Roco Kingdom How to Play
You play as a newly enrolled Roco: the story opens on an airship to the Magic Academy, then hands you the open continent of Carosia, where you meet Jinies, form pacts with them and build a home base between lessons.
Roco Kingdom does not open with a menu full of modes. It opens with a journey. Your character is a newly admitted Roco on an airship bound for a first year at the Magic Academy, and the storm that knocks that ship off course is the game's way of dropping you into the continent of Carosia with something to fix.
Everything else follows from that premise, so this page walks the opening in the order you will actually meet it.
Step 1 — the airship and the storm
The opening sequence sets up the mystery rather than the tutorial: the storm has disturbed the mountains, unsettled the Jinies living there, and signalled the return of something dark. A compass reacts to you specifically. That compass is the thread the story pulls for the rest of the game, so it is worth paying attention to the first hour instead of skipping cutscenes.
Step 2 — the Academy
Almost immediately you are a student. The official material describes choosing between several schools, attending an Outdoor Classroom, and joining seasonal school events, with an Academy Points Tournament running as the competitive backbone of student life.
Lessons are the structured half of the game. The wild is the other half, and the two feed each other: what you learn in class is what lets you handle rarer Jinies outside the walls.
What the academy year looks like goes deeper into schools, points and the home base.
Step 3 — your first Jini pact
Jinies are not tools you pick up. The developers describe them as living manifestations of magic, hatched from eggs and shaped by the environment they grow up in, and the pact is the moment a wild Jini decides you are worth following.
In practice the loop is:
- Observe. Jinies roam, play and react to the world. Some hide behind magical disguises, some gather around music, some respond to gestures, performances or a camera.
- Approach carefully. A cautious first contact can turn into trust; a rushed one usually ends with the Jini bolting.
- Form the pact. Once bonded, the Jini travels with you, fights with you and grows alongside you.
- Keep the relationship going. The game tracks the bond, not just the catch.
Jinies, pacts and the appearance variants explains what changes between two Jinies of the same species.
Step 4 — build the home base
The home is the part of the loop that makes the world feel owned rather than visited. You build your own place, and other players can visit it. The Dev Talk also mentions systems called Jini Blessing and Lineup Mirroring that let friends share the raising and team-building side of the game.
Step 5 — explore with friends
Carosia is built for company. You can hold hands with a friend to share gathering rewards and battle EXP, ride a Jini together, take on challenges as a pair, or spar. Catching is easier with someone else along, which quietly pushes you toward co-op instead of solo grinding.
A sane first-session plan
| Priority | Why |
|---|---|
| Finish the opening story | It unlocks the academy systems and the compass thread |
| Catch three or four Jinies | You need a bench before the first real duel |
| Walk the academy grounds | Outdoor Classroom and events are the steady source of points |
| Claim a home plot | Storage and layout pay off later, not immediately |
| Try one duel | Levels are equalized, so an early loss costs you nothing |







