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Current build · version 1.19Released Sep 14

Creator Chronicles Mining, Crafting & Progression: Build the Chain, Not Everything

A progression guide for Mining, Blacksmithing, Alchemy, Cooking and Enchanting with Production Control, recipe links and Tracked Goals.

Updated
Oct 30, 2026
Quick answer

Unlock crafting by solving the next bottleneck, not by building every station. Mining feeds equipment crafting, Herbalism feeds Alchemy, Fishing can support food/cooking, and dungeons feed gear/gold back into the village. Keep one complete chain working before opening a second one.

Creator Chronicles town management and work log panel docked over the settlement — official Steam store screenshotOfficial Steam screenshot

Work backward from a goal in version 1.19

Right-click an undiscovered target to pin it in Tracked Goals. You can track up to eight goals, including Build and Dungeon entries, Guild Members in Contacts, and materials/crafted items in the supported production tabs. Pin the next facility or recipe you actually need rather than opening every chain at once.

  1. Read the missing material or discovery condition in the pinned entry.
  2. Click the material line to open that resource. Used In shows which products consume it.
  3. Open Production Control with X and find the appropriate profession. Use Fixed Count for a finite batch or Target Production for a continuing stock buffer.
  4. Put the eligible bottleneck recipe higher in the priority list and check materials, required level and available workers.
  5. When all conditions are met, the goal becomes Discoverable. Click it to return to the right window and perform the discovery; the goal is removed after it is actually discovered.

Tracked Goals persist through loading a save. Right-click the target again or press the entry’s X to remove it. You can move or collapse the list without losing the progress summary.

The main resource chains

Input jobCraft/use jobPrimary output purpose
HerbalismAlchemyPotions and dungeon supplies
MiningBlacksmithingEquipment/material progression
FishingCooking / economyFood and sale inputs
Dungeon lootEnchanting / equipment economyGear upgrades, dismantling/enchantment loop

Mining is a progression gate, not an isolated building

What to unlock first

  1. Unlock the chain your current quest/dungeon actually needs.
  2. Recruit the profession before investing heavily in a building that cannot run.
  3. Raise worker level if the recipe is blocked by production level.
  4. Only then add a second chain such as Mining → Blacksmithing.

Why you should avoid overfitting the Demo

Resource info showing Used In, Keep in Stock and production quantity controlsVersion boundary

Official development notes say high-grade raid rewards and many dedicated raid bosses are part of the broader progression, while several raid features were still being implemented during the Demo period. A static “complete recipe/raid loot table” made before launch would be the wrong asset to publish now.

Patch 1.02 note (September 16)

Material requirements for constructing the Magic School and Gryphon Landing were reduced in patch 1.02, and equipment Defense/Mana plus Attack Power and Spell Power bonuses were adjusted. Plan the next building with the current requirements rather than launch-week lists.

Launch content (September 15, 2026)

Patch 1.18 notes (October 13)