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.
Environment, room types and notes
| Region id | 0 |
| Region enum | Veil_Silence |
| Internal key | VeilSilence |
| Spawn groups | 48 |
| Room types | Combat 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 |
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.
Environment, room types and notes
| Region id | 1 |
| Region enum | Shadow_Forest |
| Room templates (curated count) | 77 |
| Internal key | FesteringBurrow |
| Spawn groups | 43 |
| Room types | Corridor 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 |
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.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
Forgotten Abyss gated
Dead Swamp gated
Tower of Apocalypse gated
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
Dark Forest (internal) dev
Tutorial Region dev
Abyss In data
FXTest Dev / test
Named in game text
No additional placeholder region names in this build.