Vespera Frontier and Vesper Gate
Treat the campaign as a loot spine, then seal regions only after food, Loop-Fight, and a mercenary exist.
The Steam pitch for Vespera is a dark campaign from the first hunt to the Frontier beyond Vesper Gate. That sentence is doing a lot of work. New players hear “campaign” and try to speedrun story zones. Idle players hear “Frontier” and start a region seal while Offline Rewards are still calculating. Both habits waste the 24-hour cap. This page is the campaign-to-Frontier route after 1.0. Start from getting started if you do not yet have a class and auto-heal. Keep combat and offline open if a Frontier job hijacked your last idle night.
The campaign is a loot and XP spine, not a separate game mode. Zones feed dungeons. Dungeons feed Resilience. The map eventually offers Frontier work that keeps running while you are away — the same family of jobs as Tower and Spire. Patch 0.15.3 is blunt: starting Spire, Tower, or The Frontier while Offline Rewards are still calculating no longer lets the previous activity take control again when the math finishes. That sentence exists because it used to.
What Vesper Gate is for
Vesper Gate is the story threshold the store copy uses for “you left the tutorial hunt.” You do not need a perfect tier list pick to walk through it. You need food, a Loop-Fight order that spends the resource meter, and one mercenary in the combat slot. If a pack deletes you on the road, lower the area or raise food quality before you blame the class. Barbarian and Nightblade forgive messy reclaim. Arcanist needs mana potions. Warden needs rooms that let traps exist.
Do not treat Gate as a prestige restart. 1.0 did not ask for a new character. Early Access saves continue. Collect Academy refunds if you overpaid Mana Well, then keep walking. See Magic Academy and Patch 1.0.
Region seals and when to ignore them
Frontier region seals look like the next main quest. They are optional pressure until the rest of the loop is staffed:
- Loop-Fight is named correctly on controls and actually fires the right spender.
- A gathering node is running. Gathering is not optional while seals cost food.
- One hire fights; the rest walk. Expeditions pay for the road.
- You can clear a normal dungeon without emptying the potion stack.
If those four are false, skip the seal. The campaign still gives XP without it. Steam reviews that say Frontier “stops mattering” are talking about a geared character. A new account still uses the map as a directed farm.
Offline Frontier without a hijack
Supported activities continue offline for up to 24 hours at online speed. Frontier is one of those activities after it unlocks. The failure mode is starting a new Frontier job while Offline Rewards are still settling a Tower or Spire session. 0.15.3 closed that hijack. 1.0 sat on that fix. Habit remains: wait for the Offline Rewards button to finish, then pick the next ladder.
Patch 0.15.2 added an All Permanent Frontier Stats summary to the Progress panel. Use it. If a region bonus looks missing, check that panel before you reroll a character. Permanent stats are easy to forget because they do not live on the class tree.
Extreme offline progression is bounded. If a 24-hour window produced a cartoon number, assume the bound, not a secret exploit, and read updates before you spend the gold.
How Frontier talks to Tower and Spire
Frontier is not a replacement for Tower and Spire. Tower is the measured climb with floor XP budgets, Reclamation, and Ascension Modules. Spire is endless Tarot. Frontier is the map’s long job. You can starve all three by running the wrong one overnight.
Rule of thumb after 1.0:
- Need Combat Level honesty and Soulbound? Tower.
- Need Tarot gambling and a long idle staircase? Spire, only after auto-combat is stable.
- Need region bonuses and a map that still looks like a campaign? Frontier.
- Need flasks and leather? Stay in town and gather.
World bosses are not Frontier. They are the faction timer on factions. Donate to the War Chest from campaign leftovers, then fight or let the line hold.
Practical campaign session
- Clear the next story pack you can auto without panic.
- If a dungeon icon appears, farm it once before pushing the next zone.
- Check bags. Cook. Only then walk toward Gate.
- When a seal appears, ask whether food and a mercenary exist. If not, turn around.
- Before you log out, decide which of Tower, Spire, or Frontier owns the offline window. Start exactly one.
- Let Offline Rewards finish in the morning before you start another.
The in-game loot table on the enemy is the source of truth for zone drops. This page will not invent a hidden legendary in a starter forest. Some portraits are AI generated; the Steam store says so before you pay. The route is still the same: hunt, staff the town, then seal land you can actually hold.
For official text use Steam news and links. For a buyer’s take on whether the campaign pile is for you, use the review. This wiki is unofficial.
Frequently Asked Questions
Quick answers players search after the Vespera 1.0 launch.
Do I need to finish the Frontier to play Tower?
No. Tower, Spire, and Frontier are separate ladders. Staff Loop-Fight first, then pick one overnight job.
What is Vesper Gate?
The campaign threshold past the first hunt in the store copy. Treat it as a loot spine, not a prestige reset. See getting started.
Why did my Frontier job vanish after idle?
Starting a new activity while Offline Rewards were still calculating used to steal control. Wait for the report, then start Frontier. Details in combat and offline.
Where are permanent Frontier stats?
Patch 0.15.2 added an All Permanent Frontier Stats summary on the Progress panel. Check it before you assume a bonus is missing.