Kneeshaw Developments

New player · guided opening

Your first session

Four guided systems run back to back before the game hands you the controls. Here is what each one does, and what it opens.

13wizard steps4guided systems2tabs at the start10Chapter 0 quests

Updated ·patch v2.0.5

The order it happens in

The opening is not one tutorial. It is four, and they run in a fixed order. Each hands off to the next, and each one holds back part of the interface while it runs, which is why the game looks smaller in your first hour than it does in screenshots.

1. Wizard

Character creation

Thirteen steps, opening straight on character creation. You pick a mission three steps in and its real 30-second clock runs underneath the rest. You leave with three members, one essence already equipped, and a home region you picked without being told you were picking it.

2. Tutorial

The quest tutorial

A 10-second bounty that teaches dispatch, then identification, then slotting an essence onto a companion. Only HQ and Quests exist while it runs.

3. Walkthrough

Sage Alaric's tour

Eleven steps across all five tabs, a roster rally into the Strike Force, your first real battle, and a free two-hour offline collection at the end.

4. First Steps

The First Steps chain

Seven self-completing objectives with gold and gem payouts. Each one you clear opens another part of the interface, and finishing all seven pays a bonus.

1. The character wizard

Thirteen steps, in this order. There is no welcome screen: the game opens straight on character creation. Five steps decide something you keep, and the wizard never asks you to choose a class or a region in as many words, though two of its questions settle both.

The order is worth reading rather than assuming. Your first mission is picked third, and its 30-second countdown runs underneath the identity questions that follow, so by the time you reach the fight the clock has already filled. The profession step also comes before the essence step.

StepWhat it decides
Create Your ChampionRace, sex and your founder's name.Renameable later: every member gets 3 free renames. Race and sex are the only answers here with no change path.
Choose PortraitFounder portrait.Changeable later with a portrait token.
Select Your First MissionWhich of three charters you run.This is the third step, not the last one. Picking starts a real 30-second wall-clock countdown that runs underneath everything below.
Choose Your TraitsFounder traits.Free to re-pick later from the Identity tab.
Muster Your SpecialistFounder profession, and with it your home region.Forest, plains, mountains, desert or swamp, mapped from the profession. There is no separate region step, and a later profession swap does not move you.
Attune Your EssenceThe essence equipped into your founder's slot 1.The list is sorted common-first and capped at Rare; five picks carry a Recommended badge. This is your first essence; you do not wait for a chapter reward.
Your BackstoryYour faction's origin backstory.Free to re-pick until its quest chain starts, which is Chapter 2.
The First TrialFollow-up question 1 of 3. Colours your faction's leaning.
A Turning PointFollow-up question 2 of 3.
The Bond That FormedFollow-up question 3 of 3.
The ApproachNothing, but it introduces your two companions.A scripted fight with a loaner and a telegraphed enemy action. The ambush is what resolves the mission you picked back at step 3.
Mission ReportNothing. Pays 30 dust and takes all three members from Unbound 1 to Unbound 2.
The Expedition BeginsConfirms and writes the save.

Step names are the wizard's own headings. Steps in teal stay with you after the wizard closes.

What you walk out with

Three members, all Unbound 2

Your founder plus two companions, the same three you just fought alongside. They are free; every recruit after them is paid.

A founder with no class

The archetype picker does not run inside the wizard. It fires later, the moment both of a member's essence slots are full, and rank-up is blocked until a class is chosen.

One essence, already slotted

The essence you chose is equipped into slot 1 and bound to your founder. Slot 2 sits empty, and filling it is a requirement for leaving Unbound, not a later upgrade.

A headquarters under construction

Your HQ is placed automatically and takes 3 minutes to build. The Map tab is shown early as a preview while it finishes.

A randomly named faction

You can rename it. The wizard does not ask.

2. The quest tutorial

Twelve controller steps that teach the core loop on a quest built for the purpose. While it runs, only HQ and Quests are reachable, and the Essences tab appears part-way through, precisely when you need it.

  1. 1

    Intro and quest board

    The board opens with a single tutorial bounty, First Assignment.

  2. 2

    Party select

    You pick who goes. The tutorial explains roles while you do it.

  3. 3

    Dispatch and wait

    The quest runs for 10 seconds. It pays 50 gold, 25 XP and one clouded essence.

  4. 4

    Results

    The rewards screen introduces the Active tab and the haul.

  5. 5

    Identify

    The Essences tab opens and you identify the clouded essence you were just paid.

  6. 6

    Equip

    You slot the identified essence onto a companion, which ends the tutorial.

Your first identification cannot be a common. The first essence you ever identify rolls Rare at 60% and Epic at 40%, and nothing identifies as Legendary at all before Chapter 2. Advice that tells you to learn the system on a gray common is describing a roll the game will not give you yet. See Essences for what happens after that.

3. Sage Alaric’s walkthrough

Alaric takes you through all five main tabs in order: HQ, Faction, Quests, Essences (inventory, identification and flux), then Combat. He rallies your whole roster into the Strike Force, opens the team view, and starts your first real battle.

The last two steps are the part worth staying for. He previews offline rewards with a free two-hour collection, which is the game showing you what it does while the app is closed rather than telling you.

While the walkthrough is running, First Steps objectives stop auto-completing. You cover the same ground here, and the chain lets you repeat it naturally afterward instead of quietly ticking itself off behind the bubble.

4. First Steps

Seven objectives that complete themselves when you do the thing. They are the real unlock ladder for the interface, and they pay while you climb it.

#ObjectiveWhereGoldGems
1Recruit a memberTavern752
2Dispatch a questQuests1000
3Identify an essenceEssences503
4Equip an essenceFaction500
5Read the About panelHQ1003
6Assign members to stagesCombat1005
7Clear your first stageProving Grounds1000
All seven completeplus 5 clouded essences20010

Step 1 costs gold. Recruiting at the Tavern is never free: you pay a base cost, plus twice the candidate’s power, plus 50 gold for every member already on your roster, discounted by Housing. The three you start with came from the wizard, not from a free pull.

What is hidden, and when it appears

A new save does not show you the full navigation bar. Four of the six tabs are hidden rather than disabled, so there is nothing to tap and nothing to explain them. They arrive as you clear First Steps objectives.

TriggerNavigation
Fresh saveHQ and Quests
First recruitCombat and Faction join them
First dispatchEssences joins them
HQ still buildingMap is shown early as a preview
First equipped essenceMap unlocks properly. All six tabs are now live

Sub-level gates

Four features also wait on your best member’s sub-level while First Steps is unfinished. Once the chain is done, all four are open regardless of sub-level.

Sub 2

Training

Sub 3

Building

Sub 5

Proving Grounds

Sub 7

Expeditions

Chapter 0 and Chapter 1, in real time

Chapter 0 is the onboarding chain: ten short story quests running from two minutes to five, about 33 minutes of dispatch time end to end. Chapter 1 is five quests, and it is a different order of magnitude: 15, 25, 35, 42 and 62 minutes, roughly three hours of timers.

That is the pacing to plan around. Your first session ends somewhere inside Chapter 0 with the queue full, not at a chapter clear.

Founder’s Spark

Two grants of ten stat points, champion-only, spent in your founder’s Growth tab. The first pays when you finish Attune, the sixth quest of Chapter 0. The second pays when you clear your first chapter. Ten points is a full essence rank’s worth, which at Unbound is a visible jump rather than a trickle.

What each chapter boundary opens

Features are announced in a one-time notice when you clear the chapter before them, so the chapter you clear and the chapter a guide quotes are one apart. Soul Descent is the one people trip over: it is announced when you finish Chapter 2 and available in Chapter 3.

Clear Chapter 1

ExpeditionsWeekly ContractsBuilding MissionsCraftingTreasuryAllianceBoss RaidsRival Faction

Clear Chapter 2

Profession QuestsEquipmentSoul Descent

Clear Chapter 3

Holdings panelEconomy panelPowers panel

The three map panels and the rival faction sit behind remote-configured gates, so a live build can move them. Everything else here is a fixed client gate.

Command runs on the same schedule: the currency shows up in Chapter 1, the full explanation of beats follows in Chapter 2, and the founder’s band of gentler numbers ends when you reach Chapter 3.

The second chain

First Steps has a Chapter 2 sequel that fills the gap after the opening. It waits until you have reached Chapter 2 and seen one quest beat resolve, with Chapter 3 as a backstop so a player whose automation answers the beats still gets offered it. Completing all six pays 500 gold, 15 gems and 5 clouded essences.

#ObjectiveWhereGoldGems
1Send your first expeditionQuests, Expedition tab2005
2Complete a weekly contractQuests, Contracts tab2000
3Craft your first itemCrafting2005
4Choose a production focusFaction1500
5Send a hunt errandErrands2005
6Choose a faction specializationFaction2005

The specialization step sits last on purpose: faction specialization does not open until Chapter 8, so the five steps you can act on today surface above it.

Where to go next

Numbers on this page are the shipped 2.0.5 defaults. Several early-game gates are remote-config tunable, so a live build can differ.