The useful DREADMOOR Submerged Lands map for the opening demo is a route between a few connected landmarks: the abandoned house, the westward trading post, the dry dock, Angler's Island, and The Throat. The in-game map and quest markers supply the immediate navigation, while the directory below explains why each stop matters. It is a text guide to the documented demo area, not an interactive atlas or a complete map of the planned Early Access region.

Sail west from the opening house

The demo starts inside an abandoned house on the outskirts of the swamp. Search its supplies, take the melee tool, break the barricade, and return to the boat at the pier.

Tune the boat's radio to reach the traders. Their direction is to sail west until you reach the island with the trading post, then dock and enter Betsy and Sons.

That westward instruction belongs to this opening journey. Do not reuse it as a universal bearing from any later location; once you move around the area, use the map and active objective to orient yourself.

This route comes from Mr. Feudal's demo player experience, supported by the opening dialogue in FazyGaming's demo recording.

Use Betsy and Sons as the starting hub

The settlement clusters several early services together. Knowing which task belongs to which stop saves unnecessary voyages.

LandmarkPurpose in the documented demo route
Betsy and Sons trading postMeet Gil and Bozer, advance fish-related quests, and trade for the Carburetor
Bunkhouse or lodgingPlace Malcolm's chest, patch the wall, rest, and collect the first fishing rod
Platform behind the dry dockComplete the opening Snapper fishing lesson
John's shopStart the still repair, obtain the dock key, and advance boat upgrades
Dry dockRestore power, clean and repair the boat, craft and install upgrades

The trading post is therefore more than a shop marker. Returning to its conversations connects fishing, fuel, crafting, and the engine progression.

Gather materials around Angler's Island and the rocks

John sends you to nearby Angler's Island for Coral Fiber during the moonshine-still task. His dialogue says the island is visible from the lodging balcony. Sail there, dock, and use the axe on the coral.

The other supply direction points behind the trading post. The slime-producing beetles live on rocks there, and iron-barrel salvage is nearby. Use the hook gun to retrieve suitable targets.

Treat those as separate collection sources rather than a single chest containing every repair material. The quest list tells you which ingredient remains missing after each collection.

The opening waters also contain named fishing habitats. Follow the relevant species label and quest marker for Softgrazers or Harpooners instead of assuming the nearest Snapper spot can supply every objective. The recorded route shows a map and markers, but does not establish fixed coordinates for this directory.

Reach The Throat after the boat upgrades

The Throat is the engineering barrier in the demo's departure route. John directs you there after the hull-protection and upgraded-engine sequence. Follow the active objective from the settlement rather than seeking an invented shortcut around the closed passage.

At the site, the generator, damaged machinery, and water-flow controls form the gate puzzle. Restore power, replace the needed gear and buckets, repair the pump coil, and arrange the sluices so both wheels turn. Then use the gate controls and board the boat for departure.

The documented demo reaches its completion screen after that exit. The official Early Access announcement describes one major region and further exploration for the planned release. As of November 3, 2026, the Steam store page listed November 9 as the planned Early Access date; those plans do not turn unseen regions into verified demo map locations.

FAQ

Which direction is the first trading post?

The opening radio conversation tells you to sail west from the starting house's boat. Later positions require fresh orientation with the map and objective.

Where is Angler's Island?

It is the nearby island John identifies for Coral Fiber, visible from the lodging balcony in the documented route. Follow the still-repair objective to reach it.

Is the dry dock a separate distant destination?

No. It belongs to the starting settlement's service cluster. John holds the key, and repairing his still opens access.

Does this include every point on the Submerged Lands map?

No. It covers supported demo landmarks and their progression connections, without inventing a complete coordinate atlas or unreleased-region routes.