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Dungeon Settlers Difficulty Levels Explained: Which Should You Pick?

Every Dungeon Settlers difficulty change since Early Access launch — default now Normal, drop penalties removed, and the Easy/Normal-only level-up lock.

9/7/2026 Dungeon Settlers Wiki Last updated: 9/7/2026 3 min read

FAQ

What is the default difficulty in Dungeon Settlers?
Normal, as of patch v0.4.19 (September 6, 2026). At the September 4 Early Access launch the default was Hard; CanOpener changed it to Normal in response to player feedback. The default only pre-selects the difficulty when creating a new campaign — you can pick any tier manually.
Do higher difficulties reduce loot in Dungeon Settlers?
Not anymore. v0.4.12 removed the item drop quantity penalty on Very Hard and Devastation Management difficulties, per the official patch notes. Drop quantities on those tiers are no longer penalized. The other documented difficulty-specific difference is Devastation's starting Cog Wheels, cut from two to one in v0.4.12.
What is the level-up lock option and which difficulties have it?
When a character levels up on Easy or Normal, you can lock Ability stat increases or Inscriptions before rerolling. CanOpener's September 6 feedback post says expanding this lock to all difficulties is being prepared as soon as possible.
How many difficulties does Dungeon Settlers have?
Five are named in official patch notes: Easy, Normal, Hard, Very Hard, and Devastation Management (shortened to 'Devastation' in the v0.4.12 notes).

Dungeon Settlers launched into Early Access on September 4, 2026 with its default difficulty set to Hard — and within three days, three patches reshaped what each difficulty actually means. This page collects every difficulty-related fact CanOpener has published, so you can pick a difficulty with the current rules instead of launch-day rules.

What are the difficulty levels?

Official patch notes and the launch roadmap name five difficulties:

  • Easy
  • Normal
  • Hard
  • Very Hard
  • Devastation Management (shortened to “Devastation” in the v0.4.12 patch notes)

Exactly how each tier scales enemies or settlement pressure has not been itemized in official sources yet — to be documented as CanOpener publishes it. What is documented is how the tiers differ in rewards and options, below.

What changed with difficulty in the first patches?

Three difficulty-relevant changes shipped in the first three days of Early Access:

ChangeDifficulty affectedPatch
Default difficulty changed Hard → NormalNew games, all tiers selectable manuallyv0.4.19
Item drop quantity penalty removedVery Hard and Devastation Managementv0.4.19
Starting Cog Wheels reduced 2 → 1Devastationv0.4.12

Which difficulties let you lock level-up rolls?

The level-up lock option — locking Ability stat increases or Inscriptions before rerolling — is currently available only on Easy and Normal. CanOpener’s September 6 “Your Feedback in Action” post lists expanding it to all difficulties among changes being prepared “ASAP”, with no ship date given.

Related but separate: v0.4.19 also added reroll locking to the Expedition Founding scenario (portraits, ability stats, Major Traits, Sub Traits) — that one applies when creating your expedition, before difficulty comes into play. See the v0.4.19 patch notes.

Which difficulty should you pick?

Based only on what official sources document:

  • New to colony sims or want the reroll lock while levelingNormal (the new default) or Easy — these are the only two tiers with the level-up lock today
  • Want the launch-week challenge the devs originally intendedHard, which was the default for the first two days of Early Access
  • Very Hard / Devastation Management → the drop-quantity penalty is gone (v0.4.19), so the documented remaining cost on Devastation is starting Cog Wheels cut from 2 to 1 in v0.4.12

Where do these facts come from?

All changes above come from CanOpener’s official Steam posts: “[Update] v0.4.12” (September 4), “[Update] v0.4.19” and “Your Feedback in Action” (both September 6), and the launch-day roadmap — see Updates for each patch article. Anything not listed there is deliberately left undocumented here rather than guessed.

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