Stonewards Map Guide: Hub, Mines & Missions
Learn how the Stonewards map is structured, including the hub, procedural mines, mission locations, and how to navigate between defense waves.
Last verified: August 18, 2026 — Game version: Stonewards Early Access Hotfix 0.1.5. Facts come from official Steam sources and verified player reports.
Stonewards splits its world into a central hub and procedural mission mines. You prepare in the hub, enter a mine, defend against waves, and return to the hub to unlock new upgrades and characters.
The Hub
The hub is your base between missions. It contains the forge, NPCs, mission selection, and the campfire where you can revive teammates. Hotfix 0.1.5 fixed a bug where some missions could be progressed inside the hub, so most objectives now require actual gameplay.
Procedural Mines
Each mission sends you into a procedurally generated cave system. Ore placement, cave shape, and chest locations change between runs. This means there is no fixed map to memorize, but the layout follows consistent rules:
- Tunnels branch off from a central drop point.
- Ore nodes are scattered along the walls.
- Chests spawn in side rooms or deeper tunnels.
- The horn timer forces you to return before waves start.
Navigation Tips
- Use the minimap or place mental breadcrumbs so you do not get lost.
- Do not chase a distant chest if the horn is about to sound.
- Mark high-value veins for the Miner or a dedicated gatherer.
- Return through the same path you entered when possible.
Mission Selection
Global missions can appear without being tied to a specific unlock. The end-of-run mission screen added in Demo Update 0.1.6 shows which objectives you completed and what rewards you earned.
For more on the resource loop, read our mining and resources guide. For progression, see quest progression.
From Community Gameplay
Streamers highlighted how the procedural map actually behaves once you are underground:
- The core loop is the horn stops, you run underground, gather valuables, dump them at the forge, and scramble back before the next wave (The Boys are Dwarves, 00:00).
- Layout is procedural: streamers agreed deeper rooms are randomized, though the front entrance room often stays in the same place (The Boys are Dwarves, 46:07).
- Sound is a navigation aid; “I hear a room” or a glittering sound can signal an adjacent treasure room or gold vein before you see it (The Boys are Dwarves, 48:52 & 56:26).
- Digging too deep or sideways can leave you trapped; players had to dig staircases back up or accidentally broke out of the mine entirely (The Boys are Dwarves, 46:52 & 58:24).
- In co-op, roles can specialize by movement speed: a fast “runner” ferries loot while a dedicated Miner stays below (The Boys are Dwarves, 18:50).
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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