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Dungeons
September 21, 2026 at 06:09 AM
Added the Autumn Update dungeon overhaul: challenge dungeon redesign, over 20 new unique dungeons, multi-floor dungeons, themed loot, weapon rewards, new-world rule, and the 0.26.1 line of dungeon fixes; dated the launch dungeon count
Dungeons are handcrafted locations scattered through Romestead's procedurally generated world. They are a major source of loot, recruits, and a reason to venture into the wilds with a well-equipped party. At launch in May 2026 the Early Access build advertised over fifty dungeons and locations to explore. The Autumn Update (0.26.1, released August 31, 2026) then added over 20 new unique dungeons and over 70 new challenge dungeon rooms, but only worlds created after the update contain them.

Type | Description | Solo-friendly? |
|---|---|---|
Mini-dungeons | Short combat and puzzle encounters built around single-room puzzles. Manageable with a single player and decent gear. | Yes |
Boss dungeons | Larger, more complex layouts that culminate in a legendary boss fight. The Eye in the desert is one example, ending in the Cyclops as part of the Virgil's Poem quest. | Hard solo; built for groups |
Challenge Dungeons | Room-by-room layouts with rising difficulty; every exit closes until the room is cleared (overhauled in patch 0.20.1_14 and again in the Autumn Update, see below). Reward chest at the end; some unlock a recruitable citizen. | Yes with preparation |
Points of Interest | Smaller handcrafted locations (over 50 added in patch 0.20.1_14). Include supply crates, traps, and small loot chests. Some require a new world to appear. | Yes |
Unique dungeons | Hand-designed, named locations that are not randomly generated. The bigger ones carry unique loot, and since the Autumn Update a few rare ones continue onto a lower floor. See Weapons for the reward type added in 0.26.1. | Varies by dungeon |
Challenge dungeons are built from several rooms that you clear one at a time. When you enter, every exit closes and stays closed until each enemy in the room is dead. Room design, destructible objects and enemy placement are randomized, and each room is harder than the one before it. Unlike a regular dungeon, where you can rest or leave at any point, a challenge dungeon asks you to decide before each door whether the party can take the next room. Two launch-week hotfixes shaped them further: 0.25.1_3 made a room reset when you die, so enemies no longer pile up at the door, and 0.25.1_10 slightly reduced the enemy count in Plains and Forest challenge dungeons.
The Autumn Update (0.26.1, August 31, 2026) overhauled them. The area around each entrance is larger, with pillars and paths to move around so you are not trapped at the door, and the room reset on death was kept so enemies cannot gather at the entrance. Enemies now spawn with more variety, including rat packs, rare Gorgon swarms and ranged Fallen placed to cover the room, and the studio said each room should feel different even on a third visit. Many rooms hold deadly traps, some new to the game; on their own they are survivable, but they change a fight when combined with a full room of enemies. Enemy wandering was limited, aggro areas were updated, and new packs of encounters were added. The number of rooms per biome went up substantially, over 70 new rooms in total, with new themes: forest cavern and forest crypts, desert crypts, and the volcanic cavern, crypt and foundry. Hotfix 0.26.1_3 (September 1, 2026) stopped Mirage scroll summons from blocking gates inside challenge dungeons.
The studio describes regular dungeons as hand-designed and usually large, built from several connected rooms with a purpose behind them, often environmental storytelling. They are not randomly generated and usually carry a set name that hints at what is inside. The pre-release devlog gave three examples of the premise: stopping the Fallen who protect an altar of Orcus, infiltrating and interrupting a satyr ritual, and exploring the remnants of a volcanic workshop. These dungeons can drop loot unique to them.
The Autumn Update added over 20 new unique dungeons (the pre-release announcement had said over 30; the shipped patch notes say over 20). The bigger ones received unique loot, and the studio pointed out that this time it is not trinkets: the update added a handful of new options to the weapon loadout as dungeon rewards, though the patch notes do not name them. Several rare multi-floor dungeons are new to the game: some dungeons now contain a door or stairway leading further down, with more treasure and resources below. Loot tables are themed to match the dungeon, so chests in a satyr camp hold more food and drink, and chests in a foundry filled with Cyclopelli hold more metals and tools. Many new assets were added to make each site memorable, including a massive tree the studio showed off in the update post. The studio also said it had seen a desire for better drop tables and would keep monitoring that feedback; drop tables were updated in 0.26.1 and a broken set was fixed in 0.26.1_3. Patch 0.26.1_4 changed hidden chests to look like revealed chests.
The whole world is generated when you click create world: every dungeon, location and boss is placed while that progress bar fills. There is no free space to add new dungeons to an existing world without overwriting one, so the dungeons added in the Autumn Update appear only in worlds created after it. Nearly everything else in the update works in an existing world. The studio was direct about the trade-off: "You don't lose worlds from older versions. They just don't get the new dungeons." It said it understood the weight of the issue and was looking at options, including ideas from the community and from other games in the genre, before settling on a solution for Romestead.
The Eye: desert boss dungeon containing the Cyclops. Part of the Virgil's Poem quest.
Medusa's Lair: quest dungeon tied to the Blacksmith's Medusa's Lair quest; updated in patch 0.26.1_4.
Guardian of Minerva's Nest: Plains boss dungeon; activated by lighting nearby campfires under the pointing statues.
Subterranean Lake: underground location with environmental hazards.
Fortified Maze: Forest stronghold (formerly Gray Satyr Stronghold; renamed in patch 0.20.2_1).
Volcanic dungeons: the Volcanic biome has its own exclusive dungeon set including paths to the two legendary foes.
Cure of Robigus: a named dungeon (Robigus is the Roman deity of grain blight). Launch-week hotfixes fixed an issue that prevented some players from entering it.
Two more named sites appear in the Autumn Update notes: Flamines Volcanalis Foundry, a volcanic foundry whose spike puzzle sometimes had no valid path across until 0.26.1 fixed it, and Savage Treasures, whose dungeon entrance was corrected in patch 0.26.1_6 (September 4, 2026).
Quest dungeons on the map: quest dungeons are now marked on the world map until you take the quest item out of the chest, so a hard-to-find quest item is easier to track down.
Daily boss reset: boss dungeons reset at the start of each day, making boss arenas repeatable the next morning.
Room reset on death: if you die in a challenge-dungeon room it now resets, preventing enemies from camping at the door.
Fortified Maze: the Fortified Maze was made easier to complete for its quest items.
Volcano pit fix: a bug that stopped players from falling into a pit in a volcano dungeon was fixed.
Grave recovery: if your grave ends up somewhere you cannot reach, it can now be moved to the start of the dungeon; reload the world or wait for the dungeon to reset if you still cannot get to it.
World generation: parts of the desert could not be reached on some worlds; fixed in 0.26.1.
Dungeon quests: some minor issues with dungeon quests were fixed in 0.26.1, a change the studio marked as community-requested.
Flamines Volcanalis Foundry: the spike puzzle always has a valid path across since 0.26.1.
Volcano loading: the game no longer lags out for some players when loading parts of the volcano (0.26.1).
Mirage summons: summons from the Mirage scroll no longer block challenge dungeon gates (0.26.1_3).
Medusa's Lair: updated, and some other dungeons polished, in 0.26.1_4.
Savage Treasures: incorrect dungeon entrance fixed in 0.26.1_6.
Completing dungeons rewards players with gear, trinkets, survivors to recruit, and unique materials. Since the Autumn Update the bigger unique dungeons also reward weapons, and chest contents follow the theme of the dungeon they sit in. Boss unique chests contain guaranteed and random drops (see Guardian of Minerva, Pyzifax, and Cyclops for specifics). Because survivors can be recruited as artisans, dungeon runs feed directly into settlement growth as well as character power. See Settlements and Buildings for how recruited survivors are used and Crafting and Progression for how gear fits progression.
Dungeons contain traps, puzzles, elite enemies, and unique treasure. Among the traps is the Arrow Trap, which the game handles as an enemy; it received its own sprite in 0.26.1 and an art fix in 0.26.1_5. Elite enemies that teleport can no longer teleport off the map, and enemies summoned during a fight drop no loot (both 0.26.1). Dungeon gates open after defeating nearby enemies; this delay is intentional. Supply crates were given a one-hit break and no longer prevent dungeons from being marked as cleared.
Find the hidden location while exploring; many dungeons appear on the World Map 2.0 once discovered, and some surface only by lighting nearby statues or following NPC hints.
Gather a party suited to the challenge ahead, ideally with mixed melee, ranged, and magic builds.
Cook buff food before entering; bakery dishes give significant pre-fight boosts.
Fight through enemies and solve any puzzles inside.
Claim gear, trinkets, survivors, and other rewards from the end chest.
Dungeon loot tables received a launch-week correction so items that were previously unobtainable now drop as intended, including the Druid Scroll. If a quest item seems to be missing from a chest, clearing the dungeon again after the fix can let it appear.