First session · checked 2026-09-21
Your first loop, in order
The short answer: confirm you are on Place 127685019935711, redeem the listed codes only if you want them, then let your stats train while you push story and die on purpose when a run stops paying you. Everything else in the game can wait until that loop is familiar.
This is the order of operations for a first session, not a chapter walkthrough — those are not published for this game.
Before you press play
Confirm the exact experience. The listing for this hub is the IceBerq experience titled [⚔️ARENA] Re:Zero Incremental at Place 127685019935711. Other Re:Zero Incremental listings appear in search, and mixing a code list from one with the game from another is the single most common self-inflicted problem players report.
The first session, step by step
Confirm you are on IceBerq's Place
Open [⚔️ARENA] Re:Zero Incremental and check the Place ID reads 127685019935711.
Why: Search results also surface older or differently tagged Re:Zero Incremental listings. A code list or guide written for another listing will send you in circles.
Check: The experience you are in is published by IceBerq and carries the Arena tag.
Decide whether you want the listed codes now
If you want the optional chests, redeem the strings a community tracker listed while they are still fresh.
Why: Codes are optional rewards, and they are more useful early than after your baseline is established.
Check: Settings accepts the string, or you have decided to skip codes and move on.
Let training run while you push story
Start moving through the early arcs. Do not stop to optimise anything yet.
Why: Stats and masteries are described as training in the background, so standing still to plan is wasted time in hour one.
Check: You have progressed story rather than re-reading menus.
Learn the loop by dying once on purpose
When you hit a wall, let the run end instead of retrying the same attempt repeatedly.
Why: Return by Death keeps your learned progress and rewinds the world, so a deliberate reset is cheaper than grinding a stalled run.
Check: Your stats and masteries are still present after the reset.
Notice which of the four families you are using
Pay attention to whether Magic, Weapons, Authorities, or Divine Protections is carrying your damage.
Why: Two hundred skills exist across four families, but only you can see which style you actually enjoy in a live fight.
Check: You can name the family you are leaning on.
Meet the four named allies
Check how companions appear in your run, and note whether Rem, Emilia, Beatrice, or Reinhard is available to you.
Why: The listing names those four, and 27 companions exist in total. Knowing what your roster looks like early prevents chasing a rumoured character.
Check: You know which named ally is present and what the summon surface looks like.
Write down one thing you want to test
Pick a single question — a skill family, a reset habit, a chapter branch — and answer it across your next two loops.
Why: Because death is cheap and progress persists, the fastest way to learn this game is a controlled experiment rather than a guide.
Check: You have a specific question and a way to observe the answer.
Leave the endgame for later
Close the raid, dungeon, camp, trading and arena screens you opened while exploring.
Why: Those systems are built for a character that already has accumulated stats. Reading them now does not speed anything up.
Check: You are back in the core loop with a clear next action.
Ignore these until later
Every system below is real and officially listed. None of them belongs in your first hour, because a character without accumulated stats cannot make a meaningful decision inside them yet.
| System | Why it can wait |
|---|---|
| 8 raid bosses | Each drops mythic gear, a title and a frame, but the boss names and drop rates are not published and the encounters assume an established build. |
| 4 world bosses | Server-wide encounters need coordination and a baseline you do not have in hour one. |
| 7 dungeons plus Endless | Real progression content with daily depth rewards, but it sits after the loop makes sense to you. |
| Camps and the shared stash | A social system with reputation. Useful once you have something worth sharing. |
| Player trading and the market | Prices shift constantly and there is no live feed, so planning around the market in hour one is guesswork. |
| The 505-item collection | A completion goal, not a first-session task. |
| Arena ladder | Competitive ranking against players who already have the stats you are still building. |
Where codes fit into the first session
Codes are a small side errand: redeem them at the start if you want the chests, and then forget about them for the rest of the session. The full table, the Settings steps and the expired archive live on the codes page so this guide stays a route rather than a list.
Five first-hour mistakes
- Copying a code list from another Re:Zero Incremental listing. Older or differently tagged listings exist. Redeem on Place 127685019935711 and the strings behave as the tracker described; redeem elsewhere and you will conclude the codes are fake when the problem is the experience.
- Treating the first death as a failure. The reset is the progression mechanic. Reading it as a penalty leads players to grind a stalled run for far longer than a reset would have cost.
- Spreading skill attention across all four families. Two hundred skills across four families means thin allocation shows up as weak damage. Focus one family for a few loops, then adjust.
- Chasing a specific ending immediately. Twenty endings exist, and choices decide which run ends how. Routing to one before you understand the loop is the slowest possible path.
- Trusting unverified numbers. Multipliers, drop rates, pity counts and recipes for this game are largely unpublished. Treat video numbers as unverified for the current build.
What this guide deliberately leaves out
Named dungeon routes, raid strategies, item recipes, exact skill scaling and the choice tree behind the 20 endings are all unpublished for this game as of 2026-09-21. Rather than fill those gaps with plausible-sounding text, this page stops at the loop and sends you to the pages that own what we do know.
Next steps
Frequently asked questions
What should I do in the first session?
Confirm you are on the right Place, decide whether you want the listed codes, then let stats and masteries train while you push story. Do not start chasing endgame systems in the first hour.
Do I need codes before I start playing?
No. They are optional. If you do want them, redeem them early through Settings so the chests and the listed 10x pull land while they still matter — but the game is playable without them.
How long before raids and dungeons matter?
They are endgame content. The listing confirms 7 dungeons plus Endless, 8 raid bosses and 4 world bosses, but those systems are built for a character that has already accumulated stats and masteries. Read them, then ignore them for now.
What should I ignore in the first hour?
Raids, world bosses, camps, trading, the 505-item collection and the arena ladder. Each one is real and each one can wait until your baseline stats exist.
Do I have to pick one skill family immediately?
No, but it helps to notice which of the four families you are naturally using — Magic, Weapons, Authorities, or Divine Protections. Deliberately focus one family across a few loops instead of spreading thin, then adjust after you have seen how it plays.