Downloads & AI Data

42 tables + curated
Every table below is the exact JSON parsed from the game's data files (DS_B.0.3.26, Steam build 23739108, extracted 2026-07-13). Also see llms.txt and AGENTS.md for machine-consumption notes.
FileRowsDescription
AffecterTable.json653All buff/debuff/trait effects: FloatValues, durations, stacking, visibility.
AlertTable.json56HUD alert definitions - trigger condition, scope, click action.
BaseAreaTable.json51Base-camp area definitions (unlock costs, bounds).
BuildingTable.json499Every building: type, construction cost/workload, durability, storage, gather drops, traits.
CampaignStartingTable.json25Campaign starting setups per scenario ร— difficulty: units, items, map buildings.
CandidatePresetTable.json35Fixed recruit candidate presets - race, level, traits, talents.
ClanRankTable.json7Clan ranks: rank-up CP, population, recruit level & race weights.
DecisionCategoryTable.json7Decision (policy) categories.
DecisionTable.json65Clan decisions/policies with effects.
DropTable.json227Drop pools - up to 3 slots each, items or nested DROP_ refs with percentages.
DungeonRoomTable.json232Dungeon room layouts per region.
EmotionBubbleTable.json19Settler emotion-bubble triggers (affecter-driven speech icons).
EventChoiceTable.json190Event choices - requirements and OnSelectAction outcome scripts.
EventNodeTable.json143Event dialogue/step nodes linking events to choices.
EventNpcMappingTable.json6NPC โ†’ event mappings.
EventRandomMappingTable.json9Random event pools per region/context.
EventTable.json95Dungeon events (95) - entry nodes, categories, conditions.
FarmingTable.json2Crops: seed item, growth stage workloads, linked crop buildings.
GameSystemTable.json448448 engine/game constants; dev comments document FloatValues indices.
HousingRoomTable.json30Housing room tiers - required furniture (subtype/count/quality) and sizes.
ItemTable.json372All 372 items: rarity, type, stats, weight, price, equip effects, ammo, repair.
NPCSpawnConditionTable.json7Conditions gating NPC spawns.
QuestTable.json110Main/tutorial/NPC quest chains with objectives and rewards.
RecipeTable.json153Crafting recipes: output, ingredients, workstations, workload.
RecreationTable.json3Recreation buildings - capacity, buff/bored affecters, workload.
ResearchTable.json31Research tree: grid position, workload, prerequisites, unlock results.
SkillTable.json234All skills: FloatValues, cooldowns, ranges, summons (CreatureKey).
SkillTreeTable.json92Weapon/magic skill-tree layouts (3 columns per row).
SpawnGroupTable.json75Monster spawn groups: pool, counts, region/room bindings.
StatusTable.json129Stat definitions - percent vs flat, defaults, caps.
StatusValueTable.json84Per-status value curves/scaling.
TextKeyTable_en.json8585English localization strings (TEXTKEY_โ€ฆ keys).
TextKeyTable_languages.json29Available localization languages.
TradePoolTable.json5Merchant trade pools: items, chances, amounts, discounts.
TraitTable.json211Character background/individual traits.
UnitProfileTable.json126Unit visual profiles (portraits/bodies).
UnitTable.json108All units/monsters: stats, skills, traits, drops, movement/vision.
UnitVisualDatabase.json17Game data table.
changelog.json2Game data table.
db.json4All tables combined into one JSON object (convenience download).
index.json8Manifest: build/version info plus per-table row counts and schema notes.
translations_ko_en.json3967Game data table.
curated/gated_content.json2Curated knowledge distilled from research notes.
curated/glossary.json32Curated knowledge distilled from research notes.
curated/mechanics.json17Curated knowledge distilled from research notes.
curated/races.json7Curated knowledge distilled from research notes.
curated/regions.json9Curated knowledge distilled from research notes.

How the tables join

  • Key prefixes identify the entity type and its table: ITEM_ โ†’ ItemTable, UNIT_ โ†’ UnitTable, SKILL_ โ†’ SkillTable, AFFECTER_ โ†’ AffecterTable, BUILDING_ โ†’ BuildingTable, DROP_ โ†’ DropTable, STATUS_ โ†’ StatusTable, EVENT_/EVENTNODE_/CHOICE_ โ†’ event tables, RESEARCH_ โ†’ ResearchTable.
  • Display names: look up TEXTKEY_<Key>_NAME (and _DESC, _FLAVOR, _SUBNAME) in TextKeyTable_en.json. Descriptions contain {0}/{1} placeholders filled from the row's FloatValues, and inline [STATUS_X]/[AFFECTER_X] refs that resolve to names.
  • Amount suffix: list entries like ITEM_CopperIngot_3 mean "3ร— ITEM_CopperIngot" - split on the final _<digits>. Same convention in construction costs, starting items, deconstruct returns and event grants.
  • Drop pools: each DropTable row has three slots (item key, percentage, amount). A slot may reference another DROP_ pool - expand recursively and multiply percentages (pโ‚ร—pโ‚‚/100).
  • Sentinels: NULL, NOT_USED, Dev_NotUsed, None are empty-slot markers, not data.
  • GameSystemTable: the Korean DevComment1 documents what each FloatValues[i] index means.
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