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The Codex · in development

The first hour

The manor falls. You run. Then the world starts.

Titan Saga doesn't open at a character-creation screen. It opens with you escaping a burning manor while the world tells you things you'll only understand later. Character mechanics come fifteen minutes in — once the game decides you're invested.

This page is your first-hour map. Hand-curated from the vertical-slice design docs and validated against the playtest script.

Character creation

Four fields define a new character. Race + Background + Aspect set at the start; Name is collected in dialogue ten minutes in.

  • Race

    11 options across the major bloodlines — humans, dark elves, elves, dwarves, gnomes, orcs, the Rendrown, and the rarer Titan-touched. Each shifts the stat-roll ranges and what cultivation paths feel natural. Permanent.

  • Background

    Where you came from before the manor fell — noble heir, guild apprentice, exile, scholar, rural-born. Sets your starting equipment and which NPCs greet you in the first city by name.

  • Aspect

    The Titan domain your latent essence leans toward (Forge, Wild Growth, Knowledge, Chaos, Order, Dominion, Mercy, Death, Dream). Doesn't restrict — but it tilts which essences feel like home in the first 20 ranks.

  • Name

    Set in dialogue, not on the character-creation screen. The Guard Captain asks. Whatever you type becomes your name in every line of dialogue going forward.

The first hour, beat by beat

  1. The opening — escape from the manor

    0–5 min

    The game opens cold. A scrolling prologue → slideshow → forest cinematic → the manor falling. You don't pick a face yet; you're getting hit by the world.

    • Movement tutorial threads in during the city flight
    • Varn shows himself — you witness, you don't fight
    • Mira choice: save her or leave her. The save flag carries the whole prologue forward
    • Ends at the temple gates
  2. Gates → Temple — naming and orientation

    5–10 min

    The Guard Captain meets you. He asks who you are — first naming input. If you saved Mira, she's here for a reunion. The temple gives you a bed and an objective: "Go to the Guild Hall in the morning."

    • Rest at the temple — first time-skip to morning
    • Temple attendant gives morning guidance
    • Objective tracker activates
  3. Awakening — your first essence

    10–25 min

    The Guild Hall is the first piece of the cultivation system that's actually yours. An inspector reads your latent essence; you see your aspect. Then the Guildmaster offers a contract — debt, structured, no fine print hidden.

    • Essence display + inspector cinematic → you see what you bond toward
    • Debt contract decision: accept and begin questing now, decline and find your own way
    • Accepting sets essence_awakened + guild_contract_active
    • Declining costs you the starter quest line — you'll have to find work yourself
  4. Mission board — your first quest

    25–40 min

    The Guild's mission board shows 3 starter quests plus city need bars (food / order / supplies — what the city actually wants right now). Pick what fits your read. Combat, resource, or trade — all three have routes through.

    • Quest accepted → tracker updates → route to objective
    • First combat triggers the battle tutorial
    • Reward on completion: gold + faction reputation + essence XP
  5. The city opens up

    40–60 min

    Post-first-quest, the city stops being a tutorial and starts being a place. Mira (if saved) has a follow-up. Varn's plot hook is visible on the board but locked. You can walk freely.

    • Optional herb-quest unlocks if Mira is alive
    • Compendium begins tracking lore + NPCs
    • City needs shift after your first quest's resolution — supply chain reads your inputs

Three things to know before you start

  • Decisions stick. The game doesn't auto-save before a branch. Mira lives or doesn't. The contract is signed or refused. Be deliberate.
  • Combat is turn-based. Energy gates your spikes; abilities chain through essence bonds. The first combat is a tutorial; the second is real.
  • The world reads you. City need bars on the mission board reflect actual supply chains. Your quest output shifts which quests appear next.

FAQ

Can I skip the prologue?

Not in alpha. The prologue plants the world's three biggest hooks (Varn, Mira, the manor) and the design treats it as load-bearing. Future builds may add a skip for replays.

What happens if I refuse the guild contract?

You skip the structured starter quest line. The city stops feeding you objectives — you have to find work the hard way. It's harder, but several factions only respect you if you came in this way.

Are decisions reversible?

Most aren't. Mira lives or doesn't. Contract accepted or refused. Essence choice persists. The game does not auto-save before branches; it autosaves at chapter transitions.

How long is the playable build right now?

Roughly the first 2 hours of vertical-slice content as of this writing. The validation script in the Vault tracks every flag from prologue through Day 2 morning.

Where to read next

Source: Titan-Saga-Vault design docs (FIRST_HOURS_DESIGN, FIRST_2_HOURS_PLAYTHROUGH, OPENING_SEQUENCE_SPEC, PLAYTEST_NPC_DESIGN, DEBT_SYSTEM_DESIGN).