01

What Solo changes

Solo removes the co-op progression permadeath threat so one player can practice independently. The official 1.0 feature list says it is available across all maps, making it the safest place to learn routes and controls after the tutorial.

  • One player instead of an eight-Responder co-op team.
  • No developed co-op Responder is placed at permadeath risk while you practice.
  • All maps can be studied without waiting for a public squad.
  • The mode is designed for learning, not presented as the main progression loop.
02

A useful first-session route

  • Finish the guided tutorial before opening a full map.
  • Choose one Objective map and identify the spawn area, major landmarks and likely extraction direction.
  • Follow the objective prompts once without detouring for complete loot coverage.
  • Repeat the same map and test one alternate route or control setting at a time.
  • Move into Beginner or Normal co-op only when you can navigate without depending on another player for every turn.
03

Best uses

  • Learn map layout and major landmarks.
  • Practice combat, healing and inventory decisions after the tutorial.
  • Understand objective flow before joining a live squad.
  • Test controller, sensitivity, display and accessibility settings without putting a developed Responder at risk.
04

Progress and reward caveat

The launch description presents Solo as practice, not a replacement for the eight-player cooperative progression loop. The official source cited below does not define reward parity with co-op. Do not assume Solo grants the same Credits, Merits, assignments or progression results unless the live mode screen or a newer official post says so.

05

When to leave Solo

Solo can teach geography and personal resource handling, but it cannot reproduce communication, shared supplies or rescue decisions in a live team. Once the map is readable, co-op is the next step for learning spacing, callouts and how permadeath changes group choices.