Gated Content

unreleased / future content
Spoiler warning: this page covers unreleased and future content found in the game files. Blurred sections reveal on click.

This page collects content that exists in the game's data for build DS_B.0.3.26 but is not obtainable or playable yet - future equipment tiers, weapon classes, gem lines, relic accessories, races, magic schools, systems and regions. Entries marked (spoiler) reveal story details the game has not surfaced in play.

134 of 372 items have no obtention route in the game data (no recipe, drop pool, merchant, event grant, farming link or scenario start) - these are effectively gated/unreleased in DS_B.0.3.26. See the item list for per-item obtainability.

Unreleased Metal Tiers spoilers - click to reveal

Unreleased Metal Tiers (Tin / Bronze / Iron)

Beyond the craftable metals (Copper is the top released smithing tier, alongside the special dungeon metal Arcron), three higher metal tiers exist in the item data with no way to obtain them. Iron is the most complete: full weapon, armor, staff and ammo entries with names and even raw materials (Iron Ore/Ingot/Stick), but there are no recipes, drops or shops for the gear. Bronze and Tin are partial sets (armor, helmet, shield, mace, axe, spear, bow, arrow and staffs) that are largely unnamed placeholders with no crafting path. The intended future ladder runs Tin -> Bronze -> Copper -> Iron alongside Silver/Crystal/Arcron. A gated Gold jewelry tier also exists (Gold Ore/Ingot with unnamed Gold rings and necklaces).

  • Iron (full gear set + Iron Ore/Ingot/Stick)
  • Bronze (partial gear set)
  • Tin (partial gear set)
  • Gold jewelry tier

Gated Weapon Classes spoilers - click to reveal

Gated Weapon Classes (Dagger / Axe / Spear / Crossbow)

Four weapon classes exist as equip types and even have their own weapon-mastery aptitude stats, but they are unusable. Dagger, Axe and Spear have item entries across multiple metal tiers yet no recipe, shop or drop, and - critically - no skill-tree nodes at all, so a unit could not learn to fight with them even if handed one. Crossbow is the least implemented: it has an aptitude stat and even a named 'Crossbow Skill Tree' description ('quick, precise ranged attacks'), but no weapon items and no bolts exist. Two sub-trees are similarly stubbed: Berserker has two nodes (Savage Barrier, Maelstrom) but no acquire path, and Unbreakable is an empty reserved sub-tree.

  • Dagger (items, aptitude, no tree)
  • Axe (items, aptitude, no tree)
  • Spear (items, aptitude, no tree)
  • Crossbow (aptitude + tree name only, no items)
  • Berserker sub-tree (2 orphan nodes)
  • Unbreakable sub-tree (empty)

Gem Lines spoilers - click to reveal

Gem Lines (Crystal upgrades + Gold)

Released casters use three crystal families that also route a staff's element: Red Crystal (Fire), Blue Crystal (Water) and Green Crystal (Nature), used in both staves and random-affix jewelry. Each has a higher-tier gem upgrade that is gated: Garnet (upgrades Red/Fire), Opal (upgrades Blue/Water) and Peridot (upgrades Green/Nature). Their ores exist but are unnamed, and their staff/jewelry variants have no recipes or empty affix pools. The gated Gold jewelry line sits above Silver.

  • Garnet (Fire gem upgrade)
  • Opal (Water gem upgrade)
  • Peridot (Nature gem upgrade)
  • Gold necklaces & rings

Legendary Relic Accessories spoilers - click to reveal

Legendary Relic Accessories & the Elros Empire Bosses (spoiler)

(Spoiler) Four Legendary relic accessories exist as data + flavor only, each tied to an unreleased boss, mostly connected to the Elros Empire - the setting's hidden prime mover, revealed in an asset line: "The Dungeon Core is a device that maintains the Dungeon, an interdimensional space created for the magical experiments of the Elros Empire."

  • Baron Blood Tear - 'a hardened tear from the vampire baron of the Elros Empire', implying a future vampire boss/region.
  • Red Dragon Breath - 'remnants of the ancient fire dragon's breath', tied to Dragon-Claw Warrior units and the Lizardman 'Descendants of Dragons' myth.
  • Frosty Handshake and Swirling Tide - an ice-boss and an ocean/water-boss relic.

Other future bosses in the data: a three-phase Red Monster Rat boss version (distinct from the elite Red Monster Rat you fight in the campaign) and a Royal Slime (tied to a Grand Crown 'melted into slime under a curse' and a Royal Slime Soul Stone). The released Legendary accessory is the Devrick Pendant (with its Devrick Talisman).

  • Baron Blood Tear (vampire baron boss)
  • Red Dragon Breath (ancient fire dragon)
  • Frosty Handshake (ice boss)
  • Swirling Tide (water boss)
  • Red Monster Rat 3-phase boss
  • Royal Slime (+ Grand Crown, Royal Slime Soul Stone)

Unreleased Races spoilers - click to reveal

Unreleased Races (Dwarf / White Demon / Tal, plus Lycan groundwork)

Three races are defined with full lore but cannot be recruited (recruitment weight 0 and no name pools): Dwarf (mountain craftsmen, hint of a future crafting/mining bonus; trait icon only), White Demon (spoiler: 'heretics who betrayed the other demon races to side with humans', implying a hidden demon-races faction; no art at all), and Tal ('mask'; each unit is meant to have a unique personality; the most art-ready of the three). Newer builds also added Lycan trait/affecter groundwork and two placeholder names - scaffolding toward a possible future werewolf race or enemy, not a playable race. See the Races page for details.

  • Dwarf
  • White Demon
  • Tal
  • Lycan (groundwork only)

Unreleased Magic Schools spoilers - click to reveal

Unreleased Magic Schools (Holy / Dark / Survival)

Three disciplines exist only as aptitude stats with no skill trees and no acquire path. Holy Magic and Dark Magic hint at a future light/dark axis, and Survival looks like a planned non-combat discipline. They are more deeply gated than the stubbed weapon trees - they don't even appear as main-skill-tree enum values.

  • Holy Magic
  • Dark Magic
  • Survival

Soul-Stone Taming spoilers - click to reveal

Taming is flagged as a not-yet-implemented feature. There are 16 monster Soul Stones, but only 3 currently do anything, and even those grant a single effect rather than the full 'creature skill tree' the design implies: the Red Monster Rat stone grants an active skill (Bloody Scratch), the Alpha Acid Slogel stone grants a barrier at low HP, and the Giant Stone Golem boss stone grants stacking damage reduction. The other 13 are inert collectibles, and several of their source monsters (base Slime, Royal Slime, Blood Slime, Bone Spider, Monster Rat, Rabid Dog) don't exist as live units yet.

  • Red Monster Rat Soul Stone (works)
  • Alpha Acid Slogel Soul Stone (works)
  • Giant Stone Golem Soul Stone (works)
  • 13 inert Soul Stones (Grey Rat, Acid Insect, Metal Scarab, Slime, Royal Slime, Blood Slime, Bone Spider, Mush Biter, Staghare, Hedge Hog, and more)

Future Regions spoilers - click to reveal

Beyond the two playable regions (Veil of Silence and Festering Burrow), the expedition map reserves four region slots that are empty placeholders with no dungeon, monsters or loot: Abandoned Mine, Forgotten Abyss, Dead Swamp and Tower of Apocalypse. Datamined text also hints at a future Elf-themed region/recruitment expansion (an 'Elven Homeland' environment and elf merchant) and an Empire-ruins relic cluster.

  • Abandoned Mine
  • Forgotten Abyss
  • Dead Swamp
  • Tower of Apocalypse
  • Elven Homeland (hinted)

Development leftovers

Beyond the gated data rows, the shipped resources.assets still carries pre-release debris as raw TextAssets. Among them: prototype skill-tree XML documents from an earlier skill-system design, an abandoned tech tree that still contains a developer test entry, and stubs for a 4-player scenario mode. None of these are referenced by the live data tables - they are development leftovers from before release, not content on the current roadmap.

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