DungeonSettlers.wiki

Regions

The campaign is split into regions: themed expedition dungeons you unlock in order by clearing the one before it. Each region has a fixed number of floors that get harder as you descend (the game maps each floor to an internal difficulty phase), its own monsters, loot pool and, for finished regions, a clear-boss. Only the first two are fully built in this demo build; the rest are named slots or internal generator themes.

Veil of Silence released

The forest known as the Veil of Silence. Dense trees rise like walls, and an eerie quiet hangs over everything. Not a sound of wind or birdsong stirs the stillness.

Floors5
Room templates114
UnlockStarting region
Loot poolDROP_R1*
MerchantAric
Boss Giant Stone Golem The region-clear boss of Veil of Silence (the only region wired with a clear-boss in the current build). A multi-phase fight using StoneStomp, StoneThrow, StoneRaise and EarthCrash. Its defeated body remains as a settlement prop. The Crawling Doom campaign's scripted finale is a separate elite fight against the Red Monster Rat.
Environment, room types and notes
Region id0
Region enumVeil_Silence
Internal keyVeilSilence
Spawn groups48
Room typesCombat 31 · Event 21 · Resource 19 · Corridor 11 · HardCombat 10 · Elite 5 · EliteTreasure 5 · Treasure 4 · Entry 2 · Portal 2 · Core 2 · Goddess 1 · Boss 1
ENVIRONMENT EFFECTS
Weather Sunny ×200 · Rain ×15 · Heavy Rain ×5
Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 · Normal 1/0 · Hard 1/1 · Very Hard 1/2 · Devastation 1/3).
Demo build note: the boss room VeilSilence_Boss_GiantStoneGolem requires floor phase 5; the demo's phase table caps The Veil of Silence at phase 4, so the fight (and the Festering Burrow unlock that follows a region clear) cannot trigger in stock DS_B.0.3.44. See how region unlocks work.

The first playable region and the home base area, about 114 room templates across 5 floors. Monsters include Grey Rat, Red Rat, the elite Red Monster Rat, Acid Insect, Acid Slogel, Alpha Acid Slogel, Mawmurk/White Mawmurk, stone golems (Red/Blue/Yellow) and slimes. Home to the in-dungeon merchant Aric, the hunter Endorsi (a recruitable quest-giver) and the scholar Xenon. Loot tables are prefixed DROP_R1* (note the 1-based loot naming versus the 0-based region id).

Festering Burrow released

A burrow where the stench of rank rot lingers. Ancient debris of unknown purpose lies tangled on the floor, decaying like refuse. In the darkness, packs of Goblins and Gloths roam, letting out eerie cries at intruders. It is impossible to guess what this place was once built for.

Floors5
Room templates81
UnlockClear Veil of Silence
Loot poolDROP_R2*
MerchantCedric
Boss Chain Knight Sentinel A fully built boss using chain mechanics (EnsnaringChains, SoulChain) plus Sentinel Warning/Smite/Cry. It is present as a placed boss and since B.0.3.40 it is registered as the region's clear-boss (slot 1 of GAMESYSTEM_Dungeon_UnitForClearRegion) - though its boss room only generates on phase 5 while the region's phase table caps at phase 3, so it cannot actually spawn in the stock build. The area's mini-boss tier includes the Elder Gloth and the Goblin Chief Shaman.
Environment, room types and notes
Region id1
Region enumShadow_Forest
Room templates (curated count)77
Internal keyFesteringBurrow
Spawn groups43
Room typesCorridor 24 · Event 18 · Combat 11 · Resource 5 · EliteTreasure 5 · Treasure 4 · Entry 3 · Portal 3 · HardCombat 2 · Elite 2 · Goddess 1 · Boss 1 · Core 1 · SafeFloor 1
ENVIRONMENT EFFECTS
Weather Sunny ×200 · Rain ×15 · Heavy Rain ×5
Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 · Normal 1/0 · Hard 1/1 · Very Hard 1/2 · Devastation 1/3).
Demo build note: the boss room VeilSilence_Boss_GiantStoneGolem requires floor phase 5; the demo's phase table caps The Veil of Silence at phase 4, so the fight (and the Festering Burrow unlock that follows a region clear) cannot trigger in stock DS_B.0.3.44. See how region unlocks work.
Demo build note: the boss room FesteringBurrow_Boss_ChainKnightSentinel requires floor phase 5; the demo's phase table caps Festering Burrow at phase 3, so the fight (and the The Abandoned Mine unlock that follows a region clear) cannot trigger in stock DS_B.0.3.44. See how region unlocks work.

The second region (internally named Shadow_Forest, presented as Festering Burrow). Fully built with about 77 room templates across 5 floors and unlockable after Veil of Silence. Its bestiary is the goblin warband (Worker, Brawler, Thrower, Rider, Shaman, Chief Shaman), the Gloth boar family (Pup, Male, Female, Challenger, Elder), Mud Slimes/Slogels, the Crystal Turtle and White Mawmurk. Home to the merchant Cedric and the scholar Perion. Loot tables are prefixed DROP_R2*.

Upcoming regions

Named campaign regions that exist in the data but are not playable in this build (few or no rooms yet).

Abandoned Mine gated

5 floors · 4 rooms
An early-stage future region. Only 4 safe-floor staging rooms exist (entry, portal, corridor and a Chain Knight Sentinel safe-floor slot); there are no combat floors, real monsters or loot yet. Lore ties it to the Forgotten Abyss ('In the depths of the abandoned mine lies the Forgotten Abyss').

Forgotten Abyss gated

5 floors
A future region slot with no rooms or content. Do not confuse it with the separate Infinite Abyss endless-dungeon mode (internal region 'Abyss'), which is a distinct system and not an expedition-map region.

Dead Swamp gated

5 floors
A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.

Tower of Apocalypse gated

5 floors
A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.

Internal themes & tutorial

Generator floor themes and test tags that appear in the room data but are not player-visited expedition regions.

Standard Forest (internal) dev

An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table.

Dark Forest (internal) dev

An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table.

Tutorial Region dev

The scripted opening area (about 10 room templates) used by the tutorial quest chain, where you learn camera control, gathering, and basic combat against Weak Grey Rats and a Weak Acid Insect before returning to the settlement. Not a replayable expedition region.

Abyss In data

Standalone endless-dungeon mode, separate from the campaign regions: see the Infinite Abyss guide.

FXTest Dev / test

Named in game text

No additional placeholder region names in this build.