Dimraeth Side Quests Guide — How They Work in Early Access
Side quests in Dimraeth sit around Earlwood's board jobs and NPC requests. How they differ from Deeds and Bounties, and when to take them.
Last checked: 2026-09-20 · Facts on this page come from the sources listed above; anything unverified is marked as unconfirmed. Early Access details can change with each official patch.

Yes, Dimraeth has side quests — and the first hotfix of Early Access proves how load-bearing they are, since two of Hotfix 0.107.7694's five official fix lines touch questing directly. Side quests sit alongside the Act 1 main story, the repeatable Deed board, and the relationship system's personal quests, and the game deliberately lets all four run at once. That freedom is the appeal and the trap: community guides consistently report that players who chase every marker stall out, while players who take side quests on purpose — for a vendor, a recipe, a relationship step — progress fastest. Here is how the side-quest layer works and when to say yes.
What counts as a side quest in Dimraeth
Dimraeth splits its optional content into layers, and knowing which is which changes how you play them. Side quests are the story-adjacent jobs offered around Earlwood Village and its people — community walkthroughs describe town-board jobs that pay XP and materials, and NPC requests that open relationships and recruits. Deeds are different by design: officially confirmed as a repeatable system with progressive difficulties, they are the combat-oriented endgame loop rather than narrative content. Personal quests sit deepest — the store description states that deeper relationships unlock new conversations and personal quests, tied to the allies you recruit to your sanctum. The first hotfix's quest fixes — making side quests non-abandonable and repairing a Maintaining the Defenses turn-in — apply to the quest layer specifically, not to Deeds.
What side quests actually give you
The official material is concrete about the payoff loop. Questing and recruiting allies is how you populate your sanctum, and the store description states that investing materials in your allies' facilities expands shop inventories, adds crafting services, and opens more farming plots — so a side quest that recruits an ally also upgrades your economy. Community walkthroughs add the practical read: optional content is worth taking when it solves a current problem, whether that is a crafting recipe, a vendor unlock, or the relationship step that opens a companion's personal quest. Early Access launch notes also list new quests and NPCs among what the paid build added over the demo, which is why spring-era quest lists no longer match what you will find around Earlwood.
A working order of operations
Community guides converge on the same sequencing advice. During the campaign, keep the main story moving — Wildwood's route and its goblin arc are where progression gates live — and accept side content only when it names something you currently need; the consistent warning is that clearing every board job before the story's end trades campaign momentum for materials you could farm later. After the story's current endpoint, the calculus flips: with nothing competing for your time, board jobs, NPC requests and personal quests become the content, and unfinished relationships are the natural next project. If your goal is the repeatable boss loop instead, that lives on the Deed board — our quests guide maps the main story and Deeds together, the endgame guide sequences the post-story loop, and the NPC guide profiles the allies whose personal quests sit behind relationship depth.
The hotfix every quest-taker should have
If your save dates from launch weekend, two fixes in Hotfix 0.107.7694 (September 16, 2026) concern you directly. "Fixes side quests to not be abandonable" means side quests can no longer be dropped from the log — so a mis-click can no longer delete a half-finished chain, but it also means choosing quests is now a commitment. "Fixes Maintaining the Defenses quest not able to turn in" repaired a defense quest whose completion was failing; if you abandoned progress on it out of frustration, the hotfix is the reason it works now. Steam installs the update automatically, so a client restart is all it takes. The full five-line list is on our 0.107 patch notes page, with the rest of the patch record on the updates hub.
Version and evidence notes
The hotfix's quest fixes, the deed system, the relationship-and-personal-quest loop, and the launch content list are official, from Mudtek's Steam posts and store page, verified September 20, 2026. The sequencing advice and the board-job/NPC-request description of side content come from community walkthroughs of the current build and are presented as player reports. One widely circulated third-party quest walkthrough that names quests, bosses and rewards found nowhere in the actual game — no Greyhollow, Cinderfang, or Ravensreach exist in Dimraeth's confirmed geography — was reviewed and rejected as unreliable for this page; any guide citing those names should be read with suspicion.
FAQ
Does Dimraeth have side quests?
Yes. Official material confirms quests and recruitable allies as a core loop, with deeper relationships unlocking personal quests, and Early Access launch notes list new quests and NPCs among the additions. The first hotfix also patched side-quest handling directly.
What was the side quest fix in Hotfix 0.107.7694?
Two official lines: 'Fixes side quests to not be abandonable', so side quests can no longer be dropped from the quest log, and 'Fixes Maintaining the Defenses quest not able to turn in', which repaired a defense quest whose completion was failing.
Should I do side quests before finishing the story?
Community guides suggest taking a side quest when it solves a current problem — a vendor, recipe, or relationship step you need now — and otherwise staying on the main route, then clearing the rest after the story ends when nothing is competing for your time.
Official sources
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