Guides

Delverium Guides Hub

A map of first-hour, farming, crafting, dungeon, and co-op pages for the free demo and the September 22, 2026 Early Access window.

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Survival Guides Hub

This unofficial fan wiki collects practical Delverium guides so you can spend the last days before Early Access on the right problems. Sagestone Games (Brisbane), led by Scott Lowther (Skoddle), built a 2D pixel survival sandbox: gather, farm, craft, raise a settlement, recruit NPCs, and crawl dungeons in a procedurally generated land threatened by the Faults. Steam Early Access is scheduled for September 22, 2026 (the storefront may show September 21 depending on timezone). The Delverium Steam page is the source of dates, price, and patch notes. This hub is the table of contents for how-to pages; it is not a spoiler dump and it is not a substitute for the demo.\n\nUse the free demo — it has been on Steam since February 2025 — if you have not generated a world yet. Then come back here and pick a lane. New players should start with getting started. Couch and Steam Deck players should open controls before the first split-screen night. Everyone else can jump to the loop they care about: farming, crafting, dungeons, or co-op. Newer pages cover fishing, cooking, Journey shrines, the first boss, and biomes. If you only want a buying verdict, skip to the review.\n\n## How to use this wiki before Early Access\n\nTreat every recipe, spawn, and NPC stock as demo and playtest evidence. Sagestone has said Early Access should last up to about two years, that the price will rise as content is added, and that the 1.0 plan includes more biomes, bosses, loot, NPC options, and lore. A guide that is true in the demo can be wrong on day one of Early Access. When a fact is only something preview players reported, the page will say so. When something is unknown, we leave it unknown instead of inventing damage numbers, full recipe tables, or fake item IDs.\n\nRead in this order if you have a weekend:\n\n1. Confirm your machine and friends list on system requirements and the co-op guide.\n2. Run the first-hour loop on getting started so you have walls, a door, a bed, and a light before night.\n3. Unlock a workbench and furnace with the crafting guide, then plant a small plot from the farming guide.\n4. Only then push a cave with the dungeons guide. Bring a pickaxe and place torches; do not sprint into the dark because a trailer looked exciting.\n\nIf you are here for roster or ranking pages rather than walkthroughs, jump out to the NPCs hub, the tier list, and the Early Access notes. Official socials, Discord, and store links live on the links hub.\n\n## Who each guide is for\n\n**Getting started** is for a first world: character creation, straw/wood/stone, a valid NPC room, and the moment you should stop chopping trees and start cooking. The embedded video is a real Day 1 playthrough, not a montage.\n\n**Controls** is for keyboard, mouse, and gamepad players who need rebinding, split-screen caveats, and a pointer to Steam Deck notes. Delverium ships with full controller support, Steam Cloud, and Remote Play Together; the awkward default binds are a known topic, which is why rebinding exists.\n\n**Farming** is for tilling, planting, watering, livestock pens, cooking, and trading food. Demo players have described watering as lower-friction than Stardew Valley. That is not the same as “you never water.” Animals need a fence, a gate, and a water trough.\n\n**Crafting** is for nested recipes, craft-and-build in place, expandable inventory, workbenches, furnaces, and the room rules that let a gatherer, blacksmith, agronomist, or merchant move in.\n\n**Building** is for shelter rules (walls, door, bed, light), the hammer placement system, flooring, base location strategy, NPC room layouts, and the sequence from a one-room starter box to a full defensible base.\n\n**Advanced Tips** is for the sword harvest trick, nested crafting pipeline optimisation, token hunting, cosmetic slot usage, fertilizer strategies, inventory discipline, Journey shrine travel, and squeezing efficiency from NPC visits.\n\n**Dungeons** is for light, mining, melee versus ranged, early enemies (zombies, bats, goblins, ghosts, wasps, spectres), and the Faults as a mystery you hunt through lore fragments. It will not invent a story ending the studio has not shipped.\n\n**Co-op** is for the host model: the world lives on one PC while that host is online. You can play solo, in 4-player split-screen, in 8-player online co-op with Steam friends, or mix split-screen and online at once. There is no official dedicated server; third-party Lodestone hosting exists and is covered on dedicated servers.\n\n**Fishing** is for poles, bait, and how Early Access fishing differs from the short demo slice”,

Cooking is for turning crops, fish, forage, and animal products into food you can eat or trade.

Shrines is for Journey shrines as fast travel in a procedural world.

First boss is for the demo’s early boss recordings (community labels such as Critical Error and the Iterator Bow).

Biomes is a visual atlas of surface, forest, coast, glowing caves, and lava depths — not a fake named map.

Review is the honest wishlist/demo question, including the comparisons people already make to Terraria, Stardew Valley, Necesse, and Core Keeper, plus Early Access caveats.\n\n## What this hub will not do\n\nIt will not rank secret weapons with fake DPS. It will not paste a complete cooking book. It will not pretend Sagestone runs dedicated servers. It will not tell you the Faults “are really X” when the pitch is that you uncover fragments yourself. Composer Jeff van Dyck’s score and the pixel homestead fantasy are part of the appeal; they are not a reason to skip the controls page before you hand a second gamepad to a kid on the couch.\n\nIf a page and another page ever disagree about release status, co-op limits, or tools, the facts file on this wiki and the Steam store win. Guides describe how systems felt in the demo and playtests. Updates describe what Sagestone has announced for the months after September 22, 2026.\n\n## A practical reading map\n\nFarm-first players: getting startedcraftingfarmingplayers for NPC shops → tier list when you start choosing crops and food over “whatever seed I found.”\n\nDelve-first players: getting startedcontrolsdungeonscrafting for better tools → back to farming when deaths start costing too much food.\n\nGroup players: co-op first, then system requirements for the host PC, then the same first-hour loop so four people are not arguing about who owns the only hammer.\n\nCome back to this hub when a patch lands. Early Access is imminent, not finished. The useful habit is: play the demo or the EA build, note what changed, then re-read the one guide that covers that loop instead of skimming every page for a number that was never official.

FAQ

Frequently Asked Questions

Quick answers to the most common Delverium questions.

Which Delverium guide should I open first?

If you have not generated a world, start with getting started. If you are setting up couch play, read controls and co-op before night one.

Are these guides official?

No. This is an unofficial fan wiki. Confirm dates, price, and patches on the Delverium Steam page and the links hub.

When is Steam Early Access scheduled?

September 22, 2026 (the storefront may show September 21 by timezone). See Early Access notes for the up-to-two-year window and the planned price rises.

Can I skip farming and only crawl dungeons?

You can try. Preview players who rushed caves without food, torches, and a bed often bounced. Read dungeons and farming together rather than treating them as rival games.

Where do NPCs, rankings, and specs live?

NPC roles sit on the players hub. Crop and gear rankings sit on the tier list. Hardware notes sit on system requirements.