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Dome Keeper Guild Assignments — All 25 and the Badge Rules

Updated 31 Oct 2026 Source Parsed from domekeeper.wiki.gg Guild Assignments page: 25 assignments (16 base game, 9 Lost Keepers DLC), the default-unlocked four, the one-badge-per-first-completion rule, and the exact Regular and Challenge conditions for the first nine assignments. Verified 31 October 2026. By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

The mode that replaces Relic Hunt

Guild Assignments is Dome Keeper’s second mode, unlocked after your first successful Relic Hunt run. Each assignment is the base mode with a condition bolted on — a different goal, a different monster pool, or a different physical rule.

There are 25 in total: 16 in the base game and 9 more if you own The Lost Keepers DLC.

The badge rule, which is the whole progression

Every assignment has two condition levels: Regular and Challenge. The first completion of either level grants one badge. That is the only way to earn them.

Badges then unlock the rest of the list. Four base game assignments are available immediately — Showdown, Iron Contribution, Upside Down and Maze — and everything after that is gate-checked against your badge count. This is why “best badges” searches exist: some assignments are much cheaper to badge than others, and the cheap ones are how you open the expensive ones.

The pattern inside the Challenge column is consistent across every assignment on the wiki: Challenge conditions add Wave Weight, multiply Final Wave Strength, and set TimeBetweenMonsters to 0.08. Regular conditions mostly just add a starter gadget. So the honest summary of Challenge is: more monsters, arriving faster, with a harder last wave.

The nine assignments with published conditions

These are the ones the wiki spells out numerically.

AssignmentGoalRegularChallenge
ShowdownSurviveFinal Wave Strength 3000, finish within 20 cyclesFinal Wave Strength 8000, 20 cycles, TimeBetweenMonsters 0.08
Iron ContributionDeliver 200 ironNo monsters, 30 minutes (24 in multiplayer)No monsters, 25 minutes (20 in multiplayer)
Upside DownRelic×1.4 Wave Strength×2.2 Wave Strength, +20 Wave Weight
MazeRelic+1 starter gadget×2 Wave Strength, +20 Wave Weight
Projectile HellRelic×2 Wave Strength×3 Wave Strength, +30 Wave Weight, ×3 Final Wave
Dense IronRelic+1 starter gadget×3 Wave Strength, +30 Wave Weight, ×3 Final Wave
Barren LandsRelic+1 starter gadget×2 Wave Strength, +30 Wave Weight
Defective WeaponRelic+2 starter gadgets, Anti Stall disabled×1.5 Wave Strength, +20 Wave Weight, Anti Stall disabled
Heavy HittersRelic×1.8 Wave Strength×2.6 Wave Strength, +30 Wave Weight, ×3 Final Wave

Iron Contribution — the 200 iron question

“200 iron” is not a hidden threshold. It is the goal of this assignment: deliver 200 iron. There are no monsters at all, so it is a pure mining-efficiency test against a clock.

  • Regular: 30 minutes solo, 24 minutes in multiplayer
  • Challenge: 25 minutes solo, 20 minutes in multiplayer

The wiki’s own note recommends the Resource Converter to gain iron more effectively. The multiplayer time being shorter is not a penalty — more players means more hands, so the target tightens.

Showdown — the strength numbers matter

Showdown is one massive attack instead of a wave schedule. Regular wants a Final Wave Strength of 3000 inside 20 cycles; Challenge wants 8000 inside the same 20 cycles. Since cycles are the constant, the difference is entirely how much defence you can build before the timer runs out — it is a build-order exam, not a survival exam.

Defective Weapon — the dome recommendation

Your main weapon is destroyed, so the run is about everything else. The wiki recommends the Artillery dome because it has the most health, which is the only lever you have when you cannot shoot. Note that Anti Stall is disabled on both levels, so you cannot lean on it.

Dense Iron — the gadget answers

Dense rock resists normal mining. The wiki names Iron Worms, Blast Mining and Suit Blaster as the tools that remove iron from blocks, and adds a specific tip: the Assessor’s Explode Spheres work well and can be bought at the start for 6 Iron. That 6-Iron opening is the cheapest solution to the whole assignment.

Projectile Hell and Heavy Hitters — restricted monster pools

Both assignments narrow what the wave generator can spawn, which turns them into tests of one defence type.

  • Projectile Hell: Flyers, Stingrays, Shifters, Butterflies, Stags and Scarabs only
  • Heavy Hitters: Walkers, Rockmen, Muckers, Drillers, Beasts, Divers, Hornets and Phasers only

If your dome is built to handle a mixed wave, both of these will expose the half it is bad at.

The other sixteen

The wiki lists all 25 names but only publishes full condition tables for the nine above. The remaining sixteen are:

Base game (7): Swiss Cheese, Logistical Problem, High Risk, Monster Masses, Iron Shortage, Mining Problem, Cobalt Contribution.

Lost Keepers DLC (9): Broken Comms, Darkness, Tree Farm, Acid Rain, Hazardous Iron, Emergency, Brutal Monsters, Logistical Nightmare, Survival of the Fittest.

Their names describe the constraint accurately — Iron Shortage reverses Iron Contribution, Cobalt Contribution mirrors it for cobalt, and Logistical Problem / Logistical Nightmare target hauling. What is verifiable about all of them is the structure: two condition levels, one badge for the first completion of either.

Badge strategy that actually works

  1. Badge the four default assignments first. Showdown, Iron Contribution, Upside Down and Maze are open from the start, so they are free progress.
  2. Iron Contribution Regular is the cheapest badge in the game. No monsters, a fixed 200-iron target and 30 minutes. There is no combat risk at all.
  3. Maze Regular only asks for +1 starter gadget. Among the nine published conditions it is the least demanding Regular tier.
  4. Leave Projectile Hell and Heavy Hitters until your dome is specialised. Their restricted monster pools punish a generalist build.
  5. Play Iron Contribution in multiplayer if you can. The clock tightens to 24 minutes but you get extra hands and no monsters, which is the best ratio in the mode.
  6. Two suits cost badges. If you are chasing cosmetics rather than completion, spend early badges there rather than hoarding.

Frequently asked questions

What are badges in Dome Keeper?

Badges are the currency of Guild Assignments. Each assignment has a Regular and a Challenge condition, and the first time you complete either one you get one badge. Badges unlock the rest of the assignment list.

How many assignments are there?

25 — 16 in the base game and 9 more with The Lost Keepers DLC. Four base game assignments are unlocked from the start: Showdown, Iron Contribution, Upside Down and Maze.

How do I get 200 iron?

Play the Iron Contribution assignment, which asks for exactly 200 iron delivered. There are no monsters and you have 30 minutes on Regular, 25 on Challenge. The wiki recommends the Resource Converter to make it faster.

How do I unlock Guild Assignments?

Complete one successful Relic Hunt run. The mode unlocks after that first win, not before.

More Dome Keeper guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.