You wake in the hush before dawn, dew beading on fern tips, a distant river stitching silver through the valley. The land of Starfell doesn’t greet you with trumpets—just wind in the cedars and the soft thrum of a world that remembers. In BitCraft, you don’t roll into a shard or a private instance; you step into a single, living world that everyone shares, edits, and grows. Your footprints matter here, whether you’re carving terraces into a hillside or helping a stranger finish a timber frame before nightfall. Your actions shape the map—literally.
This 7-day plan for BitCraft Online is the on-ramp I wish I’d had—a cozy, serious path from “I have a stick” to “I have a purpose.” It blends practical progression with a little lore, because Starfell is more than a checklist. It’s a place to belong, to build, and to leave something behind that wasn’t there when you arrived. The schedule leans into how BitCraft actually plays: slow-burn progression, idle-style crafting queues, and an economy that breathes because players do. If you follow along, you’ll finish the week with a set of synergistic professions, dependable tools, a home base, and a clear sense of how settlements and empires work—plus where you want to fit into that tapestry.
How this 7-Day plan works
BitCraft’s loop isn’t “go here, clear dungeon, roll credit.” It’s “learn a craft, feed a town, lay a road, grow a civilization.” There are 12 profession skills—gathering, crafting, and hybrid roles—and six adventure-style skills that cover broader play like exploration and trading. Professions level as you practice them; the game rewards specialization and collaboration over solo omnipotence. You can build almost anywhere, and in time your group can claim land to create a settlement, feed its upkeep, advance its tier with research, and even participate in empires—an opt-in map-scale system with territory and politics but no mandatory power boost to your character.
You won’t sprint to endgame. You’ll idle-craft, queue work, and make decisions that last. The rhythm suits busy lives: gather a while, start long crafts, stretch your legs, come back, and see the frame of your plan standing where there was once just scrub.
Day 1 — First Light in Starfell: touch the world, pick two paths
Pan the camera and notice sun, slope, and water; BitCraft’s world is fully shared and terraformable, and that matters the second you start thinking “home.” Your first hours are about touch—swinging a starter tool, learning what drops from what, and feeling which professions “click” in your hands.
Your best openers are pairs that naturally feed each other:
- Forestry → Carpentry: Wood into beams, beams into frames, frames into stations and shelters.
- Mining → Smithing: Ore into bars into tools—your first major power spike.
- Hunting → Leatherworking/Tailoring: Hides and sinew into early gear sets that make everything else easier.
- Foraging/Fishing → Farming: Food, fertilizer, and steady calories for long work days.
Those aren’t just vibes; they’re the backbone of the early economy, and they match the profession spread the game recognizes: gathering, crafting, and hybrid lines (with Scholar, Farming, Fishing, and Forestry bridging roles). You don’t need to pledge your eternal soul to a path on day one, but choose two that sing together and start using them now. Skill rises with action in BitCraft, and you’ll feel the snowball soon.
Peek into your Compendium—think of it as your recipe brain and progress journal. When you interact with workstations, you discover recipes, log what you can make, and queue processes. Get in the habit of collecting what you’ll want to process later. Queue it up whenever you pass a bench so your character is always doing something even when you’re sipping tea.
Find a public hub early. Many starter-area claims and towns leave workbenches open to everyone; your projects are instanced to you, so strangers can’t swipe your progress. Use those stations while you learn the ropes, and pay it forward one day by setting yours public too.
End of Day 1 goal: craft your first upgraded tool (stone or early metal), log a few Compendium discoveries in your chosen pair, and stash a small buffer of food in your pack. The wolves of Starfell respect snacks.
Day 2 — Tools, stamina, and your first Base
Day two is the pivot from “hand-to-mouth” to “planned workday.” Upgrading tools multiplies your time. Mining with a dull pick is a sermon about suffering; a proper one is a hymn. Use your day-one stacks to upgrade at least one tool tier and craft a second to match your second path.
Start placing roots. Buildings in BitCraft are prefabs (you’ll place frames, then feed materials) rather than block-by-block. If you have a public town you like, it’s fine to keep squatting there a bit; if not, scout a quiet riverside or treeline with access to two resource types. Even if you don’t place a claim yet, you can stage with chests, carts, and a few benches, then move them later. When you do settle on claimed land—yours or a friend’s—remember: structures on claimed land don’t decay, and you can relocate finished buildings if you change your mind.
As the light fades, queue longer crafts. BitCraft’s idle-crafting systems are designed for this cadence; your day two should end with stations quietly chewing through billets, bars, thread, and planks while you sleep. Your future self will thank you with better tools in the morning.
End of Day 2 goal: a small, functional base camp or adopted stall in a friendly town, two upgraded tools, and a steady trickle of processed materials waiting when you log back in.
Day 3 — The flow state: pair synergy, outfits, and food
By now you’ve felt that loop: gather, process, upgrade, repeat. Today, lean into synergy.
If you went Forestry → Carpentry, add saw frames and stockpiles so you can stage bulk timber. If you went Mining → Smithing, get a furnace humming and chase the first metal breakpoints (iron tools are a spiritual experience). Hunters should turn hides into early leather sets, and tailors can mix cloth into stamina-friendly outfits that shave seconds off everything. Foragers and fishers: your fertilizer is a silent empire—bank it for Farming and consider supply trading with miners and loggers in town squares.
Then there’s Scholar—the oddball that touches everything. Scholar crafts journals, codices, and the research bits settlements need to climb tiers. If you like being the person who unlocks what the whole town wants, dabble here; it’s the connective tissue for bigger projects later.
Eat better. Simple meals buff comfort and tempo, and the difference between raw forage and a real dish feels like swapping boots with holes for boots with souls. Cook when your queues are busy; the minutes matter and the payoff is compounding.
End of Day 3 goal: one profession at a comfortable “I can outfit myself” level, plus a foothold in Scholar or your second line so you can contribute more than one type of good to the local economy.
Day 4 — Markets, money, and the gentle art of not carrying rocks
Starfell’s economy is player-driven and free-trade. That’s not flavor text—it’s how you shorten your grind. If you hate mining but love carpentry, sell beams and buy ore. If you’re a hunter with too many hides, trade for fertilizer. Town squares and barter stalls make it easy to list your crafts and browse others’ stock; the more you use them, the faster you hit your power breakpoints without touching what you dislike.
A few trade habits to pick up now:
- List by utility, not rarity. New players pay for “ready-to-use” far more reliably than for raw mats.
- Post consistent prices. People remember where the fair stalls are.
- Travel light, plan routes. Hauling cargo is half the game early on; pair routes with resource runs.
By evening, you should feel the economy working for you. Maybe that means your first full metal tool set. Maybe it means a complete early outfit. Either way, trade is progression in BitCraft, and it’s how you invest your time where it sings instead of where it drags.
End of Day 4 goal: a reliable income loop (what you sell; what you buy), a couple of good trade partners or a favorite public market, and a pack that’s lighter because you learned to let other people love rocks.
Day 5 — Claims and Settlements: feed the hearth, grow the town
If Days 1–4 are about you, Day 5 is about us. BitCraft lets players stake a claim in the world. Drop a claim totem, and the land around it becomes yours to steward so long as you feed it supplies. You can add co-owners, set build/storage permissions, expand the boundary (which increases supply hunger), and later push research that grows your settlement’s potential. On claimed land, your buildings don’t decay, and your workbenches can be set for public use—instanced per player—so your town becomes a true hub. There’s a forced gap between claims to keep the map breathable and prevent grief-hugs.
Some perspective before you drop that totem: founding solo is a long-haul. Many travelers join an existing settlement first, contribute supplies and research, learn the ropes, and only plant their own banner when they understand upkeep rhythms. Claims consume supplies—items produced by crafters such as carpenters, masons, smiths, leatherworkers, and tailors. Let the town ledger be your guide; when you’re low, that’s your to-do.
Tiering up a settlement requires two arteries flowing together: Supplies and Research. Supplies are your daily bread. Research comes from Scholar work—study journals and codices—crafted from drops and gathered knowledge. You’ll hear people debate rarities, droprates, and what’s “required”; the practical takeaway is simple: keep Scholar stocked, craft journals regularly, and check recipes—common carvings often sub in for rare diagrams so you’re not blocked.
When you’re ready to place your first claim (or help a friend place theirs), walk the ground like a gardener: access to water, two resource biomes, a road plan that won’t strangle itself, and room for growth. The moment your totem hums, the town exists—not as a fantasy, but as coordinates on the world map where your story will collect like river silt.
End of Day 5 goal: be a named member of a settlement (yours or someone else’s), understand the supply cycle, and have participated in at least one research push.
Day 6 — Empires & the wider map: banners without shackles
Zoom out. Settlements are hearths; Empires are maps. Once a settlement researches the right tech, it can join or found an empire, a structure for politics and territory control across regions. Here’s the comforting bit for new players: empires don’t change your character or settlement progression—they’re a social and strategic layer, not a mandatory power ladder.
Empires run on hexite—you’ll hear about hexite shards and hexite capsules. The capital builds a Foundry to convert resources into capsules, then spends those to place and fuel watchtowers that extend territory or to siege opposing towers. Lose fuel and a tower goes neutral; win the fuel war and the banner changes hands. It’s push-and-pull, logistics and planning rather than a twitch brawl. Founding draws on shards, but once the empire exists, its treasury handles ongoing costs.
For a day-six traveler, the right move is curiosity: visit an empire capital, read a bulletin, see what’s needed. Maybe you contribute supplies to the Foundry. Maybe you’re the cartwright or the hunter keeping a route safe from predators. It’s okay if you orbit empires without joining one yet. The best empire stories begin with “I was building roads and somebody asked if I wanted to build a nation.”
End of Day 6 goal: understand empire basics, know which empires are near your region, and identify at least one role you could play if your town joins the big game.
Day 7 — Specialization, sets, and legacy projects
You’ve touched everything; today you pick a signature. BitCraft shines when people specialize and trade, so double-down on the profession that makes you grin. Craft your first “real” gear set for it—leather for hunters, tailored sets for gatherers, smith-tempered tools for miners and masons, a carpenter’s kit with comforts that smooth stamina and speed. Outfits aren’t just cosmetics; they’re tempo, and tempo is life.
Next, choose a legacy project—something that will make Week Two feel inevitable:
- Road & Bridgeworks. Carve a switchback road into the ridge, lay bridges across marshy spans, and watch trade bloom.
- Terrace Farms. Step a hillside into emerald ribbons and set a fertilizer schedule your neighbors can keep.
- Public Works District. Line a lane with public benches—smithy, carpentry, masonry, tailoring—then decorate so strangers know they’re welcome.
- Scholar’s Hall. A quiet corner for research, with stockpiles labeled and a board listing needed journals and codices today.
As you work, relocate finished buildings to improve your layout, adjust permissions for trusted neighbors, and keep that totem fed so the hearth never cools. If you run public benches, drop a line in chat inviting newbies to use them; work done at your benches even helps generate activity and coin for your town, which is how civil society feeds itself here.
End of Day 7 goal: a signature profession with matching set, a named legacy project underway, and a weekly rhythm you can sustain without burning out.
Practical tips
Learn the map like a merchant. Most profits live in routes, not nodes. If your run loops wood → town → ore trade → backroads → home, you’re making money in three places without noticing.
Queue smart. Use long idle-crafts when you’ll be away—bars, thread spools, beams—so every login feels like a harvest. Early access has been built for exactly this kind of long-term cadence.
Join before you found. The heartbeat of BitCraft is collaboration. Joining a good settlement teaches the supply rhythm, research pipelines, and how to stage growth without choking your tile budget. When you do found, you’ll build a town people want to live in, not just a place to stack chests.
Use public benches. They’re there for you, they’re safe to use (your work is instanced), and your use rewards the town that made your day easier. Later, you’ll return the favor.
Admire the quiet flex. In Starfell, not every triumph is a tower. Sometimes it’s a switchback road pinned to a cliff with perfect retaining walls, or a footbridge that turns a swamp into a silk ribbon. That’s what civilization is here: a thousand useful kindnesses, visible from space.
Where your story goes next
Week Two is when people start calling you “the mason” or “the fisher” rather than “that traveler with the brown boots.” That identity is your power. Keep feeding it:
- Push your profession toward the next big breakpoint (the tool tier, the station upgrade, the set piece that changes your tempo).
- Lean into Scholar enough to help with codices and journals when the town needs a tier push. You don’t have to main it, but you’ll feel like a wizard when your stamp unlocks a whole street of benches.
- If politics call to you, shadow an empire quartermaster for a week. Learn Foundry flow, what a watchtower fuel ledger looks like, and how a banner changes hands without a sword drawn.