Short answer: Dimraeth is a handcrafted pixel world where “forests, weather, and seasons shift around you.” Three regions are confirmed at Early Access — Earlwood, the expanded Wildwood and the Goblin Caves. No coordinates are published, because no reliable coordinate source exists.
Why there is no map on this page
A Dimraeth map guide would be the most useful thing we could build. We are not building one, and the reason is worth stating plainly.
No official coordinate data exists for Dimraeth. Mudtek has not published a map, location coordinates, or region boundaries. Any site showing you numbered map markers is either working from data-mined values or inventing them, and we cannot tell which.
What we can do instead is index the regions that are confirmed, using official screenshots and official descriptions. That is what the panel below does.
Why not publish approximate positions anyway? Because a wrong coordinate wastes your time more than no coordinate does. If you walk to a marked spot and find nothing, you cannot tell whether the map is wrong or you misread it. We would rather tell you the region exists and what is in it.
Region overview
An official screenshot confirms that a MAP option sits in the game’s top navigation bar, alongside CHARACTER, CRAFTING CODEX, QUEST, SPELL, SOCIAL and SETTINGS. So the game has a map interface — it simply has not been published outside the game.
| Region | Type | Confirmed status |
|---|---|---|
| Earlwood | Coastal village and peninsula | Act 1 starting region |
| The Wildwood | Forest, many small domains | Expanded for Early Access |
| Goblin Caves | Cave system | New for Early Access |
| The Eternal Forest | Elven homeland | Referenced, borders the Wildwood |
| Aldoria | Human kingdom | Referenced, has a Great City |
The last two entries are established in the setting but not confirmed as playable areas. Mudtek’s Earlwood devlog describes Earlwood as standing “on the border between the Human Kingdom of Aldoria and the vast Eternal Forest, home of the elves”, which places both in the world without saying whether you can travel there.
How the world is built
The official website’s description of the world is short but contains three distinct claims.
Official Official website
“Explore a vibrant, handcrafted pixel world where forests, weather, and seasons shift around you. Influence the land through your actions, watch the world respond, and uncover the ancient magic that pulses beneath every stone and tree.”
Source: dimraeth.com · verified 16 September 2026
Handcrafted is a specific word choice. It distinguishes the world from procedural generation: someone placed these forests rather than a system growing them. That is consistent with the art director’s description of creating a world “from scratch” and treating it as “one of the toughest challenges our art team faced”.
Weather and seasons shift. Dynamic weather and season cycles are claimed, though Mudtek has not said how they affect gameplay beyond the visual.
Your actions influence the land. This is the vaguest of the three claims, and we do not extrapolate from it. An official screenshot shows an overgrown shrine standing in shallow water, which is the kind of image the claim evokes, but we cannot connect that scene to a specific player action.
The store page uses a shorter version of the same framing — “Explore a handcrafted pixel-art fantasy world alone or with up to seven other players” — which confirms the pixel-art style and the co-op scale without adding world detail.
What was added at Early Access
The September 2026 content update is the authoritative statement on what the launch world contains.
Official Content update, 2 September 2026
The update lists the additions as bullets. Two of those bullets define what the launch world contains, so they are quoted as the separate items they are:
- “Two new regions: The expanded Wildwood forest and the Goblin Caves”
- “New world bosses: Major bosses for each region”
Source: Mudtek Steam announcement, 2 September 2026
Two details matter here. First, the Wildwood is described as expanded rather than new, which means it existed during the demo and playtest periods in a smaller form. Second, the update ties bosses to regions — “Major bosses for each region” — which suggests region-by-region progression rather than a single linear corridor.
That phrasing also explains the structure of the achievement list, where the named bosses sit at different points on the completion curve. Woldroot the Path Guardian at 0.2% and Aelwynor at 0.1% are both near the very bottom, consistent with them being regional end-points.
Following the world’s politics
The Wildwood’s structure is the most detailed piece of world design Mudtek has published, and it is not a simple forest.
Official Devlog, 13 June 2025
“Though it lies at the border of the vast Eternal Forest, it is not ruled by Elves, nor claimed by the Kingdom of Aldoria. Here, each stretch of forest is its own domain. The Wildwood is a fractured land of many small kingdoms, each ruled by a Forest King.”
Source: Mudtek Steam announcement, 13 June 2025
The practical result is that “the Wildwood” is not one place with one ruler. It is a set of domains, each with its own Forest King, sharing only a common law under Ceres. That structure gives the region room for multiple bosses and multiple sub-areas without contradicting itself — which is consistent with the achievement wording that names a specific one, Aelwynor, under the title The Hart of the Forest.
The tension the world is built around
Earlwood and the Wildwood are designed as a pair, and the devlog makes the relationship explicit.
Official Devlog, 13 June 2025
“The balance between the Wildwood and Earlwood Village is delicate. In ages past, the elders of Earlwood understood the forest's ways, maintaining an uneasy accord. Now, that knowledge is fading — known only to a dwindling few, while the forest remembers far more than men do.”
Source: Mudtek Steam announcement, 13 June 2025
That passage gives the world a built-in friction: the village’s knowledge of the forest is disappearing while the forest itself keeps its memory. It explains why the village is in crisis when you arrive, and it gives the Wildwood a reason to feel hostile that is cultural rather than purely monstrous.
What is missing and why
Note Not published
Not published: total world size, a complete region list, region boundaries, any coordinates, fast travel points and their locations, how weather and seasons affect gameplay, and which sub-areas sit inside the Wildwood.
The only travel-related structure with official standing is the Waypoint, which the achievement list confirms as something you build rather than discover. Its function has not been described.
Checked against: 30 Mudtek announcements, Steam store page, dimraeth.com · 16 September 2026
The regions in detail
The panel below indexes the three confirmed regions with official screenshots and the facts that are actually sourced. Each screenshot is labelled as a representative official scene, because Mudtek has not captioned these images as depicting specific locations.
For the starting village in full, see the Earlwood page. For the forest and its spirits, see the Wildwood page. For the story the world carries, see the story and lore page.



