The mode rewards compounding, which means the first hour matters more than it
feels like it should. Here is a plan.
Minutes 0–10: one generator running
Everything else waits. A generator that is running is producing income while
you do other things; a generator you are saving up for is producing nothing.
The single most common early mistake is spending the first income on something
that fights instead of something that earns.
Minutes 10–30: a second one, then a third
Reinvest. This is the boring stretch and it is where the whole run is decided.
A useful way to think about any purchase in this window: **does this make me
richer, or does it make me safer?** Until you have income worth defending,
richer wins.
Minutes 30–45: somewhere to keep it
Now defend. Not a fortress — something that means a passing player cannot
casually take everything.
Same principle as anywhere: split what you own. The thing you cannot replace
does not live next to the thing you use every day.
Minutes 45–60: go and look at the hill
Do not fight for it yet. Go and watch.
KoTH is the contested part of this mode, and the useful thing on day one is
not winning it — it is finding out who shows up, how many of them there are,
and what they bring. That information is worth more than the reward you were
not going to win.
The mistake that ends most first days
Going for the hill immediately, dying with everything you own, and having no
income to restart from. Dying here is cheap, but only if you had something
left at home.
What to ask about
Generator tiers and what upgrading actually costs are not documented on the
site yet. Ask on Discord — someone will tell you in a minute, and it will be
the current answer rather than one from three versions ago.