Fast progression answer
Use boss order as a progression tool, not just a level list. Fight bosses when their unlocks solve your current bottleneck, when your gear is close enough to survive cleanly, and when the route connects to resources you already need.
Players who feel blocked and need to decide whether to fight, farm, or fix one support system first
Medium
6 minute read
Use boss order as a route-planning tool, then check each boss page for location and prep details.
What the current screenshot state says
3 screenshot or verification slots are wired in and waiting for the first real capture.
Screenshot-ready
01-unlock-chain.webp
Capture one real early-to-mid unlock path
Boss-order pages feel abstract until readers can see one real bottleneck-to-unlock chain instead of a generic list.
Use This Page Like a Bottleneck-First Decision Tool
What this should solve
This page is strongest when this sounds like you: Players who feel blocked and need to decide whether to fight, farm, or fix one support system first.
What progress looks like
Use boss order as a route-planning tool, then check each boss page for location and prep details.
When to switch paths
If the current path still feels too heavy (medium) or patch-sensitive, jump to the broader progression route and re-check the real bottleneck.
If a patch changed this route or unlock, check the Updates hub before forcing the same path.
Read the Result Like a Real Decision
Input
faq: the blocker, the current stage, and the system that feels most stuck.
Output
faq: one unlock path, one supporting system, and one thing to stop farming now.
Fallback
If the blocker in faq is really a sub-system, open the matching boss, resource, or castle page first.
Example 1
faq — you feel active in the save, but nothing important is moving forward.
Example 2
faq — the page should identify which system is actually blocking progress.
Example 3
faq — if the blocker is smaller, jump to the matching boss, resource, or castle page.
Use This Guide Like a Maintained Resource
Use this guide when
choosing bosses by unlock value and current bottleneck
Quick answer
faq starts with the answer box because the page is meant to solve one current blocker first, not make you read the whole thing to find out whether it fits.
Step-by-step route
Follow the route sections on faq in order, and stop as soon as the next named action is clear enough to use.
Stop when
Stop when the named blocker is solved and the next bottleneck is clearly a different system.
Common mistake
Do not force the next listed unlock if the real blocker is gear, material feed, or castle flow.
What to do next
Use boss order as a route-planning tool, then check each boss page for location and prep details.
Verification / review status
Priority guide (#5). Check the verification box before treating patch-sensitive details as final.
Related tool
Open Progression Bottleneck Checker when faq leaves you with a decision you may need to make again.
Related wiki page
Open Progression Systems Wiki when the system-level context behind faq still matters.
faq keeps this task map visible so the reader can see the guide's scope, limits, and next step without guessing where the useful part ends.
What This Boss Order Guide Is / Is Not
Use this page to decide whether the next real answer is a boss, a support run, or one missing production step.
Use this guide for
- choosing bosses by unlock value and current bottleneck
- knowing when to stop fighting and fix materials, gear, or base flow
- turning progression confusion into one practical next target instead of a vague full-list problem
Do not use it for
- a strict speedrun route that ignores your save state
- a complete unlock encyclopedia for every boss and recipe
- a replacement for specific boss-location or fight-prep pages
Before Choosing the Next Boss, Check These Three Things
A good boss order decision should solve the next bottleneck in your save, not just follow a neat list.
You know what the kill should unlock next
Ready when: You can name the station, recipe, route, or gear step that should happen immediately after the kill.
If not: Do not let the boss list make the choice for you. Name the payoff first, then decide whether this kill is still the best answer.
Your support systems are actually ready
Ready when: Gear, healing, repairs, and travel setup are good enough that the fight is the challenge, not the logistics.
If not: Run materials, upgrade gear, or fix base flow before forcing another boss attempt.
You know when to pause bossing
Ready when: You can tell whether one more boss really helps more than one farming, crafting, or castle-support pass.
If not: Assume the list is not the answer yet and re-check the material, travel, or production bottleneck first.
30-Second Player Check
Use this before chasing the next Blood Altar marker. The best boss order is the one that clears the blocker in this save, not the neatest list on paper.
| Question | Go if | Pause if |
|---|---|---|
| What does this boss unlock for me? | You can name the station, recipe, gear step, route, or production chain that changes after the kill. | The boss is next only because the level number looks right. |
| Would one support run help more? | Gear, repairs, healing, and travel are good enough that the fight is the main challenge. | A short farming, crafting, or castle pass would make the next attempt obviously cleaner. |
| What is the first job after the kill? | You know what you will craft, place, farm, or route immediately after the unlock lands. | The kill would be exciting, but you cannot describe the next ten minutes of progress. |
If the unlock, support run, or post-kill job is vague: fix the save bottleneck first and let the boss list wait.
Next Boss Decision Table
Use boss order as a bottleneck solver. The best next boss is usually the one that unlocks what your save actually needs next, not the one that only makes the list move.
| Current blocker | Choose a boss that unlocks | Delay the fight if | Good follow-up |
|---|---|---|---|
| Damage or armor feels behind | A gear, recipe, or material route that improves your next few fights. | You still cannot craft the upgrade the boss would enable. | Craft the new gear before chasing another boss marker. |
| A workstation or recipe is missing | The exact station, recipe, or production chain blocking your base. | The boss kill would not change what you can build today. | Place the station and route its materials immediately after the kill. |
| Travel to the boss is the hard part | A route improvement, mobility help, or nearby unlock with safer logistics. | The path there is causing more losses than the fight itself. | Fix the route home before using the boss as your next progression anchor. |
| The list says yes, but the save says no | The unlock that solves your real bottleneck, even if it is not the neatest list order. | You are only following level order without knowing what the kill changes. | Write down the craft, station, or route that becomes possible next. |
Boss Order Notes for Real Saves
Boss order is not only a list. It is a way to stop taking fights that feel like progress on paper but do not actually clear the next blocker in your save.
Write the payoff before the trip
If you cannot name what the kill should unlock for the next hour or two, the boss is often not the real next step yet.
One support run can be the real progress
If the next boss still needs better gear, materials, or base flow, the smart move is often one farming or crafting pass before another boss attempt.
Dead-end kills still waste time
A boss can be available and still be the wrong choice if the unlock does not change your current bottleneck. Availability is not the same thing as value.
A skipped boss is not always a mistake
Sometimes the cleanest route is delaying a flashy fight until the material or station behind it can be used immediately. Boss order should serve the save, not the list.
The next page should be obvious after the kill
A good boss-order decision hands you somewhere specific next: a material route, a station placement, a gear craft, or a base fix. If the next click is still vague, the boss choice needs another check.
If the Boss Order Stops Matching the Save
Boss order should solve the next blocker. If a recommended fight feels wrong, the useful answer is usually to identify the missing support step.
| If this happens | Likely problem | Recover this way |
|---|---|---|
| The next boss is technically available but feels miserable | The unlock chain skipped a material, gear, or base-flow support step. | Pause bossing and use the linked resource or castle page that fixes the bottleneck. A support run can be the real progression. |
| The reward sounds useful but does not change the next hour | The fight is being chosen by list order instead of immediate save value. | Pick the boss whose reward turns into a craft, station, travel improvement, or resource route you can use right away. |
| Several bosses look equally possible | The route lacks a priority rule. | Choose the fight that clears the most concrete blocker with the least extra farming. If none do, farm or rebuild first. |
Check This Guide Against Your Own Save
Use this as a practical save check first, then compare patch-sensitive details with the Updates hub if something feels different in-game.
If the check passes: Use boss order as a route-planning tool, then check each boss page for location and prep details.
| Check | Good sign | Send a correction if |
|---|---|---|
| Current bottleneck | The page solves the actual thing blocking your save, not just the nearest available activity. | The recommended order no longer matches the unlock chain players actually hit. |
| Gear readiness | Your gear, blood quality, and consumables make the next step realistic instead of forced. | The page sends players into a step that now needs a higher setup threshold. |
| Next handoff | After the step is done, the next useful guide or material route is obvious. | The page ends without pointing to the next practical blocker. |
If you spot a changed route, unlock, material source, castle rule, or mod dependency, send the exact detail through the guide correction form so the page can be corrected with a specific example.
How This Guide Was Checked
This page is reviewed as a practical V Rising guide, not as an official database entry. The current check focuses on unlock order, bottleneck fit, and whether the next step actually moves the save forward.
Editorial review
August 29, 2026. This date means the page wording, routing, and usefulness were checked; it does not mean every screenshot slot is already live.
Gameplay version status
Editorial route logic has been reviewed, but live patch verification is still pending. Compare patch-sensitive details with the Updates hub before treating the page as a current-patch reference.
Visual proof status
0 of 3 planned visual or verification checks are connected. The page does not pretend planned screenshots are already live.
Correction path
If one route, unlock, material, layout, or mod detail changed, send the exact claim through the guide correction form.
Suggested file name: 01-unlock-chain.webp
Shot title: Unlock chain
Why this proof matters: Boss-order pages feel abstract until readers can see one real bottleneck-to-unlock chain instead of a generic list.
Reader should confirm: the boss choice leads into a visible next payoff instead of reading like a generic level-order list
Current review focus: Next screenshot target: Capture one real early-to-mid unlock path.
Patch check: use Updates if the guide started feeling wrong after a visible game update. Use About if you want the broader editorial standard behind review dates, proof gaps, and delayed thin pages.
Real-Play Test Plan Before Screenshots Go Live
This page is already useful as written, but the next trust upgrade should come from a real play-session check, not from adding more decorative media. Current proof priority: #5. Current version state: Editorial route review complete; live patch verification pending.
What the next test should prove: Show one clean unlock chain, one route checkpoint that justifies the next boss, and one moment where the guide should pause for gear or materials first.
Record these conditions
- game version or patch label visible at the time of the check
- solo/private/server rule context if it changes route risk or travel behavior
- the exact route start, station, UI screen, or layout state being tested
- what failed, if the first attempt did not match the guide cleanly
Do not publish the screenshot yet if
- the image is only scenic and does not prove the listed claim
- private server/account information is visible
- the route works only under a special rule that the page does not explain
- the screenshot would make official media look like V Rising Forge site-tested proof
| Next capture | What it should show | Reader should be able to confirm |
|---|---|---|
| 1. Capture one real early-to-mid unlock path | Show one believable sequence where the chosen boss clearly improves the next workstation, material route, or production step. | the boss choice leads into a visible next payoff instead of reading like a generic level-order list |
| 2. Capture the go-now checkpoint | Show one checkpoint where the page's boss choice is visibly justified by current gear, route comfort, or nearby resource payoff. | the guide knows when a player is actually ready to push the next boss rather than saying yes by default |
| 3. Capture the stop-and-fix moment | Show the point where the smarter progression decision is to pause bossing and clean up gear, materials, or base support first. | the page can recognize when gear, healing, or materials should be fixed before another boss marker is chased |
Re-check trigger: Re-check this page when the next live boss unlock verification pass lands or when a patch changes progression order in a meaningful way.
The best V Rising boss order is not always a strict checklist. A smoother route is usually built around unlock value, gear readiness, travel distance, and what your base can actually process after each kill.
If you only follow boss level, you can still waste time. The better question is: which boss unlock makes my next resource route, gear craft, or workstation step easier?
Quick boss-order decision
| Current blocker | Better boss signal | Leave when |
|---|---|---|
| Gear is weak | Bosses that unlock better combat or materials | the next route is easier |
| Crafting is stuck | Bosses that open the station or recipe you need | the next craft is possible |
| Resource flow is bad | Bosses near the route or material lane you repeat | the route and unlock work together |
| Base flow feels slow | Bosses that support castle or station progress | the home loop stops wasting time |
| You cannot name the next win | Open a narrower progression page first | the boss still has no clear job |
What a good boss-order decision actually looks like
For a real save, a good next-boss choice usually means:
- the unlock clearly changes what you can do in the next hour or two
- the route to that boss feels challenging but still repeatable
- you already know what material, craft, or station should happen right after the kill
- if the fight goes well, the save feels less blocked instead of just "one boss further down the list"
That is a much better standard than killing one available boss and then asking the same progression question again 15 minutes later.
Boss order by blocker type
Sometimes the right next boss becomes clearer once the blocker is named first.
| Current blocker | Better boss signal | Why it matters |
|---|---|---|
| Gear is weak | Bosses that unlock better combat or materials | The next boss should make the save stronger, not just busier. |
| Crafting is stuck | Bosses that open the station or recipe you actually need | An unlock that changes production usually beats a random harder fight. |
| Resource flow is bad | Bosses near the route or material lane you keep repeating | A boss that also improves farming value can save more time than a pure combat win. |
| Base flow feels slow | Bosses that support castle or station progress | If the home loop is the real problem, the boss should help the loop instead of only the fight. |
This is why boss order should feel like a decision map, not a boss museum.
Should You Do This Now?
Do this now
- You feel blocked and need to decide which unlock would actually fix the next few hours of progression.
- Your gear is close enough that the right boss route should feel challenging but still repeatable.
- You are ready to choose fights by unlock value and route payoff instead of only by boss level.
- You are willing to pause bossing for one resource, gear, or base-flow fix if that is what the save actually needs.
Skip this for now
- You still want one rigid checklist even though your real blocker is gear, resources, or workstation flow.
- The next boss is technically available, but the route still feels like a long recovery run instead of a controlled attempt.
- You are ignoring the material bottleneck that would make the next boss much easier after one farming step.
- You mainly want the comfort of "progressing" even if the next kill does not solve anything useful.
How to choose the next boss
When you are unsure what to fight next, check four things:
- Does this boss unlock a workstation, recipe, or ability I need now?
- Can I reach the boss without turning the trip into a long recovery run?
- Is my gear close enough that mistakes are survivable?
- Does the boss route overlap with resources I already need?
That last point is underrated. A boss route that also collects useful materials is usually better than a clean kill that sends you home with no follow-up.
Another helpful rule: write down the first thing the kill should unlock for you before you start the trip. If you cannot answer that, the boss is often not the real next step yet.
Next-kill field check
Before you commit to the next boss, make the kill answer three plain questions:
- What exact station, recipe, spell, or route does this kill unlock?
- Which material run becomes easier or cheaper after that unlock?
- What will you do in the first ten minutes after returning to base?
If you cannot name the post-kill job, treat the boss as optional for now and fix the clearer blocker first. A good boss-order choice should make the next session less confusing, not only add one more defeated V Blood to the list.
Early game boss order logic
Early progression should prioritize unlocks that make the next few hours easier. You want fights that improve crafting, resource processing, or route safety.
A good early route usually favors:
- workstation unlocks
- basic crafting upgrades
- resource access
- bosses located near areas you already need to farm
This is why Clive is useful. He is not only a boss location query. He connects naturally to Sulphur and early utility progression.
Midgame boss order logic
Midgame boss order becomes more about bottlenecks. If you are stuck, the answer is often not "fight the highest boss available." It is "fix the material or workstation bottleneck first."
Before pushing deeper, ask:
- do I need Iron first?
- do I need Cotton or Cloth progression first?
- is my castle production flow slowing upgrades down?
- am I repeatedly dying because the route is too ambitious?
Boss order and resource order should work together. If they do not, progression starts feeling random.
Fight by boss level vs fight by bottleneck
| Approach | Better when | Why it works | Main risk |
|---|---|---|---|
| Fight by boss level | You already know the game well and your gear curve is staying smooth | It gives you a simple checklist to follow | You can kill the right-level boss and still unlock the wrong thing for your current needs |
| Fight by bottleneck | You are stuck, undergeared, or unsure why progress feels slow | It ties boss choice to real unlock value and route payoff | It takes a little more judgment than following a plain list |
For most players who search boss order because they feel blocked, the bottleneck-first approach is more useful.
Good boss chain vs dead-end boss chain
A good boss chain usually sounds like this:
- this kill unlocks the station or recipe I need
- that unlock makes the next material route easier
- that material route supports the next gear jump
- that gear jump makes the next boss route cleaner
A dead-end boss chain usually sounds like this:
- this boss is available
- the kill looks like progress on paper
- the unlock does not change the current bottleneck
- the next hour still feels blocked in exactly the same way
If the boss kill does not create a clearer next step, it was probably not the best next boss.
What boss order should not become
| Bad pattern | Why it is a problem | Better response |
|---|---|---|
| Chasing the highest boss available | The fight may not solve the blocker | Pick the boss with the right unlock |
| Killing a boss just to feel busy | Progress does not improve | Ask what the reward changes first |
| Ignoring resource support | The kill can still fail the save | Pair the boss with the material route it helps |
| Treating the list as fixed forever | The save state changes faster than the chart | Re-check the blocker before the next fight |
Boss unlock chain diagram
Diagram note: This original boss-order chain is an explanatory diagram, not screenshot proof. It shows how one kill should create a useful next route or base job instead of only moving a checklist forward. Illustrative guide visual, not boss-route proof.
Illustrative guide visual, not gameplay proof
This visual supports the guide explanation, but it is not a V Rising Forge gameplay screenshot and it does not change the live proof count.
Route planning example
A useful early-to-midgame planning chain can look like this:
- Unlock the workstation or recipe that fixes your current bottleneck.
- Farm the resource that supports the next gear jump.
- Upgrade before chasing the next risky boss.
- Return to boss hunting once the route feels stable again.
This loop is simple, but it helps avoid the most common mistake: fighting ahead of your actual progression.
Pause bossing if one of these is true
You usually want to stop treating bosses as the answer when:
- your gear upgrade path is obvious, but you do not have the material yet
- the travel to the boss feels harder than the boss itself
- your base cannot process the unlock or materials quickly enough after the kill
- repeated attempts keep ending in repair costs and corpse runs instead of information
That does not mean progression stopped. It means the smart next step moved sideways for a moment.
One-boss-ahead thinking beats full-list thinking
Many players get less stuck when they stop trying to memorize the whole boss route.
Instead, ask only:
- What is the next real blocker?
- Which boss or support run changes that blocker?
- What should happen immediately after that success?
That three-step mindset usually produces cleaner progression than trying to hold the full boss list in your head at once.
Common boss order mistakes
These mistakes create most of the frustration:
- following boss level without checking unlock value
- fighting one available boss just to feel progress
- ignoring resource bottlenecks
- doing long boss trips with full inventory
- skipping base upgrades that would make crafting faster
- forcing a fight after several messy attempts instead of improving gear first
If a boss feels impossible, zoom out. The problem may be the fight, but it may also be your route, gear, or next unlock choice.
Stop rule for bossing
Stop pushing boss order when:
- the reward does not change the next hour of play
- the route to the boss is more expensive than the unlock
- your gear or base flow is the real blocker
- another resource or workstation page would solve the save sooner
That keeps boss order tied to progression, not checklist pressure.
FAQ
Is there one perfect boss order in V Rising?
No. Boss level matters, but the better route depends on your current bottleneck, gear, travel safety, and what unlock helps you next.
Should I fight the highest boss available?
Not always. If a lower boss unlocks a workstation, recipe, or route improvement you need right now, that boss may be the better next step.
How do resources affect boss order?
Resources affect boss order because gear and workstation bottlenecks decide whether the next fight is realistic. Iron, Cotton, Cloth, and Sulphur routes should support your boss plan.
What To Do If The Save Still Feels Blocked
If this solved only half the problem
If this page clarified one unlock but you still do not know the real next move, jump back to the broader progression route or the material page blocking that route.
If the next move still feels unclear
This page already has visual-check slots planned, so the route logic is ahead of the image layer. If the route feels off, compare the current notes with the broader guide path before forcing the run.
If you think this page is outdated
If you think this page is outdated, check the Updates hub for patch-sensitive topics or open the correction form with the exact route, boss, or setup detail that changed. This page is also a priority pass #5, which means it is already on the trust-upgrade shortlist.
If the remaining doubt is not the bottleneck itself
Once the next unlock or route is mostly clear, the remaining question is usually whether patch timing changed the sequence, whether the page still needs visual proof, whether the review label needs context, or whether one exact progression claim should be corrected publicly.
How This Guide Is Being Kept Useful
This maintenance trail is here so V Rising Boss Order for Smoother Progression does not read like a one-time static article. It names what is currently trusted, what still needs a real check, and what should trigger the next update.
| Maintenance signal | Current state | What it means for readers |
|---|---|---|
| Editorial review | August 29, 2026 / page date August 29, 2026 | For V Rising Boss Order for Smoother Progression, the page wording, player-fit logic, and support links have a visible review trail instead of a hidden freshness claim. |
| Current focus | Next screenshot target: Capture one real early-to-mid unlock path. | This is the next practical trust lift for V Rising Boss Order for Smoother Progression, not a generic update label for every progression page. |
| Proof boundary | Screenshot-ready; 0/3 planned proof slot(s) connected | For V Rising Boss Order for Smoother Progression, official media can help orientation, but it is not counted as V Rising Forge site-tested proof. |
| Version caution | Editorial route review complete; live patch verification pending | Patch-sensitive claims should be re-checked before the page is treated as fully current-patch proof. |
| Next review trigger | Re-check this page when the next live boss unlock verification pass lands or when a patch changes progression order in a meaningful way. | If this trigger happens on V Rising Boss Order for Smoother Progression, the page should be updated visibly rather than silently relying on old route assumptions. |
Real Game Reference Image, Not Site Proof
Official route-lane reference
This official Stunlock screenshot gives the boss-order page a real route context image, but it does not verify the site's recommended boss sequence. The unlock chain still needs site-captured proof.
Source: official Stunlock press pageProof boundary: this image is official visual context. It does not move this page's screenshot count, and it does not replace the planned site-captured screenshot slots listed below.
Official visual context
This official V Rising video gives the guide game-world context while the site waits for its own real route screenshots. It is not counted as V Rising Forge site-tested proof and does not move the live screenshot total.
Open official video source
V Rising - Early Access Launch Trailer
For this progression page, the official V Rising - Early Access Launch Trailer only sets game-world context around v rising boss order. It does not verify this page's exact route, layout, or setup claim.
Source: official V Rising homepageWhat the First Live Screenshot Should Confirm
Boss-order pages feel abstract until readers can see one real bottleneck-to-unlock chain instead of a generic list.
What the screenshot should confirm next: Show one clean unlock chain, one route checkpoint that justifies the next boss, and one moment where the guide should pause for gear or materials first.
The first real screenshot will appear here once the initial screenshot capture is connected.
Priority #5
Capture one real early-to-mid unlock path
Show one believable sequence where the chosen boss clearly improves the next workstation, material route, or production step.
3 screenshot or verification slots are wired in and waiting for the first real capture.
Show one believable sequence where the chosen boss clearly improves the next workstation, material route, or production step.
Reader should confirm: the boss choice leads into a visible next payoff instead of reading like a generic level-order list
Show one checkpoint where the page's boss choice is visibly justified by current gear, route comfort, or nearby resource payoff.
Reader should confirm: the guide knows when a player is actually ready to push the next boss rather than saying yes by default
Show the point where the smarter progression decision is to pause bossing and clean up gear, materials, or base support first.
Reader should confirm: the page can recognize when gear, healing, or materials should be fixed before another boss marker is chased
What To Record When This Screenshot Goes Live
This template is intentionally visible before the screenshot exists. It keeps the future live image from becoming decoration, and it gives the maintainer a plain checklist for turning one capture into useful player evidence.
| Field to fill after capture | What should be recorded | Why it matters to readers |
|---|---|---|
| Tested game version | Replace the pending version label with the exact live version, patch label, or clearly dated test context used for the screenshot. | Readers can tell whether the image belongs to the current route state instead of an older visual reference. |
| World or server rules | Record whether the capture came from a normal private world, default settings, modded setup, PvP server, or another condition that could change the result. | Route, loot, teleport, castle, and mod advice can behave differently when server rules or mods change the baseline. |
| Screenshot file | Use 01-unlock-chain.webp inside site/assets/screenshots/v-rising-boss-order/. |
The public file trail stays short, auditable, and tied to the first proof claim on this page. |
| What this image proves | the boss choice leads into a visible next payoff instead of reading like a generic level-order list | The caption should answer a player doubt, not merely show that the game looks nice. |
| What this image does not prove | Say if the image does not prove exact drop rates, every server rule, every patch-sensitive route variant, or full current-patch verification for the whole guide. | This keeps the page from overclaiming from one screenshot and makes the site feel more honestly maintained. |
| Re-check trigger after upload | Re-check this page when the next live boss unlock verification pass lands or when a patch changes progression order in a meaningful way. | Readers and maintainers can see when the image should be revisited instead of assuming it stays current forever. |
What Should Change Once the First Screenshot Lands
This page should feel visibly more trustworthy after the first real file is connected. Use this short check instead of guessing whether the screenshot state actually changed.
01-unlock-chain.webp
site/assets/screenshots/v-rising-boss-order/
/assets/screenshots/v-rising-boss-order/
the boss choice leads into a visible next payoff instead of reading like a generic level-order list
What should happen on this page
- this exact first visual should make the page's main trust claim easier to verify at a glance
- the matching screenshot slot should switch from pending to captured
- the first screenshot preview should appear inside the visual check box
- a live screenshot gallery should appear once at least one real image is connected
- the evidence count should move above 0/3
What to check across the site
- the screenshot status page should show movement in totals or recent screenshots
- the screenshot filter should be able to surface this page
- the capture kits and first upload order on Visual Coverage should now have one real connected example to point at
- the sidebar and follow-up links should now point readers toward live screenshots instead of only planned screenshots
- the worklog should still match what the current first-batch plan says publicly