RESOURCE GUIDE · EARLY ACCESS · LIVE

Dungeon Settlers Materials & Resources Hub

Last checked: September 14, 2026•Current through v0.4.23 (Sep 12) + Archer revert (Sep 13)

Resources are progression gates because the overworld is intentionally barren and dungeon runs provide many materials used to expand the settlement. Start with what you want to craft, then work backward through the required processing and likely dungeon location.

Version note: Early Access launched September 4, 2026 and patches have shipped daily since. This page is current through v0.4.23 (Sep 12) plus the September 13 Archer revert. Balance values still move between patches.
Logging, herbs, mining, hides and weaving shown in one processing outpost matched to the materials hub.
Logging, herbs, mining, hides and weaving shown in one processing outpost matched to the materials hub.

Resource examples

Dungeon runs can contain wood logs, herbs, gemstone veins and mandrake.

The live build includes long grass gathered early and converted into textiles, with higher-tier cloth production depending on processed materials.

How to troubleshoot a missing material

Check whether the resource belongs to a different dungeon region.

Check whether you are deep enough; rarer resources can appear deeper in the dungeon.

Check whether the material must be processed from another resource instead of gathered directly.

Check research prerequisites for the workstation or recipe.

Fixed room routes may not work across runs because dungeon rooms are procedural.

Why resources share one hub

Early Access may change resource locations and recipes. This hub will split into focused pages when a material has enough stable detail to be useful on its own.

Related guides

Browse all Dungeon Settlers guides →