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Analysis and route-serving guides for the 1.0 rush — every piece links back into a route. Our own take, sources always cited.

A Palworld TCG lands July 30 with Bushiroad — arriving right as the Pokémon card market hits one of the biggest booms in its 30-year history.
Eight faction towers, eight Key Spheres, one final boss. Here's the exact order, level by level, and how the door to the World Tree opens.
Sunreach has one entrance and it's not where you'd expect. Here's how to get in, and what the level 60+ region throws at you.
Coralum Ore has no mining node — it drops from one Pal. Here's exactly where to farm it, and what it unlocks on the rush.
Crude oil comes two ways in 1.0 — raiding rigs or extracting it at a base. Here's the earliest rig and the best triple-node spot.

Mounts split by terrain in 1.0 — a ground mount, a flyer, a water mount. Here's the order to unlock them so you're never stuck on foot.

The 1.0 meta rewards coverage over raw power. Here's how to read the element wheel and pick five Pals that answer everything the route throws at you.

Work Suitabilities now go to level 10, mounts split by terrain, and your best fighter is rarely your best worker. The rush treats them as three separate teams.
The one endgame step that punishes a mistake hardest. Everything you set up before the summon so a bad hit doesn't cost you four Echobones.
The mask that protects you from the radiation costs a resource you can only mine inside the radiation. One lightning raid solves it.