Before you even hit Play, tweak your world settings. Set Item Weight to 0.5×, Stamina Drain to 0.5×, and Death Drop to "Non-Equipped Items Only." These aren't cheating — they let you focus on catching and building instead of dying on your way back to your corpse.
Don't start swinging at trees. Your first job is to locate the nearest Gryphon Statue and activate it as a fast travel point — these are scattered everywhere and are your lifeline for later. Then grab enough Wood and Stone with your fists to craft a Basic Workbench from the quick-build menu. That unlocks everything else.
Not all starter Pals are equal. Here's who to prioritize and why. Catch everything you see in the first hour — each unique Pal captured grants +200 XP Pulse XP, and catching 10 unique species unlocks the Pal Condenser blueprint early:
Base placement is the single most important early-game decision. Bad terrain means buildings won't place correctly. Here's what you're looking for:
| Criteria | Why It Matters |
|---|---|
| Flat, open ground | Structures simply won't place on slopes — you'll waste materials attempting it |
| Near metal ore nodes | You'll need constant ore flow once you hit the metal tools era |
| Near water source | Watering Pals need nearby water; also required for some farm structures |
| Defensible approach | Raid events come from fixed directions — a narrow entrance means fewer entry points to defend |
Once you've placed your Pal Box (which defines your base boundaries), follow this construction order to get a stable operation going as fast as possible:
| Priority | Structure | Why |
|---|---|---|
| 1st | Beds (player + Pal) | Save point + Pal rest — required for game saves and Pal stamina recovery |
| 2nd | Feed Box | Pals feed themselves automatically when stocked with food — prevents work stoppages |
| 3rd | Berry Farm + Planting Plot | Sustainable food source; removes berry-foraging from your daily routine |
| 4th | Logging Site | Logging Pals auto-produce Wood; stops manual chopping sessions |
| 5th | Mining Site | Same deal for Stone and Ore — assign a Rushoar or Digtoise here |
Campfires are non-negotiable at night. Without one, the Cold status will bleed you out steadily after dark. A bed isn't just rest — it's the only way to manually save the game. Make it a habit: every time you log off, sleep in a bed. Death drops your unequipped items, and a corpse run with no fast travel saved nearby is a painful way to lose progress.
Not all XP is created equal. Here's how the different earning methods stack up:
| Activity | XP per Action | Efficiency Notes |
|---|---|---|
| Catching a new Pal species | ~350 XP + 200 Pulse XP | Highest single-action reward early game; scales with Pal level |
| Catching a duplicate Pal | ~150 XP | Still worth it for condenser fodder; bonus XP caps at 10 catches/species |
| Killing a Pal (same level) | ~100 XP | Roughly 1/3 of capture XP; only worth it if out of Spheres |
| Completing a base structure | ~200–500 XP | One-time bonus per structure type; rush key tech unlocks |
| Tower Boss kill | ~5,000 XP | Massive spike; plan level-ups around tower clears |
| Nighttime bonus | 1.2× all XP | All XP sources multiplied; schedule grind sessions at night |
Don't rush the main story. You're stable and ready to push further when you have 5–6 Pals with dedicated jobs running in the background, a reliable food supply from your berry farm, and stable Wood + Ore output from your automated sites. At that point, your base runs itself and you can explore without constantly running back to micromanage.