Deliria Biome Rankings
Seventeen climates with weather, light, and wildlife — graded only where materials named them.
Steam promises over 17 biomes, each with its own weather, light, and wildlife. The store names deep forests, deserts, frozen ridges, and ruins. Playtests and trailers also show rain, snow, blight, mushrooms, dungeon spaces, and Lovecraftian or evil ground. This page ranks those named climates. It does not invent extra proper nouns to fill seventeen rows.
These letters are prep ranks, not a patched density meta. Deliria is on Steam as of the listed store date 2 September 2026 (app 3725650). Loot tables, ore density, and spawn weights can still move in patches. Use the list to plan a first scouting loop, then mine for real with the mining guide. Combat in a bad climate is still combat: keep combat, the boss walkthrough, and the boss rankings open. Parent hub: Tier List Hub.
The announcement trailer is the best public look at scale and lighting; it sits mid-page. For how the world is carved, read building — cube-free smooth terrain, not a block grid. Grapple and wings exist so a ridge is a route, not a wall.
How climate grades work
S means high value for a first week: tools, shelter, or a fight you can actually take. A means worth a daylight trip once you have food and a ranged weapon. B means unique and dangerous; go there on purpose, not because the horizon looks pretty. C is the Lovecraftian and evil set: hunt zones after you have a house, not spawn-adjacent hiking. Honest uncertainty is part of the grade. If Linesway has not printed a unique title, this wiki will not either.
Wildlife and weather are part of the letter. Rain, snow, blight, and mushrooms in playtest were not one grey filter. None of that is a license to name a “Crimson” or a “Corruption.” Album cues such as Endless Sand, Snowdrift, Decay, and Hollow Dark are music titles on Claire Noelle’s 27-track score. They flavor climates; they are not extra biome proper nouns.
Invasions do not care which postcard you live in. Blood Moon and Hastur’s Invasion hit the town you built. A beautiful frozen ridge is a bad home if you never placed a door. Early Steam chatter also flagged spawn pressure — more bodies than a new house can see. That is a reason to pick a calmer climate for night one, not a reason to invent a “safe biome” name.
S — first-week climates
Deep forests are the climate public footage uses most for early movement, wood, and the kind of cover you want while you learn controls. Trees, uneven ground, and wildlife beat a naked desert when your armor is still a wish. Start getting started here unless the generated world obviously dumps you somewhere worse.
Ruins sit in S for structure value. A ruin is a reason to slow down: chests, vertical shafts, and fight arenas you did not have to sculpt. They are also a reason to die if you sprint. Bring a bow from the weapon rankings and treat every doorway as a possible ambush. Smooth terrain means a ruin can undercut you; watch your feet if the Steam build still has fall-through reports (details on the install checklist).
Dungeon spaces share that S for enclosed loot and enclosed death. Walls are carved, not snapped, so a dungeon can be a winding gut rather than a cube hallway. Mark your entrance. The mining guide is how you leave when the map fails you. Some playtest walls printed a key requirement; dungeon brick is not dirt.
A — weather and distance
Deserts and frozen ridges are traversal exams. Heat, exposure, and vertical ice punish a player who left camp without food. They are excellent for players who like long sightlines and terrible for a first Blood Moon if your “base” is a hole in a dune. Scout at day, leave before night, and do not summon Eye of Deliria on a ridge with no cover.
Rain and snow showed as distinct playtest chapters, not one grey slider. Snow especially framed the Prince Petry outing in the five-year development video: you went looking for gold in the cold, then paid for it. Grade them A because they are common enough to cross and harsh enough to respect. Pack light and a ranged option; Petry’s own ranking says melee is a bad idea on that prince.
Mushrooms sit in A as a resource climate with different wildlife and materials, not a free heal garden. If you plant a town nearby, read NPC housing so the cave still passes a house scan.
B and C — blight and the evil set
Blight is a B because it looks like a place you enter after you can already fight. Sickness on the land is a warning color. Farm it for whatever the live client drops; do not plant your first door in it.
Lovecraftian and evil biomes are the C / hazard row. Playtest walked into one, noted four eyes on a watcher, and talked about purifying something that should not be there. That is boss-adjacent space. Bring the gun you would take to Yoggoth, not a decorative axe. If the light turns wrong, leave, craft, and come back. These climates are why marketing talks about nine gods — they are the neighborhood, not a screensaver. A sealed darker dimension is also in store copy; this wiki will not invent the key or pretend it is a named seventeenth title.
Unlabeled members of the 17 stay off the letter chart. Seventeen is a count, not a permission slip to invent proper nouns. When the client prints another title, it gets a row. Until then, navigate by weather, light, and wildlife the way the store page does. Co-op scouting helps; see multiplayer. English is the only Steam language, so biome strings in-game should match what you read here.
Walk rain and snow before blight. If the light turns wrong and four eyes stare back, you found an evil climate early. Leave with your ore, finish a door at home, and return with a gun instead of a picnic. The Necronomicon is there to track gaps — fill the climates you can name before you chase the ones you cannot.
Frequently Asked Questions
Quick answers to the most common questions.
How many biomes does Deliria have?
Steam says over 17 biomes with their own weather, light, and wildlife. This page only ranks climates named in materials: forests, deserts, frozen ridges, ruins, rain, snow, blight, mushrooms, dungeon spaces, and Lovecraftian or evil zones.
What biome should I start in?
Plan on deep forests for cover and tools, then ruins or caves via mining. Leave blight and Lovecraftian zones until you have a house and a gun.
Do invasions depend on biome?
Are there official unique biome names?
Not beyond the generic climates listed here. This wiki will not invent proper nouns to fill 17 slots. When the client prints more titles, this ranking will gain rows.
Is this biome list a frozen meta?
No. It is a prep ranking from playtest and store copy. Check the roadmap and store date page before you treat S as patched truth.
Should I live in an evil biome for loot?
Not on night one. Finish a door with building, then return with a gun from the weapon rankings.