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THE ORCHARD DOES NOT CLOSE.
No energy bar. No hearts. No message telling you to come back in twenty minutes. SUNRIPE opens exactly where you left it and stays open for as long as you feel like playing. That is not a generous gesture we might quietly take back in an update. It is the reason the game was built.
MERGE THE WAY FRUIT ACTUALLY RIPENS
Blossom, bud, green, ripe. Nobody has to teach you that order, because you already know it. Tap a tree for a blossom, drag one onto its twin, and the whole line comes up under your thumb until there is a crate of fruit where a handful of petals used to be.
Five fruit lines: apples, pears, cherries, tangerines and melons. Crates and labels build the same way, out of flat pack and blank stock, because a packing floor needs something to pack into.
A HILL YOU CLIMB, ONE FLOOR AT A TIME
Five packing floors on one painted hill, each one a different room, a different fruit and a different thing to make. Fill the sheet and you are promoted: new board, new colour, new product. The map is the painting itself, so every floor you have finished stays a building you can point at.
And the floor you left keeps working. Every floor behind you pays a fifteen percent cut on every order you fill from then on, so the climb adds up instead of starting over.
BUILD THE PACKING STATION FIVE TIMES
The station on your board is a merge chain of its own, and every rung of it hands you something you can see. A third order card. Then your own product line. Then a fourth card and another tree. Then the gift boxes. There is no experience bar in this game. The building is the bar.
JUICE, JAM, POUCHES, TINS, SORBET
Drag a ripe fruit onto the station and it comes back packed, and every floor makes something the floor before it could not. The stage you feed in decides what you get: ripe fruit becomes the everyday line, and the stage above it becomes a gift box. Two of anything packed merge into a case.
Packed goods never go over. Packing is how you protect the fruit you are saving.
NOTHING IS TAKEN FROM YOU
Fruit left sitting at the top of the chain turns to compost, and compost feeds a tree and gives you charges back. It is a second economy, not a punishment. Close the app in the middle of a merge and every clock is caught up when you open it again. There is no fail state anywhere in this game, and no move you can make that ends a run.
Trees run on charges, and charges only limit new fruit. They never stop you merging what is already on the board. An empty orchard is a puzzle, never a wall.
FREE, AND NOTHING IN THE WAY
No ads. Nothing to buy. No account, no sign in, no email address. It plays with the phone in aeroplane mode, because it never asks the internet for anything at all. Your orchard lives on your phone and nowhere else.
Take your time. The fruit will wait.
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What's New in SUNRIPE
1.0
September 10, 2026







