Delverium · Game Guides · Guide
Delverium Beginner Guide — First Hours, Rooms and Co-op
A Delverium beginner guide to your first hours: the starting kit, rooms and NPCs, farming, dungeons, co-op setup and the survival rules the game skips.
What Delverium Is, in One Paragraph
Delverium is a pixel-art survival sandbox fantasy adventure from Sagestone Games for one to eight players, and it has been on Steam in Early Access since 21 September 2026 for Windows at $9.99. The store description sets out the shape of it: you explore, build, farm, craft and fight across a procedurally generated world, push into dungeons, and uncover the secret of the invading "Faults" that have destabilised the land. In practice a run has two halves that feed each other. Above ground you turn a campfire and a few stacks of straw into a working settlement with crops, animals and NPCs. Below ground you take the gear that settlement produced into caves and dungeons where the bosses, the ore and the lore live.
If you have played a top-down crafting survival game before, the vocabulary will be familiar, and the developer is explicit that he tuned the defaults to skip the parts he personally finds tedious. There is no hunger bar to babysit and no item loss waiting for you at the end of a bad fight. What replaces that pressure is discovery: the world is generated fresh, so the first hour is mostly about finding out what your map rolled and where the nearest way down is.

Your First Session: Character, World and Starting Kit
You begin by creating a character and then generating a world, and both steps are short. In the 2025 demo build the character creator handled body style, skin colour and facial hair rather than stats, and the world generator produced the terrain, caves and dungeons on the spot, which is why two players' first hours look nothing alike. The demo build handed out a small kit and a large inventory, with equipment, armour and accessory slots plus a crafting area built in.
The kit that the demo walkthrough was given is worth knowing because it tells you the intended opening order: tools first, light second, shelter third.
| Starting item | What it is for |
|---|---|
| Wood axe | Chopping trees for wood, the first resource most builds need |
| Wood pick | Mining stone and ore once you reach rock or a cave |
| Wood hammer | Removing and re-placing building pieces you got wrong |
| Five torches | Light for your first shelter and the first descent underground |
That opening sequence, as it plays out, looks like this:
- Gather straw, wood and stone around the spawn point, and pick flowers for medicinal herbs on the way.
- Craft a workbench, then use it to place flooring, walls and doors rather than sleeping in the open.
- Cut a door into the wall, add a light source, and keep the first room small so you can expand it later.
- Plant whatever seeds you have picked up, because food is a healing item rather than a survival requirement.
- Only then start looking for a way down, and take torches, a weapon and a bow with you when you do.

The Early Loop: Gather, Build, Farm, Craft, Fight
The loop the store page describes is a rotation rather than a ladder: gather resources, build shelters, tend crops, recruit NPCs, and venture into dungeons, then spend what the dungeon gave you on the next tier of gear. The demo build showed that rotation in a concrete order, and the update notes since launch keep filling in the same layers rather than replacing them.
| Stage | What you do | What it unlocks |
|---|---|---|
| Gather | Chop wood, mine stone, and pick straw, herbs and seeds from the surface | The raw materials for tools and building |
| Build | Workbench first, then floors, walls and doors for a valid room | Shelter, storage and a player spawn point |
| Farm | Craft a hoe, till the soil, plant seeds and keep the plot watered | A repeatable food supply for healing and buffs |
| Craft | Furnace and anvil for ingots, then armour, weapons and arrows | Gear good enough for the caves |
| Fight | Clear caves and dungeons for bosses, ore and lore fragments | The tier above, plus progress on the Faults |
The demo build also showed what the two bars on the HUD are for. The red bar is health and the blue bar is mana; food heals you and applies a health regeneration buff, which is why cooking is worth the detour even without a hunger meter. Ore found underground, copper included, feeds the furnace and anvil, and the post-launch patch notes have kept adding to the loot tables, including fishing loot added in the second update.

Rooms, NPCs and a Settlement Worth Living In
Rooms are the system that turns a camp into a base. Five requirements have to be satisfied before an NPC will accept a room, and the same rules decide whether the room counts as a valid player spawn point.
| Room requirement | Why it matters |
|---|---|
| A bed | Marks the room as somewhere a character actually lives |
| Walls | Enclose the space, so a bare platform is not a room |
| A door | The entrance the room is counted through |
| Flooring | Covers the ground, which is what stops the room reading as outdoors |
| A light source | Lights the space so the room registers |
NPCs are the reason to bother. Recruiting them is one of the four things the store page says players do alongside gathering, building and dungeon crawling, and the first NPC in the demo build was a forager who wanted a spare room before he would trade, offering forage materials in exchange for the local currency. Because a valid room doubles as a spawn point, every NPC you house also shortens the trip back to your base after a death, which is the closest the game gets to a death penalty.

Death, Saving and the Survival Systems the Game Does Not Use
This is the part of Delverium that takes the most getting used to if you come from harsher survival games, and the developer has answered it on the record. In a July 2024 Steam discussion he set out the defaults directly, being careful to note that they reflect his own preference and that options may be added later.
- Death costs you progress, not gear. There is currently no inventory drop on death. The penalty is that you respawn at the starting area or your spawn point, which is why beds and rooms matter so much.
- You can save whenever you want. Saving your character and world is available at any time, but reloading puts you back at the starting area, despawns enemies, and loses items left lying on the ground.
- There are no survival meters. No hunger, no thirst, no stamina and no durability, so nothing decays while you are out exploring and nothing forces you back to base on a timer.
- The pressure comes from the world instead. Enemies scale in the deeper areas, and the second post-launch patch made specific boss encounters easier to find rather than harder to survive.
Those answers were given before the Early Access build and the developer left the door open to revisiting item or currency drops on higher difficulties, so treat the specifics as to confirm for the current version.
Co-op, Split Screen and Controls
Co-op is a first-class mode rather than an afterthought. The Steam store page lists Single-player, Multi-player, Co-op, Online Co-op, Shared/Split Screen Co-op and Shared/Split Screen as separate features, along with Full controller support, DualShock and DualSense support, Steam Cloud and Remote Play Together. The launch press coverage put the same facts in plain numbers: solo, four-player local split screen on one PC, or up to eight players online, with every world generated fresh so no two playthroughs share a layout.
- Controller first. Full controller support is a listed store feature, and the pre-launch discussion thread that praised the game was written entirely from a controller setup, with the developer replying that local co-op has always mattered to him.
- Split screen is genuine local co-op. Four players on one machine is documented in both the store categories and the launch coverage, not just a remote-play workaround.
- Online co-op supports a full eight. The store page, the developer's own launch announcement and the press coverage all state one to eight players.
- Steam Deck is verified. The developer announced official Steam Deck verification before launch, so handheld single-player and co-op both count as supported configurations.
What the Early Access Build Changed After Launch
Two small patches landed in the first week, and both point at the same priority the developer named in the notes: making the content that already exists easier to find.
| Patch | Date | What it changed |
|---|---|---|
| v0.1.0.1 | 23 Sep 2026 | Added the Iron Golem as a rare cavern spawn plus new audio work, and raised the chest restock, stack and craft range from 5 to 10 tiles |
| v0.1.0.2 | 25 Sep 2026 | Added map markers tied to some lore discoveries for boss discoverability, added daggers, a trident and a sword to fishing and upgrade recipes, and retuned Necromancer and Liche spawn progress |
The developer wrote in the first patch notes that early feedback has been good but that he accepts the game has a lot to do on player guidance, and that many players can finish a session feeling there is little to discover when the content is simply hard to find. Guidance and discoverability are the stated priority for upcoming updates, followed by balancing, quality-of-life work and more enemies and loot, with longer-term plans covering NPC behaviour and quests, official modding support, more biomes and bosses, and pets and mounts. If your first hour feels directionless, that is a known and acknowledged state of the Early Access build rather than something you are missing.
FAQ
- Do you lose your items when you die in Delverium?
- No, not in the build the developer described. In the Steam discussions the developer states there is currently no inventory drop on death and that the only penalty is losing your exploration progress, because you respawn back at the starting area or spawn point. He added that item or currency drops could be revisited on higher difficulties, and that answer predates the Early Access build, so treat the current behaviour as to confirm.
- Does Delverium have hunger, thirst, stamina or durability?
- No. The developer answered this directly in the Steam discussions: there is currently no hunger, thirst, stamina or durability mechanic, and optional support could be considered if players ask for it. The store page does list Adjustable Difficulty among the game's features, so the pacing levers that exist sit in the difficulty options rather than in survival meters.
- How do NPCs and rooms work?
- A room needs a bed, walls, doors, flooring and a light source to be valid. A valid room can house an NPC and also acts as a player spawn point, which is the cheapest way to shorten the run back after a death. In the 2025 demo build the first NPC you meet, a forager, offers to sell forage materials once you have a spare room he can move into.
- Can you save the game at any time?
- Yes. The developer states you can save your character and your world at any time, but reloading despawns enemies, returns you to the starting area or your spawn point, and loses anything left on the ground. That was the pre-launch answer, so confirm it against the build you are playing before you leave a full chest out in the open.
- How many players can play Delverium together?
- Up to eight online, or four on a single PC with split screen. The Steam store page lists Single-player, Multi-player, Co-op, Online Co-op, Shared/Split Screen Co-op and Remote Play Together, and the launch press coverage describes solo play, four-player local split screen and up to eight-player online co-op in the same world.
References
- Delverium on Steam — official store page and app details (appid 2710040)
- Delverium — Steam Community Hub (news, patch notes and discussions)
- a few questions :: Delverium General Discussions — developer answers on death penalties, saving, hunger and thirst
- Co-op Survival Craft Adventure Delverium Launches Into Early Access — Miami Herald launch report
- DAY 1 - Craft Build Fight Explore in this Terraria-inspired Game - Delverium Gameplay — subtitled demo walkthrough (recorded 18 September 2025)
- A New Open World Roleplaying Sandbox! - Dimraeth — YouTube first look at the demo build
Facts on this page are compiled from the references above. Items marked "to confirm" are single-source and not yet verified.