First Hour Optimal Play
Step-by-step optimal decisions for the first 60 minutes of CONTRABAND: Edge of the Fold. Minor prologue spoilers but no narrative reveals.
Setup: account and preferences
Before starting, decide whether to sign into Firebase (optional but recommended). Signed-in sessions sync saves across devices. Signed-out sessions use localStorage only — fine for a single-device player, risky if you want to continue on a phone later.
Set audio preferences. The game's procedural music is quiet and ambient; it is designed to be played at low-medium volume. Combat sound effects are distinct enough that you do not need to turn sound off to read dialog.
Minutes 0-5: Prologue
You open at Verge Station, Gate 17. The dispatcher offers the cargo run.
- Peek inside the crate — Not "Take the run" and not "Walk away." Peeking is what opens the full decision tree.
- Save the child — Granted +25 Weaver reputation, unlocks The Child crew member later, and opens 8+ content pieces across the game.
The prologue ends with you accepting a course to Keros-4.
Minutes 5-15: Arrival in the Verge, setup
Before leaving Verge Station, do the following:
- Check the Mission Board. Take 2-3 short cargo missions (each 500-1,200cr). Completing them gives you starting capital.
- Visit the shipyard. Do not buy a new ship yet — you do not have the credits. Note that the Courier (9,000cr) is your likely first upgrade.
- Visit the crew lounge. Hire Mara Voss (Navigator) for 8,000cr as soon as you can afford it. Her -15% fuel discount pays back within 2-3 hours of play.
Minutes 15-30: First jumps, first trades
Jump to Verge-2 and pick up refined ore at 450cr/unit. Fill your cargo hold. Jump to Keros-3 and sell at 630cr/unit for a 40% margin. This is the Chapter 1 standard trade route.
While in Keros, take the opportunity to visit Keros-7 and meet the Traveling Merchant. They sell nav data (5,000cr) that reveals unexplored systems. Buy one if you can afford it; otherwise, note the location for later.
Minutes 30-45: Approach Keros-4
Before heading to Keros-4, make sure you have:
- 2+ Fuel Cells in inventory (500cr each)
- At least one Repair Kit (rare drop or 2,000cr)
- 15,000+ credits in the bank (for post-encounter upgrade)
When you arrive at Keros-4, the Vex encounter begins. This is the first major decision point. Recommended choice: Listen and understand. This opens the Weaver alliance path and grants +50 Vex reputation.
Minutes 45-60: Post-Vex transition
After the Vex encounter, you have a brief window before Chapter 2 content loads. Use it to:
- Return to Verge Station and sell accumulated goods.
- Upgrade to Courier (9,000cr) if you haven't already. The extra cargo transforms your per-trip profit.
- Hire Brood-7 (Engineer, 12,000cr) at Keros-7 when you can afford it. His +10 HP per jump is significant.
- Complete 2-3 more cargo missions to bank another 5,000-8,000cr.
By the 60-minute mark, ideal state:
- Courier ship (9,000cr purchase)
- Mara Voss hired (8,000cr)
- 20,000-30,000cr in bank
- Weaver reputation at +25 (from saved child) to +35 (with one courier mission completed)
- Vex reputation at +50
- Ready to pursue Chapter 2 content
Common first-hour mistakes
- Buying upgrades too early — Don't spend credits on upgrades before you've made your ship transition. Ship first, upgrades second.
- Exploring instead of trading — Exploration has lore value but no credit value. Trade first, explore later.
- Skipping Vex's explanation — Listening seems slow. Skipping costs you 50 reputation and closes the Weaver path.
- Engaging every Scourge encounter — Your starter Scout is weak. Escape combat you cannot reliably win.
Pace expectations
60 minutes is a comfortable first-hour pace. Rushing can compress this to 45 minutes; savoring environmental details can extend it to 90. Both are valid. The game does not time-pressure first-run players, and the optimal path is less about speed than about making each decision intentionally.