The short version
Learn the new command controls, spend early points where they save the most time, complete the five-capture loop as you explore, and build only enough base infrastructure to unlock better Pals, ore and mobility.
Before you begin
Day 1 — Learn the 1.0 opening loop
The fastest start is not a straight sprint toward the tower. It is a loop of capture, unlock, build and leave again.
Learn focused Pal commands
Pal targeting changed in 1.0. Practice the command that sends your active Pal at the enemy you are aiming at, because reliable focus fire matters more than throwing your Pal and hoping it chooses correctly.
Spend points for immediate value
Stamina improves nearly everything you do outside the base. Once crafting becomes the bottleneck, a few Work Speed points are far more noticeable than a tiny early Attack increase.
Capture in sets of five
The current capture milestone rewards the first five copies of a species. Complete easy sets while moving through new areas instead of standing in one field and overfarming a single Pal.
Keep one Cattiva in the party when weight is slowing you down. Its carry bonus can replace early Weight spending while your party slots are still flexible.
Days 2–3 — Build a problem-solving team
- Catch Daedream near the starting region. Its 1.0 partner behavior can chip a capture target without finishing it, making low-HP throws much less stressful.
- Catch Pupperai for a Ground option before the first Electric tower fight. Its party utility also supports the melee-heavy opening hours.
- Let early raids happen if your base can survive them. They are a source of experience, captures and possible Direhowl access for a fast first ground mount.
- Use the other slots for current needs: one worker you want to level, one elemental counter and one travel or carrying utility Pal.
Days 3–5 — Build the smallest base that runs itself
Cover survival first
Give every active worker a bed, keep a feed box stocked, add a hot spring, and place storage beside the stations that create loose items.
Balance the work chain
A plantation needs Planting, Watering and Gathering; ingots need Mining, Transporting and Kindling. Assign the whole chain instead of adding more miners to an unfinished process.
Keep walking distances short
Put automated stations, food and storage close together. A compact route often produces more than a larger base filled with workers who spend the day crossing it.
Do not decorate permanent walls around an untested layout. Run the base for a full day, watch where workers get stuck, and only then make it pretty.
Days 5–7 — Solve ore, then test the tower
- The ore cluster behind the Desolate Church is a strong early answer before the Ore Mining Site arrives. A small mining outpost can turn repeated pickaxe trips into passive stock.
- Use Mining level 2 or better for natural ore nodes, and pair miners with transport workers so the ground does not fill with heavy drops.
- Enter nearby dungeons when you pass them. In 1.0, some are short treasure rooms; normal ones can still supply useful nodes and materials.
- Before the tower, repair gear, bring enough ammunition, feed the party, and choose a trained Ground-type Pal rather than a high-level worker with poor combat skills.
Video research
Creator videos, distilled into a field guide.
We reviewed the public player videos below, compared their demonstrated routes, and rewrote the useful findings in our own words. No official guide copy or video transcript is reproduced here. Results can still vary with world settings and later patches.
Palworld 1.0 — Do This Now: Early Pals, Base Unlocks, Iron and Flight
Fresh-save priorities, early Pals, capture progress, raids and the Desolate Church ore route.
Watch on YouTubePalworld 1.0 — Biggest New Features and Mistakes to Avoid
Watchtowers, Hacking Towers, new regions, combat changes and progression traps.
Watch on YouTube