Shifting Sands (DLC Desert)
The Egyptian-themed desert DLC: a separate region too large to cross on foot, traversed by airship and gated by the god-bosses Sobek, Anubis, and Amun-Ra and their masks.
Shifting Sands is the DLC desert, a separate Egyptian-themed region that sits apart from the main continent and plays by its own rules. It is built around two ideas the base game never forces together: a region too large to cross on foot, and a clean set of god-bosses each tied to a mask. You arrive by falling from the sky wearing the Celestial Wings, and from there the desert is a story of flight, heat, sandstorms, and three gods standing between you and their masks. It launched alongside the 1.0 release and was free to claim for owners in the first month before returning to a paid price.
How you get here and why it is different
The DLC begins with you dropping into the desert wearing the Celestial Wings, the flight mask, and the Horus mask is granted right at the start with no fight. That is the only thing the desert hands you for free. Everything else, the gods, the masks, the ability to actually traverse the place, you have to earn. Unlike the main continent’s soft tier gate, Shifting Sands gates progress on traversal and bosses, which is why it feels like a distinct campaign rather than another biome on the ladder.
Why airships are mandatory
The desert is too large to cross on foot, so airships are the DLC’s core traversal and mobile-base system, not a convenience. You cannot unlock them on a whim either: building one requires the tech tree and the Shipbuilding Technique, and you must first defeat Sobek. Once unlocked, you build a large airship, fit it with benches, storage, sleeping quarters, and a campfire that serves as a mobile respawn, and treat it as a moving base. You can attach smaller scout ships to a main Battle Cruiser, arm larger ships with guns crewed by tribesmen, and you must fuel them with Power Crystals. Run out of fuel and the base is stranded. See airships for the build-out.
Flight and airships both run on energy, and running dry is dangerous. The Celestial Wings burn energy in flight, and emptying them mid-air drops you for fall damage, so keep Sunstones stocked to refill mask energy before you cross open desert and keep Power Crystals aboard the airship so the mobile base never strands.
The gods and their masks
The desert’s bosses are clean and each one drops a mask, so killing them is how you build out your DLC mask kit. They are the spine of the region.
| Boss | What it is | Mask reward |
|---|---|---|
| Horus | Granted at DLC start, no fight | Horus mask |
| Sobek | Giant crocodile, guards an Ancient Pyramid | Sobek mask (water movement, damage mitigation) |
| Anubis | Hound boss near the Sunken City portal | Anubis mask (raise slain enemies as a temporary undead army) |
| Amun-Ra | Scarab boss at an Ancient Pyramid near Rock Lake | Amun-Ra mask (solar damage and support) |
Sobek is the first real DLC boss and the gate to airships, so it comes first in practice. A Burning Highlands boss and its ultimate mask were announced for September 2026 but had not shipped as of this writing, so treat that as the region’s announced frontier rather than current content. For the full fights, see the Shifting Sands gods.
Surviving heat and sandstorm
The desert’s climate problem is heat plus sandstorm traversal, the same pairing the wasteland uses but across a far larger, more open space. That is precisely the problem the airship and the Sobek and Celestial masks are built to solve: flight and a mobile base let you cross the worst of it instead of grinding through on foot. Carry proper heat gear, keep mask energy and airship fuel topped up, and use the masks for what they are designed for. The Sobek mask’s water movement and damage mitigation, for instance, earns its keep in a region built to wear you down. See survival and temperature for the underlying system.
Where it fits
Shifting Sands is endgame-adjacent content rather than a step on the metal ladder: a self-contained desert campaign with its own traversal tech, its own bosses, and its own masks to level. Come here with Steel or Fine Steel gear and a tribe that can crew an airship, and treat the gods as power spikes that expand your mask kit rather than as a tier you must clear to progress elsewhere.
Next: the Shifting Sands gods. Related: airships.