Delverium Early Access Features
Hours of content, fishing, cosmetics, lore, and co-op on the paid build — and what the free demo still omits.
This page is a feature inventory, not a calendar. The dated unlock, the rising price, and the two-year window live on Early Access. The 1.0 wish list lives on the roadmap. Here we line up what Sagestone Games says you are buying on September 22, 2026 (the storefront may show September 21) against what the free demo already taught people. Until that date the paid product is still upcoming. This unofficial wiki will not treat the paid game as unlocked.
Steam’s Early Access FAQ is the source of truth for the paid build. In Sagestone’s words, that version is fully playable and highly polished in its core loops, with many hours of content, plus features you would expect in a full 1.0: split-screen + online co-op, fishing, cosmetics, lore, full controller support, and localisation for multiple languages. The demo is a starting-biome, early-dungeon slice of about one to two hours (some players linger two to three). Those two sentences are the whole argument. Everything below is just the list with the demo crossed out where it does not apply.
Hours of content versus a slice
The demo has been on Steam since February 2025. It is honest about its job: teach the homestead, teach a cave, send you back to the store page. Fishing, extra biomes, later bosses, fuller gear, and quests are called out on the demo blurb as full-game additions. Early Access is the paid core that is supposed to keep those loops running for hours, not minutes. That still is not 1.0. Sagestone expects to stay in Early Access for up to about two years, adding more biomes, bosses, loot, NPC options, deeper lore, and maybe more achievements and languages.
If you only have an evening, play the demo. If you want the longer biome list, the fishing pole, and the cosmetic slots, you are looking at the September 22 purchase — knowing the base price will be gradually increased throughout Early Access as content ships, with a possible further bump at 1.0. This wiki does not invent a dollar figure. Steam will show the live price at unlock.
Co-op that the demo already proved
Split-screen and online are on the Early Access feature list because they are already how people play the slice. After the February 20, 2026 demo update you can run:
- Solo
- 4-player split-screen
- 8-player online co-op with Steam friends
- Simultaneous split-screen + online, drop-in / drop-out
The world still lives on the host PC while that player has the game open. There is no official dedicated server and none on the public roadmap. Early Access does not magically add a 24/7 binary. If your group needs that, you are leaving the official feature set.
Fishing, cooking, and critters
June 7, 2026 development notes described systems implemented for Early Access, not for the short demo:
- Fishing — craft a pole or rod, collect bait, cast into water. Pole and bait quality change the catch. Fish feed cooking recipes.
- Critters — new catchable creatures used as bait, with the studio wink that you might keep them as pets instead.
If your demo build has no rod, that is expected. Look at fishing when you are on the paid build, and fold the catch into cooking instead of treating fish as inventory clutter. The homestead loop (till, plant, water, cook) is already in the demo; the rod is the Early Access extra.
Cosmetics (June 2026)
The same notes added cosmetic armour slots. Gear in those slots is appearance only: no stat bonuses, and they override the visuals of items in the main equipment slots. There is also a hair clip you can find and equip to hide helmet graphics. That is the whole official cosmetic paragraph. This page will not invent a cash shop, a battle pass, or a list of hats. If you hate how a helmet sits on your pixel hair, the clip is the documented answer.
Lore, Journey shrines, and an extra early boss
Lore is on the Early Access FAQ next to fishing and cosmetics. The February 2026 demo update already shipped a lore / quests UI (interface, not the full quest set). Steam’s story hook remains the same: a peril infecting the land, fragments to uncover, Faults to hunt. Early Access is supposed to give you more of that mystery, not a wiki ending. We will not write one.
Two other February 2026 demo headlines overlap the paid list, so they are easy to mis-file:
- Journey shrines — fast travel. Already in the post-update demo. Still part of how you play the longer EA map. See shrines.
- An additional early-game boss. Already in the post-update demo. Early Access and 1.0 still plan more bosses. The demo exam is not the whole ladder.
If you last touched the demo in early 2025, re-download before you judge shrines, bosses, or art. The slice changed. The paid build is meant to keep those quality-of-life pieces and then add the hours around them.
Controller support and localisation
Full controller support is on the Early Access feature list. Rebinding arrived in the February 2026 demo update, which is the difference between “a gamepad works” and “the buttons match your habits.” Handheld notes live on Steam Deck. This wiki will not invent a Valve Verified badge.
Localisation on Steam is an interface list: English, Japanese, French, German, Spanish (Spain), Korean, Portuguese-Brazil, Russian, Simplified Chinese, Ukrainian, and Traditional Chinese. That is UI, not a full voice-over package. Jeff van Dyck’s work is music and sound design. Early Access may expand language support on the way to 1.0. Changing Windows display language is unrelated.
What is still not an Early Access promise
- A finished 1.0 biome atlas, boss ladder, or lore novel.
- Official dedicated servers.
- A frozen price.
- A guarantee that a demo seed migrates. Sagestone has not published a save-migration promise on the store FAQ.
- Every Discord suggestion before September 22. The July 17–20, 2026 PDT playtest already closed; Skoddle said many requests would land during Early Access rather than on day one.
Read this page next to the demo scope note and the roadmap 1.0 list. The FAQ is a contract for a playable core, not a patch tracker. When the first Steam news post after unlock adds or cuts a bullet, that post wins. Until then, the honest Early Access cart is: hours instead of a slice, fishing and cosmetics the demo omits, lore and controller support, multi-language UI, the co-op counts you already tested, shrines and an extra early boss the demo update already taught, and a price that is allowed to climb while the map grows.
Frequently Asked Questions
Quick answers to the most common Delverium questions.
What does Sagestone say is in the Early Access build?
A fully playable core with hours of content, split-screen plus online co-op, fishing, cosmetics, lore, full controller support, and UI localisation for multiple languages.
Is fishing in the Delverium Demo?
No. June 2026 notes implemented fishing for Early Access. The demo remains starting biomes and early dungeons. See fishing for the paid loop.
What are cosmetic armour slots?
Appearance-only gear that overrides main-slot visuals and grants no stats. A hair clip can hide helmet graphics. Those notes are from June 2026.
Are Journey shrines and the extra early boss Early Access only?
No. Both landed in the February 2026 demo update. Early Access keeps them and still plans more bosses and a longer map. Shrine use is on shrines.
Will the Early Access price stay the same?
No. Sagestone will gradually raise the base price during Early Access as content is added, and may raise it again at 1.0. This wiki does not invent a dollar amount.
Does Early Access include full controller support?
Yes, on the Steam FAQ. Rebinding is already in the post-February 2026 demo. Handheld notes sit on Steam Deck.