Kneeshaw Developments
A new party gathered around a campfire in a dark forest, the first night of a Titan Saga: Idle run

New player · guided opening

Your first session

Five guided parts run back to back before the game hands you the controls. Here is what each one does, what it leaves you with, and what to do next.

13wizard steps5guided parts2tabs at the start10Chapter 0 quests

Updated ·patch v2.0.5

The order it happens in

What this means for you: follow the prompts; nothing in the opening can be failed. It is not one tutorial but five parts in a fixed order, and the early ones hide part of the interface while they run, 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 Unclassed members, one essence on your champion, and a home region set by your profession.

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 are visible when it starts.

3. Primer

Your Faction Is Formed

A one-screen note from Sage Alaric listing the five ways to grow. Nothing to do but read it and tap on.

4. Walkthrough

Sage Alaric's tour

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

5. First Steps

The First Steps chain

Seven objectives with gold and gem payouts. Most of them tick themselves during the first four parts, so by the time you look, usually only one is left.

1. The character wizard

Do this: pick what appeals to you, lean on the Recommended badges and Pick for me when stuck, and do not agonise: almost everything here can be changed later. The wizard never mentions classes, but it does set your home region (through your profession) and the first half of your champion’s class (through your essence).

The order is worth knowing. 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 it has usually filled. If you are quick and get there first, a hold screen waits for the clock. The profession step also comes before the essence step.

StepWhat it decides
1Create Your ChampionYour champion's name, sex and race.Race sets starting stat ranges. Every member gets 3 free renames. Race and sex have no change path at all.
2Choose PortraitChampion portrait.You are given one Portrait Change Token at the start, so this is not final. Pick for me is offered here.
3Select Your First MissionWhich of three missions you run.Picking starts a real 30-second countdown that runs underneath the next steps. If you reach the fight before it fills, a short hold screen waits for it.
4Choose Your TraitsChampion traits: up to 2, and no two opposites.Free to re-pick later from Founding Choices. Pick for me is offered here.
5Muster Your SpecialistChampion profession, and with it your home region.The region is mapped from the profession (Forest, Plains, Mountains, Desert or Swamp). A later profession swap does not move you. Five professions carry a Recommended badge. Pick for me is offered here.
6Attune Your EssenceThe essence bound into your champion's slot 1.Common to Rare only, sorted common-first, five commons badged Recommended. The step itself advises Commons for your first cycle. This is the first half of your champion's class, see below. Pick for me is offered here.
7Your BackstoryYour faction's origin, your two companions, and your backstory quest chain.Backstory sets which races, traits and professions your companions are drawn from, plus their stat bonuses. You can re-pick it later until its chain starts (Chapter 2 or later), but a swap does not change companions you already have.
8The First TrialFollow-up 1 of 3. Shapes one or both companions.Answers can add a trait, add stat bonuses, or set a companion's profession.
9A Turning PointFollow-up 2 of 3. Same kind of effect.
10The Bond That FormedFollow-up 3 of 3. Same kind of effect.
11The ApproachNothing. A scripted fight that introduces your two companions.Your champion gets a loaner ability and one enemy telegraphs its attack. The wizard moves on when the fight ends, whatever happens.
12Mission ReportNothing. Shows the mission's spoils.All three members go from Unbound 1 to Unbound 2, and the haul is 30 essence dust, three tier-1 gear pieces and a Rare essence.
13The Expedition BeginsSummary and confirm. Writes the save.The summary lists your Home Region, so this is where you see where you will be building.

Step names are the wizard’s own headings. Steps in teal decide something that stays with you after the wizard closes. For what you can change later and what it costs, see the reroll guide.

What you walk out with

Three members, all Unbound 2 and Unclassed

Your champion (the founder) plus two companions, the same three you just fought beside. Unbound is the lowest essence rank; Unclassed means no combat archetype yet. They were free; every recruit after them costs gold.

One essence on your champion, one loose Rare

The essence you attuned is bound into your champion's slot 1. Slot 2 is empty. The Rare essence from the mission sits unequipped in your inventory.

A stack of clouded essences

Clouded essences are unidentified ones you reveal in the Essences tab. You get 10 for a Common starter, 8 for Uncommon, 5 for Rare, plus 1 virtued clouded essence if your starter was Common or Uncommon.

Starting gold and resources

A base stash of 500 gold, 50 gems, wood, stone, ore and food, plus a bonus that shrinks with your starter's rarity: a Common starter adds another 500 gold, 100 each of crop, wood and stone, and 50 ore; Uncommon adds 300 gold and half those resources; Rare adds 150 gold and a quarter.

The mission haul

30 essence dust and three tier-1 gear pieces from the Mission Report.

Founder's Blessing and a portrait token

A 72-hour beginner boost starts immediately, and one Portrait Change Token lands in your consumables.

A headquarters under construction

Your HQ is placed automatically in your home region and takes 3 minutes to build.

A randomly named faction

The wizard does not ask for a faction name. You can rename it later.

Note the rarity trade: a Common starter comes with twice the clouded essences of a Rare one and far more gold and resources. That is part of why the wizard steers you toward Commons.

Why you pick an essence before a class

What this means for you: the essence you attune is your champion’s first vote for a class. The class itself is chosen after the opening, once your champion has a second essence.

  • Everyone starts Unclassed: your champion, both companions, and every recruit. An Unclassed member fights with a simple fallback attack and has no skill tree.
  • A member’s Combat tab has an Archetype section that reads Equip 2 essences to unlock (n/2). Your champion leaves the wizard at 1/2.
  • When the second essence goes in, the Choose Archetype picker opens by itself. It offers the three classes your two essences pull toward most, with one marked as the resolved default. If the slot-1 essence pulls strongly toward one class, that class is the default on its own; if it pulls weakly, both essences are added together.
  • The first pick is free. Changing it later costs 500 gold or an Archetype Reroll Scroll. Decide Later closes the picker and leaves a Choose Archetype button on the member.
  • Once picked, the class no longer follows the essences. Swapping essences afterward changes stats and abilities, not the class.

After the opening: identify some of your clouded essences, open your champion from the roster, go to the Combat tab and bind one into slot 2. Look at the three classes the picker offers. If none appeal, choose Decide Later, unequip that essence (free while the member is Unbound) and try another. The full guide is Choosing a class.

2. The quest tutorial

Do this: tap where it points. Twelve controller steps teach the core loop on a quest built for the purpose. It starts with only HQ and Quests visible and adds tabs as each one is needed.

  1. 1

    Intro and quest board

    The board opens with a single tutorial bounty, First Assignment: 10 seconds, paying 50 gold, 25 XP and one clouded essence.

  2. 2

    Party select

    You pick who goes. The tutorial explains that roles affect a quest's star rating.

  3. 3

    Dispatch

    You send the party out.

  4. 4

    The Active tab

    While the quest is still in flight, the tutorial explains the Active tab, where running quests live.

  5. 5

    Claim

    The quest finishes and you collect the rewards.

  6. 6

    Essences tab and Identify

    The Essences tab appears. The tutorial explains the Identify tab, you identify the clouded essence you were just paid, and it walks you through its stats and abilities.

  7. 7

    Equip it on a companion

    The Faction tab appears. You pick one of your two companions (your champion is not offered here) and put the new essence into an empty slot.

  8. 8

    Close

    A wrap-up line, Quest, collect, grow, ends the tutorial.

That companion now has one essence, so it sits at 1/2 toward its own class, just like your champion.

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. See Identifying essences for what happens after that.

3. The primer: Your Faction Is Formed

Right after the tutorial, Sage Alaric shows one read-only screen listing five ways to grow, in the order he suggests reaching for them: send your members on quests, raise your Headquarters, equip essences to your members, push the Proving Grounds, and grow and train your roster. It appears once. Its button, Show Me the Controls, leads into the walkthrough.

4. Sage Alaric’s walkthrough

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

The last two steps are worth staying for. He previews offline rewards with a free two-hour collection, the game showing you what it does while the app is closed. When the walkthrough ends, all six tabs are visible, Map included.

5. First Steps

Do this: open the Tavern (Roster, then the Tavern button). That is usually all that is left.

First Steps is a seven-objective checklist on the HQ screen. Most of it completes itself while the opening runs: dispatching, identifying and equipping happen in the tutorial, any visit to HQ counts as About Titan Saga, and the walkthrough’s Strike Force rally and first battle are credited when it ends. So when you first look, usually only Recruit a Member is open, and it completes the moment you open the Tavern screen. You do not have to hire anyone.

#ObjectiveWhereGoldGems
1Recruit a MemberOpen the Tavern752
2Dispatch a QuestQuests1000
3Identify an EssenceEssences503
4Equip an EssenceMember details500
5About Titan SagaVisit HQ1003
6Enter the Proving GroundsProving Grounds1005
7Clear Your First Stage(+1 clouded essence)Proving Grounds1000
All seven completeplus 5 clouded essences20010

If you do hire: your roster cap starts at 4, so there is one open slot after the wizard. A hire costs the Tavern base (50 gold without a Tavern building), plus twice the candidate’s power, plus 50 gold per member already on your roster, less any Housing discount. Recruits arrive Unbound and Unclassed with empty essence slots. See Recruiting.

Which tabs you can see, and when

What this means for you: if a tab is missing, the opening is still running. Tabs are hidden rather than disabled while the tutorial and walkthrough control the screen, and all six are there for good once Alaric is done.

WhenVisible tabs
Quest tutorial startsHQ and Quests only
Tutorial sends you to EssencesEssences joins them
Tutorial asks you to pick a companionFaction joins them
Sage Alaric's walkthroughHQ, Combat, Faction, Quests and Essences. Still no Map
Walkthrough endsAll six tabs, Map included, and they stay

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 timers end to end. Chapter 1 is five quests, and it is a different order of magnitude: 15, 25, 35, 42.5 and 62.5 minutes, roughly three hours of timers. A chapter clears when its quota of story quests is done with at least one star each; bonus story quests do not count toward it.

Plan around that pacing. Your first session ends somewhere inside Chapter 0 or early Chapter 1 with the queue full, not at a big chapter clear.

Founder’s Spark

Two grants of ten stat points, champion only, spent in your champion’s Growth tab. The first pays when you finish Attune, the sixth quest of Chapter 0. The second pays when you complete Chapter 1. Ten points is a full essence rank’s worth, which at Unbound is a visible jump.

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 ContractsCraftingTreasuryAllianceBoss Raids

Clear Chapter 2

Building MissionsProfession QuestsEquipmentSoul Descent

Clear Chapter 3

Rival FactionHoldings panelEconomy panelPowers panel

The rival faction and the three map panels sit behind remote-configured gates, so a live build can move them.

Command runs on its own schedule. The Command meter and currency appear in Chapter 1. Beats (checkpoints where a quest pauses, for up to 24 hours, waiting for your call) start and are explained in Chapter 2. The founder’s band of gentler numbers ends when you reach Chapter 3. When a quest is waiting on you, the HQ screen shows a Command Decisions panel above First Steps, and the quest sorts to the top of the Active tab with a Decide now button.

The second chain

First Steps has a Chapter 2 sequel. 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 it. Completing all six pays 500 gold, 15 gems and 5 clouded essences. Errands only appear in your menus once this chain reaches step 5, and that step credits on any errand you send.

#ObjectiveWhereGoldGems
1Send Your First ExpeditionQuests, Expedition tab2005
2Complete a Weekly ContractQuests, Contracts tab2000
3Craft Your First ItemCrafting2005
4Choose a Production FocusFaction1500
5Send Your First ErrandErrands (any errand counts)2005
6Choose a Faction SpecializationLater: opens in Chapter 8, ignore for now2005

Step 6 is for later: faction specialization does not open until Chapter 8, so ignore it for now. The chain’s completion bonus waits on it.

What to do when the opening ends

  1. 1

    Open the Tavern, and fill your fourth slot if you can afford it

    Roster, then the Tavern button. Opening it finishes Recruit a Member on its own. Your roster cap starts at 4, so after the wizard’s three there is one open slot. See Recruiting for costs and what a recruit arrives with.

  2. 2

    Give your champion a second essence, then choose a class

    Identify a few of your clouded essences, open your champion’s Combat tab and bind one into slot 2. The Choose Archetype picker opens by itself, and the first pick is free. See Choosing a class and Identifying essences.

  3. 3

    Keep every member on a quest

    Quests are your steadiest income. Chapter 0 quests take only a few minutes each, so queue the next one whenever a party comes home.

  4. 4

    Build your first producer, and Housing with it

    Map, your home city, then the Districts tab. A producer with no Housing in its region runs at a production penalty from the start. See Set up your base.

  5. 5

    Push the Proving Grounds

    Clear stages with your Strike Force until it stalls, then go build and gear up. See Combat basics.

Where to go next

Numbers on this page are the shipped 2.0.7 defaults. Several early-game gates are remote-config tunable, so a live build can differ.