Kenshi.zoneWorld Encyclopedia

Game StartsReport

English:Game Starts · Game Mechanics

Kenshi offers 13 selectable starts that set your location, headcount, gear, cash, faction relations and bounty - but change nothing about how hard the world itself is.

Kenshi has no main quest and no tutorial; the player's first contact with the world is the "Choose Your Beginning" screen. What you pick there is not a difficulty slider but a package of initial conditions: where you wake up, what you are carrying, and who already wants you dead.

What a start actually changes

Each start defines six things:

Race restrictions are a separate condition: starts marked with an asterisk lock which races you may pick.

The difficulty label is the most misread thing on the screen

The Difficulty field on the screen (Default / Easy / Normal / Hard / Very Hard and so on) describes only the first few minutes of your game. It does not adjust the experience curve, does not weaken enemies, and gives you no hidden bonuses.

ImportantPicking an "easy" start will not make you level faster. Player characters and the AI run on the same experience rules in Kenshi; your one advantage is that you can save and try again.

By the same token the Play Style field (RPG / Action RPG / Real-Time Strategy / Wanted Criminal / Trading RPG) is only a suggestion about mindset and binds you to nothing. Pick the "wanted criminal" start and you can still go and be a merchant.

What does change world parameters is Advanced Options in the bottom left of the same screen; settings like the squad size multiplier are the actual difficulty dials — and they can be adjusted again later when you import a save.

All starts at a glance

StartLocationCashStarting squadDifficulty labelRelations / bounty
WandererThe Hub1,000 Cats1 character, Iron Club + Rag LoinclothDefaultNone
The Wandering TraderTrader's Edge0 Cats1 character + adult pack bull, backpack full of goodsEasyTraders Guild +75
The Holy SwordThe Hub100 Cats1 character, Edgewalker-grade NodachiHarderHoly Nation −100; 20,000-Cat bounty
The Cannibal HuntersCannibal Village9 Cats2 characters (Combat 5 / Thievery 20)DodgyAttacked from the first second
The Hive Exile*Hive Village0 Cats1 character, nothing at allHardWestern Hive subraces only
Son of a CaptainThe Hub0 Cats1 character, Catun-grade KatanaNormalHoly Nation −100 / United Cities +100
The Slaves*Rebirth0 Cats2 characters, locked shackles, malnourishedHardSkeletons not allowed
Rock BottomThe Great Desert east of Sho-Battai0 Cats1 character, missing the left arm, all but naked, malnourishedVery HardNone
Empire CitizenSho-Battai750 Cats1 character, rag clothingDefaultNone
Holy Nation Citizen*Bad Teeth or Stack200 Cats1 character, Iron Club + a copy of The Holy FlameDefaultHoly Nation +15; humans only
Guy with a DogBast13 Cats1 character + baby Bonedog, malnourishedNormalNone
The Freedom SeekersRandom Waystation4,000 Cats6 characters + building materials, blueprint, completed researchEasy / Hard combinationOld Soldier carries a 20,000-Cat Holy Nation bounty
NobodiesThe Hub or two waystation ruins0 Cats5 characters, Iron Sticks, malnourishedEasyNone

(*) marks a start that restricts your race choice.

Where Rock Bottom drops you: The Great Desert east of Sho-Battai, surrounded by slaver hunting grounds
Where Rock Bottom drops you: The Great Desert east of Sho-Battai, surrounded by slaver hunting grounds

A few starts worth expanding on

Wanderer: the officially defined "right way to play"

The start description says outright that "this is the way the game is intended to be played". A thousand cats, one rag, one weapon, and everything else is on you.

Worth noting: the description says "a rusty sword", but what you are actually handed is an Iron Club — a blunt weapon. This is one of the few places where Kenshi's copy and its implementation disagree, so do not waste time looking for that sword.

The Holy Sword: you took a relic, and two governments' death warrants with it

You have picked up an Edgewalker-grade Nodachi (equal chance of Edge 1 / 2 / 3), one of the strongest weapons obtainable at character creation — at the price of a 20,000-Cat bounty.

NoteThe wiki records the bounty as registered with both the Holy Nation and the United Cities, but the practical notes on the same page point out that the "Imperial Lords" faction is not actually used in the game, so entering United Cities towns will not get you attacked by guards over it. The two statements do not agree; the conservative reading is to treat the United Cities as risky territory.

The good news is that the bounty is attached to the starting character only; everyone you recruit later is clean.

Rock Bottom: Kenshi's most famous hell start

Naked, without food, missing a left arm, dumped in the middle of a desert crawling with slavers. Worse still — under United Cities law, starving is itself a crime, so walking into a town may get you questioned by a gate sergeant and then attacked.

The usual survival route is to head east to an abandoned village, loot it for something to sell, or trail wild animal herds and pick up the meat of whatever gets knocked down, then cook it on a campfire.

The Slaves: the only scenario that begins with zero freedom

You are in the Rebirth pits building a pointless statue for the Holy Nation. The game tells you straight out: get into a cage immediately and you will take fewer beatings.

Headcount on this start is affected by the squad size multiplier in Advanced Options. The recommended escape direction is east; the south and west gates have guards on mounted crossbows.

The Hive Exile: the race that starts with its trading rights cut off

You have been exiled from your hive and are now "Hiveless". This is not just narrative flavour — the Hiveless cannot buy from or sell to traders in Hive villages, which makes the region you start in completely useless to you.

The one exception is Hive caravans on the road; they will still trade with you.

The Freedom Seekers: a real-time strategy start in disguise

Six people, 4,000 Cats, 20 building materials, 20 iron plates and a farming blueprint, plus an "Old Soldier" with stats around 20–25. This is the only scenario that actively encourages you to build a base immediately; the difficulty reads "Easy / Hard combination" precisely because the early game is comfortable and the raids begin the moment your base goes up.

The Old Soldier's 20,000 Cats Holy Nation bounty is almost harmless in practice — nobody will come to collect it. You can even turn him in with another character for the money and then have him escape, which amounts to free cash.

Guy with a Dog: an homage

The start hands you 13 Cats and a baby Bonedog. The number 13 is widely read as a nod to Fallout's Vault 13 and Dogmeat, and possibly also to A Boy and His Dog (1975) or Mad Max 2 (1981). Earlier versions gave a baby Mountain Dog, later swapped for the weaker Bonedog.

What actually deserves your attention is not the dog but the starting location. Bast is a permanent battlefield between the United Cities and the Holy Nation, and there may be two large squads hacking at each other within sight of your spawn. One stream's demonstration ended like this: the character stripped gear off a freshly downed United Cities soldier, was seen doing it by the dead man's comrades, and inside five minutes was bleeding on the ground alongside his companion[V1 0:04:21]. Looting corpses really is the fastest way to get rich here (see money-making methods), but only if you wait until one side is completely down before moving in.

The cut start: Hungover Ninja

One more start still sits in the game files (FCS) without appearing in the menu: "Hungover Ninja". A low-ranking ninja wakes up hungover with no pants in the stone camp southwest of Sho-Battai, penniless, but with 20 Stealth and an Ancient-grade Ninja Blade.

Which one to pick

TipIf none of the built-in starts appeal, you can build your own in the FCS by copying an existing start entry and editing it — but always add a new entry, never edit the original data directly.

See also

Video citations

  1. WELCOME TO "KENSHI" - Expect No Favors Here!HeroInHisHead