QUICK ANSWEROn a first run, do not optimize for damage. Learn the resource loop, scan terrain before moving, keep a useful mix of crew roles, and avoid spending Elios without asking what that spend removes from your travel or recovery options. The systems punish one-dimensional decisions.
01
The first-run order
- Learn the Elios loop. It powers the caravan and is also tied to tactical abilities and the wounded-crew dilemma.
- Read the battlefield before the first move. Destructible and creatable terrain is a core mechanic, not decoration.
- Recruit for missing functions. The caravan has limited seats, so every slot needs a reason.
- Keep backline value in mind. Demo footage shows backline characters contributing support abilities even when not active on the frontline.
- Treat failure as information. Official material says previous caravan wrecks can feed the next run with modules and potentially survivors.

02
Three mistakes to avoid
- Playing it like a normal cover shooter. The store description explicitly says the battlefield itself is meant to be reshaped.
- Assuming the demo roster represents launch. Official launch news says the demo had two classes while the full game has the complete roster.
- Turning old video numbers into launch facts. Pre-release footage is useful for understanding UI and decision shape, but exact values can change.

03
When the run starts to go wrong
| Problem | Check first | Next guide |
|---|---|---|
| Low Elios | Travel need vs current tactical spend | Elios Guide |
| Wounded key unit | Role replacement, then heal vs extract | Heal or Extract |
| Enemies own the board | Pillars, traps, pushes and chokepoints | Terrain Guide |
| Roster feels weak | Seat value, frontline/backline jobs | Recruiting Guide |

Release facts checked 2026-09-15 against official Steam and developer news. Pre-release video observations are labeled where used.


