Guides

Dungeon Settlers Beginner Guide

A first-day checklist that follows the Crawling Doom story spine instead of wandering the map.

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Getting Started

Dungeon Settlers is a colony sim wrapped around a dungeon crawler. You raise a camp on magically eroded land, hire settlers, and send a party of up to four into a permadeath labyrinth. Early Access on Steam (Windows and macOS) already contains that full loop: two regions you can play from entrance to boss, plus Abyss content still growing. This page is the on-ramp. It does not replace the settlement or combat deep dives; it tells you what to do before you have the luxury of theorycraft.

The main story, Crawling Doom, is quests Main0 through Main8. It advances when you complete the right action, so treat the log as a checklist, not a novel.

Day 1 checklist

  1. Interact with the support wagon (Main0). It holds your starting kit. Empty it before you place a single wall so you know what cloth, food, and tools you already own.
  2. Build a Basic Workstation (Main1). This is the first production node. Place it under a roof if you can; rain and night are small taxes that add up.
  3. Craft Textile x6, a Cloth Armor, and Wood Arrows x2 (Main2). Cloth keeps someone alive. Arrows let a bow user contribute without standing in melee.
  4. Recruit up to four units (Main3). Read recruiting before you click hire. Inspecting a candidate reveals hidden talents; skipping inspection is the most expensive beginner habit.
  5. Make a short dungeon run (Main4) and come home (Main5). Gather wood, grass, and easy kills. Do not push for a boss on day one.
  6. Stock food and beds before night. Sleeping on dirt gives a far shorter comfort buff than a bed, and a proper bedroom doubles that window again. Details sit in mood and food.
  7. Build a Research Station (Main6) and start a project immediately. Idle research is lost campaign time.
  8. Raise two settlers to level 2 (Main8), then fight the Red Monster Rat (Main7). The internal quest order is Main6 → Main8 → Main7. That is authored, not a bug. See how to beat the Red Monster Rat.

One in-game day is about 18 real minutes at 1x speed. Pause freely. The game is designed around pause, not around APM.

Controls you actually need

Camera and selection use WASD and the mouse. Pause is the most important combat key; issue orders, then unpause for a few seconds. Toggle auto-pickup early so gather nodes do not leave piles you forget. Inventory, skill learn, and camp interactions sit on letter keys shown in the tutorial overlay — if a prompt appears, follow it once, then hide the overlay so you can see tiles. Steam Deck is rated Playable: some icons stay mouse-shaped and small text is hard, so bump UI scale if your first hour feels like squinting.

What to gather on the first trip

The dungeon is the only reliable source of many construction goods. Wood logs and grass sound trivial until you realize standing torches, barrels, and early arrows all eat them. Grab herbs when you see them. Leave gemstone veins and mandrake for a later run unless the floor is already clear. Watch durability: a broken starter weapon ends a run faster than a rat swarm. Pack a stack of food and a couple of ointments. If night is falling (20:00–06:00), vision drops and you should already be walking to the portal.

Recruiting without regret

Humans and Lizardmen appear from clan rank 1. Elves appear from clan rank 2. Dwarves, White Demons, and Tal exist in data with weight 0 — you cannot hire them in the current build. Inspect every candidate. Talent tiers (Poor through Genius) decide stat growth for the whole career, and a fresh roll only has about 2–5 talent tiers total across six stats, so one Exceptional or Genius score is a real find. Candidates who already carry inscriptions cost extra gold; that surcharge is often cheaper than praying for the same rarity later. Diet matters: Elves dislike meat, Lizardmen dislike vegetables, Humans eat anything but suffer Growth Fatigue if you leave their XP bar full. Cross-link this with the race tier list.

Leveling without stalling

Level-ups are a prayer that spends mana stones, not an automatic ding. Lesser stones cover early levels; Greater and Supreme stones have no reliable source in the current build, so progress past level 5 slows hard. Spread levels across the squad. At each prayer you pick an inscription from five choices — use Retry rather than locking a weak Common. Offerings trade stone cost for bigger stat rolls; Plentiful is greedy if stones are scarce. Full math lives on leveling.

Dungeon habits that save campaigns

Rotate floors. Depletion counts per floor from 5 to 0, but a floor at 0 applies a −50% drop rate to the entire region. Recovery is 3 in-game days per stack, 15 days from empty. The expeditions guide is the long version. Night cuts vision. Long stays stack Dungeon Stay mood penalties. Go in, hit a goal, leave.

Difficulty and saves

Combat difficulty and management difficulty are separate axes (Easy through Devastation). First campaign: Normal combat, Easy or Normal management. Treatment expectations rise with settler level, so a luxurious bedroom you skip on day 2 becomes a mood hole on day 20. Compare rows on the difficulty tool. Steam Cloud is on; still keep a manual backup before you experiment with save files.

What this wiki will not do

It will not pretend the game is finished. Full release is planned around extra regions (Abandoned Mine, Forgotten Abyss, Dead Swamp, Tower of Apocalypse) and more races. Early Access is expected to last about two years. Follow the roadmap and Early Access notes. For hardware, use system requirements.

When the first night ends with everyone fed and two research ticks on the board, you are playing Dungeon Settlers correctly. Everything else is specialization: party compositions, inscriptions, and not feeding the Red Monster Rat a naked archer.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How long is the first day in real time?

About 18 minutes at 1x speed. Pause during combat and planning; the clock is shared between camp and dungeon.

Why did the Red Monster Rat quest appear after the level-2 quest?

The authored order is Main6 (research), Main8 (two units at level 2+), then Main7 (the rat). It is not a broken save.

Can I skip the dungeon on day one and just build?

You will stall. Many building goods only come from below. Take a short run, then come home — see dungeon expeditions.

Is there a tutorial I can turn off?

Crawling Doom is the tutorial spine. You can ignore extra overlay text after the first hour, but completing Main0–Main8 is still the cleanest onboarding.