SAVEABLE BEGINNER ROUTE
Your first week,
without wasting days
Follow the essentials in order, then choose the income route that suits your island. Visitor rotation can vary, so this planner uses progress gates rather than pretending every save follows the same clock.
BEFORE YOU COMMIT
Pick a town location you can live with
A central area, the dock, or a tele tower can all work. Buildings can be moved later, but relocating one adds town debt, and your personal tent cannot move until it becomes a house.
01
LANDING & DAY 1
Create the town loop
02
DAYS 2–3
Turn gathering into progress
CHOOSE AN INCOME ROUTE
What do you actually enjoy doing?
Pick one main route and one backup. Your selection is saved.
No route selected
Choose the activity you will repeat without making the week feel like work.
03
DAYS 4–7
Push for the first permanent shop
FIRST MAJOR BUILD
John's Goods readiness check
This does not replace the in-game construction box. It stops you from accepting the deed with no plan.
0 of 43 building materials entered
Guide note: exact visitor days are random. Requirements are based on current full-release reference data; use the in-game Journal and Fletch's dialogue as the final authority.
