What to do on a first Deep Dish Dungeon run
Checked 2026-10-16. Steam build 25955406. Patch 1.0.47.0.
The mistake I kept seeing in the first Steam threads was people treating the workbench as a quest item. It is a booster. The door in front of you cares about food. I would spend the first loop on apples, mushrooms, sticks, and a torch stand before I hunted leather.
The first loop
NPC Tips’ beginners guide for build 25955406 and the “stick starved” Steam thread agree on the opening economy. Spawn hands you about six to eight sticks each time you pass through. A torch that is nearly burned (around 10 percent) plus three sticks crafts a torch stand that stays lit. Torches also sit in wall holders.
A sleeping bag is your custom respawn, not a cosmetic. Use Save and Exit. Do not force-quit. Patch 1.0.47.0 fixed several backpack losses, but the safe quit is still the menu.
- Cook and drink until the first door accepts a full stomach.
- Place torch stands on the route you will walk twice.
- Drop a sleeping bag before you try a long drop.
- Save iron rods. Levers and the workbench both want them later.
What I would ignore at first
Magic shows up in search suggestions, and Steam’s user tags include Magic, but the opening TechRaptor route does not require a spell. Combat notes (stuns, scorpions, bows missing for guests) are still thin. If a guest’s bow will not hit, that is a known netcode bug from 13–16 October, not a setting you missed. The 1.0.47.0 notes do not list it.