Region order without a beat-by-beat spoiler rundown

Doloc Town Walkthrough

A Doloc Town 1.0 walkthrough of the region order: town tutorials, Doloc Dock, Rivervalley combat, Wetland, Old City Ruins, and the story hooks around Eden.

Updated August 2026

Doloc Town’s 1.0 story is a rumor about River Valley, a missing town leader, and pre-war tech stamped “Eden.” You need the region gates, the tools each gate assumes, and why the map keeps adding a second farm plot — more than a line-by-line script.

The intended order is town and outskirts, Doloc Dock, Doloc Rivervalley (with Ridge Valley as a sibling wild), Wetland, then Old City Ruins. Each wild biome has its own persistent weather overlay in 1.0, which is why a fishing guide that still says “month 1–4 only” will lie to you in Wetland water.

Act 0 — Town

Finish Kasia’s farm tutorial, Hult’s shopping, Merlin’s smithy hours, and Cod’s gun shop curiosity. Treaty Port is a fast-travel style outpost once you are allowed in — use it, then check the garbage. The Botanical Research Lab backyard is an early forage pocket. Do not treat the mountains behind town as optional forever; coal and copper nodes sit in the Mining Area and in Doloc Rivervalley, Ridge Valley, and Wetland.

Doloc Town — Doloc Town Walkthrough

Act 1 — Rivervalley

The guild wants five Chameleon Bugs. Cal at the engineering hangar hands you a Worn-Out Drone and a Simple Launcher. Practice at the Range. Rivervalley is a side-scrolling dungeon with hidden shortcuts, a Seed Carrier that actually drops starter seeds, and the first real reason to own a lightning-aware loadout. Hidden rooms the map never marks will not ping; walk into alcoves anyway.

Act 2 — Wetland

Wetland introduces Acidic Chameleon Bugs, Bombers, the Xu Survey Drone, and the Autonomous Vessel. The Wetland Farm and cabin are extra plots, not replacements. Fishing here ignores some calendar seasons because the biome keeps its own water. Lotus marsh and cave pools are where Pike lives.

Act 3 — Old City Ruins

1.0’s new region is a combat-heavy ruin with radiation bugs, Type-99, CleanBot, CCTV Guards, Traffic Enforcers, and the Old City Guardian. Sewers hold hermit crabs and octopuses. Residential water holds Sea Hare. Bring a radiation plan from the Protect page and a drone that can hit flying targets. The story questions — why the valley stayed green, where the leader went, what Eden was — resolve here, not in a second cabbage harvest.

What to open next

Intended order: town and outskirts, Doloc Dock, Doloc Rivervalley, Wetland, then Old City Ruins. Ridge Valley is a sibling wild for bees and fungus, not another name for the valley. Buy Hult’s 500 gold backpack before you treat the valley as a commute. Treaty Port hops do not spend the clock.

Fights: How to beat and combat. Quiet rooms: How to find and the hidden checklist. Story progress: How to complete. Streets: map. Want to wander without spoilers? Stop here before Act 1.

Frequently asked questions

Can I visit Wetland before Rivervalley?

The map will let you wander, but drone modules, jetpack jumps, and story progress assumes Rivervalley first. You will bounce off combat checks.

Does 1.0 require a new save?

Early Access saves can continue, but several creators restarted to see the new onboarding. Either works; this walkthrough assumes a 1.0 brain, not an EA museum.

Where is fast travel?

Treaty Port and later outposts. Time does not pass on that hop, which is why it is better than walking home at 1 a.m.

How long is the story?

The store page quotes 30-plus hours for the core and over 100 hours if you chase collection, genes, and automation. The walkthrough only sequences the regions.

Is Ridge Valley a story act?

No. Sibling wild for bees and fungus. Rivervalley is Act 1.

Where is coal on the way?

Mining Area plus Doloc Rivervalley, Ridge Valley, and Wetland. Packaged crates in Old City Ruins.

Updated August 2026