Titan Spine Isle
What it is: your whole alliance transfers to a shared season map and fights four to eight other alliances for territory over 45 days. Why it matters: the largest piece of content in the game, with new hero exclusive gear parts, three new Season 1 heroes, and a legendary base camp skin as rewards. The catch: once the battle phase begins, you cannot go home until the season ends. Decide before you register.
The short version¶
- Alliance leaders (R5/R4) register during the 7-day registration window.
- Meet the entry requirements — the exact numbers are disputed, see below. Verify in game.
- After day 7, the roster locks. Nobody joins, nobody leaves.
- R5 picks the alliance's starting land — first come, first served, unchangeable.
- Capture huts to farm free season troops; fortify your outpost buildings.
- Expand territory with alliance lookouts; take ruins, bunkers, fortresses, gates and bridges.
- Push to the Titan Sanctum in the centre. Holding it decides your season rewards.
Phase lengths at a glance¶
From the start of notification through the end of battle is 66 days. With the 1.5-day settlement period the complete timeline is about 67.5 days across six stages:
- Notification — 7 days (the heads-up phase before registration opens)
- Registration — 7 days
- Matchmaking — 4 days
- Land choosing — 3 days
- Battle — 45 days
- Settlement — 1.5 days
Commit to roughly two and a half months when you register.
Phases 1-2 — registration and recruitment¶
Registration — 7 days. R5 and R4 can register the alliance. Only R5 can cancel, and only during the first six days.
Requirements, checked on the final day of registration — and the numbers do not agree between sources:
- In-game mail relayed on video: at least 50 members; 50 logged in within the past 3 days; among those, at least 35 with tier 8 troops or higher.
- Screenshot posted on the official server: at least 30 members logged in within 3 days, and at least 15 members with T7 soldiers — though the screenshot's own counters read "1/30" and "0/25", matching neither figure.
- A separate stated minimum: Basecamp level 6 to join a season alliance, with alliances free to set a higher level or power bar of their own.
Do not register on the strength of this guide
Open the requirements panel in game and read it. This is the single most consequential unresolved item in the whole guide set, because an alliance that registers without meeting the real bar loses the season. See BEST GUESS 006.
Fail the check at 00:00 UTC on the final day and your registration is cancelled — though you can re-register once you meet it again.
From 00:00 UTC on the final registration day, the roster is frozen. No adding members, no removing members, and members cannot leave voluntarily. Leaders: keep your alliance active through that deadline, because an inactivity dip can cost you the whole season.
Seasonal Assembly — runs during registration. R5 can send recruitment invitations to players on other servers. Anyone in the registration phase at base camp level 6 or above can accept. Accepted players transfer servers, join the alliance automatically, and enter the season with you. Note: they stay on the new server permanently after the season ends. Recruitment slots are limited per server and per alliance, so move early.
Phases 3-6 — matchmaking to settlement¶
Matchmaking — 4 days. The system groups registered alliances into brackets of four to eight. Everyone in your group is an opponent for the season. Season chat opens once matchmaking completes.
Land Selection — 3 days. Only R5 selects, it is first come, first served, and it cannot be changed. The map has 13 regions with eight available lands of beginning. Alliances that do not select get assigned one. Your choice sets your starting position and your territory colour.
Battle — 45 days. Players enter the season map automatically on login. Entry cannot be declined and you cannot return to your home server. Features unlock progressively as season milestones are reached.
Settlement — 1.5 days. You stay on the map and can still act, but honor, achievements, and season missions stop counting. Everyone receives a 24-hour shield you may remove manually. At the end, everyone returns to their original server and rewards arrive by mail.
The map¶
Thirteen regions, each subdivided by resource availability, in three types:
Lands of Beginning — resource-poor starting areas. Eight of them. Lands of Progression — much richer; where alliances develop outposts and build power. Land of Belief — the richest, containing the Titan Sanctum.
Things you capture¶
Every capture works the same way: defeat the garrison, reduce durability to zero. Once held, all alliance members receive the structure's buffs, and you can relocate to neutral tiles within that area.
- Ruins — at the centre of each region. Count toward final season rewards.
- Bunkers — common ruins scattered through the world.
- Fortresses — the central ruin of a division.
- Gatehouses and bridges — key structures that must be taken before your alliance can move into other regions. These are your bottlenecks; plan around them.
- The Titan Sanctum — the central ruin of the whole isle, in the Land of Belief. Whoever controls it determines the final season rewards their alliance receives. This is the win condition.
Alliance systems¶
Alliance Palace — provides your initial territory and a safe area. Inside the safe area you cannot be attacked and cannot initiate attacks. The palace itself cannot be attacked.
Alliance resource spots — during the season, gathering only happens at your alliance's exclusive resource spots, accessible only to members. Marches toward them are accelerated.
Alliance territory — only your members can move onto it. Hut garrisons on your territory do not gain a resistance bonus, and you can only attack ruins adjacent to your territory. This is why lookouts matter.
Alliance lookouts — R5 and R4 build these with building materials to expand territory. They can only go on tiles adjacent to existing territory, so expansion is a chain. You destroy an enemy lookout by stationing troops there until durability hits zero, which removes the territory it provided.
Building materials come from members completing daily quests. More active members means faster expansion — this is the clearest mechanical reason activity matters.
Alliance feat — your feat ranking determines how many season tier 11 soldiers you earn from occupied ruins. Higher ranking, more troops. You earn feat by helping build lookouts, destroying enemy lookouts, defeating ruin garrisons, reducing ruin durability, and defeating other commanders' troops inside ruins.
Solo systems¶
Season soldiers — free, and you should use them. They cost nothing, and they do not permanently die. Injured season soldiers heal at the season drill ground using season potent potions, which accumulate over time — so your supply of potions, not your supply of troops, is the real constraint.
Two caveats: season soldiers stay in the season world when the season ends, and they do not count toward normal troop training tasks.
Huts — occupy them (defeat garrison, durability to zero) and they continuously produce season tier 11 soldiers. Higher level huts produce more, and during the season you can raise both hut levels and the number you may hold. If you want season troops, huts are the priority.
Outpost fortification — some of your buildings can be fortified for season-long buffs, using fortification backbone. You get it from hunting advanced wild creatures, attacking advanced rally targets, defeating Ketzel Kawad, and season events. The buffs end when the season does.
Ketzel Kawad — a wild creature unlocked at a season milestone. You cannot find it with the normal search function, and it pays substantially more than ordinary wild creatures. Worth hunting deliberately.
Thunder T-Rex — a limited-time creature with generous rewards. Watch for it.
Spinel Golems — powerful rally targets. Team up with your alliance.
Wild creatures generally are stronger and pay better during the season than at home.
Season Rescue — why you should fight freely¶
This is the system that changes how the season plays. Resources used to heal normal and season soldiers are partially refunded after the season ends (speed-ups and season potent potions are excluded), and soldiers killed during the season return to your outpost when it ends.
The implication: do not hoard your troops. The usual instinct to preserve your army does not apply here. Fallen soldiers and refunded resources arrive by mail after settlement. Fight.
Rewards¶
- Season milestones — alliance-wide cooperative goals. Completing them unlocks season features for everyone, regardless of individual quest completion.
- Alliance occupation rewards — determined by whether you hold the Titan Sanctum and how many ruins you hold. Individual payouts vary by rank within the alliance.
- Season achievements — some individual, some cooperative. Unclaimed ones are mailed after the season.
- Honor ranking — raise honor by occupying huts, collecting season soldiers, and fortifying outpost buildings. Ranked rewards at the end of the competition period.
- Headline rewards: new hero exclusive gear parts, three new Season 1 heroes, the Supreme Dino Throne base camp skin, and general resources.
What the official server adds — treat as provisional¶
The developer delivered the season rules by in-game mail rather than publishing them, so the community's picture is patchy. Much of what follows was extrapolated by a player from equivalent modes in other games, and is flagged as provisional on the official server itself (BEST GUESS 035). Verify before planning around it.
The first two weeks are PvE only. PvP starts when the gates to other territory open, which is gated behind a milestone. That gives you a fortnight to build camps and towers before anyone can hit you.
Resource tiles are removed from the season map. Instead there are soldier camps producing T11 season soldiers. Every player needs their own; you start able to occupy around 20 camps, expanding with personal progress and season milestones. Each alliance also has a Resource Depot near its main building where all members can gather.
Alliance Lookout towers are capped at around 300, and their placement determines your land area — so plan the chain rather than building outward at random.
Roughly 200 members per server can be on the isle.
Buildings have two phases — defenders, then durability — with roughly one hour until defenders respawn. Before a milestone is reached, a buff makes building defenders very hard to beat; after it, they become occupiable.
Milestones are partly server-wide and partly per-alliance. One example given: all six alliances on a map collectively building 60 towers, ten each. That means your progress can be gated on rivals cooperating.
Season versions of Tortoises and Crystal Giants exist at higher levels.
Cities your alliance owns on the main server are retained while you are inside — unless another alliance takes them while you are away.
Healing refund: one source puts the season-end refund at 70% of healing resources. The in-game rules say "partially refunded" without a figure.
An expensive confusion to avoid¶
Migration and the Season are two different events. You do not need World Passports for a season. You apply directly to an alliance and their R5 accepts you, or you are recruited through Seasonal Assembly. See World Transfer.
Known problems as of September 14, 2026¶
- R5/R4 season registration was bugged in early September. If registration appears to fail, it may not be you.
- The "Complete the Construction of 1 Alliance Lookout" quest is a common blocker. Only 12 players can assist a given tower and you must join one still under construction. The quest rotates out and reappears, so if you cannot complete it, wait rather than burning time.
- A tester's summary was that the mode still needs significant work.
The first season covered servers 1 to 13; the next was estimated at roughly 70 days later.
Decide before you register¶
The 45-day lock is real. You cannot return to your home world during the battle phase, and entry is automatic on login. An alliance that registers casually and then goes quiet has 50 people stuck in a war world they are losing.
For leaders, the checklist before registering:
- Have you opened the current in-game registration requirements panel and confirmed your alliance meets every line of it, through the final check?
- Can you hold a full, active roster for 45 days without losing people mid-season?
Do not plan against remembered thresholds
Published community sources give conflicting member counts and troop tiers (BEST GUESS 006). Read the panel in game. An alliance that registers on a wrong number loses the season.
- Is your alliance willing to coordinate lookout chains and ruin pushes, or will people farm alone?
- Have you used Seasonal Assembly to recruit, knowing recruits stay on your server afterwards?
If the answer to any of those is uncertain, sitting out a season costs you far less than entering one badly.