How to play Sunloaf
A visual guide · Build your first long nap
Your goal
Cats earn while they sleep in the sun.
A band of sunlight crosses the room as the day passes. A cat earns only while it is asleep on a lit tile, and the longer it stays put the more each turn is worth. You get one action a turn, and moving a cat wakes it, so the hardest part is deciding which cat to disturb.
01Move a cat into the light
Tap the cat, then tap where it should go
Nothing moves until you act. There is no clock, so you can look as long as you like. A tap that is not a legal move costs you nothing at all.
02Then leave it alone
The purr ladder





- Use Let them sleep to pass a single turn.
- Use Doze to pass several at once. It stops as soon as something needs you, so it never skips a decision.
- A cat on a dark tile still settles. It simply earns nothing while it is there.
03Know what a move really costs
Moving resets the purr to nothing
This is the whole game in one sentence: every other move you make is paid for out of a nap.
04Read the numbers on the floor
Lit tile
Sun on its way
Shade
The radiator
The sunlight does not stay put
Arriving before the sun does is the single most useful habit in Sunloaf. Watch for the pale countdown badges and send a cat to meet the light.
05Sleep them side by side
Neighbours share warmth
Keep that last part in mind. Later in a run the sunlight arrives in a checkerboard, so lit tiles never touch and a cat parked in the shade becomes the only way to keep a bonus going.
06Serve the bowls
Three, two, one, food
- Eating is free. It costs no turn and never resets a cat's purr.
- Later days serve two mats on the same turn, which you have to plan for rather than react to.
- An uneaten bowl just stays full. Nobody goes without.
07Watch for Biscuit
A friendly dog on a fixed route
Biscuit never chases anyone and nothing bad happens to a cat. He simply interrupts a nap, so the fix is to move that cat one turn early.
08Finish the day, then decide
- Each day has a cosy target shown under the board. Reach it before the sun finishes crossing the room and you earn the next day.
- Every new day is a different room, and they keep coming. There is no final day.
- Days get harder by changing the problem: the band of sun narrows, more cats arrive than there are good spots, and clouds start passing over. A cloud pauses every nap rather than breaking it.
- At the end of a day, choose Next Day to carry on or End Run to stop there.
- End Run asks you to tap twice, so you cannot end a run by accident.
Every point is safe the moment you earn it, so carrying on never puts your score at risk. Stop whenever you like and the run is yours.