Settlement & Expedition
Dungeon Settlers Housing
Dungeon Settlers housing starts with a fully enclosed room: close the walls and corners, leave a usable door, then place the furniture that defines the room. One qualifying Sleep furniture creates a Private Room, while two qualifying Sleep furniture create a Shared Room. The current build checks the highest-priority room whose furniture, interior size, wall/floor quality, and decoration gates are all satisfied, so use the in-game F5 or Game Guide before spending materials on a larger upgrade.
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- FAQ
- How does Dungeon Settlers housing work?
- How do I build a Private Room or Shared Room?
- What are the current room types?
- How to unlock the Merchant’s Table
- Merchant’s Table is missing or the room does not register
- Which housing upgrade should I build first?
- Why is the room not recognized or not upgrading?
- Current version boundary
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FAQ
FAQ
How do I make a Private Room in Dungeon Settlers?
Close the room perimeter including its corners, leave a usable door, and place one qualifying Sleep furniture inside. The current housing snapshot starts Poor Private Room at 9 interior tiles with one Sleep furniture at quality 5 or higher; confirm the live room display before building around that number.
What is the difference between a Private Room and a Shared Room?
A Private Room uses one qualifying Sleep furniture, while a Shared Room uses two. At the same tier, Shared Rooms need more decoration and provide less mood, so use a private room when one settler needs a better sleep space and a shared room when capacity matters more.
How do I get the Merchant’s Table?
The current practical route is a community-reported path: defeat the first 1–5 boss, return to the safe zone, meet the merchant after re-entering, buy the special item reportedly priced at 500 Gold, then look under the Special build tab. The boss count and price are not independently verified in the current game, so treat the report as a lead and trust the item, price, and unlock signal shown by your build.
Why is my room still Empty or Unclassified?
Check the full wall perimeter, all four corners, the usable door, and whether the required furniture is actually inside the room. If it is recognized but stays at a low tier, compare interior floor tiles, wall/floor average quality, and total decoration quality in the current Game Guide.
Do I need to build the best room tier immediately?
No. Build the smallest confirmed room that fixes the next bottleneck. Improve size, wall/floor quality, or decoration only when the next tier changes sleep, food, research, crafting, or expedition preparation enough to justify the materials.
Are Impressive, Luxurious, and Fantastic rooms buildable?
The current housing snapshot lists those higher tiers as defined in the data but without buildable size, furniture, or quality requirements. Treat them as unreleased in this build and do not plan a construction route around their listed bonuses.
How does Dungeon Settlers housing work?
Start with the room boundary, not the decoration list. Build walls around the interior, close the corners, and leave one usable door. A room that looks enclosed but has an open corner or broken edge can remain Empty Room or Unclassified.
Once the space is enclosed, the game checks the room type whose requirements are satisfied. The important checks are the required furniture and its quality, the number of interior floor tiles, the average quality of the enclosing walls and floor including corners, and the total decoration quality. The room settles on the highest-priority type that passes all of its gates.
For housing, the decisive first choice is bed count: one qualifying Sleep furniture points to Private Room; two point to Shared Room. Do not add a second bed to a personal room unless you intend to turn it into shared housing, because the furniture count changes the room family.
What are the current room types?
Use this table as a compact planning map. The slash-separated values show the Poor, Mediocre, Normal, and Decent progression in the current snapshot. Required furniture can have its own quality gate, so read the full room row in F5 before committing rare materials.
| Room type | Interior tiles | Required furniture or gate | Wall/Floor Q | Deco Q | Effect |
|---|---|---|---|---|---|
| Temple | 16 / 30 / 48 / 68 | Wood Goddess Statue Q5 + Light ×2/4/4/6 Q3 | 0 / 5 / 10 / 15 | 0 / 72 / 158 / 310 | Pray resource modifier −10% / −20% / −30% / −40% |
| Dining Room | 16 / 30 / 48 / 68 | Cookery Workshop; table Q5/Q10 at higher tiers | 0 / 5 / 10 / 15 | 0 / 72 / 158 / 310 | Mood +1/+2/+3/+4; cooking +30%/+60%/+90%/+120% |
| Research Lab | 9 / 24 / 32 / 44 | Research Workshop ×1 | 0 / 5 / 10 / 15 | 0 / 48 / 92 / 180 | Research +30%/+60%/+90%/+120% |
| Workshop | 9 / 24 / 32 / 44 | Crafting Workshop; higher tiers require better stations | 0 / 5 / 10 / 15 | 0 / 48 / 92 / 180 | Crafting +30%/+60%/+90%/+120% |
| Arcane Workshop | 9 / 24 / 32 / 44 | Magic Workshop; higher tiers require better stations | 0 / 5 / 10 / 15 | 0 / 48 / 92 / 180 | Crafting +30%/+60%/+90%/+120% |
| Recreation Room | 16 / 30 / 48 / 68 | Current recreation-room furniture gate | 0 / 5 / 10 / 15 | 0 / 72 / 158 / 310 | Check the current room effect |
| Merchant Chamber | 30 tiles / 6×5 | Merchant’s Table ×1 | 5 | 72 | Check the current merchant-room effect |
How to unlock the Merchant’s Table
The most actionable current route is reported by a recent Steam discussion: clear the first boss, return to town, enter the dungeon again, speak with the merchant in the safe-zone route, and buy the special item that unlocks the Merchant’s Table. The post describes the item as costing 500 Gold and says the table then appears under the Special build tab. Use those details as a checklist, not as a guaranteed v0.4.19 rule.
1. Finish the reported first-boss milestone, then return to the settlement. Do not assume the table is unlocked just because a merchant appeared on an earlier floor. 2. Re-enter through the route that puts you back near the safe-zone merchant, or use the current route shown by your map. 3. Talk to the merchant and look for the special unlock item. 4. Confirm the current price and purchase result on screen before spending Gold. 5. Open the construction menu and check the Special tab for Merchant’s Table. 6. Place it inside a closed room, then press F5 or open the Game Guide to read the Merchant Chamber row.
The successful signal is not simply seeing a merchant: it is the unlock item appearing, the purchase completing, and Merchant’s Table becoming selectable in Special. The current housing snapshot lists Merchant Chamber as 30 interior tiles / 6×5 with one Merchant’s Table, wall/floor quality 5, and decoration quality 72; because these values come from a non-official build snapshot, verify them again in F5 before laying out the room.
Merchant’s Table is missing or the room does not register
If the special item is not in the merchant’s stock, first check the milestone and current dungeon route. The Steam report is a single community account, so do not keep spending Gold or repeating a boss based only on the reported 1–5 and 500 values; check whether your build shows a different prerequisite or item name.
If the table is not in the Special tab after purchase, close and reopen the construction menu, check that the item was actually added to the settlement unlocks, and compare the current version/build. If the game still does not show it, record the exact UI state before treating the route as broken.
If the table is placeable but Merchant Chamber is not recognized, fix the room before adding more furniture: close every wall and corner, leave a usable door, keep the table inside, and use F5/Game Guide to check the current 30-tile, quality, and decoration requirements. A newer Steam discussion also reports a quality-above-65 check, a clear path, and starting from an empty room, but that is one community report rather than a verified universal threshold. A merchant’s presence does not replace room recognition.
Which housing upgrade should I build first?
Build the smallest room that solves the next settlement problem. Use a Poor Private Room when one settler needs a personal sleep space and you want the lowest confirmed material commitment. Use a Poor Shared Room when two or more settlers need beds and the extra decoration cost of later tiers is acceptable.
Improve housing before a long expedition when poor sleep is limiting energy, mood, or work. If the actual block is cooking, research, or crafting, build the corresponding functional room instead of spending wood and decoration on a bedroom that does not change the next action.
When a higher tier is close, change one gate at a time: expand the interior, upgrade walls and floor, or add decoration. That makes the result readable and prevents you from spending rare materials without knowing which requirement was missing.
Why is the room not recognized or not upgrading?
If the label stays Empty Room or Unclassified, inspect the perimeter first: close missing corners, repair an open wall, and confirm that the door is usable. Do not start with decoration, because the game cannot evaluate a room type until the enclosure is valid.
If the room is recognized but has the wrong type, remove or move furniture that changes the room family. One qualifying Sleep furniture is the Private Room path; two are the Shared Room path. For a Temple, Dining Room, Research Lab, Workshop, or Arcane Workshop, confirm that the required facility is inside the room rather than nearby.
If the room family is correct but the tier is low, compare the live values for interior tiles, wall/floor average quality, decoration total, and required furniture quality. The current snapshot counts walls and floor including corners for the average, while walls, doors, and floor do not count as decoration.
You know the build worked when the room name changes, its effect appears in the room information, or the related task counter advances. If none of those signals appears, stop spending materials and follow the current F5 / Game Guide row.
Current version boundary
GamesRef and other player references are useful for discovering room names and the questions players ask, but they can show different values from the current build. Use the current game interface as the final authority, and update this page when a new Early Access build changes a room gate, furniture subtype, quality threshold, or bonus.
Links used for this guide.
Version note: The requirement tables below are a non-official DS_B.0.4.19 / Steam build 25154317 snapshot. Room names, quality gates, furniture rules, and bonuses can change during Early Access. If the current F5 or Game Guide disagrees, follow the game and treat the row as due for recheck.
How to unlock the Merchant’s Table: Community route checked Sep 11, 2026; the 1–5 boss prerequisite and 500 Gold price are still unverified in a current in-game run.
Current version boundary: The table is a dated non-official DS_B.0.4.19 / Steam build 25154317 snapshot. Higher tiers above Decent are listed in the data but are not currently buildable because their construction gates are not defined.
