Locations

Dig Dig Die Locations Hub

Ship prep, graveyard raids, and the routes between panic and extract.

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Locations Hub

Dig Dig Die is a two-space game: the cursed flying ship where crews prep and spiral, and the haunted graveyards where shovels meet monsters. Alice Games sells the fantasy as pirates raiding yards from a flying hub, then returning to vend, gamble, and argue. This Locations Hub is the geography index for that loop—where to stage, where to dig, and which pages turn map confusion into clean extracts before the August 6, 2026 Steam launch.

The ship-to-yard loop

Every good night follows the same spine:

  1. Stage on the Cursed Ship
  2. Drop into Haunted Graveyards
  3. Extract with bags
  4. Reset economy and roles
  5. Drop again—or quit while ahead

Skip ship prep and you import chaos into the first dig. Skip extract discipline and the ship becomes a mourning lounge with blackjack. Keep Guides nearby for full raid scripts once the spaces feel familiar.

Why location knowledge beats raw bravery

Sound hunters punish unknown geometry. If you do not know where cover and extract sit, every chase becomes a scream tour. Read Sound Hunting together with this hub. UFO beams punish clustered digs in tight crypt mouths—see UFO Events. Loot density tempts you into the loudest corners; balance temptation with Loot priorities and the Tier List.

Locations are also social. The ship is where betrayal jokes and bankroll fights start. The yard is where those fights get people killed. Set house rules before the drop using Tools.

Ship spaces that matter

On the flying ship, prioritize three functional zones even before you memorize every prop:

  • Prep deck: roles, noise budget, keybinds via Controls
  • Vending: sober restocks from Casino & Vending
  • Casino and bar: optional variance and decompression

Deep detail lives on Cursed Ship. Use that page to build a five-minute pre-drop ritual so public lobbies cannot rush you into a naked shovel run.

Graveyard spaces that matter

Yards break into open plots, crypt clusters, and extract approaches. Open plots are teaching grounds. Crypts are greed magnets. Extract approaches are where noise budgets are won or lost. Haunted Graveyards covers routing, spacing, and when to refuse a third loop.

Monsters that burst from digs make crypt doorways especially dangerous. Do not pile the whole 1–6 player squad into one threshold. Leave a watcher outside. Leave a lane. Leave early.

How to practice locations before launch

  • Ship timer: force a five-minute prep even in private lobbies
  • One-loop yard: extract after a single short route
  • Blind callouts: practice whisper headings using landmarks, not essays
  • Aftermath walk: after any hunter or UFO event, move only on known lines

Cross-check gear choices so routes match kits—mobility boosters change which graveyard lines are realistic. See Treasures & Boosters and reject run-ruiners via Cursed Items.

How this hub connects to the rest of the wiki

  • Monsters for why yards fight back
  • Loot for what to take while moving
  • Guides for end-to-end raid plans
  • Tools for role cards before drop
  • Controls for binds that keep movement quiet

Dig Dig Die locations are simple on paper and messy in voice chat. Learn the ship ritual, learn one graveyard loop, then expand. The child pages below are where the practical maps live.

FAQ

Frequently Asked Questions

Quick answers for Dig Dig Die crews on Steam.

What are the main Dig Dig Die locations?

The cursed flying ship hub and haunted graveyard raid maps. Prep and casino life happen on the ship; digging and monsters happen in the yards.

Where should new players start?

Learn the Cursed Ship prep loop, then run short routes from Haunted Graveyards.

How do locations interact with monsters?

Unknown geometry makes sound hunting harder. Pair this hub with Sound Hunting and UFO Events.

Is the casino part of locations or loot?

Physically it sits on the ship location; economically it is covered in Casino & Vending. Read both.