Map

Stonewards Maps and Locations

Hub progression, procedural mines, and bastion geography for dig–forge–defend runs.

Last updated:

Stonewards Map Hub Guide

Stonewards splits your time across three spaces: the persistent hub between runs, procedural mines and caves during mining windows, and the bastion where waves assault the King. Understanding how those spaces connect prevents the classic failure mode—returning from a profitable cave branch after the horn already sounded, or repairing the wrong wall segment while monsters funnel through an untouched lane.

What Map Pages Cover

Map guides on this wiki are not collectible completion charts. They explain navigation, timing, and sightlines so your team spends less time lost underground and less time surprised on the surface. Banana Tiger Studio generates cave layouts per run, but bastion geometry and hub services follow consistent design goals that you can learn once and reuse every mission.

Map Guide Index

Locations and Flow

  • Hub — Characters, missions, shop, and meta progression between runs.
  • Mines and Caves — Procedural tunnels, ore routing, hidden branches, and return timing before the next horn.
  • Bastion Layout — Wall lanes, King position, choke points, and fallback paths when breaches open.

Hub vs In-Run Geography

The hub persists between attempts. You select characters, missions, and shop purchases there before deploying to a threatened bastion. In-run geography resets mission pressure: walls crumble, caves regenerate, and forge stations live inside the stronghold you are defending. Confusing the two leads players to hunt for shop vendors mid-wave or ignore hub unlocks that make later bastions easier.

Linking Maps to Combat and Tools

Map knowledge supports combat outcomes. Knowing which bastion lane is primary tells you where to spend repair ore. Knowing how far a cave branch extends tells you whether a miner can reach the horn in time. Cross-read Combat when you need enemy behavior context and Wave Prep Planner when you want a repeatable checklist before each horn.

Solo vs Co-op Navigation

Solo runners must memorize shorter cave loops because nobody covers a late return. Co-op teams can assign a dedicated runner who learns stable paths between stockpile and mine entrance while defenders memorize wall sightlines. Either way, call out when someone commits to a deep branch—map awareness is a team skill even though caves generate procedurally.

For procedural loop timing and King rules, start with Guides and How to Play Stonewards. Builds explains how hub unlocks and in-run forge choices interact. Review notes demo versus Early Access map content if you are comparing patch notes. Official store updates remain the source of truth for new biomes or mission types.

  1. Hub if you repeat runs without touching missions or shop stock.
  2. Bastion Layout before your first serious wall breach.
  3. Mines and Caves if you lose runs to late mining returns.
  4. How to Mine Fast for economy tips that complement cave routing.

Staying Current

Stonewards heads to Early Access on August 11, 2026 with ongoing demo updates. Hub vendors, mission lists, and cave modifiers may expand post-launch. Map pages emphasize durable navigation habits—stockpile proximity, horn response paths, throne-room fallback—rather than hand-drawn layouts that change every patch.

FAQ

Frequently Asked Questions

Quick answers to the most common Stonewards questions.

Are Stonewards caves the same every run?

No. Mines and caves are procedurally generated per mission, but entrance timing and return routes follow repeatable habits described in [Mines and Caves](/map/mines-and-caves/).

Where do I go between Stonewards runs?

The hub is the persistent social and progression space. See [Hub](/map/hub/) for characters, missions, and shop flow.

Which map guide helps with wall breaches?

[Bastion Layout](/map/bastion-layout/) explains lanes and fallback paths toward the King when outer defenses fail.

How do map guides relate to combat pages?

Map pages cover where to stand and move; [Combat](/combat/) covers how to fight once enemies arrive. Read both before difficult waves.

Does the hub change after Early Access launch?

Banana Tiger Studio is expanding hub services over development. Treat [Hub](/map/hub/) as the current layout model and check patch notes for new vendors or mission boards.