What quests do in Clans of the Forest
Quests sit near the center of the RPG structure in Warrior Cats: Clans of the Forest. Steam directly states that players will embark on a variety of quests to gain favor with their Clan, while the broader game description connects those adventures with strengthening your cat, learning combat moves, exploring the Lake Territories and building your legacy.
That makes quests more important than optional checklist content. They appear to be one of the main ways the game connects Clan reputation, story progression, combat, exploration and character growth.
What is still missing before launch is the fine detail. Trailmark and Bamtang have not published a full mission log, quest categories, chapter list, exact rewards, prerequisites or the total number of quests. Any page that currently claims a complete walkthrough or a fixed quest count would be guessing.
Quests and Clan favor
The clearest confirmed reward is Clan favor. Steam specifically says players embark on quests to gain favor with their Clan.
That wording suggests quests feed into a reputation or standing system, which matches Trailmark’s broader emphasis on relationships, rivalries and reputation. However, there are still several things we cannot safely claim:
- no numerical favor scale has been published;
- no per-quest reputation values are known;
- no confirmed ranks or thresholds have been shown;
- no list of penalties for failing or abandoning a quest exists;
- and no official explanation says whether favor can be permanently lost.
Those details should be measured after launch rather than filled in from generic RPG conventions.
For a broader overview of social progression, see our relationships and reputation guide.
Quests are procedurally generated
One of the biggest updates to the quest picture is the current storefront statement that characters, quests and stories are procedurally generated, with the promise that no two playthroughs are the same.
That means at least some quest content can vary from one playthrough to another. What “vary” actually means has not yet been documented. The game could alter objectives, participants, locations, story context, rewards or combinations of those elements, but the developers have not published the underlying rules.
It is therefore too early to label every quest as random or to claim there is an infinite quest system. Procedural generation may be used for repeatable or supporting content while major campaign missions remain authored. The exact boundary is one of the most important things to test when the game releases on October 23, 2026.
For a deeper explanation, see our procedural generation guide.
Four Clan campaigns shape the quest context
Trailmark advertises four full stories, one for each of ThunderClan, RiverClan, ShadowClan and WindClan. The official Warrior Cats announcement likewise says players can experience four different storylines, beginning as an apprentice in a Clan struggling under the weight of a new prophecy.
That gives quests a strong campaign context. A mission encountered while playing ThunderClan may exist inside a different network of rivalries, locations and story pressures than one encountered in WindClan. Trailmark says the campaigns feature distinct prophecies, rivalries, characters and challenges.
What we should not assume is that every quest is Clan-exclusive or that all four campaigns have the same number of missions. The game may share some systems or generated quest structures across Clans, but no official quest-by-quest comparison exists yet.
How quests may connect to exploration
Exploration is another confirmed part of the quest loop. Steam says players travel through six iconic locations: ThunderClan territory, RiverClan territory, ShadowClan territory, WindClan territory, Moonpool and The Island.
The game also supports climbing trees, pouncing through undergrowth, tracking scents, solving environmental puzzles and uncovering mysteries connected with StarClan. Those mechanics are likely to appear during questing because they are presented as part of the core adventure, although the developers have not yet assigned individual quest names to specific exploration mechanics.
This is why a useful launch walkthrough should record more than dialogue choices. Each quest page should identify the start location, required travel route, scent-tracking steps, puzzle requirements and any hidden or missable interactions.
See our exploration guide for the broader traversal systems.
Combat, hunting and quest objectives
Combat is tightly connected with the wider RPG loop. Official material confirms turn-based battles of up to 3 versus 3, 75 unique combat moves, rival Clan cats, badgers, foxes, Dobermanns and other enemies.
Steam also says players track and hunt birds, rabbits, squirrels and other prey, while the official Warrior Cats announcement says players defend borders and hunt to feed their Clan.
Those systems make combat and hunting natural quest ingredients, but pre-release coverage should avoid inventing objectives such as “defeat five foxes” or “bring back three rabbits” unless an official mission actually shows them. The correct approach is to distinguish confirmed systems from unannounced quest scripts.
For battle mechanics, see our combat guide. For prey systems, see the hunting guide.
Crafting and quest progression
Players can forage materials and use them to craft items in their den. Online friend features also allow players to help one another by crafting items or gifting resources and materials.
That confirms crafting matters to the broader progression system, but official sources do not yet say which quests require crafted items, whether recipes unlock through missions, or whether quest rewards include crafting materials.
Those are exactly the kinds of details that should be added after release once the quest log and reward screens can be verified directly.
Are there main quests and side quests?
Official marketing does not currently use a detailed taxonomy such as “main quest,” “side quest,” “daily quest,” “repeatable quest” or “bounty.” It simply confirms a variety of quests and procedural variation within the game’s broader story structure.
Because Prophecy Mode contains four original Clan stories, it is reasonable to expect some quests to be central to campaign progression. But labeling specific mission types before the interface is visible would be premature.
The safest pre-release terminology is therefore story quests and other quest content, while waiting for the final game to reveal its own category names.
Why there is no complete walkthrough yet
A real walkthrough needs concrete information: quest names, starting NPCs, prerequisites, exact objectives, routes, enemies, choices, rewards and consequences. None of that full dataset is public yet.
Publishing a “complete quest walkthrough” before October 23 would mostly mean rewriting marketing copy and inventing missing steps. That is not useful to players and creates a high risk of misinformation.
This page instead functions as a verified quest-system hub before launch. After release, it should expand into individual walkthroughs with spoiler labels and links grouped by Clan campaign.

Official trailer
The official announcement trailer provides a broad look at the game’s exploration, combat and Clan setting, but it does not reveal a complete quest interface or mission list.
What we will track after launch
Once the game is playable, each quest entry should record:
- quest name;
- Clan campaign;
- starting character and location;
- prerequisites;
- objectives in order;
- combat or hunting requirements;
- puzzle and exploration steps;
- dialogue or branching choices;
- Clan favor changes;
- item, move or material rewards;
- missable content;
- whether the quest appears procedurally;
- and the game version in which the information was verified.
That structure will make the quest section useful as both a spoiler-light reference and a full walkthrough library.
Frequently asked questions
Does Clans of the Forest have quests?
Yes. Steam explicitly says players embark on a variety of quests to gain favor with their Clan.
Are quests procedurally generated?
Yes. The current official feature list says characters, quests and stories are procedurally generated. The exact generation rules have not yet been explained.
How many quests are in Clans of the Forest?
No official total quest count has been published as of September 6, 2026.
Do quests give Clan favor?
Yes. Gaining favor with your Clan is directly connected to questing in the Steam description.
Are there different quests for each Clan?
The game has four distinct Clan campaigns with different prophecies, rivalries, characters and challenges, but the developers have not yet published a quest-by-quest list showing which missions are exclusive to each Clan.
Are there side quests?
Varied quest content is confirmed, but official pre-release material has not formally labeled specific missions as side quests.
Are there daily or repeatable quests?
Daily quests and repeatable quest schedules have not been confirmed.
Is there a full quest walkthrough yet?
No reliable complete walkthrough can exist before release because official sources have not published the mission list, objectives, rewards or choice consequences.
References
- Steam — Warrior Cats: Clans of the ForestConfirms quests for Clan favor, procedural quests, exploration, hunting, combat and release information.
- Trailmark Games — official game pageConfirms four full Clan stories, distinct prophecies, rivalries, characters and challenges.
- Warrior Cats — official game announcementConfirms the four storylines, apprentice setup, battle, hunting and the prophecy framing.
- PlayStation Store — Clans of the ForestFirst-party storefront repeating procedural quests and the core feature list.