheric but inert. There is very little lore to piece together, very few moments that reward paying attention to anything other than the clock and your stamina bar, and the horror of the nights is mechanical dread rather than authored dread. Some of the mid-game progression is padded in the way Early Access builds usually are, where a tier gate exists to slow you down rather than because crossing it teaches you something new. That is the point where the loop starts feeling like an XP tax instead of a design. And it is still visibly unfinished: rough edges in the UI, balance that swings between trivial and punishing depending on your party size, and systems that clearly have another year of iteration ahead of them. The Mostly Positive standing at roughly 75 percent across a couple of thousand reviews reads exactly right to me. People like it and have a list of complaints ready. So the honest framing is this. Buy it for the tension of a countdown you cannot pause and for the specific pleasure of defending something you built badly and are now paying for. Do not buy it expecting a survival RPG with an actual narrative spine, because that part of the pitch is aspirational at best right now. If it stays in active development and the mid-game gets its filler trimmed, this could become one of the better co-op survival picks on PC. Today it is a very sharp core loop wrapped in a game that has not finished becoming itself. Bring at least one friend, agree on who handles storage, and do not argue about it at dusk. Monika, Scout Team

IfSunSets

IfSunSets

Nov 4, 2024POLYMORPHSmilegate
GamerScout Says

Sunlight is the real currency here: overextend by twenty minutes and the night sends you the bill. Excellent with friends, forgettable as a story, still visibly unfinished.

PC
Best Price Available
€10.17
at Gamivo
Lowest tracked: €10.17
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GamerScout Verdict

Worth it for a tense co-op build-and-defend loop, not for anyone who needs an RPG with a story worth quoting.

Compare Prices(3 stores)

GamivoBest price
StandardGlobalSteam KeyKey
€10.17
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€11.70-40%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€17.49-10%
Priced in EUR by the store
Buy

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Price History

Lowest tracked
€10.175 Sept 2026
Current best
€10.17
Lowest since we started tracking
Official storesKeyshops
€9.68€11.37€13.07€14.7631 Aug1 Sept3 Sept4 Sept5 Sept
Tracking prices since 31 Aug 2026
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Screenshots & Media

About IfSunSets

Daylight is the resource this game actually asks you to budget, and the moment that clicked for me, my whole approach changed. Wood and ore are recoverable. The two hours of usable sun you spent walking to a node on the far side of the island are gone forever. Every expedition turns into a small math problem: how far out can I push, how much can I haul back, and will I be inside my own walls before the light drops. Night here is not a lighting filter or an atmosphere setting. It is a shift change, and whatever you failed to build during the day is precisely the thing that comes for you after dark. Plenty of survival games gesture at a day-night cycle. This one hangs the entire design off it. Structurally, what you get is island survival crafting with a fortification layer bolted on top. You land, you gather, you set up routing so materials flow toward the workbenches instead of sitting in a chest three hundred meters away, and you push your gear tier up so the next night is survivable at a slightly larger footprint. The RPG tag in the genre list is doing generous work. Progression is gear and unlocks, not dialogue trees or characters with arcs. There is no companion whose loyalty you are quietly farming, no faction whose politics reward a second playthrough. If you came looking for writing you would want to re-read, you will bounce off this within an evening. If you like the Valheim and Don't Starve loop of watching a scrappy shelter turn into a genuine fortress, you are the intended audience, and the game respects your time more than most in that lineage. Co-op is where it goes from decent to genuinely good. Two or three players naturally fall into roles without the game ever assigning them: someone becomes the logistics person who obsesses over storage placement and haul routes, someone becomes the builder who spends the afternoon reinforcing the approach that nearly collapsed last night, and someone always ends up sprinting home in the last minutes of light with more ore than they should be carrying. That improvised division of labor is the best writing in the game, and the players supply it. Solo works, and the tension is arguably sharper alone, but it is a harsher curve because there is nobody covering the wall while you finish a craft. Controller support is partial rather than complete, so mouse and keyboard is the safer setup if you care about menu friction. Where it disappoints is mostly the stuff I care about professionally. The world is atmospheric but inert. There is very little lore to piece together, very few moments that reward paying attention to anything other than the clock and your stamina bar, and the horror of the nights is mechanical dread rather than authored dread. Some of the mid-game progression is padded in the way Early Access builds usually are, where a tier gate exists to slow you down rather than because crossing it teaches you something new. That is the point where the loop starts feeling like an XP tax instead of a design. And it is still visibly unfinished: rough edges in the UI, balance that swings between trivial and punishing depending on your party size, and systems that clearly have another year of iteration ahead of them. The Mostly Positive standing at roughly 75 percent across a couple of thousand reviews reads exactly right to me. People like it and have a list of complaints ready. So the honest framing is this. Buy it for the tension of a countdown you cannot pause and for the specific pleasure of defending something you built badly and are now paying for. Do not buy it expecting a survival RPG with an actual narrative spine, because that part of the pitch is aspirational at best right now. If it stays in active development and the mid-game gets its filler trimmed, this could become one of the better co-op survival picks on PC. Today it is a very sharp core loop wrapped in a game that has not finished becoming itself. Bring at least one friend, agree on who handles storage, and do not argue about it at dusk.

Monika
Monika · Scout Team

RPGs

Tags

auto-admittedDay-Night CycleBase DefenseSurvival CraftingCo-op Base BuildingNight HorrorResource RoutingIsland SurvivalGear ProgressionDaylight BudgetingTime PressureFortification TacticsSplit-Role Co-opLogistics PlanningSolo ViableGrind-Heavy Mid-GameUnfinished but PlayableLight Sources as Survival

System Requirements

Minimum

OS
Windows 10
Processor
Intel Core i5-6400 (2.7 GHz 4 Core)
Memory
16 GB RAM
Graphics
NVIDIA GeForce GTX 1060 (req. 6GB VRAM)
DirectX
Version 11
Storage
30 GB available space

Recommended

OS
Windows 10
Processor
Intel Core i7-8700 (3.7 GHz 6 Core)
Memory
16 GB RAM
Graphics
NVIDIA RTX 2070 Super (req. 6GB VRAM)
DirectX
Version 12
Storage
30 GB available space

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Reviews & Ratings

Steam
75%(2,361)

Game Info

Developer
POLYMORPH
Publisher
Smilegate
Release Date
Nov 4, 2024

Features

Single-playerMultiplayerCo-opOnline Co OpSteam AchievementsDualShock Controller SupportDualSense Controller SupportSteam Input API Support+3 more

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Frequently asked questions about IfSunSets

How much does IfSunSets cost?

As of 5 September 2026, the cheapest in-stock offer for IfSunSets is €10.17 at Gamivo, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy IfSunSets cheapest?

The lowest in-stock price we track for IfSunSets is €10.17 at Gamivo (5 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is IfSunSets available on?

IfSunSets is available on PC.

When was IfSunSets released?

IfSunSets was released on 4 November 2024.

Who developed IfSunSets?

IfSunSets was developed by POLYMORPH and published by Smilegate.