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Dungeon Settlers Known Issues & Fixes: Early Access Troubleshooting

The known issues CanOpener has flagged in Dungeon Settlers Early Access — launch crashes, hauling stalls, storage priority — plus the fixes already shipped.

9/5/2026 Beginner Dungeon Settlers Wiki Last updated: 10/11/2026 5 min read

FAQ

Why does Dungeon Settlers crash when I launch it?
The launch-day roadmap notes that on some computers the game crashes on entering, and says some cases could be fixed by updating the graphics card driver — try that first. The roadmap also states plainly that optimization has "barely been done yet," so performance issues are expected to improve across Early Access.
My settler stopped hauling. How do I fix it?
Per the roadmap, characters may stop hauling when a task is removed — picking the item up and dropping it manually resumes the hauling. Separately, blocked storage access can cause pick-up/drop loops.
Have any known issues been fixed already?
Yes. v0.4.12 (September 4) removed the wishlist button, fixed the Near Death / Severely Exhausted animation conflict, and fixed Chinese and Japanese unit names in the Expedition Team screen. v0.4.17 (September 6) fixed the credits BGM restart bug, hostile-when-dodging NPCs, and stuck confirmation pop-ups; v0.4.19 (same day) capped Gloth summons at three and eased carry weight across the board. v0.4.23 (September 12) shipped the enemy-vision reveal and the all-difficulty lock option from the ASAP list, plus a family of hauling and pathfinding fixes. v0.4.29 (October 10) added the Gloth call animation and an auto-pickup weight-limit option — details below.

Dungeon Settlers’ launch-day roadmap is unusually candid: alongside the content plan, CanOpener published a list of known issues and planned improvements. This page tracks them — what’s broken, what you can do about it, and what has already been fixed by the patches v0.4.12, v0.4.17, v0.4.19, v0.4.23, and v0.4.29.

What’s the most urgent issue at launch?

Crashes on entering the game. The roadmap states that on some computers the game crashes on entering, and that some cases could be fixed by updating the graphics card driver. That is the first thing to try.

The same list is blunt about the broader state: optimization has “barely been done yet” — performance work is expected across the Early Access window.

Which gameplay issues are on the official list?

From the roadmap’s known-issues list:

  • Hauling can stall — characters may stop hauling when a task is removed; picking the item up and dropping it resumes it. Blocked storage access can also cause pick-up/drop loops
  • Storage priority is not respected — items don’t move from lower- to higher-priority storage
  • Dungeon floors can be built on impassable tiles, which stay impassable afterward
  • An animation issue on the Exhausted → Deadly transition
  • Units ignoring enemies in overlapping rooms
  • BGM not restarting after the end credits — fixed in v0.4.17 (September 6)
  • A wishlist button on the title screen — removed in v0.4.12

CanOpener’s September 6 “Your Feedback in Action” post also fixed a cluster of smaller launch-week annoyances across v0.4.17 and v0.4.19: NPCs no longer turn hostile when they dodge an attack, overlapping confirmation pop-ups no longer swallow Confirm clicks, Healing Touch no longer overrides First Aid on a downed ally, and the repeated tutorial notification interval was stretched from 18 to 24 seconds.

What did v0.4.23 fix?

The September 12 patch (full notes) was the biggest fix wave to that date, and it directly moves the launch-week queues:

  • Hauling-stall family — jobs now check occupied spaces and reserved movement positions, hauling destinations are checked before an item is picked up, and the pick-up/put-down loop when a destination gets blocked is fixed
  • Unreachable work positions (including repairs) are no longer selected in the first place
  • Enemy-vision reveal shipped — an enemy outside your vision that attacks an ally is shown for about 2 seconds (an “ASAP” list item, now live)
  • “Lock Consecration Results” is its own setting on all Management Difficulty levels, toggleable mid-campaign — the lock-option expansion the September 6 post promised
  • Exhausted-posture fix — an exhausted unit’s lying posture returns to normal after leaving the Deadly state
  • Save recovery — Deputy Leader Traits and incorrectly lost Guild Merchants are restored in existing saves

Still in the queue after v0.4.23: the Stamina-rest burden, combat detours in narrow passages, and storage priority.

What did v0.4.29 fix?

The October 10 patch (full notes) is mostly skill-and-inscription rebalancing, and it moves two items from the planned queue:

  • Gloth call animation shipped — the roadmap’s pre-cast animation/delay request; the call animation and charge visual effects are live (whether it adds a mechanical delay is not stated in the notes)
  • Auto-pickup weight limit shipped — a weight-limit option for automatic item pickup, defaulting to “Until becoming Heavily Encumbered”; the roadmap’s hauling-side threshold remains open

It also lands a QoL wave: confirmation prompts that name expedition members who would be left behind, dungeon stay-duration and penalty-stage fixes, passive effects keeping their timers between settlement and dungeons, single-slot autosave, QWERTZ/AZERTY/JIS keyboard layout displays, and expanded CJK font coverage.

The remaining known-issues list items — storage priority, building on impassable tiles, units ignoring enemies in overlapping rooms — are not identifiable in the v0.4.29 notes and remain open.

What improvements are already planned?

The roadmap’s near-term queue:

  • Retuning Region 2 – Floor 2 monsters so Carapace can be obtained there instead of Gloth-related materials
  • A pre-cast animation/delay for the Gloth summoning ability — shipped in v0.4.29 as the call animation and charge visual effects (October 10; a mechanical delay is not confirmed); the summon threat itself was reduced in v0.4.19, which capped Gloth summons at three uses (down from unlimited) and made Gloths step to an empty tile after charging
  • Hauling weight threshold options — e.g. “do not haul items that are Heavy or above”; a pickup-side weight limit shipped in v0.4.29 (default: “Until becoming Heavily Encumbered”), while the hauling-side threshold remains open
  • Preventing units from constructing buildings that trap them — until then, the roadmap points to the Emergency Escape skill as the escape route

Beyond the roadmap, the same September 6 post lists five more items being prepared “ASAP”: expanding the level-up lock option to all difficulties (see the difficulty guide) — shipped for Consecration results in v0.4.23; granting vision of attacking enemies outside the party’s sight — shipped in v0.4.23; reducing forced Stamina rests, taming combat detours in narrow passages, and fixing movement blocked by monster-reserved tiles — partial progress in v0.4.23’s pathfinding work, not confirmed fixed.

How do I report a new bug?

CanOpener collects bug reports on the official Discord (linked from the Steam page); the supporters-program playtests ran on the same channel. The known-issues list in the roadmap is updated by the studio as things get fixed.

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