Explore the DarkerDB API documentation, your gateway to harnessing Dark and Darker game data. Use our APIs to track in-game market trends, analyze live player stats, and access detailed item data, including stats, descriptions, and market data. Download game assets like item icons to enhance your apps or generate interactive tooltips. Feel free to get in touch with us in our Discord for support or to request new features or data!

Modules

Dungeon modules — the per-tile primitives the runtime drops into layout slots at dungeon-generation time. Each row carries a 512×512 map_image texture extracted from the game's .pak files every patch.

module_type groups tiles by dungeon family (crypt, goblin_cave, ice_cavern, ruins, inferno, …).

GET /v2/modules

&module_type = Dungeon family
&locale = Localization
Default: en
&sort = `field:order` or `asc|desc` (default field per endpoint)
&cursor = Opaque cursor from the previous response's `pagination.next`; omit for the first page.
&limit = Pagination
Options: 1 - 200
Default: 50

GET /v2/modules/{id}

&id = Pick any module id from the list

Returns the module row: name, module_type, size_x/size_y (grid footprint), and is_edge_only.

GET /v2/modules/{id}/image

&id = Pick any module id from the list
&size = Icon transforms — resize to N (square) or WxH. 1–512 per axis.
Example: 64 or 64x96
&dpr = Icon transforms — pixel-density multiplier (1, 2, or 3). Combine with size for retina renders.
&format = Icon transforms — re-encode. Omit to keep the source format.
&trim = Icon transforms — auto-strip transparent margin (1% fuzz).
&bg = Icon transforms — background fill (#RRGGBB, #RRGGBBAA, or transparent).
Example: #000000 or transparent

Spawns

Per-tile placement of every spawn point — monsters, loot drops, props — with tile-relativeposition and rotation. position.x/y/z are Unreal world units (1 uu ≈ 1 cm) measured from the tile origin; world position is tile_origin + position where tile_origin comes from the layout slot at dungeon-generation time. rotation carries pitch/yaw/roll.

The spawn sub-object inlines the matching spawner definition (type / monster_id) so a single request gives you everything to render. Variants: a (Adventure), d (Duo), hr_d (HighRoller Duo), sr_d (Squires-to-Riches Duo), b (alternate). The _S "Server" variants on disk carry only collision geometry and are excluded.

GET /v2/modules/{id}/spawns

&id = Pick any module id from the list
&variant = Tile variant filter