Walkthrough

Kusan City of Wolves Early Chapters

Survive the opening campaign loop—learn rooms, earn Bolts, and build habits that scale to all 54 stages.

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Early chapters in Kusan: City of Wolves teach the laws of the city before the city tries to bury you. CIRCLEfromDOT and PQube’s hardcore top-down shooter launches July 30, 2026, but the live demo already mirrors the opening pressure: one mistake can end a run, stylish play earns Bolts, and Jin must juggle firearms, Quantum Knife, and War Hand. This featured walkthrough keeps story spoilers light while focusing on habits that scale across the full 54 stages. Use it with Stages Overview, the Boss Guide, and the Walkthrough Hub.

Goals for the opening hours. First, prove your binds under adrenaline—confirm dodge, parry, knife, and fist using PC Controls or Console Controls. Second, clear approach rooms without spraying every bullet into walls; leave ammo and attention for elites. Third, break at least one obstacle per stage with War Hand so pathing becomes instinct. Fourth, land intentional Quantum Knife throws on priority targets instead of panic tossing. Fifth, spend Bolts on the pain you actually feel, guided by Loadout Builds and War Hand Upgrades.

Reading the first districts. Expect neon alleys that punish corner camping, denser packs that demand thinning with the knife, and audio pressure from the soundtrack that can rush your trigger finger. Slow your inputs on purpose during the first clear of each new room type. Watch spawn doors. Pre-aim the lane you will retreat through. If a room includes destructible props blocking sightlines, smash them before the second wave finishes surrounding you. Early chapters are generous teachers only if you accept the lesson instead of force-resetting after every scratch.

Bolts plan for early chapters. Earn with parries, finishers, and fast clears; spend on reliability. A common trap is unlocking a flashy firearm from the Weapons Tier List before knife or fist basics work. Another trap is hoarding Bolts through three stages and dying with a full wallet. Buy the upgrade that shortens your current death reason, then play two stages before buying again. Write purchases down if you restart often—memory lies after wipe streaks.

Combat curriculum. Lesson A: guns create space. Lesson B: Quantum Knife deletes the enemy that would ruin that space. Lesson C: War Hand opens space that never existed. Lesson D: parries turn defense into economy. Drill them in order inside the demo, then inside early campaign stages. When you fail, name the missed lesson. This is faster than watching random clips without a goal—though the embedded video on this page can reinforce movement and encounter pacing when you need a visual reference.

When early bosses appear. Marketing highlights larger-than-life threats such as DJ Garak and Hoban as tests of nerve. Even if your exact early-chapter boss order differs by build, the homework is identical: learn telegraphs, dodge first, punish second, and avoid rebuilding your entire kit between attempts. Skim the Boss Guide for pattern habits, then return here for economy and routing. Treat the first boss clear as a knowledge pass; S-Rank the chapter after the layout is boring.

Story framing without spoiling. You play Jin, an ex-soldier fixer pulled into violence tied to Haru and the city’s predators. Early chapters establish tone—corruption, betrayal, and survival—through comic-style storytelling and pixel presentation called out in public materials. Enjoy scenes, then immediately restate your mechanical goal for the next stage so narrative momentum does not become reckless play.

Platform-specific early tips. On PC, verify mouse sensitivity in the first wide room you find. On DualSense, confirm adaptive triggers are not tiring your fingers before chapter two. On Switch handheld, lower sensitivity before dense alleys. Cross-save habits matter more than cross-save files: keep action roles identical if you try multiple demos.

Exit criteria before mid chapters. You can clear a mixed room while using all three tools deliberately. You can explain why you spent your last Bolts. You can remap without thinking. You can die to a boss tell once and name it. You have skimmed Stages Overview so the idea of 54 stages feels like a structure, not a threat. When those are true, push forward; when not, replay early rooms on purpose. Kusan rewards fixers who study, not only those who wishlist and hope for July 30, 2026.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Should I play the demo before early chapters at launch?

Yes. The demo trains one-hit discipline, knife positioning, and fist pathing so launch day is not your first panic.

What should I buy first with Bolts?

Whatever fixes your current deaths—often War Hand recovery/pathing or Quantum Knife reliability before novelty guns.

When do I start chasing S-Ranks?

After you can clear a chapter without confusion. Use a second pass for style and speed.

Where do I go if bosses stop my progress?

Open the [Boss Guide](/walkthrough/boss-guide/), change one tactic or upgrade, and retry without reshuffling every bind.

How does this connect to builds?

Pick an archetype from [Loadout Builds](/builds/loadouts/) once fundamentals stick, then align early Bolts to that plan.