Official details
2026-08-24 · Version 1.0
Confirmed Version 1.0 mission category
The official Version 1.0 announcement added 15 Main Story missions. It describes the main storyline as the Survivors’ discovery of the source of the virus and places narrative missions in the Camp’s Briefing Room. This confirms the category, count, and delivery context. It does not publish every objective, sequence, reward, or prerequisite for each of the 15 missions.
Do not replace a missing mission with invented steps. Use the Mission Log to check your current story state. Accurate information is more useful than a campaign list that may not match your game.
Camp and Briefing Room workflow
The official release says a narrative mission can be waiting in the Briefing Room after every run. The Camp also contains interfaces, conversations, and radio transmissions that expand the narrative setting. Use the Camp when your goal is story progress; use Quick Run when you only want combat. This separation keeps a normal run from being mistaken for a missing quest trigger.
The release notes say storylines expand in a somewhat random order. That means a player should not assume that a different next mission signals a failure or blocked save. Read the active entry in the Mission Log instead of forcing a fixed order from another player’s playthrough. The official system is designed to tolerate that randomness.
Mission Log and retries
The Mission Log lets players review a storyline’s past events, check whether a mode or map must be unlocked to progress, and manually retry an incomplete mission. These are direct official system facts. They are the correct first response when a Main Story objective is unclear or no longer being offered. A retry does not need to wait for random reappearance.
If a mission is blocked, check the exact prerequisite shown in the log and complete that prerequisite. Do not assume a particular arena or mode unless the game says so. The official announcement confirms that requirements can exist but does not list them all.
Friendship is the persistent reward context
The full-release announcement says mission completion rewards Friendship, which permanently boosts Cash and Specialization earned at the end of runs. This makes Main Story progress part of long-term progression, not only narrative completion. The source does not give a numerical Friendship value or an optimal farm. No values are invented here.
Keep Main Story missions separate from Survivor and Repeatable missions. All three share the 1.0 mission system, but they serve different goals. Start with the count, Camp location, Mission Log behaviour, random delivery, retries, and Friendship; more specific mission details can be added once they are clear in the current game.
Related pages
Continue with the useful next step
These pages cover the prerequisite, system, or next choice most closely connected to this topic.
Guides
Missions & Progression
Connect Camp missions, Friendship, arena and mode prerequisites without assuming a fixed random order.
Missions
Survivor Missions
Version 1.0 added 45 Survivor missions connected to character stories and Friendship.
Missions
Repeatable Missions
Version 1.0 added 19 repeatable missions alongside story objectives.