Stonewards Quest Progression Guide: Missions & Unlocks
Quests and missions in Stonewards unlock rewards and coins. Learn how progression works, the host-bug fix, and how missions appear after runs.
Last verified: September 25, 2026 — Game version: Stonewards Early Access 0.2.2 hotfix on top of 0.2.0 “Later Summer” (current). Facts come from official Steam sources and verified player reports.
Quests and missions give you goals to chase during each run in Stonewards. Completing them earns coins and unlocks such as maps and characters. A major multiplayer bug that blocked progression for non-host players was fixed in Hotfix 0.1.3, and another bug that let missions complete in the hub was fixed in Hotfix 0.1.5.
How Quests Work
Missions appear in your mission list and give objectives like getting headshots, reaching certain health thresholds, dying a set number of times, or finishing Gold Coin targets. Demo Update 0.1.6 reworked the global mission system so missions can appear without being tied directly to an unlockable. This gives you more ways to earn rewards during a run.
End-of-Run Mission Screen
Demo Update 0.1.6 also added an end-of-run mission screen. After you finish or fail a run, the game shows which missions you completed and what rewards you earned. In co-op, this screen is shared, so all players should see the same mission progress after Hotfix 0.1.3.
The Host-Only Progression Bug
Before Hotfix 0.1.3, only the host received progression in multiplayer sessions. Clients did not get map unlocks, character unlocks, or mission progress. The patch fixed all three issues. If you are playing in co-op and progression feels stuck, make sure everyone is on version 0.1.3 or later.
Infinite Mode Unlock
Infinite Mode appears in the official notes as a mode a run continues into: Hotfix 0.1.3 (August 12) fixed clients getting stuck on the end-of-run screen when the host continued into Infinite Mode, and the same note says some players had not yet unlocked it. The developer has never published the unlock requirement, so treat any “how to unlock Infinite Mode” claim you see elsewhere as unverified - what is documented is only the end-of-run transition and the fixed host/client bug.
Hub Mission Bug
Hotfix 0.1.5 fixed an issue where some missions could be progressed or completed inside the Hub. This included headshot and player-death missions. Those objectives now require actual gameplay rather than idle Hub activity.
For multiplayer-specific progression, see our multiplayer guide. For matchmaking issues, read matchmaking not working.
Daily Quests and the Weekly Leaderboard (0.2.0)
The Later Summer update added two progression tracks on top of the mission list:
- Daily Quests. A new set of objectives is available each day, viewable from the Quest screen along with the time until they refresh. They stack on top of your missions instead of replacing them.
- Weekly Leaderboard. The Hub now has a weekly leaderboard fed by scores earned from runs, which is part of why 0.2.2 bothered restoring Run Score when you rejoin.
- More Lore Pages to find (0.2.0), which pairs with the 0.1.6 fix that stopped Pet and Lore Page collectible missions failing to progress.
- Character unlock missions are visible in-game (0.1.6). The Character Screen now lists the missions required to unlock each character, so class unlocks no longer have to be guessed from footage.
From Community Gameplay
Footage from Early Access runs shows how missions and unlocks appear in practice:
- Tutorial-style objectives guide your first minutes. In one co-op run the on-screen task simply said “find 10 resources,” and the next prompt sent the player “to the blacksmith to improve myself” (The Boys are Dwarves, 01:23).
- Missions are shared, but map unlocks still gate runs. A group that had not finished the current map could not move to the next one yet: “we found that going to the next map, we haven’t even completed it yet” (community gameplay, 03:03).
- Combat actions feed mission progress. Artificer bombs that hit a valuable vein can count toward “excavation speed, resources, and mission progress at the same time,” so a well-placed bomb can advance several objectives at once (community gameplay, 04:34).
- Earned rewards beat bought ones early. One player noted that “it was all stuff that you could earn,” with only a headshot ring available to buy — suggesting early progression leans on completing objectives rather than spending (community gameplay, 01:11).
- Victory screens roll straight into the next prep phase. After a successful wave, the run continues without a hard stop: “Victorious… time to get to work” (The Boys are Dwarves, 03:53).
Sources
- The Boys are Dwarves (community gameplay): https://www.youtube.com/watch?v=V-XuIMMYeW8
- Official Steam store page: https://store.steampowered.com/app/4502710/
- Official Steam announcements hub: https://steamcommunity.com/games/4502710/announcements/
- Steam Community discussions: https://steamcommunity.com/app/4502710/discussions/
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