Tears of Metal First Run Route
A hero leading a battalion in Tears of Metal

Hero, battalion, battlefield, boss, and settlement checklist

Tears of Metal First Run Route

Choose one hero job, assign soldiers to a visible lane, use item tags that reinforce that job, shorten the route after a failed fight, and spend settlement resources only after the combat loop repeats in the current Early Access build.

Last updated 2026-07-24Early Access · July 22, 2026Back to Tears of Metal hub
Run checkpoints9

Setup through settlement

Combat layers2

Hero and battalion

Investment gateRepeat

Prove the job before spend

Run Checklist

First-run hero and battalion checklist

Choose one hero job, assign soldiers to a visible lane, use item tags that reinforce that job, shorten the route after a failed fight, and spend settlement resources only after the combat loop repeats in the current Early Access build.

9 matches First-run hero and battalion checklist
Run checkpoint · Setup

Name one hero job

Player report

Frontline, crowd break, control, or ranged pressure gives the run a testable purpose.

Run phase
Setup
Combat layer
Hero
Failure protected
Lost lane
Player job

Protect the hero layer against lost lane.

Use now

Choose one job before evaluating item rarity or damage spectacle.

Safe next action

Mark the checkpoint complete only when the hero and soldiers can repeat the same job.

Risk

A hero with no named job can chase every threat and own no lane.

Run checkpoint · Setup

Assign the soldiers a visible lane

Player report

The battalion needs a space or target to support instead of following every hero movement.

Run phase
Setup
Combat layer
Soldiers
Failure protected
Soldier collapse
Player job

Protect the soldiers layer against soldier collapse.

Use now

Choose the lane, formation purpose, or pressure point the soldiers must preserve.

Safe next action

Mark the checkpoint complete only when the hero and soldiers can repeat the same job.

Risk

Unassigned soldiers become background damage that disappears unnoticed.

Run checkpoint · Setup

Choose one item tag

Player report

Survival, stagger, area, tempo, range, or soldier support makes the first item decision comparable.

Run phase
Setup
Combat layer
Items
Failure protected
Bad spend
Player job

Protect the items layer against bad spend.

Use now

Take the item that strengthens the named hero or battalion job.

Safe next action

Mark the checkpoint complete only when the hero and soldiers can repeat the same job.

Risk

Rarity alone can move the build away from its repeatable purpose.

Run checkpoint · Battlefield

Read the first wave

Player report

The opening wave shows whether the hero can perform the chosen job without abandoning the battalion.

Run phase
Battlefield
Combat layer
Hero
Failure protected
Hero death
Player job

Protect the hero layer against hero death.

Use now

Use the shortest version of the build loop and keep an exit.

Safe next action

Mark the checkpoint complete only when the hero and soldiers can repeat the same job.

Risk

Committing every cooldown to the opener leaves no recovery answer.

Run checkpoint · Battlefield

Check the battalion after pressure

Player report

The hero can look successful while the soldiers lose the battlefield behind them.

Run phase
Battlefield
Combat layer
Soldiers
Failure protected
Soldier collapse
Player job

Protect the soldiers layer against soldier collapse.

Use now

Pause after the wave and identify whether formation, support, or target ownership failed.

Safe next action

Mark the checkpoint complete only when the hero and soldiers can repeat the same job.

Risk

Judging only hero damage hides the second combat layer.

Run checkpoint · Battlefield

Identify the unstable item dependency

Player report

A lucky artifact can carry one fight without producing a reliable route.

Run phase
Battlefield
Combat layer
Items
Failure protected
Bad spend
Player job

Protect the items layer against bad spend.

Use now

Name the one item effect the current loop cannot function without.

Safe next action

Mark the checkpoint complete only when the hero and soldiers can repeat the same job.

Risk

Building settlement investment around a single drop raises patch and luck risk.

Run checkpoint · Boss

Protect the job during the boss

Player report

The boss phase tests whether the build still has defense, soldier ownership, and a repeatable damage window.

Run phase
Boss
Combat layer
Hero
Failure protected
Lost lane
Player job

Protect the hero layer against lost lane.

Use now

Keep the named role and shorten the punish when the next defense is uncertain.

Safe next action

Mark the checkpoint complete only when the hero and soldiers can repeat the same job.

Risk

Boss pressure can turn a controlled role into damage greed.

Run checkpoint · Settlement

Save one failure note

Player report

The settlement decision should answer the repeated run failure rather than reward the newest item.

Run phase
Settlement
Combat layer
Account
Failure protected
Bad spend
Player job

Protect the account layer against bad spend.

Use now

Choose hero death, soldier collapse, lost lane, or item dependency as the next investment target.

Safe next action

Mark the checkpoint complete only when the hero and soldiers can repeat the same job.

Risk

Spending immediately after a dramatic run can reinforce the wrong lesson.

Run checkpoint · Settlement

Repeat before settlement investment

Player report

A build deserves long-term resources only after the hero and soldiers repeat the same job.

Run phase
Settlement
Combat layer
Account
Failure protected
Bad spend
Player job

Protect the account layer against bad spend.

Use now

Run the route again with the same core role before spending deeply.

Safe next action

Mark the checkpoint complete only when the hero and soldiers can repeat the same job.

Risk

Early Access balance and random items make one-run conclusions fragile.

Failure recovery

Recover a run when the build identity disappears

Keep one hero job, restore the soldier lane, and remove the most unstable item dependency.

  1. 1
    Name the first failure

    Hero death, soldier collapse, lost lane, or item dependency require different repairs.

  2. 2
    Restore soldier ownership

    Give the battalion one visible job before changing the damage route.

  3. 3
    Keep one core tag

    Retain the item tag that still performs the chosen role.

  4. 4
    Delay settlement spend

    Retest the shorter loop before making the account pay for it.

Decision table

Fix the layer that failed first

Use the action column as the next test, not as a claim about hidden game values.

SituationActionWhy
The hero dies while soldiers surviveAdd survival or shorten commitmentThe hero layer is ending the run.
Soldiers disappear every waveAdd formation or soldier supportHero damage is not preserving the battlefield.
The build needs one lucky itemAdd a second supporting tagThe route needs a fallback dependency.
The run succeeds onceRepeat before settlement spendOne result is not yet an account plan.

Next step

Keep this answer connected to the game

Return to the hub or open another page only when it serves the next player job.

Player questions

First Run Route FAQ

Use the current game panel before spending rare resources on a value that can change.

What should I decide before the first run?

Name the hero job and the soldier lane so item choices have a clear purpose.

How should soldiers support the hero?

Assign them to a visible pressure, protection, or cleanup lane instead of letting the whole battalion drift with the hero.

When should I spend settlement resources?

Spend after the hero and soldier loop performs the named job in more than one short run.

Why avoid exact item rankings?

The game is in Early Access, so item values and balance can move; role tags remain safer until the live build is confirmed.