FTUE (First-Time User Experience) is the design of a player’s first interaction with your game — usually spanning the first session or first 5–15 minutes. It’s where players learn the basics, experience the tone, feel the reward loop — and decide whether to keep playing or churn.
It’s not just the tutorial. It’s the handshake, the pitch, and the test — all at once.
1️⃣ Definition
FTUE refers to the initial onboarding phase of a game — combining tutorial, narrative, UX scaffolding, pacing, and emotional hooks to convert a first-time player into a returning one.
📍If FTUE fails, the rest of the game doesn’t matter — the player never sees it.
2️⃣ What FTUE Is For
Goal | What It Enables |
Teach core mechanics | Without overwhelming or boring |
Establish the loop | Show what players will do and get |
Set tone and fantasy | Anchor emotional investment early |
Minimize friction | Make inputs, navigation, and goals obvious |
Trigger first reward | Hook the player with momentum |
Invite re-engagement | Tease what’s coming next (progression, unlocks) |
📍The best FTUE makes players say: “I get it — and I want more.”
Read about eureka effect for deeper knwoledge about “I get it”
3️⃣ Common Components of FTUE
Component | Role |
Intro Scene | Emotional hook or world setup |
Guided Action | Teach one mechanic at a time |
First Reward | XP, loot, unlock — immediate payoff |
Paced UI Onboarding | Gradual system/tool introduction |
First Challenge | Let the player apply what they just learned |
Core Loop Preview | Show the repeatable structure |
Exit Cue | Leave space for players to return later (not burn out) |
📍Don’t frontload everything. Reveal systems only when the player needs them.
4️⃣ Great FTUE Examples
Game | FTUE Strength |
Super Mario Bros. | Level 1-1 teaches movement and rewards without text |
Clash Royale | 5-minute intro covers UI, combat, rewards, and session flow |
Hades | First death teaches loop, currency, hub systems — instantly |
Genshin Impact | Cinematic intro + moment-to-moment movement and combat tutorial in <10 min |
📍Good FTUE isn’t just functional — it’s felt. The player knows where they are, what they’re doing, and why it matters.
5️⃣ Pacing the FTUE Flow
- Hook — Visual, thematic, or narrative intro
- First Action — Teach one verb (e.g. move, shoot)
- Simple Challenge — Let player use the new verb
- Reward — Give a visual or mechanical payoff
- Loop Reveal — Hint at what the rest of the game is built around
- Tease Progression — Show what they can become if they stay
📍Every FTUE has a first failure moment. Make sure it teaches — not frustrates.
6️⃣ FTUE Best Practices
📍If a player doesn’t come back after Day 0 — the FTUE was the whole game.
7️⃣ FTUE Pitfalls to Avoid
Mistake | Consequence |
Tutorial overload | Player churns before control is handed over |
Teaching too late | Confusion leads to frustration |
Over-explaining | Kills pacing and curiosity |
Zero feedback | No reward = no motivation |
No hook | Player doesn’t care what happens next |
UI friction | Player doesn’t know where to tap or look |
📍Great FTUE teaches with confidence and clarity — not with fear of error.
✅ FTUE Design Checklist
📍Your FTUE should create emotion, not just clarity.
Summary
Term | FTUE (First-Time User Experience) |
What it is | The design of the player’s first session or onboarding moments |
Why it matters | Converts new users into retained players by teaching, rewarding, and hooking |
What it includes | Guidance, pacing, UI onboarding, narrative hook, first rewards |
Design goal | Make the player say: “This feels good. I want to keep going.” |
📍FTUE is your game’s handshake. If it’s too cold, too firm, or too confusing — the player walks away.