Downloads & AI Data
42 tables + curatedEvery 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.
| File | Rows | Description |
|---|---|---|
| AffecterTable.json | 653 | All buff/debuff/trait effects: FloatValues, durations, stacking, visibility. |
| AlertTable.json | 56 | HUD alert definitions - trigger condition, scope, click action. |
| BaseAreaTable.json | 51 | Base-camp area definitions (unlock costs, bounds). |
| BuildingTable.json | 499 | Every building: type, construction cost/workload, durability, storage, gather drops, traits. |
| CampaignStartingTable.json | 25 | Campaign starting setups per scenario ร difficulty: units, items, map buildings. |
| CandidatePresetTable.json | 35 | Fixed recruit candidate presets - race, level, traits, talents. |
| ClanRankTable.json | 7 | Clan ranks: rank-up CP, population, recruit level & race weights. |
| DecisionCategoryTable.json | 7 | Decision (policy) categories. |
| DecisionTable.json | 65 | Clan decisions/policies with effects. |
| DropTable.json | 227 | Drop pools - up to 3 slots each, items or nested DROP_ refs with percentages. |
| DungeonRoomTable.json | 232 | Dungeon room layouts per region. |
| EmotionBubbleTable.json | 19 | Settler emotion-bubble triggers (affecter-driven speech icons). |
| EventChoiceTable.json | 190 | Event choices - requirements and OnSelectAction outcome scripts. |
| EventNodeTable.json | 143 | Event dialogue/step nodes linking events to choices. |
| EventNpcMappingTable.json | 6 | NPC โ event mappings. |
| EventRandomMappingTable.json | 9 | Random event pools per region/context. |
| EventTable.json | 95 | Dungeon events (95) - entry nodes, categories, conditions. |
| FarmingTable.json | 2 | Crops: seed item, growth stage workloads, linked crop buildings. |
| GameSystemTable.json | 448 | 448 engine/game constants; dev comments document FloatValues indices. |
| HousingRoomTable.json | 30 | Housing room tiers - required furniture (subtype/count/quality) and sizes. |
| ItemTable.json | 372 | All 372 items: rarity, type, stats, weight, price, equip effects, ammo, repair. |
| NPCSpawnConditionTable.json | 7 | Conditions gating NPC spawns. |
| QuestTable.json | 110 | Main/tutorial/NPC quest chains with objectives and rewards. |
| RecipeTable.json | 153 | Crafting recipes: output, ingredients, workstations, workload. |
| RecreationTable.json | 3 | Recreation buildings - capacity, buff/bored affecters, workload. |
| ResearchTable.json | 31 | Research tree: grid position, workload, prerequisites, unlock results. |
| SkillTable.json | 234 | All skills: FloatValues, cooldowns, ranges, summons (CreatureKey). |
| SkillTreeTable.json | 92 | Weapon/magic skill-tree layouts (3 columns per row). |
| SpawnGroupTable.json | 75 | Monster spawn groups: pool, counts, region/room bindings. |
| StatusTable.json | 129 | Stat definitions - percent vs flat, defaults, caps. |
| StatusValueTable.json | 84 | Per-status value curves/scaling. |
| TextKeyTable_en.json | 8585 | English localization strings (TEXTKEY_โฆ keys). |
| TextKeyTable_languages.json | 29 | Available localization languages. |
| TradePoolTable.json | 5 | Merchant trade pools: items, chances, amounts, discounts. |
| TraitTable.json | 211 | Character background/individual traits. |
| UnitProfileTable.json | 126 | Unit visual profiles (portraits/bodies). |
| UnitTable.json | 108 | All units/monsters: stats, skills, traits, drops, movement/vision. |
| UnitVisualDatabase.json | 17 | Game data table. |
| changelog.json | 2 | Game data table. |
| db.json | 4 | All tables combined into one JSON object (convenience download). |
| index.json | 8 | Manifest: build/version info plus per-table row counts and schema notes. |
| translations_ko_en.json | 3967 | Game data table. |
| curated/gated_content.json | 2 | Curated knowledge distilled from research notes. |
| curated/glossary.json | 32 | Curated knowledge distilled from research notes. |
| curated/mechanics.json | 17 | Curated knowledge distilled from research notes. |
| curated/races.json | 7 | Curated knowledge distilled from research notes. |
| curated/regions.json | 9 | Curated 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) inTextKeyTable_en.json. Descriptions contain{0}/{1}placeholders filled from the row'sFloatValues, and inline[STATUS_X]/[AFFECTER_X]refs that resolve to names. - Amount suffix: list entries like
ITEM_CopperIngot_3mean "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 (pโรpโ/100). - Sentinels:
NULL,NOT_USED,Dev_NotUsed,Noneare empty-slot markers, not data. - GameSystemTable: the Korean
DevComment1documents what eachFloatValues[i]index means.