Kneeshaw Developments
A lone traveller at a crossroads signpost at sunset, the first steps of a Titan Saga: Idle run

Wizard · Tutorial · Day 1 · Chapters · Long game

From your first essenceto your first class.

Your first day, in the order it really happens: what to do, why it matters, and what you can take back if you change your mind.

  1. WIZARD

    Create your champion

    Three free members. Your first essence is equipped here.

  2. TUTORIAL

    Quest, identify, equip

    Then Alaric's tour. All six tabs open after it.

  3. DAY 1

    Two essences, then a class

    Recruit, pick classes, first producer and Housing.

  4. CHAPTERS 1 TO 3

    New modes each chapter

    Chapters 0 and 1 alone are about 3.5 hours of quest timers.

  5. LONG GAME

    Rank up, refine, soul tree

    Each member grows their own Soul Tree.

Updated ·patch v2.0.5

The one thing to know first

Your essences choose your class

Everyone starts Unclassed. The game asks for an essence in the character wizard, before any class, because a member's class is picked from the two essences they carry. Fill both slots and a picker opens with the three archetypes those essences point to. Your first pick is free, and while a member is Unbound you can swap essences as often as you like to see different options. How your class is chosen →

Words you'll see

Champion:
The character you create in the wizard (your founder). Only the champion gets Founder's Spark stat points and the free Founding Choices respec.
Unclassed:
No archetype (class) yet. Everyone starts Unclassed, including your champion. Unclassed members attack using ATK alone and have no skill tree.
Archetype:
The game's word for class (Striker, Guardian, Healer and so on). You choose it after equipping two essences. How it is chosen
Essence:
A slotted power source. Each member has two essence slots. The two essences decide which archetypes you are offered, then keep adding stats and combat effects.
Clouded / Identify:
Essences drop clouded (unknown). Identify them on the Essences tab to reveal what they are.
Unbound:
The first essence rank (0 of 13). While a member is Unbound, you can take essences off and swap them for free. Their first rank-up ends that.
Sub-level:
A member's level inside their current rank (Unbound 2 means rank Unbound, sub-level 2). Each sub-level adds a stat point and a skill point. At sub-level 10 you can rank up.
Chapter:
Your story progress. Finishing a chapter's story quests (at least one star each) advances it, and each chapter clear opens new features.
Beat / Command:
From Chapter 2, some quests pause at a decision (a beat) and wait up to 24 hours for your answer; if you do not answer, the crew decides. Command is the points pool your members earn over time and you spend on those decisions. Command explained
Strike Force:
Your combat team, found on the Combat tab. It fights the Proving Grounds, a long ladder of battle stages.

Do you need to spend money? No.

Your starting three members come free with the wizard, along with gold, gems, materials, gear and a stack of clouded essences. Every step on this page uses what the game gives you. Pricing details in the FAQ →

Worried about equipping the wrong essence? Don't be.

While a member is Unbound (where everyone starts), taking an essence off is free and the essence returns to your inventory. The lock only comes at that member's first rank-up, which you trigger by hand at sub-level 10. What you can undo →

Your first day, in order

Steps 1 to 4 are guided: the game walks you through them and you cannot really go wrong. Steps 5 to 10 are yours, and they are where most new players get lost. Your first session covers the guided part screen by screen.

The guided part

  1. 1.Create your champion

    Wizard, about 5 min
    Do this:
    Work through the 13 wizard steps: name, sex and race, portrait, a first mission, up to two traits, a profession, an essence, a backstory, then a short story and a scripted fight. Portrait, traits, profession and essence each have a Pick for me button.
    Why it matters:
    Three picks matter more than they look. Your profession sets your home region and lets you build that profession's building. Your essence goes straight into your champion's first slot and is the first half of your class choice: it steers which archetypes you will be offered later. Your backstory shapes the two companions who join you.
    Can I undo it?
    Mostly yes. Traits, profession and backstory are free to change for your champion under Identity > Founding Choices (changing profession does not move your home region). The essence can be swapped for free while your champion is Unbound. Race and sex are permanent. See what you can undo.

    You finish with three members (your champion and two companions), all Unbound 2 and Unclassed, plus a stack of clouded essences, one loose Rare essence from the mission, some gear and 500 gold.

  2. 2.The quest tutorial

    Tutorial, about 2 min
    Do this:
    Follow the arrows: send a party on the 10-second First Assignment, claim it, Identify the clouded essence it pays, and equip that essence on one of your companions.
    Why it matters:
    This is the whole game loop in miniature: quest, collect, grow. The tutorial deliberately puts this essence on a companion, not your champion, so your champion still has one empty slot afterwards.
    Can I undo it?
    Yes. The companion is Unbound, so the essence comes off for free.
  3. 3."Your Faction Is Formed"

    Right after
    Do this:
    Read the five-point card from Sage Alaric, then close it.
    Why it matters:
    It lists your five ways to grow: send members on quests, raise buildings, equip essences, push the Proving Grounds, and grow your roster. The rest of this page walks through them in order.
  4. 4.Alaric's walkthrough

    About 3 min
    Do this:
    Tap through the tour of HQ, Faction, Quests, Essences (including Identify and Flux), Combat and the Proving Grounds, your first battle, and the offline preview.
    Why it matters:
    The offline preview hands you a free two-hour collection. When the tour ends, all six tabs are open: HQ, Combat, Faction, Quests, Essences and Map. From here on, nothing is hand-held.

Your first real moves

  1. 5.Open the Tavern and recruit

    First real move

    Faction > Members > Recruit at Tavern

    Do this:
    Open the Tavern (that alone finishes the last First Steps task, for 75 gold and 2 gems), then hire a fourth member if one looks useful.
    Why it matters:
    Your roster cap starts at 4 and you already have 3, so there is one open slot. More members means more quests running at once, and a recruit with the right profession unlocks buildings you could not build before: "Seek a Profession" (200 gold) rerolls every candidate into the profession you pick. Recruits arrive Unclassed and Unbound with empty essence slots. Recruiting guide
    Can I undo it?
    You can release a member, and a released member can be re-hired later for about half price. Only your champion can ever change profession.
  2. 6.Put a second essence on your champion

    Day 1

    Essences > Identify, then champion > Combat tab > Essence Slots

    Do this:
    Identify one of your clouded essences (or use the loose Rare from the wizard) and equip it in your champion's empty slot. Do the same for each companion.
    Why it matters:
    This is why the game asks for an essence before a class: the class comes from the pair. Until both slots are full, the Archetype section reads "Equip 2 essences to unlock (n/2)". Your first identification is always Rare (60%) or Epic (40%). Identifying essences
    Can I undo it?
    Yes, freely. While a member is Unbound, each equipped essence shows an X: tap it and the essence goes back to your inventory at no cost.
  3. 7.Choose an archetype

    Day 1

    Opens by itself when the second essence goes in

    Do this:
    Pick one of the three archetypes offered. The first card, marked as the resolved default, is the one your two essences point to most strongly. "Decide Later" is fine too: a gold "Choose Archetype" button waits on the member's Combat tab.
    Why it matters:
    Unclassed members attack using ATK alone and have no skill tree, so this is a big power jump. Once chosen, the class stays put: swapping essences later never changes it. How your class is chosen
    Can I undo it?
    Your first pick is free. After that, Change Archetype costs 500 gold (or an Archetype Reroll Scroll) and refunds the whole skill tree. There is no limit on changes.
  4. 8.Keep the quest queue full

    All day

    Quests > Available

    Do this:
    Every time you open the game, make sure every free member is out on a quest, with story quests first.
    Why it matters:
    Story quests move your chapter, and chapters unlock the rest of the game. Chapter 0 is 10 story quests (about 33 minutes of timers) and Chapter 1 is 5 more (about 3 hours). Quests also pay gold, essences and resources.
  5. 9.Build your first producer, then Housing

    Day 1

    Map > your home region's city > Districts tab

    Do this:
    Once you have finished 5 quests, open your city and build a producer your home region allows and one of your members can staff, such as a Farm or Lumber Mill (720 gold each). Then set a Production Focus (Faction > Overview) on the resource it makes, and plan Housing next.
    Why it matters:
    Buildings are your round-the-clock income, and construction is instant. A building needs three things: the region must allow it, a roster member must have the matching profession, and you need the gold. Your Production Focus starts empty, and every resource you have not focused produces at half rate, so filling the first focus slot (free) doubles that building. A region with producers but no Housing counts as overcrowded and loses 25% production. Housing costs 1,350 gold, 120 Driftwood and 60 Rat Hide, needs an Architect, and needs a Residential plot: both of your free plots are Industrial, so you either open a new lot at city level 2 (10 quests in that region) or pay 50 gems to switch an empty plot. Collect from each plot or use Collect All: there is no automatic collection setting. Set up your base
  6. 10.Push the Proving Grounds

    Day 1

    Combat > Proving Grounds

    Do this:
    Send your Strike Force up the stages until it stalls, then go level, equip and build, and come back.
    Why it matters:
    Stages pay rewards and show you when your roster is falling behind. Stages 1 to 10 can be fought with any number of members, but from stage 11 on you need a full party of five, and your roster cap starts at 4. Raising your faction reputation to rank 2 lifts the cap to 6, so plan your fifth member before you hit stage 10. Combat is not only automatic: you can watch in Full Auto or take control in Tactical, Tactical Auto or Manual mode, and set front and back rows. Combat basics

What you can undo

Almost everything in your first day can be changed. Race and sex are the only truly permanent picks.

ChoiceHow to change itCost
EssencesTap the X on an equipped essence while the member is UnboundFree, unlimited. Locked at that member's first rank-up.
Archetype (class)Member > Combat tab > Change ArchetypeFirst pick free, then 500 gold or an Archetype Reroll Scroll each time
Stat pointsMember > Growth tab > Reset Stat PointsFirst reset free for every member, then 500 gold
Skill points onlySkill tree > Respec Skills500 gold
Champion's traits, profession, backstoryChampion > Identity tab > Founding ChoicesFree, as often as you like (backstory only until its quest chain starts)
PortraitPortrait Change TokenYou are given one token
NameRename3 free renames per member, then a scroll
Race and sexCannot be changedPermanent

After your first day

New features open as your story chapter advances, not by the calendar. How fast you get there depends on how often you keep the quest queue full.

Day 1 · Chapters 0 and 1

Get everyone a class

  • ▸Finish steps 5 to 10 above: recruit, two essences on everyone, a class for everyone
  • ▸Spend your champion's Founder's Spark points: 10 arrive with the attunement quest in Chapter 0, 10 more when Chapter 1 clears
  • ▸Read a member's skill branches before spending skill points. Each equipped essence adds a 5-node branch once the member has a class
  • ▸Keep story quests running: Chapters 0 and 1 together are about 3.5 hours of timers

Not sure where stat points go? Favour your archetype's main stats; the Stats page has the details.

After Chapter 1

Income, storage and new modes

  • ▸Clearing Chapter 1 opens Expeditions, Weekly Contracts, Crafting, Treasury, Alliance and Boss Raids
  • ▸Your second region unlocks, and one more with each chapter after that
  • ▸Add producers your regions allow and your roster can staff, and make sure every region with producers also has Housing
  • ▸Plan a Warehouse (1,800 gold plus wood and stone) before storage fills: stock above the cap starts to decay after 5 minutes
  • ▸Command starts building up. You will need it once beats begin in Chapter 2

The base setup guide lists which buildings each region allows and which profession each needs.

Chapter 2

Beats and errands

  • ▸Quests begin pausing at beats. Answer them from HQ's Command decisions panel or the top of Quests > Active
  • ▸A second First Steps chain appears: first expedition, weekly contract, craft an item, production focus, then "Send Your First Errand", which is what unlocks errands
  • ▸Mercenaries become available. They can fight, but can never equip essences or take a class

Beats are explained on the Command page.

Chapter 3 and beyond

Gear, ranks and refining

  • ▸Clearing Chapter 2 opens Building Missions, Profession Quests, Equipment and Soul Descent
  • ▸Clearing Chapter 3 opens the Rival Faction, Holdings, Economy and Powers panels
  • ▸Rank members up by hand at sub-level 10 (Growth tab > Advance Rank) once you are happy with their essences
  • ▸From Low Gold rank a member can soul-refine: back to Unbound 1, keeping class and profession, earning soulfire for their own Soul Tree

Rank-ups and refining are covered on Essence Ranks.

Five traps

Common new-player mistakes

None of these ends your run, but each one quietly costs you time or gold. They are the ones worth knowing about on day one.

  • An empty quest queue

    costs you:Chapters only advance through story quests, so idle members stall everything that chapters unlock.

    fix:Before you close the app, check that every free member is out on a quest.

    How quests work →
  • Producers without Housing

    costs you:A region with producers and no Housing loses 25% of its production.

    fix:Build Housing in every region where you build producers. It needs an Architect on the roster and a Residential plot (open a new lot at city level 2, or pay 50 gems to switch an empty plot). And set a Production Focus: unfocused resources produce at half rate.

    Set up your base →
  • Stockpiling past the storage cap

    costs you:Stock above the cap starts decaying after 5 minutes at 3% per minute, refunding only a little gold.

    fix:Collect and spend regularly, and build a Warehouse to raise the cap.

    Resources & storage →
  • Ranking up before you are happy with the essences

    costs you:The first rank-up (Unbound to Iron) locks that member's essences for the cycle. It is manual and needs a class, sub-level 10, gold and spare copies of each equipped essence.

    fix:Try essence pairs while the member is Unbound, where swaps are free. The only way back later is a soul refine from Low Gold rank.

    Essence ranks & refining →
  • Spending skill points before reading the branches

    costs you:A skill-only respec costs 500 gold. Changing class also costs 500 gold (or a scroll) after your free first pick.

    fix:Read every node in the member's skill tree and essence branches before spending the first point.

    Archetype skill trees →

Where to read next

In this order

Then explore

Want the full map of everything that stacks onto one member? Characters has it, but it reads easier after your first day.