Tutorial Pacing & First CombatLIVE DATA

Solo playtest · 2026-08-14 · 17:28–17:50 UTC · 1 character · 306 events, 306 well-formed · focus: tutorial pacing + first combat
22:06
SESSION
6:50
INTRO CHAIN
15:11
TO FIRST COMBAT
2 / 15
CONTRACT KILLS
23
SKILL LEVEL-UPS
80 ms
AVG PING

Session milestones

0m4m8m12m16m20mFirst harvest (wood ×7)1:11Crafting bench built1:30Warehouse built4:23Battleship built6:39Intro chain complete6:50Anvil built8:213 cannons crafted9:48Contract accepted (Pirate Cull I)12:44Ship launched13:14First combat engagement15:11First pirate sunk15:23Second pirate sunk17:02Out of cannonballs19:20Disconnect22:06
Time from character creation to each milestone. Intro chain (light) lands at 6:50, outfitting (mid) runs to launch at 13:14, and the first shot fired in anger comes at 15:11 — a clean three-act shape for a first session. Backend join → in-world took 3.3 s (cold start).

Tutorial step pacing

0s30s60s90s120s150s180sIntro chainBattleship chainWelcome2sSnap a branch off a tree19sPlace a crafting table28sBring materials to the scaffold23sBuild a crafting table18sCraft a hatchet38sEquip the hatchet to cut wood faster5sCraft a pickaxe43sBuild a warehouse88sUse the dock to build your first ship136sLoad the repair kits from your Warehouse S…11sCraft three Tier 1 cannons at an Anvil177sCraft a set of Tier 1 cannonballs at a Cra…56sCraft a Tier 1 hull armor at a Crafting Be…73sInstall a Tier 1 cannon on your ship5sLoad Tier 1 cannonballs onto your ship5sAccept a Battleship contract from the Dock39sRead a Tier 1 Pirate Island Map from the D…21sDestroy a pirate ship138s
Each bar is the gap since the previous step in the same chain (first Battleship bar is measured from Intro completion). The three >2-minute bars are the real work steps — warehouse build, first ship, cannon smithing — and all three are material-gathering time, not confusion. The Battleship first bar (177s) silently includes building an Anvil, which no step asks for; worth an explicit step so the player isn't solving an unstated prerequisite.

First combat

0255075100125Damage dealtDamage taken12526Fight 1 · 17:43 UTC● pirate sunk · 4v fired / 3v taken · 12s12521Fight 2 · 17:45 UTC● pirate sunk · 5v fired / 4v taken · 17s1541Fight 3 · 17:48 UTC▲ disengaged · 1v fired / 3v taken · 24s
TIME (UTC)DURATIONVOLLEYS F/TDMG DEALT/TAKENLOADOUTOUTCOME
17:43:4812.4s4 / 3125 / 26T1 full loadoutsunk_them
17:43:501.2s0 / 10 / 0T1 full loadoutdisengaged teardown artifact
17:45:2716.7s5 / 4125 / 21T1 full loadoutsunk_them
17:45:291.2s0 / 10 / 0T1 full loadoutdisengaged teardown artifact
17:48:0524.2s1 / 315 / 41ball_tier −1 (dry)disengaged
First fight: engaged 15:11 into the session, pirate merchant sunk after 12.4 s and 4 volleys, taking 125−26 in return — a decisive, low-risk win, which is the right shape for a tutorial's first fight. Fight 3 is the story: ▲ the ship ran dry mid-fight (ball_tier −1, 3 refused FireCannon), dealt 15, took 41, and disengaged. 10 volleys emptied all 30 crafted cannonballs (3 guns × 1 ball per volley), so the tutorial's ammo grant is worth ~2 kills — against a 15-kill contract (Pirate Cull I). The two 1.2 s rows are engagement-teardown artifacts: the sinking wreck re-opens an engagement for one tick. Worth cleaning before fleet-scale combat stats.

Skill progression

0m4m8m12m16m20mWoodcutting245Construction256Crafting2456Mining34Smithing2Navigation2467SeaBattle23ship launched
23 level-ups in 22:06, one every 58 s on average. The land skills go quiet the moment the ship launches and Navigation/SeaBattle take over — the tutorial is exercising both halves of the skill sheet in sequence, with no dead zone.

Output & friction

Crafted (60 items)

cannonball_t130wood_plank12cut_stone12canon_t13wood_hatchet1wood_pickaxe1hull_armor_t11
Harvested: wood ×22, stone ×18 across 9 sessions (205 s swinging). Buildings: crafting table, warehouse, anvil. 39 move orders, 29 interactions.

Refused actions (8)

TIME (UTC)ACTIONREASON
17:30:43CraftRecipecan_execute
17:35:35Miningcan_execute
17:35:38Miningcan_execute
17:38:25CraftRecipecan_execute
17:38:53CraftRecipecan_execute
17:47:45FireCannoncan_execute
17:47:46FireCannoncan_execute
17:47:47FireCannoncan_execute
All 8 refusals are server-side can_execute gates — 5 are ordinary "not enough materials yet" clicks; the 3 FireCannon refusals are the ammo-dry moment at 17:47.

Where the session ended

The Battleship chain stopped at step 8 of 10 — tutbs_complete_contract ("Complete your Battleship contract") — with the kill counter at 2 of 15. After running dry the player stayed at sea 2:46 longer, never docked to restock, and disconnected. No tutorial_chain_completed, no contract_turned_in, and 0 coins moved the entire session (no coins_delta rows at all — the whole tutorial economy is craft-and-barter until the first contract pays out).

Pacing question for the next iteration: 15 kills at ~3 balls each (plus misses) prices the contract step at roughly 7× the ammo the tutorial teaches the player to make — either the "craft a set" step should size the set against the contract, or Pirate Cull I is a 15-kill goal sitting inside what plays like a 2–3-kill tutorial beat.

Final character snapshot

SKILLLEVEL
Constitution10
Navigation7
Crafting6
Construction6
Woodcutting5
Mining4
SeaBattle3
Smithing2
LandBattle1
Commerce1
Fishing1
Cooking1
SERVER HEALTH
Tick rate11.9–12.1 fps (12 Hz fixed — nominal)
Memory269 → 298 MB
Avg ping79.6 ms
Events ingested306 (306 well-formed)
Join → in world3.3 s (cold start)