Base building in Dimraeth is a full isometric, tile based construction system. It has two halves that share the same placement tools: a decorative half that furnishes a space, and a functional half that turns it into your production backbone. The developers set both out in a January 2026 design post.
The Decorative Layer
The decorative side is ordinary home building in an isometric pixel world. Placeable categories named by the developers are furniture, wall decorations, rugs and lighting, placed on a tile grid. Housing furniture entered the game in May 2025, and furniture and further base building options both appear on the list of content arriving with the Early Access build.
As of 2026-09-12, no first party source has published the number of placeable objects, the size of a plot, or whether decoration carries any mechanical bonus. Treat it as expression rather than as a stat system.

The Functional Layer
The functional side is what makes a base worth returning to. Four structure types are named across the design post and the current store description, which frames the whole functional layer as building "farms, quarries, and other structures for a steady supply of crops and raw materials". The phrase "other structures" is unexplained, so the list below is what has actually been named as of 2026-09-12 rather than a complete catalogue.
Fixture | What It Does |
|---|---|
Crafting stations | Many recipes require a specific station rather than backpack crafting. Building the station is what unlocks that half of the recipe list. |
Storage | Somewhere to leave what you are not carrying. Encumbrance is tracked, so storage is the counterweight to it. |
Farms | Plots for growing crops, plus wells and pens as passive streams. Covered in full on Farming. |
Quarries | Named in the current store description as a buildable structure supplying raw materials, alongside farms. As of 2026-09-12 no first party source has published what a quarry produces, what it costs to build, whether it needs to be worked, or how its output relates to hand mining. Also covered on Farming. |
Farms and quarries split the supply problem in two. Farms cover crops, which feed cooking and the potion bench; quarries cover raw materials, which feed everything that is not food. Both are described as producing a steady supply, which is the store description's framing for the passive side of a base.
Investing in Ally Facilities
Building is not limited to your own plot. You can invest materials into the facilities of allies you have recruited, and that investment changes what those allies offer you.
Investment Result | Effect |
|---|---|
Expanded shop inventories | The ally stocks more than they did before. |
New crafting services | Services that were not previously available become available. |
More farming plots | Additional plots open up for planting. |
This is the mechanism that ties base building to everything else. Materials you bring home do not only become items; they become permanent increases in what the settlement can do for you. It also means the village grows in proportion to how much you invest in it, rather than on a fixed schedule.
The Loop
The intended rhythm is short outward trips followed by a return. You go out, gather and fight, and come back with more than you can carry comfortably. At the base you empty into storage, queue the crafts that need a station, eat or brew for the next trip, and spend whatever is left over expanding something: a new station, a new plot, or an ally's facility.
The developers describe the village side of this loop in the same terms. Across the opening act you return to Earlwood Village often, to share discoveries, craft new tools and prepare for the road ahead, and each return is a pause between the dangers faced beyond the village. A base is the private version of that, sitting inside the same rhythm.
Storage
Storage is part of the build rather than a separate menu. Development patch notes record a storage system covering chests and safety deposit boxes in October 2023, town bank accounts in July 2023, and a stash chest in the Guild Hall. Inventory itself was set to 36 slots in October 2023.
These are patch note entries. They establish that the systems exist and were worked on; they carry no guarantee about capacity or behaviour in the shipping build. As of 2026-09-12, no first party source has published current storage capacities, the number of chest types, or whether stored items are shared across characters.
Bases in Co-op
Buildings belong to the world, not to the hero. When you take your character into another player's game, your level, equipment, inventory, spells and personal progression travel with you, but story progress, recruited allies and buildings stay tied to the world they were made in.
The practical consequence is that a base is per world. A player who spends most of their time in a friend's save is building that friend's settlement, not their own, and their own world keeps whatever they left in it. Full rules are on Co-op and Multiplayer.
Development History
Base building arrived late and in pieces. The entries below are dated patch note and announcement facts, not a description of the launch build.
Date | Milestone |
|---|---|
30 October 2023 | Storage system created, covering chests and safety deposit boxes. |
1 April 2025 | Building tools and player base customisations added, alongside a temporary build interface and a teleport to player base button on the map. |
1 May 2025 | Housing furniture added. |
2 September 2026 | Furniture, crafting stations and further base building options listed among the additions arriving with Early Access. |
A longer build timeline is on Development History.
Related Pages
Page | What It Covers |
|---|---|
What the stations you build are for. | |
Plots, wells and pens. | |
Encumbrance, the forge and what storage is holding. | |
The settlement the base loop runs through. | |
What travels between worlds and what stays. |