Guides

Dungeons in Creator Chronicles

Hidden Swamp, raids, first-clear village points, and loot such as ribs and herbs.

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Dungeons and Raids

Dungeons are how Creator Chronicles turns a rebuilt village into a chronicle. You send a party from the map, they fight without you steering every swing, and they come home with loot, bruises, or a quit notice. This page covers Hidden Swamp, raids, first-clear village trait points, and early loot. It does not invent extra named caves. Origin Studio has been clear about Hidden Swamp as the first dungeon and raids as the larger fights beyond normal dungeons.

The campaign is single-player. You cannot bring a live friend into the swamp. Hall of Battle is a separate async PvP mode in the full build; see Combat.

Hidden Swamp (level 1–4)

Hidden Swamp is the first dungeon. It is a level 1–4 cave that wants a three-member party. Press F to open the dungeon list after you have three housed members. If the village is still burned, go back to Getting Started. If the master is a joke class, start a new save from Character Creation. If you do not have three people, stop here and use Recruit members and Village buildings.

A working first party is tank, healer, and damage. Named starters that fit include Mona or Confidence in front, Lettuce or Seran on heals, and Kanji or Joram on damage. Your guild master counts as a member if you send them. On Conqueror, a dead master resets to level 1, so do not treat the creator as immortal.

Parties can run while you keep farming. Pause if you need to change who is in the group. Speed keys hurry a fight you already understand; they do not fix a missing healer. Controls lists F, Space, and the speed binds.

First clear and village trait points

The first clear of a dungeon grants a village skill point (a village trait point). That point is the reason you run Hidden Swamp even if the gold looks small. Spend it on village growth after you look at Village buildings, not as a combat revive. Later dungeons follow the same first-clear rule; this wiki will not name caves that Origin Studio has not named.

If you wipe, read the battle log. Then change one variable: add a tank, brew a potion, drop a level, or wait for herbalism to catch up. Re-sending a broken three into the swamp is how mood turns into a leave on Conqueror. Mood explains quit risk. Beginner and Adventurer disable permanent leave and level reset; Conqueror does not.

Loot: ribs, herbs, and why the farm still matters

Early swamp loot includes ribs and herbs. Ribs help the food problem that miners and extra members create. Herbs feed the alchemy lab and the potion stack you should have locked on the auction. Loot does not replace a farm and fields. A village that only lives on swamp herbs will stall the moment a wipe happens.

Sell surplus on the auction after you lock the stacks you still need. Visitors are not a second party. Details on locks and the north mine sit on the village page.

Raids and the demo’s four dungeons

The Steam demo includes four normal dungeons as a gate into larger raid battles. Those four are a slice, not the 1.0 list, and this page will not mint fake names for the other three. Expect raids to want stronger gear, better potions, and parties that already survived Hidden Swamp. Parallel parties still apply: one group can raid while another farms a lower cave, if you have the houses.

The demo is about two hours to level 20 if you push combat, with around 120 unique members to meet. Demo access ends 13 September 2026. Demo saves do not carry into the 14 September 2026 08:00 UTC launch. Use the swamp to learn logs and trait points, not to hoard a raid roster you cannot import. Demo notes and launch notes keep the dates honest.

Gear and gold from simultaneous battles feed the village. That loop is the whole game: cave pays town, town pays better cave. The party tier list and party planner help once Hidden Swamp is no longer a coin flip.

Deaths, Conqueror, and when to stop sending

On Conqueror, a dungeon death resets that member to level 1 and can push mood toward a permanent leave. If the log shows a healer dying first, you do not have a healer problem; you have a tank or potion problem. Bench the fragile member, house a replacement, and run Hidden Swamp again at a level they can survive.

Raids are where glass hearts break. Do not skip the swamp because raids look like the real game. First-clear trait points from the easy cave are still village points. The chronicle you want on 14 September is the one that already knows how to read a wipe.

Clear Hidden Swamp once, take the trait point, and only then talk about raids. A village with a farm, three beds, and one swamp clear is ahead of a village with ten unemployed portraits and no log. The cave is small on purpose; treat it as the tutorial the burned houses could not be.

FAQ

Frequently Asked Questions

Quick answers for new guild masters.

What is the first dungeon in Creator Chronicles?

Hidden Swamp, a level 1–4 cave for three-member parties. Form the group with Recruit members before you press F.

What do I get for a first clear?

A village trait point (village skill point) plus loot such as ribs and herbs. Spend the point using Village buildings.

Are there other named dungeons?

This wiki only names Hidden Swamp and generic raids. The demo includes four normal dungeons total. See demo notes rather than fan-made cave titles.

Can I run more than one dungeon at a time?

Yes. Parties run in parallel. Combat covers wipes, logs, and Hall of Battle.

What happens if someone dies in the swamp?

On Conqueror their level resets to 1 and mood can cause a permanent leave. Beginner and Adventurer skip those penalties. See mood.