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.

How do I build a Private Room or Shared Room?

1. Open the construction menu and choose a buildable area with enough interior floor tiles for the tier you want to test. Start with a small room when the goal is only to provide shelter.

2. Place walls around the entire interior, including every corner, and leave one usable door. Check that the floor tiles you are counting are inside the walls rather than part of the exterior footprint.

3. Place one qualifying Sleep furniture for a Private Room or two for a Shared Room. Keep the furniture fully inside the room so the game can count it as the required facility.

4. If you want a higher tier, upgrade the wall and floor materials, add decoration, and expand the interior only after the current Game Guide shows those gates. Shared Rooms usually need more decoration at the same tier than Private Rooms.

5. Wait for the room label, mood effect, or task counter to update. If it does not, press F5 or open the Game Guide and compare the live requirement instead of adding random furniture.

Private and Shared Room requirements in the current snapshot
TierInterior sizePrivate RoomShared RoomWall/Floor QDeco QMood
Poor9 tiles / 3×3Sleep ×1, Q5+Sleep ×2, Q5+00 / 0+3 / +1
Mediocre24 tiles / 6×4Sleep ×1, Q10+Sleep ×2, Q10+548 / 72+4 / +2
Normal32 tiles / 8×4Sleep ×1, Q10+Sleep ×2, Q10+1092 / 158+5 / +3
Decent44 tiles / 11×4Sleep ×1, Q15+Sleep ×2, Q15+15180 / 310+6 / +4

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.

Other room types and their current build gates
Room typeInterior tilesRequired furniture or gateWall/Floor QDeco QEffect
Temple16 / 30 / 48 / 68Wood Goddess Statue Q5 + Light ×2/4/4/6 Q30 / 5 / 10 / 150 / 72 / 158 / 310Pray resource modifier −10% / −20% / −30% / −40%
Dining Room16 / 30 / 48 / 68Cookery Workshop; table Q5/Q10 at higher tiers0 / 5 / 10 / 150 / 72 / 158 / 310Mood +1/+2/+3/+4; cooking +30%/+60%/+90%/+120%
Research Lab9 / 24 / 32 / 44Research Workshop ×10 / 5 / 10 / 150 / 48 / 92 / 180Research +30%/+60%/+90%/+120%
Workshop9 / 24 / 32 / 44Crafting Workshop; higher tiers require better stations0 / 5 / 10 / 150 / 48 / 92 / 180Crafting +30%/+60%/+90%/+120%
Arcane Workshop9 / 24 / 32 / 44Magic Workshop; higher tiers require better stations0 / 5 / 10 / 150 / 48 / 92 / 180Crafting +30%/+60%/+90%/+120%
Recreation Room16 / 30 / 48 / 68Current recreation-room furniture gate0 / 5 / 10 / 150 / 72 / 158 / 310Check the current room effect
Merchant Chamber30 tiles / 6×5Merchant’s Table ×1572Check 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.

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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.