Its no secret that weve got lots planned for the future of Core Keeper, including content updates, quality-of-life improvements, and more! One thing were very excited about is expanding upon the lore of this ancient underground world. Traditionally, this has been something weve revealed and allowed the player to infer from objects, creatures, and settings in the game, but there are some stories still to be told. We recently happened upon the journal from a wayward Explorer, setting foot into the underground for the first time. Join us as we explore their story and perhaps even learn more about the underground than is currently known
Notes From the Underground #1 - Danger Around Every Corner!
Honestly? I have no clue how long Ive been down here. Without sunrise and sunset time justdisappears. I feel like I should be trying to find a way out, but every time I think about climbing upward, I end up digging deeper theres just too much down here to leave behind. The place I woke up in felt safe enough, then I hit a whole new area that Im calling The Clay Caves (I get naming rights for discovering it, right?). Things got dicey pretty quickly it turns out Slimes and Shroomen are the least of my worries. I found myself being chased by HUGE larvae, drawn to the slightest flicker of torchlight. My little wooden sword barely leaves a mark on 'em. I had to make a run for it, and thats when I found something incredible. An empty husk, massive, like itd been shed by a giant cicada; way bigger than any of the bugs Id run into before. I dont know where the creature that shed it is hiding, or if its even still alive, but something has been bothering me. Dont cicadas usually emerge in big groups to lay their eggs? Does that mean there are more of these things out there just waiting? Whatever the case, I should probably make a better sword. Comments in the margins read: Red = not friendly! beside a drawing of a Red Slime. Sword upgrade ideasTin? Copper? Slime??
As Rebecca Black once said, it's Friday, Friday, gotta get down on Friday! We've no doubt you're looking forward to the weekend, but what about another Core Keeper community wrap-up first?
Mysterious Note
What's the mysterious note and where did it come from? It looks like it was torn from somewhere. Hmm, we have a feeling this could be the beginning of something...perhaps a deeper look into the lore of Core Keeper?
Aquarium & Terrarium
Did you know that we added two new decorative objects in our latest minor update? Say hello to the Aquarium and Terrarium! Which one is your favourite?
Wilderness Concepts
Azeos' Wilderness is a lush biome filled with life and resources. It's also home to the deadly Mold Dungeon! There's so much to explore, but would you believe we had ideas that didn't quite make the cut? It's true. Check out this concept art.
100 Days of Survival + BOSS BATTLES
Wow, Jade PG CRAFTED has set him self a real challenge this time! Can he survive 100 days in Core Keeper AND beat every single boss? [previewyoutube=8RZXU0WDdMI;full][/previewyoutube]
Undertale Pixel Art
We're always blown away by the art our community members create in the Core Keeper map Big thanks to Menacing Maxamillion for sharing this awesome Undertale sprite art with us in the Discord.
Core Keeper Inspired Music Who knew we had such a talented composer in the Core Keeper Discord? Big shout out to Loaka for sharing these adorable Core-Keeper inspired compositions with us. [previewyoutube=nWjMQfh7yqI;full][/previewyoutube] [previewyoutube=an25TdNiRz4;full][/previewyoutube] Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Gameplay:
- Gear can now be equipped from the hotbar by right-clicking.
- Made more crafting stations salvageable, including anvils and smelters.
Other:
- Save files are now checked for invalid tiles when loaded. This allows worlds that have invalid tiles, for example as the result of a bug or faulty mod, to be recovered by restarting the game.
Performance:
- The flame particles in the burning condition effect now update on a worker thread instead of the main thread.
- Urschleims particles are now correctly disabled on Low particle quality.
- The electric beam effect no longer updates when the effect doesnt appear on screen.
- Sprinkler animations no longer cause excessive memory allocations.
Bug fixes:
- Fixed an issue where switching quickly between crafting stations could cause the UI to become unresponsive until the game was restarted.
- Button hint icons no longer appear on the loading screen.
- Ore boulders no longer use the wrong ground sprites in the Dirt biome.
- Fixed an issue that made it look like crystal gemstones (Jungle Emeralds, Ocean Sapphires and Desert Rubies) were dropped, even though they werent.
- Fixed an issue with mispredicting tile destruction when using beam weapons.
- The inventory shortcuts information window can now be opened and closed more reliably.
- Ore boulder spawn rates no longer scale by Biome Chaos instead of Ore Density in the world generation settings.
- Replaced broken Abyss Trees in the Oasis Settlement scene that contains a Geyser in the Desert biome. This fix will only affect newly generated instances of this scene.
- Slime bosses jump attacks now destroy non-wall tiles like roots and fences.
- Map markers and pings are now correctly centered at the cursor position.
- Cross circuits now correctly light up even when the electricity power is very low.
- Azeos now creates ground tiles where they die to ensure the boss chest can always spawn.
- Stalagmites hidden under the ground no longer block roots from spreading.
- Galaxite Walls can no longer be placed on pits since they do not have a ground variant.
- Fixed an issue that caused the Mold Cicada to drop a duplicate of itself when being broken.
- Fixed an issue where Lava Butterflies would consistently miss the player.
Playfab improvements:
- Improved Cartography Table to not cause lagging anymore when used.
- Fixed Epic join issues when recreating session ID.
- Added "Too many join requests" messages when spamming refresh button in "join session"- menu
It's the first of the month and we've been informed that there are just 7 more Fridays until Christmas! It certainly feels like the year is flying by, and we'll look back on 2024 fondly as the year we left Early Access, but we're also very excited for everything that's to come with Core Keeper.
Minor Update - Major Fun!
Speaking of the future of Core Keeper, we just released a minor update that brings the first lot of new content to the game since we launched in 1.0. The 1.0.1 update brings exciting new additions such as 3x new Minion Tomes, new decorative objects, the ability to craft from chests within 10 tiles of a workbench, and resizeable areas for shovels, hoes, water cans, and the Roofing Tool! Read the full patch notes here.
Staring Biome?
We asked you if you could start your game in any biome (scaled for difficulty), which would you start it in? A lot of you asked for new biomes (seems like a frozen biome is in high demand!) and many of you suggested biomes from different games, which was fun to think about! Here are some of our favourite responses...
- wilderness so i could start DRILLING ASAP
- The Passage, to see what you'd come up with for early-game enemies in that zone. Maybe a Slime that looks like the crossview of an animal/plant cell?
- The beach, and I wonder if it exists some icy or crystal-like or space starry biome, I would love to start there too hahah
- The Super Mario Bros live action movie. Living overgrown fungus that is trying to help me. It opens up paths for me and collapses them behind me so I don't get attacked outside my local areas, and it makes bridges for me so I never get stuck.
Regular Base vs Halloween Base
Which do you prefer? This regular old base or the creepy Halloween version?
Minor Update Exploration by Jade PG CRAFTED
Our wonderful Ambassador, Jade PG CRAFTED, takes a dive into our 1.0.1 update following launch! [previewyoutube=onK1RE6Tyes;full][/previewyoutube]
Kaela Kovalskia Plays Core Keeper
Hololive VTuber, Kaela Kovalskia, streamed 5x hours of Core Keeper fun and we loved every minute of it! [previewyoutube=9qXgEBrLmc0;full][/previewyoutube] Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
- Fixed an issue where some scenes, most notably the Core scene, could regenerate in classic worlds.
- Fixed an issue that prevented mods from adding objects to the game.
Gameplay:
- Added 3 new minion tomes.
- Its now possible to resize the affected area of shovels, water cans, hoes, and of the Roofing Gadget.
- Crafting stations can now pick up materials from chests within a 10-tile radius (chests no longer need to be directly next to the crafting station).
- Mural doors (Melody, Worship, and Mold Doors) can now be destroyed.
- Signs can now display text visually within the world, and players can toggle between visibility modes.
- New Aquarium and Terrarium objects added for base decoration.
- New loot chest for Malugaz added.
- New Coral and Galaxite Doors added.
- Workbenches are now salvageable.
- There are now dungeons leading up to the fight against Azeos the Sky Titan, Omoroth the Sea Titan and Ra-Akar the Sand Titan.
- Shift clicking items within the player inventory now moves them to the first available hotbar slot.
- Its now possible to equip gear and items directly from the hotbar.
- Poison/Slippery Slime enemies now have neutral behavior and are no longer initially hostile.
- The Proficient Jewelry Workbench now has the option to select the Jewelry Workbench in its UI to allow for crafting earlier tiered items.
- The Distillery Table now has the option to select the Alchemists Table in its UI to allow for crafting earlier tiered items.
- Added boss damage bonus to character stat window.
Other:
- Wood Bridges are now hand-crafted items instead of being crafted in the Basic Workbench.
- A message is now displayed to communicate when enemy difficulty is scaled after a new player joins the session.
- The bottom wood root that gets attached to the Core when grown was moved one tile. It is now possible to plant it once again after it is broken.
- The cursor now stays centred at the same world position when zooming in or out on the in-game map.
- A simplified aim cursor now replaces the arrow when aiming with ranged weapons.
- Added square and cross-shaped patterns for naturally-spawning explosive walls.
- Minimap now shows nearby markers.
- Creative UI is now enabled by default in Creative mode.
- Added visual and sound effects when using permanent maximum health items for the first time to provide clear feedback when they are used.
- Increased randomness of unique dungeon placement for different world seeds. For example, the Glurch arena should no longer always appear south-west of The Core.
- The map biome title now updates quicker when moving between biomes that have already been encountered.
- Fixed a few text and translation issues.
Graphics:
- Wood Doors, Wood Fences, Wood Fence Gates and Robot Arms are now paintable.
- It is now possible to rotate Mannequins.
- Added visual cue for when minions are about to despawn.
- Updated minion count icon.
- Buckets now glow when carrying lava, sea water, or crystal water.
- Updated Azeos the Sky Titans visuals.
Game Balance:
- Rune Song sword rework:
- Buffed: heal on hit from 3 to 10;
- Added: 5% chance to gain a short 50% attack speed bonus;
- A secondary use attack that creates a trail that does damage, with 25% chance to stun;
- Removed: hp increase and chance to oneshot weak enemies.
- Fishing bait recipes have been updated to include critters.
- Adjusted spawn rate of Caveling Toilets in the Forgotten Ruins.
- Slightly adjusted damage caused by Orbital Turrets in the Shimmering Frontier.
- Slightly tweaked the amount of roots that naturally spawn in the world.
- Slightly tweaked the amount of Sledge Hammers that would spawn in the Metropolis area.
- Adjusted the prices of scanners and summoning items.
- Worm enemies now leave walls a bit slower.
Performance:
- Improved performance when initializing random number generators.
- Improved performance on boss systems.
- Reduced the number of empty entity archetypes that are created when the game loads. This improves performance when processing entities during runtime.
Bug Fixes
- Fixed issue where the Large Harvest was not being applied properly.
- Fixed gray lines weirdly placed on top of Easter Egg Lamps.
- Fixed issue where some workbenches were showing the wrong rotation sprites.
- Fixed issue where some painted Wood Stools sprites were slightly misaligned.
- Fixed issue where the aggro range from Slime Bosses was a bit too small.
- The hint text when writing on signs is now correctly disabled when the sign contains any text.
- Fixed issue where minions would disappear before playing despawn animations.
- Directly interacting with placed levers or circuits should now properly update the state of these items on the server.
- Fixed & mitigated issues with colliders not getting enabled correctly around enemies after nearby spawns.
- Fixed several cases where dungeons would spawn too close together and partially overwrite each other.
- Fixed pedestals in a Temple scene in the Wilderness so that they're generated with the correct amount of items.
- The Crystal biome is now affected by the Ore Density world setting.
- Fixed pushback on parry not working.
- Chests that can float on water (Floating Titans Chest, Crydra Chest and Atlantean Worm Chest) are no longer misplaced for one frame when placed.
- Boss summoning items are no longer lost if they are broken the moment before the boss spawns.
- Minions should no longer be despawned as a result of other players spawning new minions.
It's finally here, Explorers! It's the start of our Halloween Seasonal Event. We hope you all have a great time in the underground as things take a turn for the eerie!
Our Halloween Seasonal Event Is Upon Us
Rise and shine all you ghosts and ghouls, From right now, until November 7th, expect things to feel extra creepy in the underground! For those of you who aren't fans of Halloween, remember that you can always toggle seasonal events on and off in the Gameplay Settings menu (top tip: this won't work while you're in a game, it must be done from the main menu).
Speaking of Halloween
Watch out for seasonal variants of enemies such as Frankenbrutes, Pumpking Cavelings, Big Dracularva, and the HAUNTED HIVE MOTHER!
A Good Base Must Have...
We asked you to finish this sentence over on X, and you did not disappoint. Some of our favourites included:
- "All my daughters pets and plants in it. She runs the farm. I just hunt down the monsters."
- "An overly complicated wood farm"
- "100 boss chests which each categorized for their item types, weapon, armour, offhand items, food, fish, crops, valuables, decorations, blocks, pets, animal, ores, bars, rings...."
- ."..a good organiz.... OMG the cow escaped... Oh no... she is eating the crops... We must neutralize it"
Who Is the Core Keeper Mascot?
We thought it was the Core, but there seems to be some alternative suggestions amongst the community and even within our own ranks! Lotta votes for the Orange Slime
Witch Hut
Buildtober is still going strong in the Core Keeper community Discord. Tito Bandito has shared this very awesome base, pulling resources from all kinds of biomes to create the perfect Witch Hut. We especially love the use of the Sulfur Trees from The Passage!
Fairy
Discord user, chuy0003, was kind enough to share this great build with us from the Buildtober prompt "Fairy", and we just love it! We don't know why, but this is giving us big Legend of Zelda vibes.
BIG Base
Jeelh spent a lot of time stitching together screenshots of their base so they could share it with us in all its glory. We just love the creativity and the way it incorporates a little bit of everything from the game.
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
It's the middle of October, Halloween is closing in, and it's time for another community wrap up. Have you got any terrifying weekend plans, Explorers? The Hive Mother could always use a little company!
Halloween Approaches!
Our Halloween seasonal event starts on October 25th, or whenever you want it to if you fancy toggling it early in the gameplay settings! Expect an eerie underground with creepy creatures and lots of fun decorative items!
We Love Embertails
Speaking of Halloween, we've heard black cats are a sign of bad luck, but we love Embertails in all shades.
Creative Mode
In Creative Mode, the only limit is your imagination! What wonderful creations have you built with the freedom?
Azeos' Shadow
Do you remember the first time you saw Azeos' shadow fly overhead?
Fluffy Embertail
One of our wonderful community members, Rivulet Nil, created this adorable #CoreKeeper fan art! Look how fluffy the Embertail is, just look at it
Ultimate Beginner's Guide to Core Keeper
Our awesome Ambassador, Dakon, has got a great guide for newbies just starting out in Core Keeper! [previewyoutube=gAEH2OfPnK4;full][/previewyoutube] Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Performance:
- The main thread no longer needs to wait for a worker thread job before updating the players condition effect visuals.
- Reduced lag spikes by decreasing the number of objects getting disabled in a single frame.
- Several bosses are now updated on a worker thread instead of on the main thread.
- Prevent colliders from being recomputed unnecessarily when objects spawn or are destroyed.
- Moved several main thread jobs to worker threads.
- Improved performance when there are a very large number of projectiles on screen.
- Cache information for in-game text components to avoid unnecessary recomputations.
- Removed several particle effects when the Particle Quality option is set to Low.
- Removed animator components on some projectiles that do not need them.
Bug fixes:
- The Ivy set bonuses are now applied correctly on ranged attacks.
- Writing a lot of dashes on a sign no longer causes the game to crash.
- Beam weapons should more accurately damage moving enemies.
- There is no longer a delay between when a boss spawns and when its maximum health is rescaled to match the number of connected players.
- Melee pets and minions can now damage Urschleims head.
- Placing a chest on top of a cross circuit no longer causes the interaction highlight to alternate between the two objects.
- Gamepads no longer vibrate when other players are using drills nearby.
- Toggling quick-swap with a torch when changing the selected item should now correctly swap back the initial slots swapped.
- Fixed an issue where small islands would spawn inside Omoroths boss arena, which sometimes interfered with the waypoint or spawn rune.
- Bridges in some custom scenes no longer create obsidian when broken.
- Equipment presets should now be correctly set locally for other players.
- Tentacles should no longer die after spawning on placed bridges.
- Vending machines can now be accessed from the sides.
- Stone lanterns and torches now emit light when placed on tables and pedestals.
- Passage fish is now correctly affected by the Master Chef skill.
- Snow Ground can no longer be crafted with a Christmas Workbench.
- Ore and walls are no longer generated underneath the Great Wall.
- Fixed so that you can buy +10 items with a gamepad.
- Text from the Core is no longer blocked by buildings.
- Players no longer enter beds or boats in creative god mode.
- Fixed chests not spawning in Ancient Battle Arenas if there aren't any nearby players the moment it completes. Should also fix enemies being left-over after the event.
- Fixed issue where chests inventory was not locally correctly updated when interacted by robot arms.
- Beam weapons should no longer be visually usable while sitting.
- Fixed an issue where some ranged weapons did not get their charge-up attack when in pvp.
- Fixed several issues when pausing the game before it had fully loaded.
Other:
- Mods no longer fail to download when the game is run through the Steam Linux Runtime. Most notably, this means mods can now be downloaded on Steam Deck.
- Dedicated server logs now contain more helpful information if the GPU or graphics driver lacks support for required rendering features.
- Updated dedicated server README with correct information on how to set ip and port.
- Game no longer limits the number of catch-up ticks run on dedicated servers.
- Game allows the dedicated server to run the world initialization before the first player runs. This could speed up the first join in some cases.
Playfab Refactor
- Improved overall stability of crossplay session connect / leave.
- Added reconnect session attempts for crossplay sessions, when a player loses internet connectivity.
- Fixed login and main menu UI overlapping in certain edge cases, when connection fails.
- Fixed various issues where network error messages would be hidden too soon.
- Fixed an issue where the session would end when a player with an outdated game version joins a host with the newest version.
- Fixed an issue where the session would be closed for all players if another player loses internet connection to a Microsoft Store host.
Non-Steam platform specific fixes:
- Fixed GOG text input having issues on controller.
- Fixed Microsoft Store username and image not showing at startup.
- Fixed Microsoft Store unnecessary errors on achievement handling.
Hi Explorers, it's been a hot minute since we had a community wrap-up and realised that we're overdue. Just a little reminder to all you wonderful Explorers who have recently submitted bug-reports, the community wrap-up is largely managed by Core Keeper's community team and has no impact on time spent working on the game by the developers! With that in mind, let's see what we've been up to...
Exploring the Wilderness
We shared a fact file on Azeos' Wilderness over on X. Check it out for an overview of this lush biome and its creepy sub-biome, the Mold Dungeon (pictured below!).
Halloween Seasonal Event
Our Halloween seasonal event is coming up towards the end of the month. It starts in-game on October 25th, but remember that you can switch on any seasonal event at any time of year (or switch them off completely) in the gameplay settings menu. We asked you what kind of costumes you were looking forward to finding in your Samhain Goodie Bags this year in Core Keeper. The folk over on X said they wanted to find the Pumpkin Head armour, whereas the people over on Discord were more interested in the Dracularva Cape.
Before & After Screenshots
We stumbled upon a screenshot showing off Core Keeper's cooking mechanic from the alpha build of the game and thought it'd be fun to re-create it in 1.0. Of course, we had to update the base a little bit to show off all the cool new content that's been added We'll share the before image first, followed by the after.
Core Keeper - GamingBolt's Final Verdict
Find out what GamingBolt had to say about their experience in Core Keeper in this handy video review! [previewyoutube=oJ8BiQDoFsM;full][/previewyoutube]
Building Challenge by Owlunae
Owlunae has been a fantastically busy member of our community lately! After whipping up a bunch of new emojis for the Discord server, they've just released this 31 day building challenge for October...or should we say Buildtober?
Smithy by Tito Bandito
Speaking of Buildtober, check out this awesome build from Discord member, Tito Bandito, for day number 3's prompt!
All Achievements in 74hrs!
Seba, a member of our community over on X, shared this screenshot of their completed game achievements! All in the span of 74 hours - now that's dedication.
- Fixed an issue where dedicated servers would reject all connections if a prefs.json file was present in the server's save file directory.
Game Balance:
- Reduced the amount of crystals spawning during Azeos boss fight while 3 or more players are in the session.
- Adjusted spawn rates of mushrooms, destructibles, and locked chests.
- Reduce re-spawn of fireflies.
Bug Fixes
- Button hints no longer show up on the loading screen.
- Plants should now continue to grow even when no players are nearby.
- Projectiles should no longer damage befriended factions.
- Fixed visual position glitch when destroying placed objects.
- Ghorm's death sound now plays consistently.
- Seething Blade now properly shows a healing number when triggered.
- Tough Gang now properly blocks damage even without magic barrier gear.
- Dodos now eat critters from the ground.
- The Blacksmith skill from the Crafting tree now accurately calculates the required number of ingredients for crafting items.
- Minions are now considered as allies by the Cooking skill tree's "Smell of Food" buff and the Crystal Meteor Chunk's offhand item buffs.
- Fixed Sledge Hammers not increasing your gardening skill.
- Quitting while sleeping no longer grants you a permanent healing buff.
- Stormbringer no longer levels up your range skill.
- Fixed issue where attacks would fail at very high attack speeds.
- Electrical doors visual should now match collision.
- Hunger bar should not get stuck to display full amount.
- Player gravestone map markers no longer disappear after reloading the world.
- Well trained aim should now properly increase ranged damage.
- Salvaging multiple objects now displays an accurate summary.
- Should no longer be able to knockback during invincible frames in pvp.
Other:
- Added a Legacy fishing minigame toggle in the gameplay settings that allows enabling the old fishing minigame.
- The arrows shown next to categories in the creative UI now scrolls the list.
We added player vs player (PvP) combat to Core Keeper at 1.0, and its been an absolute blast hearing about all the fun and creative ways youve been using it to cause chaos in your games! Our community manager has also been spending a lot of time thinking about all the wonderful ways that PvP can be enjoyed in the game, and weve worked together to come up with a list of 5 PvP challenges that you can play in Core Keeper with your friends (or should we say enemies?) right now.
Last Explorer Standing
This challenge works best with a group of 4+ players the more the merrier and requires a little bit of setup from the host. Youll need to create your very own battle arena where youll fight to the death using a selection of predetermined weapons and armour. Think 'The Hunger Games', but on a much smaller scale. The rules are simple: players cannot leave the arena unless they are killed (you may want to build a spectators area for people who have died but want to watch the rest of the battle). The last Explorer standing is the winner! The base rules can then be expanded upon for extra fun. For example, you could all use fresh characters with the same backgrounds to ensure nobody starts with an advantage. You could bring pets into the mix. You could even hide extra weapons, armour, and healing items within the arena to give players an edge (so long as they dont get killed while equipping anything). This is one to make your own, and wed love to see what you come up with!
Labyrinth of DEATH
There are plenty of labyrinths that spawn naturally in Core Keeper that could be modified for this challenge. You could also build a labyrinth from scratch and add your very own traps, twists, and terrors! The premise is simple: each player starts completely unarmed at a different entry point to the labyrinth and, from here, its a rush to find a weapon, make it to the centre to collect a designated trophy item (we recommend a figurine), and make it back out. During the labyrinths construction, chests containing weapons, potions, and other equipment can be hidden throughout alongside traps and enemies to make things more exciting. Players can choose to fight anybody they come across or make a dash for the centre. The player who makes it out of the labyrinth with the figurine is considered the winner. We recommend building the labyrinths walls using Obsidian blocks in creative mode or setting a no-block-breaking rule to keep things fair.
Battle on the High Seas
Avast ye, me hearties. Weigh anchor and hoist the mizzen! Sorry, we got excited thinking about ocean-based combat. This challenge is perfect for groups of all sizes, whether its 1v1, 4v4, or even 1v7 (if youre feeling brave!). Players split into teams and take to the ocean in boats for a ranged battle where one team will reign victorious. We recommend team members dress in the same clothes/armour so theyre easily identifiable and that you agree upon a selection of ranged weapons to use before combat begins. You can open this battle up to the entire ocean, but you might want to section off an area so its easier to cross paths. How you decide the winner is up to you, though we think the last Explorer alive works for deciding the winning team.
Capture the Flag
This challenge works well across a larger portion of the map. You could even run it across an entire biome, though we do recommend marking the play zone with certain blocks so that nobody accidentally wanders off. Small bases are constructed at either end of the play zone (with beds) and these bases contain 2x pedestals. One pedestal should have an item such as a figurine to act as that bases flag and the other should be empty. The players then split into two teams, each travelling to opposing bases where they can set their spawn points and prepare for combat. The goal is to capture the other teams flag (i.e., the item atop their pedestal), bring it back to your base, and place it on the empty pedestal. Players that die can respawn as many times as they want the game is only over when an enemy flag is captured and placed atop a pedestal. The first team to capture the other teams flag wins! As always, starting equipment and any additional rules, parameters, and traps are up to you.
Hide and Slay
A fun challenge where one Explorer acts as a seeker and the rest hide. This is very much a one-player vs everyone else battle, but you could alter the rules so that anyone can attack anyone if youre feeling chaotic. This challenge starts in a safe zone at the Core, and the hiders have a short amount of time (30s to 1 min) to travel on foot and hide somewhere across the map. Its up to you whether you want to allow them to break/place blocks or if youd prefer it if they hide in plain sight. Once an Explorer has hidden, they are not allowed to move from their hiding place until the seeker has found them. The seeker then sets off to find as many of the other Explorers as they can within a certain time frame (we recommend 5 minutes for your first time playing). Once a hider is found, the seeker must attempt to slay them and the hider can attempt to run back to the safe zone at the Core! If the seeker manages to find and slay everybody, they win, but if there are any hiders left hidden or in the safe zone when the clock runs out, they are considered the winners. Play around with the time limits on this one or add hiding parameters (must not cross water/caverns, for example) to mix things up and find a version that works for you! All of these PvP challenges can be augmented to suit your needs, so dont be afraid to edit rules, add traps, and set parameters to make things more exciting. Your imagination is the limit here, but we hope these will get you started on a fun, multiplayer activity you can enjoy when youre not exploring the underground or battling bosses! Oh, and did we mention that we now support map uploads to our official mod hosting platform? So, if you build anything youre particularly proud of, you can share it with your fellow Explorers! Finally, if youre looking for players to team up with, dont forget that we have an LFG-matchmaking channel over on our official community Discord.
- Roots no longer continue spawning in explored areas in the crystal biome.
- Environmental objects will no longer continue to spawn right next to the world edge.
- Fixed an issue where objects would not be rendered after the player was killed by a hydra boss.
Another beautiful week has gone by and things have been as busy as ever with the Core Keeper community! We hope our friends in the Northern Hemisphere are all keeping warm as autumn sets in and that the shorter days just mean longer nights cozied up playing video games Also, not to be those guys but...we've just realised that it's Friday the 13th!
Seasonal Events Re-Cap!
With all these new Explorers navigating the underground, we wanted to give you a little re-cap on seasonal events in Core Keeper. Seasonal events are themed events that activate in-game at certain times of year! We've currently got 7 seasonal events in the game. These are Lunar New Year, Valentine's, Core Keeper's Anniversary, Cherry Blossom Season, Easter, Halloween, and Christmas. During seasonal events, you might notice subtle changes to the way the underground looks. From variations on enemies and bosses, all the way to new loot, drops, craftables, and Merchants! For example, you'll be able to find Love Letters on the ground during Valentine's. Missed a seasonal event? Don't worry! You don't have to wait all year for it to come around again. You can activate any seasonal event at any time of year by toggling them in the Gameplay Settings menu. You can switch them off entirely too, if they're not your thing.
Fullmetal Alchemist
Fullmetal Alchemist
Clay Caves Fact File
Following on from our info on the Dirt Biome, we shared a fact file on the Clay Caves this week, which you can check out on X. This living biome is full of bugs, Slimes, and primitive Cavelings, but you'll almost certainly need to travel here if you want to stock up on Tin Ore...
Autumn Vibes
Are you feeling those cozy autumn vibes yet?
Aminala's Scenes
Twitch streamer, Aminala, has been having a fun time stumbling upon Core Keeper's secrets and scenes! How many of you have come across one of these bad boys yet?
's Map Art
We love the adorable character art on this map!
Sylveo 's Flower Base
Introducing "The Florarium", a rainbow flower inspired base by Sylveo!
"Hey, you wanna help out a bit?"
"Nah, I'm good- thanks for asking though", FusPanDah's artwork goes out to all the base mums/dads of the group!
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Hi there, Explorers! We hope youre all having a great time in Core Keeper and that youre enjoying all the new content, features, and secrets in the underground. Weve been very grateful for all your feedback as we settle into 1.0 and address some of the bugs and stability issues youve been reporting. If youve got anything to report to us, you can do so via our bug report from here. While we cannot personally respond to each individual report, we do read every single one and we are spending a lot of time investigating issues and working on patches to address these. With that in mind, we wanted to take this opportunity to give you an idea of some of the key issues were aiming to address in the immediate future. Please note that this is not a comprehensive list of everything were working on, its just a quick snapshot of some of the more pressing issues were looking into. We take all of your bug reports seriously and are working hard to address them. Any information you can provide on these issues is extremely valuable to us and will help us in our investigations. The details you provide along with the save files and logs you submit are very useful when it comes to helping us replicate these bugs, so please feel free to make your own bug report if you are experiencing any of the issues outlined below (or any issues in general, actually!).
Snapshot of What Were Working On
- The Maps Aint Mapping: There seems to still be an issue with maps becoming intertwined after deleting and recreating worlds in the same slot. This was partially addressed in the 1.0.0.6 stability patch, but well be investigating this further to ensure your maps are mapping.
- Cartography Table Crashes: The Cartography table is causing game crashes, which is not conducive to exploration.
- Cutscene Crashes: Weve had some reports of the game crashing right after the intro cutscene, preventing Explorers from starting new adventures.
- Invisible Items: Some placeable items are becoming invisible after the player dies/respawns. Wed all love to be able to turn invisible, but no item should have that much power!
- Surprise Spawns: Some items are respawning when the player quits/enters the same world after being previously broken, like natural wood roots, grass, and similar items. It goes without saying that these arent surprise gifts from a secret admirer and this shouldnt be happening.
- Enemy Spawns: Enemies are unintentionally spawning outside of enclosed rooms when their spawners are inside. This is enough to give anybody agoraphobia and it's not intended at all!
- Smithing Skill Issue: The Blacksmith skill is currently not working properly. The skill is supposed to decrease the amount of ingredients required to repair items and craft items in the anvil, but it currently only decreases the amount that's visible in the crafting recipe, while still using the original (non-discounted) amount of said recipe.
- Dodo Starvation: Dodos aren't eating bugs/critters from the ground. These guys are really determined to go extinct again, huh?
- The Power of Music: Music Doors (and other doors) sometimes dont work after being opened. Well be fine-tuning (get it?) these ASAP.
- Fix multiplayer not being available if Google DNS is not reachable by ping.
- Mana regeneration is updated more frequently and with the correct amount.
- Deep pool talent should now correctly affect mana regeneration delay.
Game balance:
- Doubled the lifespan of minions.
- Reduced the mana cost of minions.
- Reduced the time it takes to combine Crystal Skull Shards.
- Reduced the cost of the Giant Slime, Ghorm and Hive Mother summoning idols.
- Reduced the effect of slippery movement.
- Improved boat and vehicle handling.
- Detecting which circuit elements need to update each tick is now much more efficient and runs on multiple threads if available. This can give a significant performance boost in worlds with very large circuitry setups.
- Fixed a bug that caused the entire game world to get loaded when entering a world, instead of only loading parts that are nearby to an active player. For large worlds, this fix both improves performance in the moments after the world is loaded, and reduces the memory requirements while the world is open.
- Enemies and objects are now correctly marked as destroyed if they reach zero health just as they are about to get unloaded because they are too far from any active player. This would previously cause several issues, including invulnerable enemies and ore boulders flashing on/off after having their resources exhausted.
- Fixed an issue where worm-like enemies couldnt be hit while their head was inside a wall.
- Starting a session with crossplay enabled should no longer decrease the audio quality when a bluetooth headset is in use.
- Scrolling through the hotbar is now disabled while quick-swapping to a torch, to avoid unintentionally rearranging items on the hotbar.
- The Glurch waypoint no longer spawns within view of The Core.
- The client now correctly predicts health after damaging walls, which previously could cause a visual glitch where the player was inside the wall for a few frames.
- Fixed an issue where pets would not gain experience from range player attacks.
- Fixed an issue where pets would not gain experience from minion attacks.
- Amoeba bombs no longer cause double explosion effects.
- Hatching an egg no longer shows the wrong inventory sprite for one frame.
- Leashes no longer go crazy when the player teleports using the rift offhand item or enters a minecart.
- Dynamite explosions now chain correctly.
- Dynamite Packs no longer drop several times after being destroyed by Ghorm.
- Fixed mannequin position glitch.
- Stone Turrets no longer spawn facing the wall in desert mazes.
- Entering the game while guest mode is active no longer makes the player immune to damage.
- Players added as admins no longer have inventory restrictions when guest mode is active.
- Dropped items are no longer attracted to guests while guest mode is active.
- Connecting with a new character to a server with guest mode enabled no longer breaks the intro sequence.
- Added missing user connected message translations.
- Trying to recreate the game ID before the backend Playfab login was successful no longer causes an error.
- Fixed an error when a client got disconnected while the player stats window was open.
- Added missing UI when receiving certain network errors.
- Fixed a bug where the connection error popup sometimes would not be displayed.
- Fixed a crash when trying to place some invalid objects.
- The Great Wall no longer reappears in some very old classic worlds.
- The Tome of the Dead item description no longer incorrectly claims that minions are targetable.
- Doors now correctly revert to their open/closed state if it is mispredicted by the client.
- Switching from mouse to gamepad while in a menu no longer leaves the menu with no selected option.
- Cattle are no longer visually behind the Feeding Tray when eating.
- Sledge hammers are now affected by the self-mending alloy skill.
- Fix some mods making the game unable to start.
- Steady Feet talent now correctly reduces slippery movement.
- Pets and minions now correctly attack vulnerable hydra bosses
- Removed loot drop delay from destroying single hit objects and enemies.
- The game audio now keeps playing if the game window loses focus, except when using the non-borderless fullscreen display option.
- Fixed several text and translation issues.
- Dedicated servers now accept general text as world seeds. They are treated identically to the seed you specify when creating a world in the normal game client.
- Updated dedicated server README with instructions for creating a world with custom world generation parameters.
Howdy there, Explorers! How are you all finding 1.0? We've loved hearing your feedback across X and Discord and you might have noticed a couple of patches from us recently to address some pesky bugs. Remember, you can always submit any game issues you're having to us here and we'll look into addressing them ASAP. Now, let's see what our community has been up to this week.
Core Keeper: Volume 2 Out Now on Spotify!
Volume 2 of our awesome soundtrack, composed by the talented Jonathan Geer, is available to listen to on Spotify here! We're so happy to have our music featured on this platform and, if you haven't listened to volume 1 yet, you can check it out here.
Not the Boreworms!
Can you tell that our community manager has been spending too much time on TikTok?
Dirt Biome Fact File
We shared a fact file on the Dirt Biome for all you new Explorers just starting your adventures in the underground! It's the first biome you'll encounter and, arguably, the safest. You can read the full fact file on X here.
Fishing Fans, We Hear You!
We know fans of the old fishing minigame were a little let down to see this removed at 1.0. We've listened to your feedback and we're pleased to announce that we'll be adding this back in as an optional feature in a future patch as an interim solution while we look into ways to improve upon fishing for everyone!
Hartcore
Did you know that 'Hartcore' was one of the names we considered for Core Keeper? Here's a piece of concept art that our lead artist, Julian, created with this name in mind!
Fan art by Knomz095
Returning Core Keeper player, Knomz095, shared this awesome fan art with us on X. We love seeing our pixel-art game re-created in, well, even more pixel-art glory!
Best Backgrounds?
What do you think of this article on the best Core Keeper backgrounds? Is your favourite listed? Let us know if you agree/disagree in the comments!
Be Still Our Hearts!
Our hearts nearly skipped a beat when we saw this awesome in-game artwork, created by !
Marzipan's Favourite Outfit
Discord user, Marzipan, shared this wicked cool artwork they created of their favourite pre-1.0 outfit in Core Keeper! Is it just us or does this Explorer look like a superhero?!
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
- The host is no longer disconnected from their locally hosted single player world if they lose their internet connection.
Hey there, Explorers, and welcome to our first-ever post-launch community wrap-up! It's hard to believe that Core Keeper released in 1.0 just three days ago, and we're feeling overjoyed with all the amazing love and support we've gotten from our fantastic community. This is a very special community-wrap up post for several reasons, including...
We Broke Our All-Time Concurrent Player Record!
Two years ago, during the first few days of our Early Access launch, Core Keeper hit its highest-ever player count and we've been itching to break that record ever since. Well, we're thrilled to announce that we absolutely smashed that record yesterday with a whopping 35,234 concurrent players in the game on Steam! We're so happy to see so many people playing Core Keeper at the same time, and we wonder if we'll see it grow any higher over the weekend?
The Reviews Are In
Things are off to a fantastic start for 1.0 with review scores like these! We want to say a big thank you to all the outlets that took the time to play and review Core Keeper and a huge thank you to our community. Core Keeper wouldn't be what it is today without your feedback, bug reports, and insights!
Party at Fireshine
The fine folks over at Fireshine Games (our publisher) celebrated the Core Keeper launch the right way...with plenty of cake! We have to admit, watching them cut into the Ghorm cake is a bit like watching someone decapitate your son, but we think it's awesome all the same. Here's to the future of Core Keeper!
Lotta PC and Xbox Players at Launch!
We asked you what platform you were playing Core Keeper on at launch. 77.4% of the people who responded on X were playing on PC, with 10% on Xbox, 5.5% on PlayStation 5, and 7% waiting for Core Keeper to launch on their platform. This feels like a good time to remind everybody that Core Keeper is coming to Nintendo Switch, PlayStation 4, and Xbox One in September!
Owlunae's Discord Emojis!
Our amazing community member, Owlunae, created over 50 emojis for us to use on Discord! They hosted a daily emote countdown to 1.0, giving the community the opportunity to vote on their favourites, but you loved all of them so much that we ended up uploading every single one! Here's two of our favourites, but you'll have to join our Discord to see the full set.
Beginner's Guide to Core Keeper
If you're brand-new to the underground at 1.0, then you might be wondering how best to get started. Well, our awesome Ambassador, Dakon, has got your back! Check out this ultimate beginner's guide to Core Keeper at 1.0! [previewyoutube=gAEH2OfPnK4;full][/previewyoutube]
Best Pets - Ultimate Guide
There are guides popping up all over the place now that we're in 1.0, and JadePG has released this fun guide to the best Pets in Core Keeper. We won't spoil the video, but let us know if you agree with their thoughts and what your favourite Pet is in the comments! [previewyoutube=g8X_WCdNzDQ;full][/previewyoutube]
Delirya's Base
X user, Delirya, was kind enough to share this awesome base they created with us! It's hard to pick a favourite feature, but we know they really liked the little steam room they created in the top right!
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
- The area-of-effect attack by the ??? boss now correctly deals damage instead of healing the player.
- Fixed a bug where dedicated servers running classic worlds would generate obsidian instead of some tile types. Already affected terrain will repair itself after installing this update.
Its the moment weve all been waiting for. After two and a half years in Early Access, four new major content updates, and plenty of minor updates and seasonal events along the way, Core Keeper is out now in 1.0! Were thrilled to welcome you all to the underground, whether youre brand-new to the world of Core Keeper or a veteran Explorer ready to dive into 1.0. So, lets take a look at what to expect from todays 1.0 release! [previewyoutube=BDeKh18TLSI;full][/previewyoutube]
The Full Game
This is it! Core Keepers main story arc is now complete and available to play through in its entirety. Thats not to say there wont be further updates were still thinking about new content and all the possibilities for the future of Core Keeper but if youve had the game on your Wishlist while you were waiting for it to come out of Early Access, nows the time to start your adventure.
New Content for 1.0
Weve added a whole host of new content to Core Keeper 1.0, both early and late game. The first thing youll probably notice is our new and improved world-generation system and world seed functionality. This allows players to customise certain parameters when starting a world to determine its features. You can change settings such as the number of caverns, ore density, and even biome chaos (which impacts the way individual biomes overlap). Our Early Access players will spot some changes to the Core and surrounding areas upon spawning in. Weve given the Core a little touch up and replaced the Hive Mother statue with a statue of Malugaz the Corrupted. Dont worry though, the Hive Mother is still waiting in the Clay Caves but, to balance the early-game experience, she is now considered an optional boss battle. As you progress through the Dirt Biome and early game, youll encounter new enemies, like the Shrooman Brute, plus tonnes of new loot and equipment! Delving deeper into the underground, youll uncover our brand-new Mage & Summoner combat styles and talent trees, which introduce a magic system for Core Keeper, new to 1.0. Your journey will take you far and wide, but fear not, our new Waypoint system allows for easier travel across the worlds many corners and caverns. 1.0 worlds have also shifted over to a finite model, which means, if you travel far enough, youll make it to our new endgame biome The Passage an area that enshrouds the underground, full of primordial creatures, threats around every corner, and mysteries to uncover. All this plus our new PvP functionality, three new hydra bosses, new cuddly companions, cattle, and more! For a full look at whats been added to 1.0, make sure to check out our patch notes here.
Will I Still Be Able to Play My Old Worlds at 1.0?
Early Access worlds have been re-named Classic worlds at 1.0 and, while you will still be able to access these, we strongly recommend that players start fresh new worlds going forward. 1.0 worlds will be the only place to experience significant 1.0 content, including The Passage biome, and these will be the main focus of development now that weve hit full launch. We know that many of you have been playing in the same worlds for a long time, and weve done our best to ensure that players can still enter and experience their Classic worlds now the game has launched in full, but for technical reasons, there are new 1.0 features that Classic worlds are unable to support. Please note that any new worlds created during our Steam Free Weekend are 1.0 compatible and you will be able to continue playing these now that the game has launched in 1.0
What Happens if I Played Core Keeper During the Steam Free Weekend?
If you played Core Keeper for the first time during the Steam Free Weekend, you will be able to pick right back up where you left off if you go on to purchase the full version of the game. For Early Access players who started new worlds during the Steam Free Weekend, these worlds are considered 1.0 worlds, and you will be able to continue exploring beyond the wall now that the game has launched in full.
Whats Next for Core Keeper?
Weve said it before and well say it again, we will be continuing to add to Core Keeper beyond 1.0. As a sandbox game, you can enjoy Core Keeper long after youve experienced the games main story arc, and well be building on this wonderful underground world with new content, quality-of-life improvements, and more! Well have lots more to share with you soon, but for now we can tell you that were looking into making more objects paintable (doors, anyone?) and considering some updates to everybodys favourite Sky Titan. Its been an incredible journey developing Core Keeper and we cant believe what an amazing and passionate community we have. Were very excited to welcome a whole new batch of Explorers to the underground and, if its your first time here, make sure you head over to our X page or our official community Discord to join the conversation, meet your fellow Explorers, and get involved in all things Core Keeper. We cant wait to hear what you think of 1.0!
Gameplay:
- 3 new Hydra bosses. Defeat them all to gather the remaining soul powers
- Urschleim, The Passage boss. A challenge to be overcome.
- The ??? boss. The final boss of the current chapter of our story.
- Added two new combat playstyles: Mage and Warlock. These have been added to the game through new equipment, weapons, skills, talents and character backgrounds targeted towards these new playstyles.
- Fighting with a mage oriented setup focuses around consuming mana to deal great magical damage whereas the warlock playstyle engages in combat by summoning minions to fight their enemies!
- New biome: The Passage.
- The Passage is a dangerous place to enter at the edge of the world with roaming enemies and a big looming threat that will consume any adventurer in its path. But any adventurer that can survive the Passage will find great rewards to be obtained.
- New world generation.
- The game has a new world generation that will be used for any new worlds created and we strongly recommend players to create new worlds to get the full experience the game has to offer both during the 1.0 launch and moving forward.
- Old worlds can still be played as of now but are not intended to be supported long term. Following are the more significant improvements new worlds will offer:
- New worlds are no longer infinite, and even the outer biomes will have a maximal extent.
- This makes the world more dense with content and makes exploration more rewarding. It also allows the world to be more easily expanded with new areas in future updates.
- New worlds are now created using a seed.
- Worlds created with the same seed will contain the same generated terrain, and boss arenas and unique items will appear in the same locations. The exact location of non-boss dungeons and custom scenes may differ even if the same seed is used
- When creating new worlds there is now a new world generation parameters option that gives players control over key features, such as the amount of water and ore that is generated, how chaotic the biomes should be, and more.
- This will allow players to tune the world to their preference but also to create interesting challenges, can you defeat a sea world?
- The world layout has been improved with more structured tunnels, rivers, chasms etc to create a more interesting journey through the world.
- PvP. PvP has been added as an option that players can enable through the pause menu while playing a game. Teams can be assigned for every player in the pause menu as well to allow for team battles. Who will conquer the world of Core Keeper?
- The Hivemother statue has been replaced by a statue of Malugaz the Corrupted who is now the third story boss, while Hivemother has been changed into an optional boss.
- Along with this change the difficulty of Malugaz has been adjusted as well as the crafting options unlocked in the statues.
- Waypoints. These are a new method to teleport through the world. Can be occasionally found in key-locations.
- 53 new pieces of equipment.
- 8 new weapons.
- 1 new legendary weapon.
- 3 new Summoning Tomes that allow summoning different types of minions.
- Along with all the new items we have also changed the stats on some of the old items such as equipment, weapons and food to utilize the new stats that come with the new mage and warlock playstyles.
- 3 new items that permanently give more max health.
- 5 new fishes found in the Passage:
- Terra Trilobite.
- Litho Trilobite.
- Greenhorn Pico
- Pinkhorn Pico.
- Riftian Lampfish.
- 2 new pets:
- Pheromoth. The eggs can be found in the mold biomes within Azeos Wilderness.
- Snugglygrade. The eggs can be found in the Passage.
- 1 new cattle:
- Dodo. Dodos roam in the forests of Azeos Wilderness and eat insects to produce Eggs. The Eggs can be used to cook delicious Cakes.
- 1 new critter:
- Drape Ray. The Drape Rays can be found flying around in the Passage.
- 4 new enemies:
- Shrooman Brute. Located in the Dirt biome.
- Caveling Mummy. Located inside temples in the Desert of Beginnings.
- Sulfur Worm. Located in the Passage.
- Colossal Amoeba. Located in the Passage.
- 9 new figurines for the new enemies and bosses.
- 3 new materials found in the Passage:
- Pandorium Ore.
- Calcified Shell.
- Cytoplasm.
- 80+ new hand made scenes can be found in the world. Big thanks to our creative community in the creation of a large portion of these scenes!
- 7 new achievements.
- Two additional colors have been added to the paint brushes: Peach and Teal.
- Mining skill Self-mending alloy replaces Night vision
- Breaking a wall containing ore will replenish some durability of the mining tool.
- Gardening skill Feast for the eyes replaces Bottomless watercan
- Harvesting plants restores some hunger.
- New potions: Arcane Potion and Pact of Power Potion, increases magic damage and minion damage respectively. Can be crafted in the alchemy table.
- The fishing minigame has been removed to improve the experience based on player feedback. We will refine the fishing mechanic in future updates, with this as an interim step. Stats related to the minigame have been updated to other fishing stats, and opening the inventory will no longer disrupt fishing.
- Fishing skill Chewy Bait replaces Throwing Expert
- Bait has a chance of not being consumed when fishing.
- Fishing skill Anglers advantage has been changed to give increased chance of higher rarity fish to bite instead.
- A Giant Bug Brain now drops from RaAkar which can be used to craft the new Hydra Altar in the Solarite Workbench. The Hydra Altar allows crafting items to engage the new Hydra bosses.
Graphics:
- Improved the visuals of The Core and the statues surrounding it.
- Improved the visuals for tree trunks.
- Improved the visuals of multiple hairstyles while a hat is equipped.
- Improved the visuals of seeds by adding a bit of color to them to make them more distinguishable.
- Improved the visuals of the character creation UI.
- Added Integer Scaling display setting. When enabled, the game image is resized to perfectly align with display pixels, making everything super sharp ("pixel-perfect").
- Implemented a new indirect lighting solution that should be more accurate, faster and nicer looking.
- Upgraded screen-space ambient occlusion to have a softer look and a smaller performance impact.
- Improved the smoothness of the game camera when moving.
- Added Integer Scaling display setting. When enabled, the game image is resized to perfectly align with display pixels, making everything super sharp ("pixel-perfect").
- Implemented a new indirect lighting solution that should be more accurate, faster and nicer looking.
- Upgraded screen-space ambient occlusion to have a softer look and a smaller performance impact.
- Improved the smoothness of the game camera when moving.
Balancing:
- Food buffs that have a duration of 5 minutes have generally been increased to 10 minutes.
- Increased the duration of Enrage Potion, Keen Potion and Unusual Potion to 1 min.
- The health and damage reduction on walls as well as the mining damage done by mining tools has been balanced throughout the game so that it generally takes fewer hits to destroy walls in order to make the game feel less grindy.
- Reduced the amount of hits required to max out the mining skill.
- Reduced the amount of catches required to max out the fishing skill.
- Changed starving and well fed buffs to no longer affect movement speed and the damage and max health conditions has been merged into one condition to make it more readable. Max health reduction from starving is also reduced to be less punishing.
- Increased the damage gained from the Taking a step back and Charging in talents.
- Reduced the values gained from the talents Meticulous miner and Poison coated weapons.
- Increased the value gained from the Not so picky talent to make it more balanced versus the Healthy diet talent.
- Increased the amount of materials and potions gained from chests throughout the world.
- Increased the visibility distance of ores on the Core Iris offhand since the talent with the same effect has been replaced.
- The drop chance for valuables that are common to find has been reduced throughout the whole game to avoid bloating the player inventory too much and also to increase the chance of finding useful items such as equipment or crafting materials.
- Nature and Mold Walls no longer drop any valuables or other loot to avoid bloating player inventory.
- Increased the drop chance of the Cipher Parchment from Igneous the Molten Mass.
- Adjusted several items in the game such as the Glow Tulip, the Scholar set and the Fireball Staff to use magic related stats instead.
- Some weapons projectiles now bounce a few times on walls, objects and creatures causing the projectiles to deal damage and then change direction instead of being destroyed.
- Sticky Stick projectiles now bounce up to 3 times.
- Galaxite Chakram projectiles now bounce up to 4 times.
- Throwing daggers have a windup attack that adds up to 10 bounces.
- Moved some of the crafting options between the Alchemy Table and Distillery Table to allow accessing Keen Potion earlier in the progression and to group together the explosives crafting options. Also adjusted the materials required for some of the potions.
- Increased attack speed overall on equipment and consumables to be a more competitive stat.
- Reduced charge up time of portals to be half of its previous duration.
- Recall idols now drop from more destructibles throughout the world.
- Buffed damage of all melee weapons to make them more competitive with range weapons.
- Slightly increased the minimum amount of items bosses are dropping.
- The stack size has been increased to 9999 per item slot.
- Reduced the amount of hits it takes to max out the melee skill.
- Reduced the amount of melee damage gained from the Miners equipment set bonus.
- Mimites now have a very small chance to drop Jungle Emeralds, Desert Rubies and Ocean Sapphires. This is intended to allow players to get these gemstones even if they have fully exhausted the crystal biome in their world as the world is now finite.
- Small Sun Crystals now also have a very small chance to drop Jungle Emeralds, Desert Rubies and Ocean Sapphires in their respective biomes.
- Adjusted the durability of weapons and tools to better match their attack speed. An implication of this is that weapons and tools from old saves may become reinforced or not have full durability when starting the game after the update as they keep their current durability while the max durability has changed.
- Reduced amount of seeds dropped by destructibles in Azeos Wilderness and Desert of Beginnings.
- Increased amount of seeds dropped by enemies and crates in the Dirt biome.
Audio:
- Increased the volume of several ambient sounds.
- Changed the sound effect for harvesting crops.
- Improved audio for hitting explosive walls.
Bug Fixes:
- The game now uses a server-authoritative networking model with client-side prediction. This solves a slew of multiplayer bugs, especially when multiple players with poor network connectivity interact with the same objects.
- Fixed a bug where the text from the Core speaking would sometimes appear behind objects adjacent to the core.
- Fixed an issue where the shortcuts window would not show the shortcuts correctly in Thai.
- Fixed a bug where quick moving non-helm items using shift click would appear in the wrong slot for a few seconds in Skeletons before being corrected.
- Fixed a bug where the A Good Life achievement would trigger for other players instead of the player feeding the cattle.
- Fixed a bug where Mold Tree received its own shadow when under ceiling light.
- Fixed a bug where certain objects (mostly pillars and other square, shadow-casting objects) appeared very dark when under ceiling light.
- Fixed a bug where boss damage reduction would have no effect on some projectiles shot by bosses.
- Fixed a bug where no error message was shown when a non-existing Game ID was provided.
- Fixed a bug where a Game ID that was too short caused an error.
- Hoed nature ground no longer appears on the map just like other hoed ground types.
- It is now possible to open cracked eggs by right-clicking on them in the hotbar.
- Fixed an issue where map markers would sometimes not be positioned on a pixel perfect position causing them to render a bit weird.
- Fixed an issue where the wrong colors on player clothes would be shown when eating a Spooky Pop Candy.
- Fixed an issue where enemies would sometimes attack murals with melody signs.
- Fixed an issue where breaking the Crystal Snail shell would not drop any ore in casual mode worlds.
- Fixed a bug where players could dodge and parry at the same time causing unexpected behavior. Parry now takes priority over dodge.
- Players are no longer stunned if parrying an attack that would otherwise stun the player.
- Fixed a bug where conditions on creatures would show up while hovering them in the players inventory while in creative mode.
- Conditions that are triggered when mining wall blocks such as the Pick and run! talent no longer triggers if 0 damage is dealt to the wall block.
- Fixed a bug that made some areas in the Wilderness spawn with normal tilled dirt ground instead of tilled grass.
- Fixed a multiplayer issue that happened when players would use rotated beds, causing them to look like they were sitting on the bed.
- Removed an evil stray pixel that was present in the Lava Rock Block sprite.
- Fixed a bug that would cause certain tiles to be visible through water in the Water Well and in the Mold Well.
Other:
- The Cloaked Merchant no longer sells the Flintlock Musket but instead sells the summoning item used to resummon the ??? boss. This becomes available for purchase after defeating the ??? boss once.
- Can export and import worlds via mod.io.
- A loading indicator was added to the bottom right of the screen that appears whenever the game is loading.
- Credits have been updated.
- The wall category in creative mode has been renamed to block and the base building walls have been moved to the base building category.
- The craftable Skeleton decor now also has 2 slots like the Deceased Explorer.
- Added an inventory sort button to the players inventory UI.
- Players will now unlock the souls UI directly when talking to the Core after activating the statues and dont need to wait for the full dialogue to finish.
- Shrooman enemies no longer attack cattle.
- Added Ancient Coins to the creative mode under Other/Currency category.
- The scene containing the Thread of Fate is now guaranteed to spawn in the Desert biome for new worlds.
- Beach Blocks and Desert Blocks can now be put into the Glass Smelter.
- Improved the ordering of items in the creative mode UI.
- Implemented rumble on controllers to be triggered by several sources in the game.
- Items in the hotbar can now be used/consumed by right clicking on them.
- Made Glowbugs placeable on pits.
- Changed the tiles that the Grubzooka and Burnzooka can destroy.
- Ping value will show only the network round trip time to the host or server instead of the full processing and network delay.
- Reworked the pick-up system for a more stable animation when players pick up items.
- Added the option to show keyboard numbers on hotbar in the UI Settings.
- Fixed crash because of missing check in the boss summoning system.
- Fixed hang when overflowing some text fields like pet name and make sure the text field is not deactivated when moving the mouse away from it.
- Fixed crash caused by invalid memory access in netcode.
- Fixed authentication error due to Steam authentication ticket being invalidated prematurely.
- Fixed map not showing anything on some systems.
- Added a prompt to disable crossplay when some common errors are detected.
Theres no better time to set off on your expedition into the underground, as were giving everybody the chance to try out Core Keeper for free with our Free Weekend! As if that wasnt exciting enough, were also giving all players the opportunity to get a head start with some of Core Keepers brand new 1.0 content ahead of the 1.0 update next week! Okay, you got us, our Free Weekend is actually starting on a weekday, but weve checked in with the folks at Steam, and they dont mind . From Thursday, August 22nd, to Monday, August 26th, you can play Core Keeper for free in a Classic World OR start your 1.0 worlds early to enjoy a whole host of new content including custom world generation, new enemies, equipment, armour, and more - all for free! Youll be able to play up to a certain milestone in any 1.0 Worlds created during the Free Weekend (more on this later), with the full content unlocking for anybody who owns the game on our official launch date of August 27th. We know how much youve been looking forward to the full game and weve been overwhelmed with the support youve shown on Discord, X, and in the Steam Discussions during development, which is why were so thrilled to be able to offer you this early look at 1.0 ahead of the full launch. Alternatively, If you want to enjoy all of the content currently available in our Early Access version, you can start a Classic World during the free weekend period. PLEASE NOTE: Classic Worlds will not be compatible with critical 1.0 content following the 1.0 launch on August 27th. A new 1.0 World will be required to experience everything the 1.0 update has to offer our Explorers. We have more information on this below.
Important Information About Core Keepers Free Weekend
Core Keepers Free Weekend starts at 6pm BST on Thursday, August 22nd and finishes at 6pm BST on Monday, August 26th. For the first time ever, youll be able to create a 1.0 World to give you a head start on some of our exciting new 1.0 content, and that will officially carry over as a 1.0 World at launch. If youd like to, you can also choose to play a Classic World to experience all of the content currently available in Early Access. 1.0 Worlds created during the Free Weekend will include early-game 1.0 content and be playable up to when The Core is activated. From here, players will have to wait until the full launch so that they can progress with the game, but anyone who already owns or purchases the game during the Free Weekend will have the option to continue with their new 1.0 World and discover the full 1.0 experience on August 27th! Weve also included the option to play Classic Worlds, which contains all of our Early Access content currently available to players, but its important to note that Classic Worlds will not support critical 1.0 content. If you start a Classic World during the Free Weekend for the full experience of Core Keepers current Early Access version, you will be able to continue playing in your Classic World following the 1.0 launch if you purchase the game. However, these worlds will not include support for critical content included in next weeks 1.0 update, including the conclusive chapter to the games story. We have included Classic Worlds as an option for players looking to experience all of Core Keepers current Early Access content during the Free Weekend, but we strongly recommend that players start with 1.0 Worlds to be able to continue the story following the launch of 1.0.
What Happens to Early Access Worlds During the Free Weekend and at 1.0?
If you already own the game, your Early Access worlds will function as normal during the Free Weekend, and they will still be playable when Core Keeper launches into 1.0. However, we strongly encourage all players, including existing Early Access players, to start a new 1.0 World during the Free Weekend. From August 22nd, Early Access worlds will transition to Classic Worlds, and will not include support for critical content included in next weeks 1.0 update, including the conclusive chapter to the games story. To experience the full 1.0 content following the launch of the 1.0 update, all players must start new 1.0 Worlds during the Free Weekend or after the 1.0 update has launched on August 27th. Its been an amazing two-year journey in Early Access, and were so excited for our full 1.0 launch next week. Were looking forward to welcoming lots of new players to the underground as well as hearing what all you veteran Explorers think of the new content! Thats all from us for now. We hope youre looking forward to getting a first look at 1.0 during our Free Weekend! Dont forget to join our Discord to meet the community and discuss all things Core Keeper.
Gameplay:
- Added two new combat playstyles: Mage and Warlock. These have been added to the game through new equipment, weapons, skills, talents and character backgrounds targeted towards these new playstyles.
- New world generation.
- The game has a new world generation that will be used for any new worlds created and we strongly recommend players to create new worlds to get the full experience the game has to offer both during the 1.0 launch and moving forward.
- Old worlds can still be played as of now but are not intended to be supported long term. Following are the more significant improvements new worlds will offer:
- New worlds are no longer infinite, and even the outer biomes will have a maximal extent.
- This makes the world more dense with content and makes exploration more rewarding. It also allows the world to be more easily expanded with new areas in future updates.
- New worlds are now created using a seed.
- Worlds created with the same seed will contain the same generated terrain, and boss arenas and unique items will appear in the same locations. The exact location of non-boss dungeons and custom scenes may differ even if the same seed is used
- When creating new worlds there is now a new world generation parameters option that gives players control over key features, such as the amount of water and ore that is generated, how chaotic the biomes should be, and more.
- This will allow players to tune the world to their preference but also to create interesting challenges, can you defeat a sea world?
- The world layout has been improved with more structured tunnels, rivers, chasms etc to create a more interesting journey through the world.
- The Hivemother statue has been replaced by a statue of Malugaz the Corrupted who is now the third story boss, while Hivemother has been changed into an optional boss.
- Along with this change the difficulty of Malugaz has been adjusted as well as the crafting options unlocked in the statues.
- Waypoints. These are a new method to teleport through the world. Can be occasionally found in key-locations.
- Along with all the new items we have also changed the stats on some of the old items such as equipment, weapons and food to utilize the new stats that come with the new mage and warlock playstyles.
- New enemy: Shrooman Brute. Located in the Dirt biome.
- Mining skill Self-mending alloy replaces Night vision
- Breaking a wall containing ore will replenish some durability of the mining tool.
- Gardening skill Feast for the eyes replaces Bottomless watercan
- Harvesting plants restores some hunger.
- The fishing minigame has been removed to make fishing a better experience. Stats related to the minigame have been changed to other fishing-related stats throughout the game. Opening the inventory will no longer disrupt fishing.
- Fishing skill Chewy Bait replaces Throwing Expert
- Bait has a chance of not being consumed when fishing.
- Fishing skill Anglers advantage has been changed to give increased chance of higher rarity fish to bite instead.
Graphics:
- Improved the visuals of The Core and the statues surrounding it.
- Improved the visuals for tree trunks.
- Improved the visuals of multiple hairstyles while a hat is equipped.
- Improved the visuals of seeds by adding a bit of color to them to make them more distinguishable.
- Improved the visuals of the character creation UI.
Balancing:
- Food buffs that have a duration of 5 minutes have generally been increased to 10 minutes.
- Increased the duration of Enrage Potion, Keen Potion and Unusual Potion to 1 min.
- The health and damage reduction on walls as well as the mining damage done by mining tools has been balanced throughout the game so that it generally takes fewer hits to destroy walls in order to make the game feel less grindy.
- Reduced the amount of hits required to max out the mining skill.
- Reduced the amount of catches required to max out the fishing skill.
- Changed starving and well fed buffs to no longer affect movement speed and the damage and max health conditions has been merged into one condition to make it more readable. Max health reduction from starving is also reduced to be less punishing.
- Increased the damage gained from the Taking a step back and Charging in talents.
- Reduced the values gained from the talents Meticulous miner and Poison coated weapons.
- Increased the value gained from the Not so picky talent to make it more balanced versus the Healthy diet talent.
- Increased the amount of materials and potions gained from chests throughout the world.
- Increased the visibility distance of ores on the Core Iris offhand since the talent with the same effect has been replaced.
- The drop chance for valuables that are common to find has been reduced throughout the whole game to avoid bloating the player inventory too much and also to increase the chance of finding useful items such as equipment or crafting materials.
- Nature and Mold Walls no longer drop any valuables or other loot to avoid bloating player inventory.
- Increased the drop chance of the Cipher Parchment from Igneous the Molten Mass.
- Adjusted several items in the game such as the Glow Tulip, the Scholar set and the Fireball Staff to use magic related stats instead.
- Some weapons projectiles now bounce a few times on walls, objects and creatures causing the projectiles to deal damage and then change direction instead of being destroyed.
- Sticky Stick projectiles now bounce up to 3 times.
- Galaxite Chakram projectiles now bounce up to 4 times.
- Throwing daggers have a windup attack that adds up to 10 bounces.
- Moved some of the crafting options between the Alchemy Table and Distillery Table to allow accessing Keen Potion earlier in the progression and to group together the explosives crafting options. Also adjusted the materials required for some of the potions.
- Increased attack speed overall on equipment and consumables to be a more competitive stat.
- Reduced charge up time of portals to be half of its previous duration.
- Recall idols now drop from more destructibles throughout the world.
- Buffed damage of all melee weapons to make them more competitive with range weapons.
- Slightly increased the minimum amount of items bosses are dropping.
- The stack size has been increased to 9999 per item slot.
- Reduced the amount of hits it takes to max out the melee skill.
- Reduced the amount of melee damage gained from the Miners equipment set bonus.
- Adjusted the durability of weapons and tools to better match their attack speed. An implication of this is that weapons and tools from old saves may become reinforced or not have full durability when starting the game after the update as they keep their current durability while the max durability has changed.
- Reduced amount of seeds dropped by destructibles in Azeos Wilderness and Desert of Beginnings.
- Increased amount of seeds dropped by enemies and crates in the Dirt biome.
Audio:
- Increased the volume of several ambient sounds.
- Changed the sound effect for harvesting crops.
- Improved audio for hitting explosive walls
Bug Fixes:
- The game now uses a server-authoritative networking model with client-side prediction. This solves a slew of multiplayer bugs, especially when multiple players with poor network connectivity interact with the same objects.
- Fixed a bug where the text from the Core speaking would sometimes appear behind objects adjacent to the core.
- Fixed an issue where the shortcuts window would not show the shortcuts correctly in Thai.
- Fixed a bug where quick moving non-helm items using shift click would appear in the wrong slot for a few seconds in Skeletons before being corrected.
- Fixed a bug where the A Good Life achievement would trigger for other players instead of the player feeding the cattle.
- Fixed a bug where Mold Tree received its own shadow when under ceiling light.
- Fixed a bug where certain objects (mostly pillars and other square, shadow-casting objects) appeared very dark when under ceiling light.
- Fixed a bug where boss damage reduction would have no effect on some projectiles shot by bosses.
- Fixed a bug where no error message was shown when a non-existing Game ID was provided.
- Fixed a bug where a Game ID that was too short caused an error.
- Hoed nature ground no longer appears on the map just like other hoed ground types.
- It is now possible to open cracked eggs by right-clicking on them in the hotbar.
- Fixed an issue where map markers would sometimes not be positioned on a pixel perfect position causing them to render a bit weird.
- Fixed an issue where the wrong colors on player clothes would be shown when eating a Spooky Pop Candy.
- Fixed an issue where enemies would sometimes attack murals with melody signs.
- Fixed an issue where breaking the Crystal Snail shell would not drop any ore in casual mode worlds.
- Fixed a bug where players could dodge and parry at the same time causing unexpected behavior. Parry now takes priority over dodge.
- Players are no longer stunned if parrying an attack that would otherwise stun the player.
- Fixed a bug where conditions on creatures would show up while hovering them in the players inventory while in creative mode.
- Conditions that are triggered when mining wall blocks such as the Pick and run! talent no longer triggers if 0 damage is dealt to the wall block.
- Fixed a bug that made some areas in the Wilderness spawn with normal tilled dirt ground instead of tilled grass.
- Fixed a multiplayer issue that happened when players would use rotated beds, causing them to look like they were sitting on the bed.
- Removed an evil stray pixel that was present in the Lava Rock Block sprite.
- Fixed a bug that would cause certain tiles to be visible through water in the Water Well and in the Mold Well.
Other:
- A loading indicator was added to the bottom right of the screen that appears whenever the game is loading.
- Credits have been updated.
- The wall category in creative mode has been renamed to block and the base building walls have been moved to the base building category.
- The craftable Skeleton decor now also has 2 slots like the Deceased Explorer.
- Added an inventory sort button to the players inventory UI.
- Players will now unlock the souls UI directly when talking to the Core after activating the statues and dont need to wait for the full dialogue to finish.
- Shrooman enemies no longer attack cattle.
- Added Ancient Coins to the creative mode under Other/Currency category.
- The scene containing the Thread of Fate is now guaranteed to spawn in the Desert biome for new worlds.
- Beach Blocks and Desert Blocks can now be put into the Glass Smelter.
- Implemented rumble on controllers to be triggered by several sources in the game.
- Items in the hotbar can now be used/consumed by right clicking on them.
- Made Glowbugs placeable on pits.
- Changed the tiles that the Grubzooka and Burnzooka can destroy.
- Ping value will show only the network round trip time to the host or server instead of the full processing and network delay.
- Reworked the pick-up system for a more stable animation when players pick up items.
- Added the option to show keyboard numbers on hotbar in the UI Settings.
- Fixed an issue with mod loading causing mods to fail and resulting in potential crashes.
- Fixed an issue where the user admin setting would sometimes be assigned incorrectly.
Happy August, Explorers! Can you believe its launch month already? Naturally, were ecstatic, and were loving the positive energy and excitement youre bringing to our community spaces. As we approach full launch, there are a couple of things we wanted to communicate with you about PC 1.0.
We Strongly Recommend Starting a New World
Weve been developing Core Keeper in PC Early Access for over two years now and it has been an incredible journey. We had so many ideas for the game and our amazing community provided so many incredible suggestions, that Core Keeper is looking bigger and better than we ever imagined. One of our more ambitious goals was to create a whole new world generation system so that players could influence the way their worlds look from the way biomes overlap, number of caverns, and ore density, all the way to things like how many rivers and lakes appear in the game. This brand-new system will also allow players to generate world seeds so that they can share their worlds with other players. New world generation is just one of a handful of new features that rely on mechanics that Early Access worlds will be unable to support. We appreciate that many of you have been playing in the same worlds for a very long time now, and weve done our best to ensure that players can still enter and enjoy their Early Access worlds once the game launches, but things like The Passage biome and some of the games new story content will only be available in worlds created at 1.0. Because of this, it is our recommendation that players start new worlds to access the full Core Keeper story, and for the full 1.0 experience.
Early Access Worlds Will Become Classic Worlds
As mentioned above, we know Early Access worlds hold a lot of meaning and fond memories for our community, which is why we want to keep these available to play at 1.0. To that end, Early Access worlds will be re-named Classic worlds and you will still be able to enter them and enjoy the Early Access sandbox experience, however it should be noted that these worlds will be considered unsupported from 1.0 onwards. In practical terms, this means that 1.0 worlds will be the main focus of development after full launch. For many of you, this is not your first experience with Early Access, and the opportunity to participate in and influence the development of a game offsets the risk of running into bugs or the possibility that your Early Access worlds might not be evergreen. Equally, we know the idea that your worlds will no longer be supported may come as a disappointment to some. Your continued support throughout Core Keepers development has been instrumental in getting the game where it is today and we hope the 1.0 version of the game and subsequent support will be just as magical to experience.
Weve Added Two New Combat Styles to Master at 1.0
Youve likely seen by now that there are two new combat styles coming to Core Keeper Warlock and Mage but we wanted to share a little more info about those with you. Both of these combat styles use our new magic system, which relies on a resource known as mana. Youll spot your blue mana bar in between your health and hunger bars and, just like your health and hunger, mana can be buffed by various things throughout the underground including crops like the Glow Tulip! Along with adding new armour and equipment relevant to the Mage and Warlock, weve also updated existing items in the game to work with mana, such as the Fireball Staff. These combat styles will come with new skills and talent trees in the form of Magic and Summoning. The Magic talent tree focuses on things like mana regeneration, barriers, and damage, whereas the Summoning talents focus on things like minion life, attack speed, crits, and so on. The community has been requesting magic for as long as we can remember, and this was something we were very excited to start working on. Weve been refining this system for around six months now to ensure it blends nicely with the rest of the game, and were looking forward to hearing what you think!
New Content Doesnt Stop at 1.0!
Weve mentioned this before across X and Discord, but we thought itd be helpful to make an official announcement about it. We will be continuing to add to Core Keeper after 1.0. Core Keeper is a sandbox game, so the adventure doesnt end once youve experienced the games main story arc, and it is our intention to build upon this wonderful underground world with new content, quality-of-life improvements, and more. Well have more information for you on exactly what our future plans are for the game once weve launched in 1.0, but we wanted to make it super clear that well be showing Core Keeper plenty of love after its full launch. In the meantime, theres plenty of exciting new content coming your way, and you can get an idea of what to expect at 1.0 by reading our content reveal post here.
Were Updating Multiplayer to Support PC Crossplay
Theres some cool, behind-the-scenes changes coming to Core Keeper around 1.0 that we wanted to share with you. Core Keeper currently uses a networking solution known as Steam Datagram Relay to support multiplayer. Well, were currently in the process of testing a new networking solution called PlayFab Party, which will enable multiplayer with friends playing on Microsoft Store, GOG, and Epic Games Store versions of the game. While PlayFab Party will be the default for multiplayer, Steam users will still be able to opt out and instead use the Steam Datagram Relay (which is currently in use) if they choose.
Help Us Test PlayFab Party!
Were currently still in the testing phase when it comes to PlayFab Party, and were looking for a small number of Explorers to help us stress test this solution before 1.0. If youd like to participate in testing, please follow the instructions below and report your feedback here. [olist]
Did we just enter 1.0 launch month? Yeah we did! We're beyond excited for PC 1.0 and can't wait for you to experience everything we've been working on. There's definitely a buzz in the community too...
Your Favourite Core Keeper Memories
In celebration of our approach to 1.0, we asked our community over on X what their favourite Core Keeper memories were and you did not disappoint! Here are some of the highlights we loved reading from you: "One of my favorite memories was when I found a whole bunch of critters who needed to rescued and realized I could get multiple of them to follow me all at once it was a long journey back to base (it was before the update with the box and leash) but it was 100% worth it!" - Lindie "I love your game so much! It brought so much joy & fun to my while I was home with broken bones. Hunting the pretty priest robes in the sunken sea and digging trenches for pretty fishing spots in the base I will never forget hyped to return for 1.0!!! " - Neny "I remember when I first entered Azeos' Wilderness I instantly knew it would be my favorite since I love lush green forest areas in games, plus the theme for this area is great too!" - SecretSigil "The OST, when i start playing i just fall in love with the soundtrack and when they add the instruments, i lost a lot of hours playing the ocarina" - VySh0 "When I first came across Ghorm, I was so surprised that I screamed" -
What Makes a Good Base?
Cool but controversial take from Wither503 who prefers their bases WITHOUT furniture! What do you think makes a good base in Core Keeper?
Seasonal Events
We're taking a trip down memory lane on X and looking back on key points in the Core Keeper timeline (we're feeling nostalgic, okay?). We had a handful of minor updates and seasonal events between the Desert of Beginnings and our last major update before 1.0, the Shimmering Frontier. From Valentine's to Christmas, our Anniversary update and Cherry Blossom event, which was your favourite?
Hive Mother Concept
The Hive Mother may have relinquished her statue at The Core, but she'll always hold a special place in our hearts as one of our earliest boss concepts!
Ecllpze Plays Core Keeper
We'll let the video speak for itself! [previewyoutube=Lo1RJCAZMi0;full][/previewyoutube]
Mamfroth Fan Concept by Owluane
Our amazing community member, Owlunae, shared this fan concept of a creature they're calling a Mamfroth! She told us that the Mamfroth would live in an ice/snow biome and its harvestable item would be its hair, which would work similarly to wool.
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
It's just under ONE MONTH until our 1.0 launch, Explorers! Tomorrow begins the actual 31-day countdown, and there's a real buzz amongst the community. We've shared some fun things with you this week and you've shared some of your incredible creations with us, so let's take a look.
Community Comments!
We've been asking our community questions about their Core Keeper experiences over on Discord, including their favourite Early-Access updates. This comment from Moonburn really stood out to us since The Sunken Sea was our first major update after our Early-Access launch! It definitely holds a special place in our hearts
M.Othman
Do you name your pets in #CoreKeeper? We like to come up with first and last names for ours! In fact (and for no particular reason ) we named this little guy Michael Othman...but he prefers to go by M. Othman
Mage & Warlock Info
We shared a little more info on the Mage and Warlock combat styles with our community this week. Whether you're going Mage or Warlock, you'll be using our brand-new magic system, which relies on a regenerable resource known as mana. The Mage combat style focuses on magic damage and mana regeneration whereas the Warlock style focuses on summoning! The Mage in this screenshot is wielding weapon known as the Arcane Staff!
WIN a Caveling Plushie
We're holding a giveaway over on X at the moment where you can comment for a chance to win your very own Caveling Plushie! All you have to do is make sure you're following us on X and then respond to this post, tagging a friend who you think would love Core Keeper. Make sure to read the Terms and Conditions, and we look forward to announcing a winner after the giveaway ends on August 4th!
Dawson's Shrooman Brute
Artist and community member, Dawson, has been sharing their pixel art over in the official Core Keeper Discord! This is their take on our new mob, the Shrooman Brute. We love this interpretation and think it's managed to retain some of the cuteness of the original design while still looking much more intimidating than your average Shrooman!
"CORE KEEPER New 1.0 Content Revealed!"
Jade PG CRAFTED has been playing Core Keeper throughout our Early Access launch, and this video takes us through all the new 1.0 content we've revealed so far. It also includes information on our recent Xbox Game Pass announcement. We're honoured to be one of Jade's favourite games, and we look forward to seeing more videos when we hit 1.0! [previewyoutube=OYbPHxHxA-M;full][/previewyoutube]
Clownin' Around with AniDen
Community member, AniDen, shared this harrowing piece of pixel art with us over on X. Whether you love clowns or find them absolutely terrifying, you've got to appreciate the effort it took to create this smiling face!
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
If anyone is counting down, it's just over 5 weeks until Core Keeper launches in 1.0! We're already so excited and can't imagine how we'll feel this time next month. There's been some pretty cool community activity this week, let's get into it!
Pugstorm Interview with Dakon the Mad
Fredrik and Julian sat down with Core Keeper Ambassador, Dakon the Mad, to discuss all things 1.0, lore, and more. We had such a blast chatting to Dakon and were impressed by his insightful questions. It was also a delight to get to talk about the history of the company (Radical Rabbit Stew, anyone?), our backgrounds and inspirations, and the future of Core Keeper. [previewyoutube=HlbCuL37fBo;full][/previewyoutube]
Light Traveling
Our super talented composer, Jonathan Geer, has been sharing piano renditions of some of the tracks he composed for Core Keeper over on X. We'll forever be impressed by the hard work and creativity he has put into the Core Keeper soundtrack, and getting to hear these slightly different versions is an extra treat that we feel very lucky to be able to share with you. We can't embed Jonathan's video here, as it was shared on X, but you can navigate to this link to watch it!
Core Keeper Controller Concept by POPeArt
Gaming artist, POPeArt created a mock-up of an Xbox controller with a Core Keeper design, which we just love. We think the concept is super cool and a great opportunity to remind people that Core Keeper is coming to Xbox Series S|X and Xbox One this year! We got some people asking when this was going on sale when we shared it on X, so we do want to be clear that this is a piece of fan art, not something we're collaborating on.
Moderator Applications Are Still Open
We're still accepting applications for Discord and Steam-Discussions moderators if that's something that interests you, Explorers! We've got an amazing community in both of these spaces and we're so grateful for all the support our amazing moderators offer us when it comes to keeping our spaces safe and enjoyable. Our current team is made up of wonderful people and we'd like to expand it with new members who want to make a positive impact on our community. If that sounds like you, then feel free to apply via this form.
1.0 Fan Art by Lem
Discord member, Lem, had a little skim of our content reveal trailer for things to draw and ended up sharing this amazing art with us!
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Happy second week of July, Explorers! Every week brings us one step closer to 1.0, and we're hard at work putting those finishing touches on the game. The ongoing positivity and support from our community is making the run up to our full launch even more special, so let's take a look at what we've been up to this week.
Core Keeper Features Tournament
We're still running the Core Keeper Features Tournament over on X, giving you the chance to have your say and let us know your favourite feature of the game. We started out the voting by pairing up 8 of our key features in a head-to-head battle: Exploration vs Farming, Crafting vs Base Building, Cooking vs Fishing, and Combat vs Skills / Talents. There were some clear-cut victors here, though it was very close between Crafting and Base Building! In the end, you voted Exploration, Base Building, Cooking, and Skills / Talents as your winners. The next round of the tournament saw Base Building and Cooking eliminated, leaving us with just two options to choose from and decide the ultimate feature. There's still time to vote, so head on over to this post and tell us which you prefer: Exploration vs Skills / Talents?
Shrooman Brute
Did we just reveal the name of the new mushroom enemy we showcased in our 1.0 content reveal trailer? We might have done . This big beauty is known as the Shrooman Brute. It's bigger and stronger than a regular Shrooman, but still somehow just as adorable.
Cooking Appreciation from Zombaekillz
X user, Zombaekillz, listed us in their top-three games that make her top list for cooking mechanics! We feel all warm and fuzzy inside reading such high praise, though we do agree that there's always room for more desserts.
Malugaz Fan Art
One of our Discord moderators, bklyn, shared this awesome Malugaz fan art with us, and we wanted to share it with the world. He is definitely looking extra corrupted here.
Owlunae's Daily Emote Countdown to 1.0
There's something seriously cool happening over in the Core Keeper Discord. Community member, Owlunae, is hosting a 50-day emote countdown where they'll be posting a suggestion for a new Discord emote every day until Core Keeper's 1.0 launch! Community members will then be able to vote with a reaction of or on each emote post to determine its fate of joining the official Core Keeper Discord. At the end of the project, the highest-voted emotes will be added to the Discord! Discord members can cast their votes HERE!
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Happy July, Explorers. This is the month before our launch month, which is incredibly exciting for us! We've got plenty of community updates to bring you, so sit back, relax, and let's jump right into it.
We Want Your Bug Feedback over on Discord!
We are so incredibly grateful to everyone who takes the time to report bugs using our bug-report form, and this should always be your first port of call. From time to time, however, there are bugs that we need a little more input on. Whether we're finding them challenging to re-create or we simply need more information, we wanted to be able to speak directly to the community and get your feedback. With that in mind, we've updated the bugs channel over in the official Core Keeper community Discord. You'll still be able to find the bug report form link in the pinned post, but you'll also see and be able to comment on posts from the Core Keeper dev team requesting input on specific bugs. You can access this channel and start commenting here. Oh, and don't worry if you don't see a bug you reported being spoken about here, the devs are aware of all bugs that have been reported and are prioritising them accordingly.
Caveling Plushies on Tour
We brought some adorable Caveling plushies with us to TwitchCon this year and some of them even found new homes! Big thanks to GhostArya for sharing this snap of her new best friend.
What're You Looking Forward to at 1.0?
We asked our community over on X which 1.0 features they're looking forward to the most, and they had a lot to say! "just waiting now played over 200 hours and want to see how the new stuff affects the old stuff" - Darkness Games "Summoner. I wish yall would let me play with it in the EA build right now " - realnickib "The world-gen features plus the minions have gotta be my fav new features. Plus I always look forward to seeing more great spritework!" - FigzBytes "Im just hyped to start a complete new world and where it leads me. I had so much fun with my current world - Im so excited for all the new stuff and how much fun it will be to explore all of it!" - Aminala
Take Part in the Core Keeper Features Tournament!
We thought it would be fun to run a little tournament over on X where you can let us know your favourite features in the game and vote for an ultimate champion! We have our predictions for the results, but we always love hearing from you, so make sure you cast your votes in the polls within this thread!
Picnic, Anyone?
Discord community member, fizzter, created this beautiful and vibrant picnic area framed by cherry trees. We just love how serene this setting looks and we want to know what you'd bring in your picnic baskets! We're thinking a Radiant Moon Sandwich and a Heart Berry Soda.
Zennle's Base Build
We really love the way Discord user, Zennle, has crafted a base around The Core. From the gorgeous trees to the beautiful way the lighting bursts in, even our CEO, Fredrik, commented on how tasteful it looks!
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
How are we approaching the end of June already? It feels like only yesterday we were announcing Core Keeper's 1.0 date. We hope everyone in the Northern Hemisphere is enjoying a warm summer, we know we are! Let's take a look at what we've been up to...
New Spaces in the Discord!
We've made some cool updates to the official Core Keeper Discord channel, including two new channels. Firstly, we created a new matchmaking forums to make it easier for users to organise multiplayer games. This has replaced the old matchmaking channel, which moved quite quickly and was easy to miss messages in. We hope the new tagging system in the forums will help users find multiplayer games that better align with their time zones. We've also added a new channel called "Coremmunity Comments" (can you tell that our community manager is a fan of puns?). This channel is designed to give community members a space to share their thoughts, feedback, and opinions on all kind of topics. From things to do with Core Keeper all the way to your favourite pizza toppings, join the server and have your say!
Slime Flavours
We'd never suggest that anybody attempt to eat a Slime...but we're also pretty sure that Orange Slimes would be orange flavoured. People in the comments on X had other ideas though, saying they thought orange would be anything from PUMPKIN all the way to honey flavour. We had votes for grape or blackberry flavour for purple Slimes, raspberry for Blue, and sour cherry or cinnamon for Red. We also had someone say that Magma Slimes would be Flamin' Hot Cheeto flavour, and we totally see it.
Passage Preview
We just can't get enough of seeing your reactions to our upcoming 1.0 content, especially our new end-game biome: The Passage. What do you think of this fun little screenshot?
Ask and You Shall Receive!
Someone on X asked us for a little more info on the "cute magic bats in the trailer", and we were happy to oblige! The bats are one of a type of creature known as "minions" that are part of the new magic system being added to Core Keeper at 1.0. Minions are summoned using tomes that draw upon an upcoming resource known as mana!
Minion x Pet Combo
Oh, and did we mention that you can have Minions and Pets active in Core Keeper?
Orange Artwork by Lem!
Our wonderful community member, Lem, was kind enough to share this awesome artwork with us over on Discord and X. The theme was orange, if you couldn't guess, and we can't get over how cute the Shrooman looks and how squishy the Slime is!
Colour-Splash Challenge Winners!
We held an extra-colourful building challenge on Discord recently, which had some amazing entries. Narrowing down the winners was a challenge within itself, and we're excited to share the winning entries with you. First up is "Cherry Waterlodge" by Balthromaw. An amazing example of the luscious plant life and otherworldly lighting in the game. Honestly, we just want to live in this base!
Next, we have "Colour Cove" by KKCrazy2013, combining elements of different biomes for maximum saturation!
And, finally, we thought the blue hues of this Crystal Base built by Boogeyman, Catastrofairy, and Socialist Viking paired wonderfully with the pinks of the cherry trees and painted glass bridges!
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Bug fixes:
- The automation system no longer causes significantly lower frame rate in very large worlds.
- Fixed dedicated server and client using the same file paths leading to problems when both were using mods.
- Fixed an issue where mobs could escape from enclosed spaces.
- Fixed an issue where traveling in a minecart next to a wall would cause the player to bounce around.
- Fixed an issue where dropped items would visually overshoot the player before being picked up.
- The movement speed reduction effect on the Sticky Stick no longer gets weaker when the stick is upgraded.
- Fixed an issue where adjacent wires visually did not connect correctly.
It's been a busy couple of weeks for us here at Pugstorm and Fireshine with the launch of our 1.0 content reveal trailer! We were thrilled to be a part of this year's PC Gaming Show and even more delighted to see such a great turn out of community members watching along with us in the Discord. Don't worry if you're just catching up, we're going to recap what's been going on.
Check Out Our 1.0 Content Reveal Trailer
We think you're gonna like this one, Explorers! [previewyoutube=L4IVUApXbXU;full][/previewyoutube]
Deep Dive into 1.0 Content
Are you hungry for a little more info on some of the awesome stuff from our 1.0 Content Reveal trailer? We've got your backs! You can learn more about what's coming in our full launch here.
How Do You Defeat Ghorm?
Over on X, we asked you how you tackled the mighty Ghorm and your responses did not disappoint. From using a switch to detonate a whole bunch of TnT to simply running in and hoping for the best, we loved reading your comments. Personally, we like the good, old fashioned spike-trap method!
PvP
You didn't think we'd do a 1.0 content reveal and then skimp on the screenshots, did you? Here's a little look at one of the many ways you might choose to go head-to-head with our upcoming PvP feature. Oh, and just as an FYI, PvP will be entirely optional and will be togglable from the pause menu. You'll be able to band together in teams or take an every-Explorer-for-themselves approach if you're feeling brave!
Mage & Warlock
Core Keeper is going to get a whole lot more magical at 1.0 with the addition of two new combat styles: Mage and Warlock! Will you wield the Mages staff to unleash powerful magic attacks or summon minions from ancient tomes to fight by your side as a mystical Warlock?
Colour Splash Challenge
We've got a new challenge for you over on Discord! We want to see all the creative ways you use colour when building bases in Core Keeper. From paintable items to naturally occurring flora, fauna, and features, there are so many different shades in the underground and lots of fun and unique ways to use them in your creations. Find out more here and take a look at some of our current entries below. We love this crystal base by Discord users Boogeyman, Catastofairy, and Socialist Viking who had the following to say... "The mystical beauty of crystals has always captivated us - everyone is fascinated by the play of light of these stones. It is almost unbelievable that shimmering, iridescent stones in all the colours of the rainbow are hidden deep under the ground. As if they were just waiting to be lifted into sunlight."
We're also big fans of this colourfully messy raceway by ilovebunnys444 who said... "Thanks to a lot of staff quitting their jobs The Lava Raceway has a colorful mess on it. but because it is June the colorful mess is here to stay! (please do not run over any living creatures on the track)."
This challenge ends on the 21st of June, so there's still time to submit your entries! Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
This is it, Explorers, the BIG one! Were thrilled to announce that our 1.0 content trailer has just aired as part of the PC Gaming Show, which means its time to take a closer look at all the wonderful things coming your way on August 27th. If you dont want to see or hear about anything coming at 1.0, look no further, because here comes Core Keepers 1.0 content reveal! [previewyoutube=L4IVUApXbXU;full][/previewyoutube]
New & Improved World Generation!
Expect lots more variety at 1.0 thanks to our new world generation system and world seed functionality! Thats right, you can now play with customisable parameters that determine each worlds features and share world seeds so that you can spawn the same types of worlds as your friends. Change settings such as ore density for a richer mining experience, create worlds filled with water, and turn up the chaos to influence the way biomes spawn in and overlap. These are just some of the world generation settings you can toggle to create unique underground landscapes.
Uncover the Secrets of the Core
Whether youve been piecing together the story of the underground in Early Access or this will be your first expedition, youll be able to experience the conclusion of Core Keepers main story arc at 1.0. Discover the mysteries hidden behind this strange artefact and find out the reason you were teleported to this subterranean world. Will your adventures conclude in triumph or anguish? Youll just have to wait and see. Dont forget that Core Keeper is a sandbox game, though, which means that theres plenty of fun to be had alongside the main storyline!
Player vs Playervs Playervs Player
This has been a HUGE request from the community since day one, and were pleased to report that well be introducing a PvP system at the 1.0 launch of Core Keeper. What does this mean? Well, it means that accidental bomb drops are no longer the only way you can kill your compatriots! Go head to head with other players to battle for dominion of the underground. Whether you band together in teams or prefer an every-Explorer-for-themselves approach, PvP will be togglable by the world admin from the games pause menu.
Welcome to The Passage
Deep within the underground, far, far from The Core, lies an eerie new endgame biome known as The Passage. Be warned, Explorers, this biome is not for the faint of heart. With threats around every corner, a primal new resource called Pandorium, and even more mysteries to uncover, The Passage will prove a challenge for even the most seasoned of adventurers. Full of hazardous flora and otherworldly fauna, youll want to make sure youre well prepared before venturing into this unforgiving biome.
Mage and Warlock Combat Styles
The underground just got a whole lot more magical thanks to the addition of the Mage and Warlock combat styles. Wield the Mages staff to unleash powerful magic attacks or summon minions from ancient tomes to fight by your side as a mighty Warlock. Get ready for two new skills in the form of magic and summoning, new armour and equipment, and a brand-new Mana resource to draw upon. Weve been wanting to introduce a magic system to Core Keeper for a long time now, and we know this is something youve been hungry for as well!
Bosses, Enemies, Equipment, Waypoints, Pets, and more!
Are we about to drop the most bosses weve ever dropped in a single Core Keeper update? You better believe it. We hope youve been honing your combat skills in our Battle Arenas, Explorers, because youre going to need them to take on Druidra, Cryodra, and Pyrdra the hydras of nature, ice, and lava. Dont worry though, were also introducing advanced new equipment to help improve your chances of survival, and well be making plenty of new additions to existing biomes in the form of new scenes, exciting discoveries, enemies, and more! Travelling through the underground is an adventure within itself, but we know how tough it can be to find yourself miles away from your base, especially early on in the game when youve yet to build a network of Portals. Which is why weve added a brand-new system of Waypoints to make exploration all the more enjoyable. Waypoints occur naturally in the underground and act as teleportation stations (that link up with each other and your own Portal networks) so that you can cover great distances in the blink of an eye. Speaking of travelling through the underground, no Explorer should have to go it alone. Luckily, youll find all sorts of cuddly companions on your adventures, from the loyal Subterrier to the squishy Slime Jrs. Well, youll soon have two adorable new pets to choose from and a brand-new breed of cattle. Befriend the Pheromoth and Snugglygrade and go awww when you stumble across friendly-looking Dodos roaming the underground. We could go on and on about all the new content coming in 1.0 (yes, theres more!), as well as bug fixes, performance optimisations, and quality-of-life touch ups, but well leave the rest of the discovery to you! Oh, and as a heads up while your current worlds will still be playable at 1.0, we do recommend starting a new world for the full 1.0 experience, as some of the new content wont be available in worlds created during Early Access. Thats everything from us, Explorers. We hope youre just as excited to get your hands on 1.0 as we are to launch it, and wed love to hear what you think about our content reveal over on Discord, X, and in the Steam discussions!
You might have noticed that weve been suspiciously quiet when it comes to revealing 1.0 content only sharing the teaser here and there across X and Steam. Well, theres been a reason for that! Weve got something very exciting coming up in this years PC Gaming Show and, trust us, you wont want to miss this. Premiering on Sunday the 9th of June at 9pm BST / 8pm UTC, this broadcast marks the PC Gaming Shows 10th anniversary, and were honoured to be a part of it. Were also really looking forward to seeing news and updates from our indie-developer peers across the industry. You can watch the event on YouTube and Twitch and enjoy an amazing showcase of new games and trailers.
Bookmark these links to tune in on YouTube here and Twitch here!
Naturally, were not going to reveal too much at this stage, but know that weve been planning away behind the scenes in order to bring you something worth waiting for. Were on the road to 1.0 and its full steam ahead, Explorers! Until then, make sure youre keeping up to date with all the latest Core Keeper news, info, and announcements over on X or our official Discord server.
- Fixed an issue where dropped items would disappear while being picked up by the player.
Bug Fixes:
- Fixed a long-standing bug where objects played their placement animation every time they loaded in.
- Increased spawn distance of several graphical objects, most notably furnaces, to avoid them suddenly appearing too close to the player.
- Fixed a bug that could cause the appearance of an Obsidian Wall in a scene from the Dirt biome.
- Fixed an issue that would allow for duplication of an Ancient Gemstone in a scene from the City dungeons.
- Fixed an issue that would spawn a table inside walls in a scene from the Clay biome.
- Fixed an error occurring when a large bomb explodes.
Performance:
- Reduced the update frequency of several common operations from 30 to 20 updates per second. This performance improvement is especially noticeable on devices that previously couldnt achieve stable 30 FPS, and it also reduces the CPU load on dedicated servers by a third.
- Reworked part of the tile map update to be more efficient in general and also to do more work off the main thread, improving performance when the player moves around.
- Several improvements to the dungeon generation systems, including a complete rewrite of the algorithms used to place paths connecting different rooms. This reduces lag spikes when exploring the world, especially when encountering large boss dungeons for the first time.
- Removed several sources of memory reallocations when worlds were loaded from or written to files. These improvements both reduce lag spikes when doing autosaves, and they also remove potential increases in memory usage during long play sessions in large game worlds.
- Cache various object position values instead of looking them up every frame.
- Several improvements to how object data lookup is performed.
- Object sprites used to be spawned as soon as the server deemed they were relevant to a connecting player. This was a frequent source of lag spikes, as large numbers of objects tended to get spawned in a single frame. When possible, spawns are now spread out over multiple frames.
- Disabled inventory slot animators completely when no animations are active. This is most noticeable when the main player inventory is open.
- Removed overly cautious object lifetime checks.
- Plant pots now only recompute the plant sprite state from scratch when the plant type changes, instead of every frame.
- Light emitted from the player is now merged into a single light source.
- Looking up tile data for a single position no longer requires all tile data for the surrounding area to be copied.
- Save files are now compressed directly in memory instead of while writing to file, reducing the memory usage while an autosave is in progress.
- Removed expensive string processing during custom scene loading.
- Shadow updates are no longer processed in areas that are being unloaded.
Other:
- The Hide in-game UI option is now reset to Off (i.e., the in-game UI is shown) every time the game is restarted.
We're closing in on the end of another month, Explorers, and this month has been a big one! We announced the date of our full launch and console release, and there's been a buzz in the community ever since. Let's take a look at what's been going on.
Core Keeper's 1.0 Release Trailer
Check out our 1.0 release date trailer below. We're going to be showing off much more 1.0 content soon, but there are definitely some little teasers in here if you keep an eye out. [previewyoutube=ga6q6vUluzE;full][/previewyoutube]
Malugaz Lore
Did you know that Malugaz is a collector of rare and valuable items, and he isn't above stealing from other creatures living in the underground...
Something Looks Different About The Core...
Wow, the Core is looking extra mystical today, but is there something else going on? Hmm...
Can't Sleep?
Don't you just hate it when you lie down after a long day of defending your base and realise there are still enemies in the area?!
Ssh, He's Sleeping
Cavelings are so much less scary when they're asleep. They almost look cute!
Pixel Art Passion
We wanted to dedicate the community content portion of this wrap-up to the wonderful Explorers who won our recent pixel art challenge over in the official Core Keeper Discord! Please join us in saying a huge congratulations to...
Ryan Adamic
Ryan Adamic created this amazing pixel art Viking in a standard-mode, survival world without the use of mods (excluding placement plus). Ryan has said that this is by far their largest and most complex creation yet, taking tens of thousands of items to complete.
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Discord user, (), was kind enough to share a GIF of their pixel-art process. We love the vibrant colours and attention to detail in this one.
SnapDragon987
We're in cuteness overload right now! Who else wants to cuddle up with a Bambuck?
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Bug Fixes:
- Fixed objects disappearing over time. When moving away from an object and back again, the server could previously get in a state where it consistently failed to spawn the object again on the client.
Its finally time for us to announce the date for our 1.0 update and console launch. Early Access has been a fantastic experience so far for us as developers. Weve worked hard to listen to your incredible feedback and develop the kind of game you want to play, and its hard to believe were approaching the end of this period and moving into 1.0. We wont keep you in suspense. Here it is, Explorers, we hope youre as excited as we are [previewyoutube=ga6q6vUluzE;full][/previewyoutube]
Core Keeper will be launching into 1.0 and on console on August 27th, 2024!
Our 1.0 launch will feature a MAJOR update with new content, features, and quality of life improvements. Without spoiling too much, you can expect all kinds of excitement, including new and unique ways to play and ways to customise your game. We dont know about you, but everything suddenly feels very real right now! Whether youre just starting on your underground adventure or youve been with us since day one, we cant thank you enough for joining us on this amazing journey. Were thrilled to be bringing you the full Core Keeper experience soon, and we cant wait for you to find out all the little details weve been saving for 1.0 - Sven Thole, Pugstorm COO.
Tell Us More About Whats Coming in 1.0!
Youve probably noticed that weve been a little secretive when it comes to revealing 1.0 content, and thats because weve got something cool coming up. In true teaser fashion, we cant reveal what this is yet, but we can let you know that well be bringing you a much closer look at whats coming in 1.0 soon. Youll have to hang on until then, Explorers, but we promise itll be worth the wait.
Summer Update Details
Those of you following our roadmap will recall that weve got one last update coming before we launch in 1.0. Our Summer Update was originally positioned as a minor update, which usually means a little bit of new content to play with. After a lot of careful consideration and, of course, taking a good long look at community feedback we wanted to work on what matters to you, so weve decided to reformat this update slightly. Well still be releasing our Summer update, but this will now focus on performance and bug fixes to ensure the game is in as enjoyable a state as possible ahead of its full launch. That isnt to say that we wont continue to work on optimisations between the Summer Update and 1.0, just that we have heard your comments and feedback across all of our channels and we agree that we should be making playability a priority right now. Oh, and dont worry, the new playable content that we had planned for the Summer update hasnt been scrapped; this is now coming with our 1.0 launch so you can experience it at its best. Thats everything from us for now, Explorers! Were beyond excited to finally be able to begin our 1.0 countdown. Keep an eye out for more news, information, and announcements from us here on Steam, over in the official Core Keeper community Discord, and on X! P.S.
Another month has gone by, which means we're creeping closer and closer to our 1.0 launch. While we've not announced an exact date for this yet, we can tell you that it is coming Summer 2024, which is very exciting and we're having a lot of fun working on brand-new content for 1.0. While we're putting all our energy into development, here's what's happening community side!
Which Is Your Favourite Pet?
There are 9 different types of pet in Core Keeper, from the loyal Subterrier all the way to the scorching Jr. Lava Slime! Which is your favourite? [previewyoutube=80LUeXTbWdk;full][/previewyoutube]
How Many of You Use Mods?
We asked our community on X whether or not they used mods when playing Core Keeper. Most didn't use mods, but it was a near-even split!
Community Feature Fun!
We also asked our community on X what they would add to the game if they could add just one new feature. It was amazing to go through the replies and see such creative suggestions. We had recommendations for things like diving, fish tanks, more info on the story and lore of the game, new pets, new biomes, and more. We're not at a point where we can reveal anything for 1.0 or make guarantees about community suggestions, but we always value hearing from the community.
Magic Mirror Standing Tall...
...who has the most achievements of them all? Well, it could be you if you know what you're doing to complete the Impersonator Syndrome achievement!
Building Challenges!
We've just launched another building challenge over in the Core Keeper Discord! This one is all about creating pixel art in the map and you've got two whole weeks to get your entries in. You can find details of this challenge in our community events channel.
Fishing Zones
Discord user, Ryan Adamic, recently added these awesome fishing zones to their base to make fishing more aesthetically enjoyable. It's really cool to see bits of different biomes in such close proximity!
Caveling Minigunner
Coding Golem's Caveling Minigunner art concept is exactly the kind of thing you would NOT want to run into in Azeos' Wilderness. "Imagine getting caught in a snare plant and this guy pulls up! I'd love to see this guy revving his minigun before blasting at everything he sees." - Coding Golem
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
It's the last community wrap-up of April, which means we're well into spring now! We had both our Easter seasonal event and our Cherry Blossom seasonal event this month, making for a busy time in the underground.
Sayonara Scene Makers!
Our Scene Makers open community project closed at 22:59 UTC on Monday the 22nd of April with hundreds upon hundreds of entries. We hope everybody who participated had fun and we're already making our way through your submissions. It's going to be hard to narrow it down to around 50 to include in the 1.0 version of the game!
Desert Concepts
We shared this awesome Desert of Beginnings concept art, created by Julian (our Lead Artist!). As you can see, almost everything here made the final cut in one way or another. How much of the Desert have you uncovered, Explorers?
Screenshot Comparison
We found an old screenshot we took that's over two years old and we thought it would be fun to re-create it in the latest build of the game. We've made some big changes since we first entered into Early Access, including lighting updates, new content, and revamps of existing content (notice the Decorative Torches?). The first image is from around the beginning of 2022, and the one below it was taken last week!
Sorry Snail!
Sometimes, we accidentally say the most unhinged stuff when playing Core Keeper. Our community manager, Bridie, found themself shouting "It's only prolonging the inevitable by running!" when mining ore from this Crystal Snail the other day. Not their proudest moment. What are some of the strangest things you've shouted playing Core Keeper?
Chess Keeper
Discord user, RustyDios, created this amazing chess board inspired by a post in the feedback and suggestions forums on our Discord! Golden food is white, normal food is black, and here's a little breakdown of the individual pieces:
- Carrock Rooks
- Heart Berry Horses
- Bomb Pepper Bishops
- Grumpkin Kings
- Lunacorn Queens
- Glow Tulip Pawns
Big Larva Fan Art
We absolutely LOVE this Big Larva art by Discord user, Xiapher. From the way the goo drips off of it all the way to the lighting from underneath!
Time to Call it a Night
Ahh, this screenshot from Discord user, aNerdyNotioneer, is giving cozy forest vibes for sure. Sometimes, the simple things in life (and a Shrooman Cap) are all you need!
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
We're already flying through April and that means we're coming towards the end of our Scene Makers open community project and inching ever closer to our 1.0 release. We've not announced an exact date yet, but you can expect our 1.0 and console launch in Summer 2024, so keep an eye out for info and updates!
Three More Days of Scene Makers!
Scene Makers is closing at 22.59 UTC on April 22nd; don't leave it to the last minute to submit those entries, Explorers! Remember, we'll be picking at least 50 of your submissions to appear in the 1.0 version of the game, and we're aiming to include qualifying creator (or team) names in the Core Keeper credits. For more information on scene makers, including details on how to submit, click here!
Atmospheric Railway
This railway scene is a fun example of how the right lighting can create a sense of atmosphere and lead your eyes to points of interest.
1.0 Teaser
Remember our Lunar New Year seasonal event trailer? Well, you might have spotted this exciting 1.0 teaser that we snuck in there! What is this mysterious creature? Is it friend or foe? And did you know that it's actually a hybrid of 2D and 3D animation?!
Galaxite Bolders
If you're wandering through The Desert of Beginnings, you might just stumble upon this trio of Galaxite boulders! Don't worry if you've not got a drill to hand, though, there's a little Galaxite ore in the surrounding walls too.
Vondikall's Smelter Setup
Discord user, vondikall, was kind enough to share their smelter setup with us! It starts with conveyor belts connected to ore boulders all over the world The drilled ore then travels along the belts and through smelters so that the chests at their base fill with finished bars. Pretty impressive!
Love of Automation
It's an automation-themed week! Discord user, RustyDios, has just discovered the joys of automation in Core Keeper and now they're wondering why they ever did anything by hand.
Desert Skylights
Check out this awesome fan art from Scribblin! This idea came to them when they were roaming through The Desert of Beginnings and thought "if we could just look up in the desert...I wonder what we'd see?"
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Howdy there, Explorers, we hope you're having a great week so far and that you're looking forward to the weekend. We went straight from our Egg Hunt seasonal event straight into our Cherry Blossom event, welcoming in the warmer weather and longer days of spring! Let's see what the Core Keeper community has been up to.
The Scene Makers Deadline is Approaching!
Our Scene Makers community project is approaching its deadline! Don't worry, there's still just over a week to go, but we know that Explorers aiming to work on bigger submissions will appreciate this little reminder. If you've got a creation you'd like to see in the 1.0 version of Core Keeper, take a look at our Scene Makers rules and criteria and submit here!
Did You Know That We Have an Instagram?
That's right, we have our very own Instagram channel! It's a little new, so we'd love for you to give us a follow; especially if you think you need more pretty screenshots like this on your timeline
Map Concept Art
Check out this early piece of Core Keeper map concept art! We've definitely expanded, added to, and polished the map design since we whipped this image up, but it's always nice to look back on where you started.
Building Challenges!
We've been hosting some fun building challenges over on our Discord! From small scenes, to challenges focused on Caveling Lore or the Molten Quarry, we've had some awesome submissions so far that we're excited to share the winning entries from!
By Huabun
By PK_PVP_
By Owlunae
By
By KKCrazy2013
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Hey Explorers and welcome to a very special community wrap-up! This week, we're celebrating our exciting Scene Makers community project, all the awesome activity we've been running, and the amazing efforts we've seen from you!
We're Still Taking Submissions for Scene Makers!
There's still plenty of time to submit your scenes for our Scene Makers open community project. The deadline is 22.59 UTC on April 22nd, and we've already had hundreds of entries that have completely blown us away! Remember, we'll be selecting at least 50 of your entries to make it into the 1.0 version of the game and giving you the chance to get your names in the Core Keeper credits! Find out more about the project and how to submit here.
Molten Quarry Scene
Here's a late-game scene that's sure to excite upon discovery. Just who is responsible for leaving all this old mining equipment behind? There are plenty of scenes like this in Core Keeper that make you think about the lore of the world, and we love hearing your speculations over in the lore channel on the official Core Keeper Discord!
Sunken Scene!
Here's a scene you may have stumbled upon in the Sunken Sea biome! Just who set up this camp and how long has it been abandoned?
Caveling Camp Scene
This scene was designed by imagining what a Caveling tribe might create with the resources available in their environment specifically in the Clay Caves!
Scene Makers Inspiration & F.A.Qs
Find out more about the inspiration behind our Scene Makers project and answers to some of your F.A.Qs here!
Building Challenges!
We recently opened a brand-new channel on the Core Keeper Discord where our community team is setting regular building challenges for Explorers to inspire creativity for the Scene Makers project. Scenes created as part of these challenges are vetted by the community team for the prize of the Base Master role, but this doesn't mean that they'll be appearing in the 1.0 version of the game. They'll still need to be submitted for Scene Makers via the JotForm before they're up for consideration! The first building challenge was a "Small Scene Challenge" where Explorers were encouraged to create scenes between 5x5 and 10x10 in game tiles. Here are the three winning entries chosen by our community management team.
Azeos' Wilderness Scene by Owlu, Sunny Owlux Enthusiast
Overgrown Grove by Huabun
Shimmering Frontier Research Lab by PK_PVP_
Sweet Potato's Sunken Sea!
Discord user, Sweet Potato, was kind enough to share one of their scenes with us. Here's what they had to say: "I've never done something like this but I thought this was cute (the line of water is supposed to represent a shoreline). It's supposed to be a little shoreline hut of a long dead fisherman in the Sunken Sea."
Dubby's Mushroom Manor
Discord user, Dubby, also shared their work with us. Check out this awesome Mushroom Manor, which they described as "a gathering spot for cavelings in a certain mushroom-oriented cult to do rituals and sacrifices in the name of fungus." Pretty darn creative!
Ivfivasu's Atlantean Worm Temple
Discord user, Ivfivasu, created an amazing scene that is meant to serve as a temple to the Atlantean Worm. "Although it's an optional boss, I think it's noteworthy and could be given more prominence as an ancient caveling civilization has certainly seen it. The entire scene is a ruin due to being in the way of our beloved Atlantean Worm."
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
We announced our Scene Makers open community project on Monday the 11th of March and, since then, weve had hundreds of entries! Were already going through your submissions, and were very impressed with what weve seen so far! If youre wondering what Scene Makers is, head on over to this post to find out more including information on rules and guidelines and how to submit. Weve had lots of questions about Scene Makers since we started the project from queries about what constitutes a scene all the way to people wondering how the scenes will fit into 1.0. So, we thought wed take a little time to today to talk to you about the inspiration behind Scene Makers and answer some of your F.A.Qs!
The Inspiration Behind Scene Makers
Scene Makers was an idea pitched by our community management and marketing teams. Were passionate about giving players the opportunity to influence the game, be that through feedback or suggestions, and weve been including your community-requested features since our Early Access launch. The inspiration for Scene Makers came from our desire to give players the opportunity to leave a lasting touch and be a part of Core Keeper history as we power up into a full 1.0 version of the game later this year. We wanted to do this through something fun and exciting that stood out as a more direct way for players to see their impact on the game. Thats when our community managers asked if it would be possible to showcase some of your amazing creations in the game itself and Scene Makers was born! Well be selecting at least 50 of your scenes to appear in the 1.0 version of Core Keeper, and you can expect to see community scenes of all shapes and sizes across the games many biomes. Weve got lots of exciting things in store for 1.0 that weve been working on and refining throughout the development process, and were excited for Scene Makers to serve as an addition to the amazing content weve got planned and the plethora of new scenes that we're developing on our side. Think of them as the cherry on top of our 1.0 sundae! Participation is totally optional, but were very happy to see so many of you getting stuck in. Because the scenes can only be created with content that already exists within the game, this is a real chance for our community to show off their creativity. Were taking submissions all the way until 22:59 UTC on April 22nd, so theres plenty of time for you to show us what youve got! If youve got some cool ideas and youre feeling creative, why not make a scene?
Frequently Asked Questions
Can I submit more than one scene?
Yes you can. Feel free to submit as many scenes as you like, but remember that scenes will be judged on quality NOT quantity. More submissions doesnt necessarily mean a higher chance of seeing your scenes in game. Wed always recommend submitting fewer scenes with lots of thought put into them than submitting multiple scenes that are less thought out.
Will you accept scenes built by more than one person?
Yes, we will happily accept scenes that have been created by groups of people! Please note that, when it comes to including names in the credits, we are limited to 2x per submission. Because of this, we recommend submitting your scene under a team name for groups of 3x or more.
Is my name guaranteed to appear in the Core Keeper credits?
We will only be including names from submissions that we have selected to appear in 1.0 and we reserve the right to edit or omit names submitted for the credits at our discretion. This is due to Core Keeper being an all-ages game, and content within the credits needs to reflect this. For the best chance of your name appearing as intended, please avoid submitting anything inappropriate. Its also important to note that we are only able to accept 2x names per submission. If you are working as a team, we recommend submitting a team name.
Can I use mods to make my scene?
No. Please do not use any mods when creating your scene. We are unable to accept scenes that are created using mods.
Are there any limits on the size of my scene?
Scenes are measured by the number of in-game tiles they occupy, and we welcome scenes that occupy spaces of up to 5x5, 10x10, and 20x20. We will also be accepting some scenes of up to 40x40 and 60x60 if you want to go a bit bigger.
Are there any limitations to the world my scene is built in?
You are free to create your scenes in any world type, whether thats standard, hardcore, casual, or creative.
Ive found a way to spawn in an item that isnt available in creative mode but does exist in the game, can I use that in my scene?
We would advise against this. When creating a scene in creative mode, we ask that you only use the items available in the creative mode menu. You are allowed to build scenes around content that has naturally spawned in a standard, hardcore, or casual world, but we ask that you do not spawn these items in yourself. This is to ensure that the scenes content is correct within the context of the world if it is selected for inclusion in 1.0.
Can I build my scene in sub-biomes like the Mold Dungeon or the Molten Quarry?
Yes! We welcome scenes in all biomes, including sub-biomes like the Mold Dungeon and the Molten Quarry. When you submit your scene via the Jotform, please select the biome that the sub-biome appears in, i.e., Azeos Wilderness for the Mold Dungeon and The Desert of Beginnings for the Molten Quarry.
I had a cool idea for a scene that uses a custom item/feature that isnt in the game, can I mod this in or leave a note for the devs to add it?
While we love how creative our community can be, we are only accepting submissions for Scene Makers that include items/features that can be achieved in Core Keeper without additional input from the developers. We will be unable to consider scenes that use modded content or are built with the intention of us adding a new and/or custom item or feature.
Can I use items from existing scenes in my scene, such as the Amber Boulder or the Beached Caveling Ship?
So long as you are not modding the game in any way to spawn these in, there is nothing to stop you building your scenes around such items. However, its important to note that we will be prioritising the inclusion of scenes that are unique and notably distinct from scenes that already exist in the game. Using an item or feature that is already the focal point of an existing scene may put you at a disadvantage.
Im worried about other people copying my ideas!
As outlined in the submission rules, we are unable to moderate accusations of plagiarism/copied content. If you are worried about someone copying your work, we advise you not to share screenshots or discuss your ideas on public platforms.
It has been a BUSY week for the Core Keeper community! We launched Scene Makers, our brand-new open community project, and it's been an joy to see you all get stuck in. With that in mind, we're gonna jump right into the community wrap-up!
Let's Make a Scene!
We're very excited to be giving you awesome folk the chance to become a part of Core Keeper's history and put your stamp on the game ahead of 1.0 by submitting your scenes for our new open community project. FInd out more here.
Birthday Celebrations
We recently celebrated our 2nd anniversary and it's been one non-stop party in the underground! Dress code: casual.
Heading to Work
(Our job is beach!)
Death by Cuteness
This unlucky Explorer is learning first hand that there is such a thing as cuteness overload!
Aminala's Base
Twitter user, @Aminala_ttv, asked us for more decorative items in 1.0. We think their base looks pretty darn great already, but we'll take that feedback on board! Thanks for sharing your creativity with us Aminala.
Dandrake's Scenes
Discord user, Dandrake, was kind enough to let us share some of their creations for Scene Makers! We think these are awesome examples of what a community scene might look like in Core Keeper. Thanks, Dandrake!
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Bug Fixes:
- Fixed a bug where all keys would always show as pressed in the musical instrument UI.
- Fixed a bug that prevented interactions with large objects like the broken cryo pods.
- Fixed a bug where tile cracks would appear in incorrect positions.
- Fixed dll files included with mods not being loaded properly.
- Changed mod loader to wait calling mod initialization callbacks until all mods are loaded.
- Fixed a bug where moving nearby the core would sporadically cause particle effects to play as if the roots covering the core had been broken.
- Fixed a bug where lava would turn dark when placing some bridges on top of it (mostly visible with Glass Bridges and Metal Grates).
- Fixed a bug where objects like kelp in water would break while having a bridge on top of it.
- Fixed a bug where enemies would not take radioactive damage.
- Fixed an issue that allowed the player to place decorations on a thin glass wall.
- Fixed an issue which was showing the pale and dark blue kelp as a valuable and not as a snack in the creative mode UI.
- Fixed an issue where the Core Relief Tile from Metropolis could be hoed.
- Fixed the description of the "Rot Fish" item so it matches the triggered effect on consumption (reducing current health by 22).
- Fixed a bug where painted signs would get the wrong color sometimes after adding/removing text on them.
- Fixed an issue where elements of the player's UI were not hidden properly when using the toggle in-game UI functionality.
- Fixed message indicating pending mod changes not showing when no mods are loaded.
- Added an extra check to avoid generating very long paths as a stop-gap solution for the bug where the game generates stretches of the wrong biome where it really shouldnt.
- Dont show the mod warnings a second time when exiting to the main menu from a game session.
Performance:
- Reduced frequency of the system that detects habitable rooms.
- Removed an instance where the main thread would wait for a networking-related worker thread job to complete.
Other:
- Made an internal change to allow mods to override object properties.
- Fixed a bug where many light sources, most notably torches, would get completely disabled on low light quality settings.
Whether youve been with us since day one of Early Access or youre a brand-new Explorer on their first adventure in the underground, were inviting you to take part in Scene Makers, Core Keepers biggest open community project
We Want to Include YOUR Scenes in 1.0!
Were very excited about Core Keepers 1.0 launch in Summer 2024, and weve been hard at work on all sorts of new content! Its no secret that weve always done our best to involve the community as much as possible throughout Core Keepers development, from listening to your feedback and suggestions all the way to including community requested features in the game. As we approach full launch, we wanted to give you another way to put your stamp on Core Keeper by creating your very own scenes for 1.0. This is your chance to become a part of Core Keepers history by collaborating with us to shape the future of the game. Anyone is welcome to take part as a scene maker, well be choosing at least 50 of our favourites to appear in the game, and were aiming to include qualifying scene-creator or team names in the Core Keeper credits!
What Is a Scene?
A scene is a unique area within a Core Keeper world that stands out within a particular biome. Some scenes include useful objects or treasures, some tell a story or provide clues to the lore of the game, others are hidden behind puzzles or doors. Check out this example of a scene below!
What Were Looking For
Were looking for lots of different types of scenes across all of Core Keepers current biomes. We want to keep this project as open as possible so that youre only limited by your imaginationsand a couple of specifications well outline below! IMPORTANT: This is just a short overview of the kind of thing were looking for please make sure to read the full rules and guidelines outlined on the submission form before you start building your scenes. Scene Sizes: Mainly 20x20, 10x10, and 5x5, but we will include some 60x60 and 40x40 scenes. Please note that scenes are measured by the number of tiles they occupy in game. Environmental Story Telling: Creators are encouraged to build scenes that contain environmental story telling. For example, a pond with fishing spots near some tents and a fishing net, as this implies that someone else has been there already. Game Progression in Mind: We ask that creators keep the games natural progression in mind when building scenes, especially scenes that contain reward items or other valuables. For example, wed discourage building a scene in the Dirt Biome that has a high-level item such as the Rune Song in it, as this could majorly impact a players progression in the game. Scenes Not Bases: Were after scenes that look as though theyd fit naturally into the world of Core Keeper, not fully built bases.
Read the Rules & Submit Your Scenes Here
To take part in Core Keepers biggest open community project, all you have to do is submit your scene/s (and read the rules) here.
Submissions are open as of right now and close on the 22nd of April 2024.
Weve said it twice now, but well say it again, please make sure to familiarise yourself with the rules and submission guidelines at the URL above before you start building your scenes. Were looking to include at least 50 community-created scenes in the game and we have some very important guidelines about scene specifications, working as teams, and how names will appear in the Core Keeper credits. Scenes that do not adhere to the rules and guidelines will not qualify for consideration.
Were Looking Forward to Seeing Your Scenes!
Theres no doubt in our minds that this will go down in history as one of Core Keepers biggest open community projects, and were extremely excited to see just how creative our scene makers can be. We hope you have fun making your very own scenes while were working on our very own content, features, and surprises for 1.0! https://fireshinegames.jotform.com/240245052811950
Happy birthday to us and happy Language Update day too! It's a very cool week for us and the community, so let's take a look at what we've been up to.
It's Our 2nd Anniversary!
Time sure does fly when you're developing a game you love. We're super excited to be celebrating our 2nd anniversary today, and it feels surreal to think about the fact that we're entering 1.0 later this year. We could go on and on about how grateful we are for the support of our amazing community, but you must be tired of hearing that by now (we can't help it, we love you!) So, instead, we'll just say that today really is a day for celebration!
Don't Panic!
When fighting Azeos, it's important to keep a clear head and not to let fear get the best of you...and to avoid those thunder beams. Always avoid the thunder beams.
Sounds of The Shimmering Frontier
Why not sit back with a nice warm drink and take it easy this weekend listening to the magical music from the Shimmering Frontier? [previewyoutube=vMSqhbRpeZU;full][/previewyoutube]
Shimmering Frontier Concepts!
Speaking of the Shimmering Frontier, check out this concept art from our fantastic Lead Artist, Julian! You'll surely recognise the Lucent Oak and the ore boulder, but some of the plant designs didn't quite make the final cut.
Placement Plus
We wanted to highlight a mod our community loves this week! Make sure you check out kremnev8a's Placement Plus mod, which allows Explorers to place items and dig in grids of up to 7x7 (amongst other things!).
Link's Awakening in Core Keeper!
YouTuber, Nelson TheAwesome, has created an awesome build showcasing the entire map of Link's Awakening in Core Keeper's Creative Mode! Thanks for sharing your awesome work with us! [previewyoutube=IwAcij4voTs;full][/previewyoutube] Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Good news, Explorers! Weve just dropped our Language Update, which means Core Keeper is now playable in French, Italian, Traditional Chinese, and Brazilian Portuguese. Weve also included some bug fixes and improvements with this one that we hope will enhance your gameplay experience. These include updates to mod support by introducing notifications for mismatches between the game version and the version supported by mods, as well as performance changes that improve efficiency when it comes to data caching and memory allocation. For a full list of whats new, check out our patch notes here.
Your Requests Matter!
It always feels good to be able to offer a game to a whole new group of people, and your requests are incredibly helpful when it comes to making localisation decisions for Core Keeper. We had lots of community feedback across our social channels that helped inform this update, plus a little behind-the-scenes insight into whos playing Core Keeper thanks to Steam! Theres no doubt that there was a high demand for us to add these languages to the game, and were very happy to have been able to make these additions on the road to 1.0. Were still listening out for your requests, so if theres a language youd like to see Core Keeper in, then we encourage you to make some noise! You can tell us over on X, Discord, or in the Steam Discussions.
Happy Birthday Core Keeper!
Today is a very special day for us because it also happens to be our second birthday! Thats right, Core Keeper launched in Early Access on March 8th, 2022. Its been an amazing journey so far, and its not over yet. Were working hard on our 1.0 release and we cant wait to bring this to you in Summer 2024. Until then, you can enjoy Core Keepers Anniversary seasonal event. Grab a delicious and nutritious (*cough*one-timepermenanthealthboost*cough*) Anniversary Cake from the Seasonal Merchant, along with some Party Hats, and gather your friends for a little jam sesh using our Happy Birthday Sheet Music! Of course, seasonal events can be toggled or turned off entirely in the Gameplay Settings menu if youre not really a birthday person.
Thank You for Another Awesome Year
Its been another fantastic year for Core Keeper and we wanted to sign off by saying a huge thank you to our amazing community. Whether youre brand-new to the underground or youve been with us since the beginning, we couldnt be happier to be celebrating our birthday with you, Explorers.
Key Features:
- New languages added to the game
- French
- Italian
- Brazilian Portuguese
- Chinese (Traditional)
Bug Fixes:
- Fixed an issue where a rock in the Desert of Beginnings showing drawings of Hunters would be invisible.
- Fixed a bug where the Core would appear on the map while in creative mode.
- Fixed an issue with the Materializer always playing spawn effects when entering the screen if any enemy spawned from it was active.
- Fixed a bug where Shroomans would not fully play their bump animation when hitting a player.
- Fixed an issue where the shortcuts window would sometimes go outside the screen in certain languages.
- If the player exits the game while dying or teleporting using a recall idol, the game now waits for the player to spawn before exiting to avoid issues previously occurring in these cases.
- Players can no longer fish while the inventory is open.
- The fishing line tension bar now looks correct if the map UI is open while fishing.
- Fixed a bug where sometimes the wrong wire on the Alien Event Terminals would light up during the event.
- Fixed a bug where Alien Event Terminals could be destroyed with bombs after completing the event.
- Fixed the description of the Glass Piece in the Glass Smelter.
Performance:
- Store unchanging parameters once per object type instead of once per object, thereby reducing the in-memory size of many of our game objects. In addition to reducing the games memory footprint, this more compact memory layout also makes processing the objects for various tasks more efficient.
- Process health changes in a more efficient way by storing them in a central location instead of having it attached to each game object.
- Data specifically related to saving the world to disk is now only checked periodically and when a new save is pending, rather than in every frame.
- Gravestones and boss chests no longer recompute their appearance every frame.
- Disabled a large number of particle systems (most notably for torches) when the particle quality setting is set to low.
- Moved part of the recomputation of tile appearances to a worker thread.
- General statistics for the tile types close to the player are now computed once on a worker thread and reused instead of being computed from scratch multiple times per frame.
- Improved performance for computing ambient sounds and cache the result to reuse for multiple frames.
- Objects that the player can interact with now only update if the player is sufficiently close.
- Changed how graphical object updates are called to avoid calling objects that dont need to update.
- Many UI elements now cache the data they display and do not update unless this data has changed.
- Created dedicated shader for the health and hunger bars to make them more efficient to render.
- Some features related to mod support are now skipped when no mods are installed.
- Refactored several systems to use the more efficient ISystem types available in Unity Entities 1.0.
- Removed several sources of managed memory allocations.
- Improved how objects that are synchronized between client and server are created.
- Game objects are no longer disabled all at once, which avoids lag spikes when leaving areas containing large numbers of objects.
- The player animator no longer runs in an expensive separate animation pass.
Other:
- A mod that fails to load will now abort the entire mod loading process and show an error message to the player. The player can choose to disable the mod to get rid of the error.
- A mod which doesnt explicitly support the current version will not load by default. The player will be shown a message where they can choose to disable the mod or load the mod anyway.
- The text in the main menu indicating how many mods have been loaded has been improved to be less obtrusive and also to show if there are any pending changes in what mods are loaded.
- Pet names are now hidden as well when choosing to hide character names in the UI settings.
- Changed some text input fields to use the * character to hide the input.
Can anybody guess why March is our favourite month? It might have something to do with it being our birthday! That's right, Core Keeper is turning two on March 8th, so get your party hats ready, Explorers.
Bye-Bye, Valentine's
Our Valentine's Seasonal Event came to a close around the end of February, and we said farewell to a rose-dappled underground. Valentine's is always a fun event and, to see it off, we created this cute little Valentine's themed caf! If you didn't get a chance to play Core Keeper during the event, don't worry, you can switch it (and others) on at any time of year from the Gameplay Settings menu.
Birthday Countdown!
We're counting down the days until our second birthday, which is next Friday, and we just can't wait to get our party on!
Language Update Reminder
The next new update on our roadmap is set to be our Language Update, coming in Spring 2024! We'll be adding FOUR new playable languages to Core Keeper and, while we can't tell you what these are yet, we can tell you that your community requests have definitely had an impact!
"This Sandbox RPG is a Hidden Gem..." by Dxmonick
We had a lot of fun watching this video from Dxmonick. Follow him from his first day in the underground all the way up to his battle with Ra-Akar, summarised into just 12 minutes 34 seconds! Little bit of a content warning for our younger Explorers: This video does contain some swearing! [previewyoutube=TZSeS5PFOCo;full][/previewyoutube]
Update from Owlunae
The talented Owlunae has been kind enough to share an update on the world that we featured in last week's update! This is a closer look at their base and is actually 200 screenshots stitched together. We appreciate the time and effort that must have took, even with the World Snapshot Mod, Owlunae!
Alien Starship
Discord user, MadFoxArtz, showed us their interpretation of a Caveling Starship in Creative Mode! You can check out the full image set in this post on the official Core Keeper Discord.
That's all for this week, Explorers. Until next time, au revoir! Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Howdy, Explorers! This is the last community wrap-up of February. We can't believe how quickly 2024 is going, but that also means it'll feel like no time at all before we're at 1.0. Shall we see what's been going on in the community this week?
Random Acts of Kindness
According to the internet, it was Random Acts of Kindness Day on the 17th, and who are we to argue with the internet? To celebrate, we ran a giveaway on X asking you to tag a pal who you thought deserved a Core Keeper key. We had a tonne of responses and ended up giving 3x Steam keys away to our lucky winners!
Feelin' Cosy
We ran a little poll on X and Discord asking you if you thought Core Keeper was a cosy game. An overwhelming amount of you (58.8% on X, and 455 of you on Discord) thought Core Keeper was super cosy! 35.6% of you on X and 281 of you on Discord feel like it can be a cosy game depending on how you play it. However, just 5.5% of you on X and 27 of you on Discord weren't getting cosy vibes at all.
The Age-Old Question...
Which do you prefer, Embertails or Subterriers? Can't decide? Maybe this video will help you make up your mind! [previewyoutube=js_UV6xwYag;full][/previewyoutube]
Zaka's Stream Screenshots!
VTuber, Zaka, played Core Keeper with his pal MaiSecret and built some cool stuff, which they were kind enough to share with us on X!
Owlunae's Seasonal Map
Discord user, Owlunae, showed off this amazing seasonal map in the Core Keeper media forums. We're particularly fond of the adorable pumpkins for autumn!
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Happy Valentine's Week, Explorers! This week marks the end of our Lunar New Year event and the start of our two-week-long Valentine's event. We hope you'll enjoy the flower petals and love letters scattered throughout the underground this time of year. Of course, if that's not really your thing, you can toggle between or switch off Seasonal Events in the Gameplay Settings menu. Now, let's see what's been going on this week...
The Results Are In...
We asked you to share your thoughts about The Clay Caves with us across X and Discord, over 1,000 of you voted, and the results are in! The vast majority of you DO think the Clay Caves are gross, but you like them nonetheless! A lot of you thought they were creepy, but not really gross. However, a handful of you thought they were a little too gross to handle. It's the living walls, isn't it?
Amber Larva
We shared this cool screenshot of the Amber Larva scene from Core Keeper...and had a lot of comments from people asking us to add dinosaurs to the game! That's what we get for making a Jurassic Park reference.
We Love You!
We were feeling a little emotional this week and ended up writing a whole entire Steam post about how much we love our awesome community. What can we say? We're sentimental at heart! Read it here.
Love Is In the Air
Oops, looks like we interrupted two of our Caveling plushies out on a little date. Even creepy underground creatures like a candle-lit dinner every now and then.
Mod Highlight: Mob Farming
Materializers are late-game items that spawn in enemies for you to fight. Going head-to-head with these enemies is a great way to level up your skills, but they're different from regular mobs since they don't drop items...unless you've got the Mob Farming mod installed! The Mob Farming mod allows mobs spawned in using Materializers to drop loot, allowing you to farm items that you'd otherwise need to hunt for! Big thank you to Gameclaw for creating this handy mod.
Caveling City Concept Art
Using bat sprites made by Owlunae, and modified sprites from their own game, Discord user Romen spent hours creating this awesome Caveling City concept art. If we didn't know any better, we'd struggle to tell this apart from an unedited Core Keeper screenshot!
Japanese Temple
We're seriously blown away by this awesome Japanese Temple, created by Discord user Huabun in Core Keeper's Creative Mode! We wonder what secrets lie within those chests...
Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Bug Fixes:
- Fixed a bug where the Atlantean Worm would sometimes just keep moving in the north direction.
- Fixed correct materials to be gained when salvaging the Fang Necklace.
- Fixed an issue where Omoroth could be engaged before it was biting the bait.
- Fixed an issue where outlines of Go-Karts would sometimes be enabled when the player was not close to them.
- Fixed an issue where the Bambuck Kid would get stuck in its movement instead of playing its baah.
- Fixed an issue where the Bambuck would stand still for a longer duration than intended.
- Fixed an issue with Crystal Shard Club hitting a larger area than intended when charged up.
- Fixed an issue where Cattle movement would get stuck after breeding.
- Fixed an issue where Go-Karts would often not destroy roots in front of them while driving towards them.
- Fixed an issue where Merchants would restock their items when restarting a world.
- Pets and Cattle no longer block players from hitting Torches with their Mining Picks.
- Fixed a bug where some custom scene objects would not drop the intended loot.
- Fixed a bug where the Meadow sub-biome music did not play in Azeos Wilderness.
- Fixed a bug where walking through narrow tunnels in sub-biomes would repeatedly switch the music between sub-biome and main biome tracks.
- Loading a world with modded items stored in displays (e.g. on Pedestals) without the relevant mod installed no longer results in extremely low frame rates.
- Fixed an issue where Go-Kart tracks appeared behind the Go-Kart instead of underneath it.
- Fixed a case where a Timeout message was shown instead of the more correct Connection closed.
Were not sure if its because our Valentines seasonal event starts tomorrow or because weve been reflecting on our Core Keeper journey as we develop the 1.0 version of the game, but weve been feeling a little sentimental recently. Weve got such an amazing community and Core Keeper wouldnt be where it is today without your input and encouragement. We could spend all day listing the ways in which were grateful for our community, but our community manager [strike]demanded[/strike] recommended that we limit it to just four. So, without further ado, heres 4 things we love about the Core Keeper community!
1. Your Honesty
Its no secret that we work closely with our community when it comes to development decisions for Core Keeper. From implementing your feature requests all the way to bug fixes and balancing the games progression, your feedback has truly shaped the direction of the game. We really appreciate how open and willing our community is to communicate with us, and we do our best to take on board all of your suggestions so that we can build a game that youll love. One thing we really admire, however, is your honesty. When something isnt working for our community, we want to know, and we truly value the opportunity to hear both comments and criticisms of the game. Whether youre reaching out in the Steam Discussions, commenting on Twitter, or sharing your thoughts in the Feedback and Suggestions forums on Discord, we want to say a big thank you for offering your honest opinion on Core Keeper!
2. Your Creativity
Since Core Keepers Early Access launch in March 2022, weve had the immense pleasure of getting to see just how creative our community can be. Youve shared fan art, screenshots, music, live streams, walk-throughs, tutorials, opinion pieces, articles, reviews, and more with us over the years, and weve been blown away by just how much creativity youve put into content inspired by our game. Itd be impossible for us to share every single piece of fan work that we love, but we wanted to take a more active approach in showing our appreciation, which is why we started our Steam Community Wrap-Ups last year! We aim to share a new one every week, highlighting whats going on with Core Keeper and the awesome things our community has been up to, so keep an eye out.
3. Your Openness
As a game developer, you never know what your community is going to be like until it is established, and weve been so delighted to see how welcoming you are of each other in spaces like the Core Keeper Discord server. Many of you go out of your way to help each other and answer questions in the Steam Discussions, and we feel very lucky to have such an open community where new members are made to feel included. Of course, our fabulous moderation team has had to step in from time to time when discussions have gotten a little passionate (thats what moderators are for after all), but weve genuinely been impressed by how friendly our community is for the most part! We hope youll continue to welcome each other as we move forward from Early Access to 1.0 and beyond.
4. Your Support
Finally, we wanted to say a big thank you for all of your support. Your kind words, positivity, and encouragement have made it an absolute joy to develop Core Keeper. It means a lot to us to have you with us on this journey, and were very passionate about delivering lots of awesome new content for the 1.0 version of the game. Weve still got a handful of minor updates coming your way before we leave Early Access, including a language update (more on that soon!) and a summer update too. Until then, we want to wish you all a happy Valentines Day for tomorrow and remind you that seasonal events can be enjoyed at any time of year, toggled, or switched off completely from the Gameplay Settings menu. Okay, well stop being soppy now and get back to dev work!
Another week has flown by and we're settling into February quite nicely. You might have noticed a couple of patches and hotfixes addressing some of your community feedback recently. We want to say a big thank you to everybody who makes reports using our bug report form and submits their logs, as this gives us the most important information when it comes to addressing fixes for the game! Now, let's see what else we've been up to this week...
Celebrating the Lunar New Year in Style
We've been having lots of fun dressing up and decorating our bases with our new Lunar New Year seasonal event, but did you know there were some cool permanent additions to the game with this update too? Things like rotating planter boxes (which was a big community request!) and a substantial change to the way wall and ground tiles work. Find out more here.
Cattle & Pets Pokmon Types
We've been imagining what types some of our Cattle and Pets might be if they were Pokmon! Which six would you have in your party? We think Strolly Poly, Keple, Subterrier, Embertail, Owlux, and Slime Jr would make a fairly balanced team!
Guess the Fake Name!
We asked our followers over on X if you could guess which of the following were real early name concepts for Core Keeper, and which was the fake!
- Cave Keeper
- Nethervein
- Underminer
Base Building with Aminala!
Twitch Streamer, Aminala, shared some very cool screenshots from a recent Core Keeper stream with us. We're glad you've rediscovered your love of base building, Aminala, and we hope to see more streams from you in the future!
New Years Base
Community member, Him(TW), shared this fantastic Lunar New Year base featuring some of their favourite seasonal items, which we love!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Changelog:
- Fixed a crash after receiving an error from the Discord rich presence integration during play. This happens if Discord quits while playing Core Keeper, but we have also seen reports of some players getting other errors with the Discord connection, often during early startup. If you were having issues with not being able to start the game, then this might mean that Discord rich presence will not be working and well investigate these issues further. Right now we are stopping the Discord integration on any error to avoid potential worse issues like adverse impact on game performance.
Bugs:
- Fixed a minor error when interacting with the Seasonal Merchant the first time.
- Fixed the Valentine chest to not look like a Solarite chest.
- Fixed the icon of Dark Stone Ground to not use the block version. This only affects players who had Dark Stone Ground in their inventory from before, as newly mined tiles should drop the block version.
- Add missing Lunar New Year season category in creative mode.
- Fixed an issue where the hoe would not harvest plants if there was a Red Envelope on the same tile as the plant.
- Fixed an issue where the emissive parts of the Furnace, Smelter Kiln, Campfire and Cooking Pot would render in front of other objects.
- Fixed an issue where meadow and dungeon-specific music looped indefinitely once triggered.
- Fixed an issue where Bomb Scarabs would be scaled up sometimes.
- Fixed an issue where the player would not get any experience from walking.
- Fixed a bug where the player would get more experience from walking than intended.
- Fixed a crash after getting some specific errors when initializing the connection to Discord.
- Fixed a bug where hitting with a broken Flintlock Musket would still push back the player.
- Fixed a bug where the Seasonal Merchant would have white eyes when no season was active.
- Fixed a bug where pets gained twice the experience when fed with Pet Candy.
- Fixed errors and potential crashes when breaking Easter Egg Flower Pots.
- Fixed jerky movement for other players when using boats.
This February, we've got two fun seasonal events for you, Explorers! We're kicking the month off with our Lunar New Year update, which is running right up until midnight on February 13th. We then swap over for Valentine's on the 14th, which will run all the way up until the 28th, making for a busy month. In the meantime, let's take a look at what's been going on in the Core Keeper Community!
Lunar New Year!
We're a few days into this seasonal event now, and it's been a real joy to see you getting stuck in and creating wonderful bases with Paper Lanterns and Guardian Beast Statues! Remember, if seasonal events aren't your thing, you can always switch these off (or toggle between them!) in the Gameplay Settings menu.
Games in Sweden Festival!
There's still time to pick up Core Keeper at a whopping 40% discount in the Games in Sweden Festival! If you're new to Core Keeper or simply haven't heard, Pugstorm is a Swedish development studio born in 2018 in the charming city of Linkping. We've grown a lot since then and have team members all over the place, but we're certainly proud of our Swedish roots! Hurry, though, the festival ends on February 5th.
The Year Starts Again
Wow, we love this screenshot from Discord user . The focus on the Dragon Masks makes for a very stunning image. Happy Year of the Dragon, everyone!
Overgrown Temple
Discord user Huabun's Aztec-inspired temple and mountain scene is so beautiful and green that we just had to share it! We also love the use of the Guardian Beast Statues and the Cherry Trees!
Preparing for the Midas Banquet
Twifyre [115k/100k] has been busy again this week, working on exciting new creations in their game. This screenshot features a renovation to the Great Hall of their Sunken Sea base with plenty of rare and wonderful food!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
- Fixed Lunar season not triggering automatically based on date.
- Fixed object spawn on clients breaking when reaching the limit of maximum objects per type.
Our Lunar New Year update is now live! We hope youll have fun celebrating the Year of the Dragon in this seasonal event and minor content update.
Collect Lucky Coins from Red Envelopes found across the underground and trade those in at the Seasonal Merchant for awesome decorative items such as Guardian Lion Statues, Paper Lanterns, and the Dragon Mask Helm. Show off your play time, party size, and current biome with an all-new rich presence across Steam and Discord. Were also introducing a game-changer for your base building experience with updates to the way wall and floor tiles work.
Weve combined these two tiles into one smart tile (that changes depending on placement) to save on inventory space and streamline the building process. As of the Lunar New Year update, any wall tiles in your inventory will become combined wall/ground tiles. Ground tiles will remain the same as always in your inventory until placed out into the world, where theyll become combined wall/ground tiles when mined and picked back up again.
Check out our patch notes for a full list of whats available in this update. And, as always, wed love to see your seasonal bases and hear what you think of the update over on Discord, X, and here in the comments. Happy Lunar New Year, everyone.
Gameplay:
- Naturally spawned wall and ground tiles of the same type will now drop a shared block object instead when mined/dug up. This new type of block can be placed both as a ground and a wall tile depending on placement. These blocks will replace the natural walls that players have in their inventories but will not affect existing ground tiles that players have already picked up unless they place them out and dig them back up again.
- Workbenches can now also access items from diagonally placed chests when crafting.
- The Seasonal Merchant now has a new seasonal skin and new seasonal items for sale. The skin will revert to its original appearance after the event ends, but the items will remain available.
- Red envelopes can be found dropped on the ground throughout the world. Pick them up and see whats inside! Any envelopes left on the ground after the season ends will disappear and any picked up envelopes will be kept. The envelopes will continuously appear randomly in the world throughout the season.
- Lucky coins. These are used to buy new items from the Seasonal Merchant.
- Items sold by Seasonal Merchant:
- Guardian Beast Statue
- Paper Lantern
- Mystic Knot Tassel
- Wall Paper Lantern
- Cosmetic: Dragon Mask
Graphics
- Visual overhaul of the UI and buttons in the pause menu.
- Updated some armor loot sprites with newer graphics.
- The Core Keeper main menu logo has been updated with a new seasonal appearance.
Audio
- Tweaked volume levels of ambient audio.
Performance
- Ported many common game objects to our in-house sprite rendering solution, including chests, torches, and crafting stations. This results in less stuttering when they load in, as well as better rendering performance.
- Made sweeping changes to the game hierarchy, which describes the relationship between game objects. Most objects now have a much smaller hierarchy, and its structure no longer changes every time a new object appears on screen. Each object type also resides in a dedicated hierarchy, reducing the number of recomputations needed when an object changes position.
- Made several improvements to our conversion system in order to reduce load times. We also no longer create large numbers of object types that never appear in-game. The latter reduces overhead when scheduling jobs, in turn making it more worthwhile to move small work loads to worker threads.
- Tweaked some custom scenes to avoid creating extra game objects that had to be converted separately each time a world was loaded.
- Fixed sudden lag spikes from the memory manager allocating a large number of new objects if the number of objects on screen exceeded the preallocated amount. Objects exceeding the preallocation are now created on-demand.
- Tweaked memory pool sizes to reduce allocation of unused objects. In particular, there are no longer multiple hidden copies of bosses.
- Many particle systems are now pooled separately from other game objects and are only claimed when a game object wants to display the effect. This reduces the number of particle systems kept in memory at any given time.
- The player character displayed in menus such as the in-game inventory and the character selection screen no longer has a large number of unused particle systems.
- Removed several managed memory allocations that caused the garbage collector to run more frequently than necessary.
- Reduced the in-memory size of many of our game objects. In addition to reducing the games memory footprint, this more compact memory layout also makes processing the objects for various tasks more efficient.
- Replaced our custom Translation component with the LocalTransform component introduced in Unity Entities 1.0. This removes the need to copy positional data multiple times each tick.
- Used more efficient constructs from Unity Entities 1.0 when looking up entity components in jobs.
- Rewrote key game systems to use the Burst compiler, which improves their performance and reduces overhead when scheduling worker thread jobs.
- Animator components no longer look up the properties they animate twice when a new object appears on screen.
- Values in the condition effect UI are now cached to avoid updating them from scratch every frame.
Bug Fixes
- Fixed an issue where ranged weapons would hit objects like torches and bushes.
- Fixed correct terms for cooked food in Spanish.
- Fixed a commonly reported bug where baby cattle would never grow up.
- Newly allocated objects no longer run their initialization logic twice.
- Fixed an error in the calculation of the additional damage gained from melee and ranged damage increase stats as well as the Well-Trained Aim and Miners Strength talents.
- Fixed an error in the calculation of the damage value shown in the stats window. Special thanks to Toozy for helping us find this issue!
- Fixed a bug where Slime pets would repeatedly bump into the Hive Mother rather than attack.
- Exiting the game in Azeos battle arena no longer causes the boss to briefly appear while the game fades out.
- Fixed a bug where the Halloween seasonal coins would not behave correctly outside the Halloween season.
- Fixed a bug where crystal water buckets spawned via the creative UI did not place any water when used.
- Fixed a bug where drill sounds would not play after moving away from drills and then moving back to them again.
- Seeds that can be planted on tilled dirt ground can now also be planted on tilled meadow ground.
- Fixed a bug where the Burnzooka would not pierce Meadow Walls.
- Fixed a bug where projectiles that can pierce through walls would sometimes not pierce through painted versions of the same wall.
- Fixed an issue where Sunrice and Lunacorn would sometimes not be fully grown in Crystal Biome areas.
- Fixed an issue where Omoroth could be summoned when the player had too low fishing skill for the Sunken Sea water.
- Fixed an issue where walls would be destroyed with a small delay sometimes, typically happening when destroying walls in two hits.
- Fixed hardcore characters being killed permanently if using the Im stuck option to respawn and then immediately exiting the game.
- Tweaked the collider for the radiation crystal to better reflect their in-game appearance.
Other
- Rich presence for Steam & Discord. Allows players to display their current Core Keeper game activity directly on their Discord and Steam profile.
- Planter Boxes can now be rotated.
- Removed swing anticipation from attacks.
- Added your character's name to chat logs.
It's the last Friday of January and it feels like this month has really flown by! We've had a great one this week with an exciting new announcement. Don't worry if you didn't spot our Lunar New Year update reveal, we'll recap below.
Lunar New Year Update Coming January 31st!
We're very excited for this seasonal event / minor update! Expect some cool new Year of the Dragon-themed content plus permenant features that we think you're going to love. Find out the details here and make sure you watch our Lunar New Year trailer (spoiler: there's a cheeky 1.0 teaser in there!). [previewyoutube=VEaF9wV1vRU;full][/previewyoutube]
Do You Play Core Keeper on Steam Deck?
You'll be pleased to know that Core Keeper is Steam Deck verified, meaning you can take the underground with you wherever you go! Our community manager got their very own Steam Deck for Christmas and they've loved having Core Keeper for train journeys and cozy evenings at home.
Hartcore
We had a bunch of working titles before we settled on Core Keeper. Check out this piece of concept art from our Lead Artist, Julian, featuring the working title 'Hartcore'.
Cats and Roses
We can't get over how cute this Valentine-themed pixel art is from Discord user, SnapDragon987! Don't you think it looks like a cross-stitch pattern?
Rainbow Council Bedrooms!
Discord user, Twifyre [94.8k/100k], created a very cool "Rainbow Council" base in Core Keeper a little while back. Since then, they realised that the council also needed bedrooms and built 12 5x5 rooms along with 2 3x3 bathrooms with an awesome rainbow theme!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
You might have noticed a little bit of a buzz from our Chinese-speaking community over the weekend. Thats because Core Keeper appeared in the BiliBili Annual Games Fest on Friday, showing off some of our Lunar Update content alongside a small teaser for 1.0! Were now pleased to announce that Explorers can jump into our Lunar Update on January 31st to enjoy some spectacular seasonal content themed around the Lunar New Year!
Seasonal Content & Permanent Features!
We hope youll have fun celebrating the Year of the Dragon with new decorative items, including Lanterns and Guardian Lions, and wearables such as the Dragon Mask helm! Weve also got some permanent content updates, bug fixes, and quality-of-life improvements coming with this update. Keep an eye out for rotatable planter boxes (we know youve been asking for this one!) and some improvements to chests. Weve also updated the way wall and ground tiles work within player inventories, combining them into single items that become either wall or ground tiles depending on where they are placed. It might look like magic, but its just simple coding! Weve been thinking about making this change to wall and ground tiles for a while now to help players save on inventory space and as a quality-of-life improvement thats sure to streamline building and customisation! Well be sharing the full patch notes on launch day for those interested. Check out our Lunar New Year event trailer here for a look at whats to come and let us know when you think youve spotted the 1.0 teaser over in the comments! [previewyoutube=VEaF9wV1vRU;full][/previewyoutube] Were looking forward to sharing more information on and teasers for 1.0 with you over time on our social media channels, so make sure to check back for updates. If theres anything youd love to see in 1.0 do let us know in the comments or the Feedback and Suggestions Forums over on the official Core Keeper Discord. As always, dont forget to follow us on Twitter/X for news, information, announcements, and more.
It's time for another community wrap-up! This week we've got some very cool concept art to show you as well as some cool stuff we've been playing around with in our own games. We're also creeping closer and closer to our Lunar Update, and we're sure you'll spot some more info about that very soon! Until then, let's take a look at what's been going on in the community.
Zen Garden
When in doubt, zen it out! We don't know about you, but our January has been a little bit hectic in places, so we thought we'd try and create a nice, relaxing zen garden in Core Keeper. We've gone for the minimal look here and we already feel more calm.
Early Character Designs
What do you think of these very early Core Keeper character designs? We've had some fun feedback on Twitter, with some of you loving them and some of you very pleased we went a different direction!
Welcome to the Hatchery
We created a little hatchery so that our baby animals get the best start in life. Do you do anything similar or do you take a more free-range approach? [previewyoutube=__gXL3-GjPU;full][/previewyoutube]
Merchant Mall
Discord user, Lexigraph, has been working on setting up a little mall for the Merchants to display their wares. We think that's a great idea and feel a shopping spree on the horizon.
Popofroggy's World!
We loved the way popofroggy's world looked after a recent re-building, especially this adorable pink scene. It's less than a month until Valentine's Day, after all.
Glurch Art
We've got some very prolific creators showing off their artwork in the Core Keeper media forums over on our Discord, and Lucasshortstack is no exception! We loved this Glurch fan art a lot and think the colours look awesome.
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
We hope your years are off to a fun start, Explorers. We know we've been busy working away on our next update, the Lunar Update, which is due in February. In the meantime, we've been sharing some fun Core Keeper facts on Steam and our social media channels!
5 Things You Might Not Know About Core Keeper
We like to think there's always something fun to discover in Core Keeper and, as with all games, no two players' experiences will ever be alike! With that in mind, we wanted to share a list of 5 little things you might not know about Core Keeper!
Failed Titan
What is this strange creature lurking in the Shimmering Frontier? Is it half bug, half crystal or did the crystals grow later? If it had survived, would it have been friend or foe?
Battle Arena!
Be careful you don't get overwhelmed when taking on Battle Arenas in single-player! A pet by your side or some well-placed bombs or traps are always useful! And yes, we did add the Hive Mother music to this video to make it more dramatic. [previewyoutube=QZF6ZYTvyro;full][/previewyoutube]
Heart Berry Garden by Luke@
One word: beautiful!
Fruits in Lem's style!
Discord user, Lem, has shared another awesome piece of Core Keeper artwork with us! This time, showing what Heart Berries and Pewpaya would look like in their art style!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
With lots of new Explorers joining us thanks to the Steam Winter Sale and our 1.0 and console launch coming this year, we thought it might be helpful to share some handy hints for beginners and veterans alike. From simple shortcuts to interesting game mechanics, here are 5 little things that you might not know about Core Keeper!
1. A List of Shortcuts
There are a bunch of keyboard shortcuts you can take advantage of when playing Core Keeper that make exploration and organisation a lot quicker and easier. Heres a little list of some shortcuts you might find useful.
- Quick sort your inventory = Press R.
- Quickly add items from your inventory to existing stacks in chests = Press Q or use the quick-stack button in the chest UI.
- Quick sort/stack items in a chest = Use the sort button in the chest UI.
- Select 1 item from a stack = Right click (holding right-click will also quickly add more items to your hand).
- Select half a stack of items = Hold the left shift key and right-click the items.
- Select stacks of 10 items = Hold the left ctrl key and right-click (keep clicking to add lots of 10).
- Quick switch to torches = Hold the left shift key.
2. Quick Cooking & Easy Crafting
Did you know that the Cooking Pot comes with its very own recipe book? Simply open the Cooking Pot user interface and click on the little green book to view a list of recipes youve cooked previously. The recipe book can be browsed by category or ingredient and you can even click on a dish to automatically cook it so long as you have the ingredients in your inventory or a nearby chest (must be next to the Cooking Pot). Speaking of nearby chests, it might interest you to know that Workbenches can pull from chests too! So long as it is touching the Workbench, you can craft items using anything youve got stored in an adjacent chest a great way to save on valuable inventory space!
3. Enemies Can Hunt You
Have you ever been exploring the underground only to discover a group of Cavelings has descended upon your base? Thats because your character leaves a type of digital pheromone trail throughout the world as they travel, which enemies can use to track you down. It sounds scary, but some well-placed defences such as traps (or even a dug-out moat!) can help protect your home and loot while youre off on adventures.
4. Play Seasonal Events Any Time of Year (Or Switch Them Off Entirely!)
From Halloween to Cherry Blossom festivals, there are lots of different seasonal events you can enjoy while playing Core Keeper each recurring throughout the year with its own fun and unique content! Dont worry if you happen to miss a seasonal event, however, as these can be toggled at any time of year. From the main menu, simply go to Settings then Gameplay Settings to toggle seasonal events. You can even turn them off entirely if theyre just not your thing! P.S. You can also toggle things like screen shakes and whether or not your character squashes bugs when walking over them because we know these kinds of features might impact your gameplay experience, which is why weve kept them optional.
5. Browse and Install Mods From the Main Menu
Core Keeper has an active modding community that has created some amazing mods for the game. From things like auto-fishing all the way to instant Portal charging, you can browse through and install a whole host of mods to augment your worlds! Mod support is a relatively new feature for Core Keeper and its important to remember that mods are community-created, so we advise you to install mods at your own discretion and enjoy the creative possibilities! And there you have it! If youre new to the game, we hope you found this list helpful. If youre a long-time player, was there anything in here you didnt know about? Let us know in the comments and dont forget you can join the conversation over on the official Core Keeper Discord and Twitter pages.
It's the first community wrap-up of the year and we're very excited to be getting back into the swing of things here at Pugstorm and Fireshine! Our awesome community shared so much fabulous content with us over the holidays, and we can't wait to show it off here. We'll also be recapping on some of the things we shared that you might have missed.
Echo of the Past - Orchestra Edition
We shared this wonderful video on Christmas eve as a little gift to our community. Our talented composer, Jonathan Geer (on piano), recorded this live orchestra edition of Echo of the Past and we can't stop listening to it. We hoped our community would love it as much as we do, and judging by the YouTube comments, it seems like you do! [previewyoutube=k2N3xXOi1q0;full][/previewyoutube]
Particle Spawning System
Fredrik gave us a sneak peek into an almost decade-old system for spawning particles in Core Keeper. This system makes it very easy to create juicy VFX when developing new gameplay systems. Here's a little picture of us spawning a bunch of particles simultaneously!
Switch Screenshot!
Just a reminder that Core Keeper is coming to console this year, and we've even got a cheeky screenshot to show you what it's shaping up to look like on the Nintendo Switch.
Hot Chocolate by the Fire
We went on our Christmas vacation on the 21st of December, and you can read about some of the Pug's plans for the holidays here. Whether you were celebrating Christmas or just taking a little time to rest up before the New Year, we hope your December was a good one!
Merry Christmas from Navanav!
A very talented community member called Navanav shared this adorable fan art on the Core Keeper Discord server. It really warmed our hearts, especially the baby Moolin holding the star, and we hope it puts a smile on your faces too.
Mini Christmas Design by Wednesday
Check out this mini Christmas design by a member of our Discord server called Wednesday. We think it looks like a little Christmas market or a scene from a Christmas card!
Santa's Library Speed Build
One of our Discord moderators, Mistry, built a gorgeous festive library in Core Keeper's Creative Mode! We really loved watching this speedbuild. [previewyoutube=y7-pxTRqZWg;full][/previewyoutube]
New Year Pixel Art by SnapDragon987
We were also treated to this awesome New Year pixel art from Discord user SnapDragon987!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
All of us here at Pugstorm and Fireshine Games would like to wish you a Merry Christmas, Happy Holidays, and a fantastic New Year!
We shared some of our Christmas plans with you in another Steam post and were pleased to report that we are very much in the swing of festivities right now. Whether youre celebrating Christmas or just taking a little break this December as the world slows down, we hope youre having a great month and get lots of opportunities to play video games.
Heres a little recap of some of the Core Keeper activity you can look forward to in the new year, including our full 1.0 launch and console release.
As a reminder, Core Keeper is coming to Nintendo Switch, Xbox Series X|S, Xbox One, PlayStation 5 and PlayStation 4, and there will be boxed editions available. Oh, and our 1.0 launch will, of course, include a major content update for you to enjoy!
Finally, we wanted to share with you this gorgeous live orchestra version of Echo of the Past as a little Christmas treat.
[previewyoutube=k2N3xXOi1q0;full][/previewyoutube]
We cant wait to bring you plenty of underground adventures in 2024, heres to an amazing new year!
Happy holidays, Explorers! We hope youre all having a fantastic December, whether you celebrate Christmas or are simply looking forward to the start of another year. Weve had an absolutely fantastic 2023 working on Core Keeper, and were beyond excited for our 1.0 and console launch in Summer 2024. In case you missed it, weve put together a little timeline of our Early Access journey so far, including all our major and minor updates, crossovers, and seasonal events.
Weve put a lot of love into Core Keeper this year and weve got plenty more to work on as we approach 1.0, but its also important for us to take some time to unwind over the Christmas period so that were well-rested for the new year. With that in mind, were pleased to report that the Pugstorm teams Christmas vacation starts tomorrow! You can find out a little bit more about some of our plans below, and well be back on the 2nd of January full of energy to crack on with dev work!
Fredrik Prntare - Chief Executive Officer & Game Director
This year, Fredrik will be travelling to Northern Sweden to visit his family. Were sure hell be enjoying plenty of good food and festive fun but hes also keen to get a little more exercise while hes on vacation hopefully, it wont be too cold for him to go on lots of Christmas walks! After lots of socialising and exercise, he plans to spend a little time away from screens this year and get stuck into a Kazuo Ishiguro book or two!
Sven Thole - Chief Operating Officer & Development Director
Sven will be heading out to his family forest to fetch a Christmas tree soon, and we honestly couldnt think of a more wholesome festive activity! Therell be plenty of family time on the cards, but hes also looking forward to playing the new Darkest Dungeon 2 DLC and re-reading the Game of Thrones books in preparation for the upcoming release!
Julian Seifert-Olszewski - Lead Artist & Art Director
Julian will also be visiting family this year and is very excited to announce that hes expecting a new addition around February time. Theres lots to get ready when your first baby is on the way, and hell be spending plenty of time preparing for the new arrival. That wont stop him from having a little fun watching movies, reading through his stack of freshly ordered books, and painting minis of course!
Herman Appelgren - Game Developer
Herman has one thing on his mind this Christmas, and thats cozy times in front of the fireplace at his Cabin in Dalarna. Hell be playing plenty of board games with his siblings and is planning on playing Root and starting a new Gloomhaven campaign! Hell also be learning to fly the B787 Dreamliner in Microsoft Flight Simulator and catching up on the Star Wars series! We hope that, no matter what your plans are this month, you find plenty of time to unwind and to play games! We may be heading out on vacation, but well still be sharing plenty of activity on our Twitter page, so keep an eye out.
Bug Fixes:
- Fixed a bug where Ghorm would sometimes deal damage to players even if they did not appear to be hit.
Bug Fixes:
- Ensure that local Windows/Linux usernames are not included in automatically submitted crash reports.
- Fixed the generation of the Caveling Merchant room to not contain water beneath the ground tiles, which were colliding with mobs as well as making the water edges disappear.
- Fixed translations for new Access Type category in mod UI.
- Fixed an issue where signs reverted to default color when off-screen. This was a purely visual bug, and any previously painted signs will regain their appropriate color.
- Changed the dedicated server to not try to load the mod UI asset. Didnt break anything, but this was causing a bunch of nasty error messages in the log.
- Added a check to avoid getting an error for some modded objects.
- Fixed a bug where melee knockback chance was applied to ranged weapons as well.
From major updates such as Paws & Claws and The Shimmering Frontier to the addition of our Mod SDK and, of course, the announcement of our 1.0 and console launch, 2023 has certainly been a BIG year for Core Keeper! And thats not to mention a whole bunch of smaller updates and seasonal content in between. Weve got one more minor content update to round the year off for you, Explorers: the aptly named Year-End Update! Playable now, this update includes a handful of fun additions including a new enemy for the Clay Caves, new decorative items, and a community-requested feature in the form of signs with customisable text! Read the full patch notes here.
Important Information on Mod Support
The Year-End Update includes mod support feature improvements. Weve introduced elevated access for mod creators, allowing them to create a wider variety of more advanced mods. When installed, these mods have increased access to resources outside of the game such as user files and the internet. Because of this, we strongly recommend that players only install mods from reputable sources such as trusted mod creators. To support this, we have added a new category to Mod.io called Access Type and, any mod that needs to run with elevated access will require the Access Type Script (Elevated Access). Users will also experience a warning pop-up that appears when they subscribe to elevated-access mods that reads: Caution: 'Elevated Access' mods have increased access to resources outside the game like user files and the internet. For the best experience, install only from reputable sources.
We're Looking for Mod.io Moderators
We're on the lookout for members of the Core Keeper modding community to join our moderation team on Mod.io! Moderators are entrusted with reviewing mod submissions and keeping an eye on reports to ensure that available mods are in line with our rules and guidelines. If you like the idea of keeping Core Keeper mods a safe and enjoyable experience for everyone, then you can apply to be a Mod.io moderator here!
2024 and 1.0 F.A.Qs
Following the Year-End Update, well be hard at work prepping for 2024. Weve noticed a couple of comments from community members asking whether or not 1.0 will be bringing new content to the game, and were happy to confirm that 1.0 will be a major content update for us, and this is something were putting a lot of developer time and attention into. Weve answered some of your frequently asked questions about our 1.0 and console launch here. We hope you enjoy the Year-End update and are looking forward to the games full launch next year! Dont forget to follow us on Twitter for updates and announcements and join our official Discord to connect with our awesome community.
Gameplay:
- New Foe Emerges: Clay Burrower found in the Clay Caves
- Customizable Signs: Erect signs to display your own messages. Interaction is required to read and customize these texts. Craftable in the Carpenter Workbench.
- Arrow Sign. Craftable in the Carpenter Workbench.
- New decorative items found in the world:
- Skull Effigy.
- Brute Sign.
- Metropolis Sign: Same customizable features as the regular sign, but with a flair!
Graphics:
- Improved animations for Table Saw. Unique animations when cutting different types of wood.
- New artwork for explosives deposits found in the world. These are now called Thermite walls.
Balancing:
- Chance to harvest extra plants is no longer capped at 100%. Instead, going over 100% gives a chance to harvest more than one extra plant.
- Increased hit box size of Nilipede segments, making them easier to hit.
- Reduced the crafting cost of all Go Karts.
- Walls containing ores will now sometimes drop 2 ores instead of 1.
- Slightly increased light radius of Decorative Torches.
Audio:
- Tweaked volume levels of ambient audio.
Bug Fixes:
- Fixed not being able to exit the world when running at very low (<15) fps.
- Fixed a bug where the game would become unresponsive during the Cores wake-up dialog when German was selected as the in-game language.
- Baits can no longer be salvaged for cheap scrap parts.
- The Omoroth bait can no longer be repeatedly salvaged for infinite scrap parts.
- Fixed a bug where the railway scene in the Forgotten Ruins sometimes generated with objects hovering mid-air.
- Members of allied factions no longer prevent the player from falling asleep in a bed. This, most notably applies, to Slimes when the King Slime set bonus is active.
- Fixed a bug where cooked food containing Deepstalkers was missing part of their names.
- Fixed some custom scenes that contained invisible tiles that could not be removed nor replaced. Save files where such tiles already exist will have them removed and replaced with the original tile from the procedural generation when the world is loaded.
- Fixed a bug where the player couldnt move after a Cattle died that the player was interacting with.
- Fixed a bug where Nilipede enemies would not be hittable if the head segment was not in vision of the player.
- Fixed a bug where the game failed to restart properly. For example, after choosing the restart option after installing mods.
- When installing a mod, its dependencies are now also installed immediately without having to restart and return to the mod UI.
- Cattle that are stuck on invalid tiles, such as water, or inside walls are now removed.
- Fixed a rare bug where the equipped pets stats would get displayed on all inventory items.
- Santa's Little Helper now only accepts cooked food in the crafting input slot, preventing confusion from previously ineffective items.
- Fixed an issue where dressers reverted to default color when off-screen. This was a purely visual bug, and any previously painted dressers will regain their appropriate color.
- Resolved a bug causing the core's wakeup effect to repeat unintentionally.
- Corrected an issue with the 'enabled' setting on mods not being saved properly.
Other:
- Made in-game UI more robust to texts containing characters not present in the font for the active language.
- Updated description on Drills, making it clearer how to use them.
- Various localization and language fixes.
- Updated game credits to recognize all new contributors.
- Added opt-in support for mods to have elevated system access. Elevated-access mods have increased access to resources outside the game like user files and internet. For the best experience, install only from reputable sources.
- Added an Asset tag to mods that can be used to disable script loading entirely. Use this for mods that only contain non-script assets.
- There is a change in how we detect modded objects, which means that if you have custom objects from a mod before version 0.7.0, these might not work. If you have started the save with the old modded object with version 0.7.0 or later this is not an issue.
- Added an option to log in to mod.io with your Steam account in the in-game mod UI. Just choose the Steam option when prompted to log in and it will automatically log in using your current Steam user.
- The Main Menu now shows the number of mods that have been installed and loaded. The mods are only loaded at start meaning this number will only change after a restart.
Performance:
- Updated our Unity version from 2021.3 to 2022.3. This brings several incremental performance improvements from the Unity engine into Core Keeper.
- Updated the Unity Entities framework, which lies at the heart of most of Core Keepers backend, from version 0.51 to 1.0. In addition to giving some immediate performance benefits, it also gives us new tools we can use to further improve performance in future game updates.
- Increased the maximum number of worker threads from 4 to the number of CPU cores. This value was previously limited to reduce overhead costs from creating and managing multiple threads, which is no longer an issue. The impact of this change is noticeable but not massive, since performance on most platforms is limited by the main thread.
- Improved performance of several systems, most notably the one that updates in-game conditions.
We think it's safe to say that November has been a BIG month for Core Keeper! We announced our 1.0 and console launch (coming Summer 2024), which has been a big talking point for the community! In case you missed it, you can watch our announcement trailer below.
1.0 and Console Announcement Trailer
[previewyoutube=5Mj3g880qbE;full][/previewyoutube]
Nominate us for the Labour of Love Steam Award!
We're counting on your nominations to ensure that Core Keeper is in the running for the Labour of Love award! Voting closes November 28th, so there's still time to nominate us here.
Delicious Curry!
If you could bring any food from Core Keeper to life, which would it be? We'd love to try the Verdant Sun Curry.
Core Keeper: Coming to Switch in Summer 2024!
We're sure it's mainly PC gamers hanging around here on Steam, but just in case anyone you know is excited for our Switch launch next year, check out this little preview...
Get 33% off Core Keeper in the Steam Autumn Sale!
There isn't much longer to pick up Core Keeper at a whopping 33% discount in this year's Steam Autumn Sale. This offer ends on November 28th, so let your friends know!
Crystal Invasion!
Shout out to this Discord user for sharing an awesome screenshot of Azeos' Wilderness inundated with crystals!
Under Construction
Fox's world might still be under construction, but we can't imagine there's a whole lot more they could add to it! We're very impressed.
Larva Equipment
We LOVE a good Core Keeper craft, and DAIKI's bead art is so cute. Keep up the awesome work!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Its time for this years Steam Awards, Explorers, which means we must be approaching the end of 2023! Its been an amazing year for Core Keeper with lots of updates, new content, community activity, and more. Youve been behind us every step of the way, showing your support and sharing your feedback so that we can develop the kind of game we know youll love. In fact, we think its pretty safe to say that Core Keeper is a labour of love from us devs
Which is why we hope we can count on your nominations for Core Keeper in this years Steam Awards Labour of Love category!
Weve been nurturing Core Keeper since our Early Access launch in March 2022, and we think that makes us the perfect candidate for this award. You can nominate us using the form above, and nominations are open from now until the 28th of November. If we make it into the top 5 nominations for our category, then therell be a round of voting during the Steam Winter sale, so keep an eye out. We thought this would also be a good opportunity to review some of Core Keepers highlights since our Early Access launch!
Core Keeper Early Access Highlights
Early Access Launch
This is where it all began for our community. We invited some players into the underground for an open and closed alpha beforehand, but the 8th of March 2022 was our first day in Early Access. It was amazing to see so many players excited to join us on our journey and, by the end of our first two weeks, wed hit half a million downloads!
Our First Seasonal Event
Wed had a couple of patches and hotfixes, but The Great Egg Hunt was our first content update and very first seasonal event after we entered Early Access. Launched in April 2022, we invited Explorers to traverse the underground in search of mysterious eggs that could be used to craft the fabled Golden Egg a unique collectable with a secret function. We got lots of feedback from the community following this event, and this had a huge impact on seasonal events to come.
Dedicated Servers & Improvements to Multiplayer
In May 2022, Core Keepers multiplayer got a major substantial upgrade in the form of dedicated servers! Using Steams server functionality, we gave players the option to operate their own dedicated servers for multiplayer worlds that could be accessed at any time without requiring the host to be in the game. We also updated player-hosted online multiplayer to use Steams networking backend when connecting players, which improved network connections. Oh, and we added a brand-new admin functionality that enabled players to kick people from worlds.
The Sunken Sea
The Sunken Sea, launched in June 2022, was the first major content update for Core Keeper. It featured a brand-new ocean-based biome, a mysterious sub-biome, a terrifying Titan boss, new ore and a new tier of material, and new player-requested tools like Sprinklers and Portals! Itd take us a while to list out all the amazing additions that came with this update, but you can check them out in the patch notes if youd like. We also hit ONE MILLION sales roughly two weeks after this update.
Cozy Caverns, Spooky Seasons, and a Terraria Crossover
In between The Sunken Sea and our next major content update, we enjoyed a minor update, our first Halloween seasonal event, and we even had a Core Keeper x Terraria Crossover! Cozy Caverns brought a whole host of base-building options and accessories, as well as paintbrushes that could be used to change the colour of certain objects. Our Halloween event was truly terrifying, full of tricks and treats, and featured an even creepier variation of the Hive Mother boss. Finally, our Terraria crossover inspired fans from both franchises by bringing King Slime to the world of Core Keeper and introducing an adorable Caveling companion to Terraria.
The Desert of Beginnings
In November of last year, we brought you our second major content update: The Desert of Beginnings. This update introduced a sandy new biome and a super-heated sub-biome filled with a myriad of strange creatures, plant life, minerals, and artefacts. From the new Galaxite Ore all the way to Go Karts that allow you to journey across the underground at top speeds, the Desert of Beginnings added a wealth of new content to the game. As with all of our major updates, this one featured a scary new boss and a whole host of quality-of-life improvements and player-requested features. Check out the patch notes here.
Christmas Content, Quality of Love, Anniversary Celebrations, and more!
Leaving 2022 and entering 2023, Core Keeper saw several minor updates and seasonal events. We hosted our first Christmas and Valentines seasonal events, and our Valentines event included some permanent (non-seasonal) quality-of-life improvements for the game that were particularly proud of! These included major visual improvements to Core Keeper, involving an upgrade to our graphics pipeline, and the addition of playable musical instruments to the game! We celebrated our one-year anniversary in March with an anniversary update and followed this with a little Cherry Blossom event to welcome in spring. Our Easter seasonal event repeated this year with some new additions too. All the while, we were gearing up for our next major content update
Paws & Claws and Creative Mode
This was a hugely-anticipated update for the community who were very excited about the addition of hatchable pets to the game. We launched Paws & Claws in April 2023 and this brought a new meadow-based biome to the game, 5 species of companion pets (each with multiple colour variations), 3 breeds of cattle, and new instruments and sheet music. We also added new decorative items, random events, community features, and more! If that wasnt exciting enough, this update also introduced Core Keepers Creative Mode for the very first time. This was something the community had been looking forward to since day one, and we were overjoyed to be able to implement this before 1.0.
Mod SDK
Core Keeper has always had a vibrant modding community, and it was always our plan to provide them with mod support. In September 2023, we released our very own Mod Software Development Kit, which functions via Unity and can be downloaded here. We also implemented an in-game solution that will allow players to browse and install Core Keeper mods from Mod.io directly to the game!
The Shimmering Frontier
Our most recent major content update was The Shimmering Frontier, which launched in October 2023! Previously known as The Crystal Biome, The Shimmering Frontier was something wed been thinking about since we launched, and we put a lot of thought and effort into getting it ready for the community. This update added even more life to the world of Core Keeper with an all-new biome as well as lots of upgrades and additions to existing biomes. We added things like the Obliteration Ray, Battle Arenas, an Upgrade Station, the Radiation Suit, Cattle transportation, GIANT Snails, and more. Read the patch notes here.
Announcing Our Console and 1.0 Launch!
We recently announced that Core Keeper is launching in 1.0 and coming to console in Summer 2024. It has been such an amazing journey for us, we cant believe how far weve come since our Early Access Launch, and it honestly feels unreal to imagine that well be in 1.0 this time next year! We want to say a huge thank you to our wonderful community for your support so far, and we hope youre as excited for the future of Core Keeper as we are.
Weve got lots more planned for Core Keeper as we work our way towards 1.0 and beyond. If youve made it this far through the post, we hope that we can count on your nomination for the Labour of Love award!
Mark your calendars, Explorers: Core Keepers full 1.0 launch is coming in Summer 2024!
After a vibrant Early Access phase, we are excited to unveil the complete game. The exact release date is still under wraps, but we can't wait to share this next chapter with you. Stay tuned for more adventure!
Alongside our 1.0 release, were excited to announce that Core Keeper is also coming to consoles in Summer 2024! Launching on Nintendo Switch, Xbox Series X|S, Xbox One, PlayStation 5 and PlayStation 4, the console versions of the game will include all content from both the Early Access phase and the 1.0 update. Stay tuned for more updates on the console versions in the future (including info on a physical edition!) but for now, check out our latest trailer.
[previewyoutube=5Mj3g880qbE;full][/previewyoutube]
Core Keeper launched in Early Access in March 2022. Since then, weve had 2 million downloads and brought you four major content updates, alongside several smaller content updates, multiple seasonal events, a crossover event, patches, and hotfixes. Weve enjoyed a whole host of community activity too; from in-person events like Twitchcon and Gamescom to online competitions and even our Caveling Plushie campaign.
Along the way, we won Best Social Game 2022 at the TIGA Games Industry Awards and Best Debut in the 2023 Swedish Game Awards; and we were nominated for the 2022 Golden Joystick Awards Best Early Access Launch and Most Entertaining at the Gamescom Awards 2023. The acknowledgement from our industry peers and the support of our community has been absolutely amazing and has only made us more passionate about bringing you the best possible version of the game.
"Two million downloads!? That's a lot of Explorers! And guess what? We are just warming up. It's been an incredible journey from the early access release to this point, and looking ahead to the Core Keeper 1.0 launch on consoles and PC next year feels like we are on the cusp of something even greater. The whole team is energized, and we can't wait to show you what's next. Keep those mining picks at the ready; we are digging into an exciting future together!" - Fredrik Prntare, Chief Executive Officer and Game Director at Pugstorm.
Weve listened to your feedback every step of the way and it is an absolute joy to develop Core Keeper for such a wonderful community. Weve got lots more in store for you before we hit 1.0 too, including our Year-End update, our Lunar seasonal event and content update, another language update, and more. You can see exactly whats in store for Core Keeper by taking a look at the roadmap below.
Happy Halloween, Explorers! Okay, we know it's not actually Halloween for another 4 days, BUT we're getting into the spirit of things early with our Halloween Seasonal event now live and with some creepy new content. Let's see what's been going on in our community spaces this week!
New Roadmap Just Dropped!
That's right, we've got a little preview of some of the content that's coming up towards the end of this year and throughout 2024!
Creepy Content
We've added a couple of new eerie additions to our Halloween Seasonal event! Check out exactly what's new in our patch notes here.
Fun Facts!
Did you know that if you use your mouse to hover over an item in your inventory and hit the delete key, it automatically puts it in the trashcan? If you hit delete again, it will trash the item!
Living in the Shimmering Frontier
Our new biome is so beautiful that we wish we could live there forever. We're not going to acknowledge the Giant Snails and radioactive crystals.
Have You Used the Materializer Yet?
Got an enemy figurine? Pop it into the Materializer to summon a copy of that enemy and practise your combat skills. You can even raise some of your skills by defeating enemy copies this way!
Yevli's Halloween Base!
Twitter user, Yevli, showed us their awesome Halloween base over on Twitter and we love the use of the Cicaida Husk!
Twifyre's Meeting Room!
Discord user, Twifyre, is working on a story where 12 friends end up in the world of Core Keeper. If that wasn't cool enough, they've created a replica of this meeting room in their game. We love the use of colour here!
Joshua's Happy Meal
We love this artwork from Discord user, Bunncats, and now we really want to try Verdant Sun Curry in real life!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Its almost Halloween, a time for scares, sweets, tricks and treats and weve got a treat just for you, Explorers! Weve updated our Halloween Seasonal Event with a little new content to keep things creepy.
Starting from today, you expect some new additions to our Halloween event, from new items on offer from the Seasonal Merchant (wholl be sporting a bone-chilling new look) all the way to new crafting options at the Samhain Workbench. This minor content update is perfect for horror lovers or those who enjoy a more macabre vibe in the underground.
As with all our seasonal events, our Halloween event recurs at a specific time every year, but you can enjoy Halloween content year-round by toggling the event in the Gameplay Settings menu. You can also switch off seasonal events entirely if you prefer to just play the base version of the game.
We hope you have a terrifying time this Halloween, and we look forward to sharing new announcements and information with you soon over on our official Twitter and Discord channels. Until then, its back to the lab to work on more experiments MWAHAHA.
What's that? You want to see what we're working on? Well, since you asked, here's an updated roadmap!
New features:
- Seasonal Merchant takes on an eerie new look
- Pumpkin coins dropped from goodie bags. Used to buy new items from the Seasonal Merchant.
- Items sold by Seasonal Merchant:
- Samhain Workbench
- Eerie Chest
- Skeleton Decor
New Items:
- New crafting options in Samhain workbench:
- Twisted Roots Torch
- Candle Stack
- Eerie Rug
- Eerie Wall
- Eerie Floor
- Eerie Dresser
- Eerie Table
- Eerie Stool
Bug Fixes:
- Fixed a commonly reported bug where pet names and talents couldnt be assigned.
- Fixed mod assemblies with a dot in the name not being loaded properly.
- Fixed some materials in mods not being replaced with the correct ones after load.
Bug Fixes:
- Larvas spawning from a Cocoon that in turn spawned from a Materializer will now also act as temporary spawns that dont drop loot.
- Fixed so the outline indicating an enemy spawned from a Materializer shows for Cocoons as well.
- The set bonus on the Ranger set is now working as intended.
- Fixed a bug where any item could be put into the Upgrade Station by shift clicking the item.
- Fixed a bug where the Wood Bow would not deal more damage when charging it up.
- Fixed issue with Atlantean Worm getting an undefined position.
- Fixed a visual bug where the displayed damage values were not taking into account certain conditions and random damage variability. The actual damage dealt is unchanged.
- Fixed an issue with the Atlantean Worm boss causing only the head to deal damage on impact and not any of the other segments.
- Fixed a crash and unpredictable behavior when dying to the Atlantean Worm after killing at least one worm segment.
- Avoid excessive temporary memory allocations during game and world initialization.
- Fixed the UI becoming unresponsive when loading a world containing objects from an uninstalled mod.
Balance changes:
- Crystal Snails will no longer destroy any other tiles than Crystal Walls and Gleam Wood Roots and they will also no longer traverse water or pits by spawning Crystal Ground in their path. This change is intended to help avoid having the Crystal Snails affect player bases while still allowing them to roam around fairly free within the Crystal Biomes.
Happy Shimmering Frontier launch week, Explorers! What else can we say other than "check out all our awesome Shimmering Frontier content"?
Prepare to Battle
In our new Ancient Battle Arenas! It's time to put your combat skills to the test. Just make sure you're stocked up on healing potions.
Upgrade Your Tools!
Have you used our brand-new Upgrade Table yet? Give your tools a little extra oomph!
Baby Cattle!
Things just got a whole lot cuter in the underground. Introducing BABY CATTLE! [previewyoutube=-l4nGSODMkY;full][/previewyoutube]
Be Careful When Using the Obliteration Ray!
This bad boy will obliterate almost everything in its path from walls to Moolin. Oops.
We're Still on Sale
There's still time to get Core Keeper at a whopping 33% discount as part of the Fireshine Games publisher sale. This offer ends on October 9th.
Shimmering Frontier Poster by Lem
We can't think of anything to say to describe how awesome this Shimmering Frontier poster art is. Amazing job as always, Lem!
Shrooman Wiggle!
Discord user, Awkward Comrade, shared this adorable 3D GIF of a Shrooman with us and we can't stop watching it wiggle!
TARO's GIANT BASE!
We love seeing just how creative our community can be when it comes to base building, and this colossal creation from TARO certainly gets points for being huge! There's so much to look at here that it's hard to pick a favourite part.
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
- Fixed crash happening when cattle produces item
Bug Fixes:
- Fixed Sunken Sea water looking broken during Valentine's season.
- Fixed a bug where tiles with bridges would behave in an unexpected way after a Crystal Snail would move over them.
- Fixed bug where Atlantean Worm boss would not have any segments except the head moving around.
- Fixed cattle health being affected by World mode setting.
- Fixed an issue where some items were drawn to the wrong part of the map UI.
- Removed an error log message that was printed each frame, causing performance issues.
- Fixed a bug where a specific tree in a unique crystal scene would drop too many of the new rare gemstones as it unintentionally scaled with the amount of players in the game.
- Fixed a bug with Alien Tech Chests from the new combat event not stacking after picking it up the first time.
- Fixed an issue where cattle could not be placed in the world after put in cattle cages.
- Fixed not being able to enter world while in Cherry Blossom or Valentine season.
- Fixed crash happening sometimes when a creature is chasing a target.
- Fixed dedicated server not working with a relative -datapath set.
Introducing the Shimmering Frontier, a glimmering new biome for you to explore!
Grab your mining picks and stock up on provisions because youll want to spend plenty of time uncovering the mysteries of these crystalline caverns. From digging up the dazzling new Solarite Ore all the way to testing out your combat skills in one of our new ancient battle arenas, we cant wait for you to discover all the new content thats coming with this major update.
[previewyoutube=6eHr9KPlM-Q;full][/previewyoutube]
Keep an eye out for new enemies in the form of crystal-mimicking Mimites, insectoid Nilipedes, and GIANT Snails roaming this biomeand be extra careful that you dont accidentally wander into a field of radioactive crystals unless youve got yourself a Radiation Suit of course. Dangers lurk as you delve ever deeper into this subterranean world, but with a little help from the new Upgrade Station, you can ensure your equipment is up to the challenge.
Mining your way through the underground just got a whole lot easier too, thanks to the Hand Drill, which allows you to move and dig at the same time, and the all-new Obliteration Ray, which is exactly as cool as it sounds. Its never been easier to forge a path and uncover the resources youll need to thrive in the underground. Especially with new crops, fish, recipes, and the Livestock Workbench (improved Cattle transportation, anyone?).
If building a cozy autumnal base is more your vibe, then youll love the 40+ new decorative materials and items that weve added. Oh, and youll be pleased to know that weve balanced enemies so that, for the most part, they can no longer destroy defensive base-building options such as doors, fences, and crafted walls. No more frantic mining while youre out gathering resources wondering if youll come home to find a Big Larva has busted into your base.
Weve said it before, but the Shimmering Frontier biome is just the tip of the iceberg when it comes to this update. Weve added over 50 new pieces of equipment throughout the whole game and plenty of new content to our existing biomes including a new species of cattle that you can find in the Sunken Sea. Be careful if youre travelling by boat, however. Theres something lurking deep below the waves, and its even meaner than Omoroth!
We could spend an eternity walking you through all the wonderful new additions to the game, and you can certainly get an idea of whats to come in our patch notes, but we think the best way to learn about all our new content is to discover it for yourselves! We hope you have a blast playing through this major update and we hope youll tell us all about your adventures in the Steam Discussions, on Twitter, and over on the official Core Keeper Discord.
Oh, and dont forget to let your friends know that Core Keeper is currently available at a whopping 33% discount as part of the Fireshine Games publisher sale! Theres never been a better time to bring your friends on an underground adventure, so head on over to our Steam store page to pick up the game now. Hurry because this discount ends on October 9th.
Major Updates:
- New biome: The Shimmering Frontier. The Shimmering Frontier can be found in any direction far out in the world.
- Atlantean Worm boss: Confront the aquatic leviathan!
- New types of challenging events can be found in The Shimmering Frontier. Complete them and be rewarded!
- Upgrade Station. Crafted at the Scarlet Workbench, this station allows players to upgrade the item level of equipment, tools, and weapons making them stronger. This allows players to use a much larger variety of equipment setups, as lower-level items can become competitive with late-game items, but at a cost of upgrading them.
- Over 50 new pieces of equipment!
Gameplay:
- 3 new enemies:
- Orbital Turret.
- Mimite.
- Nilipede.
- 1 new roaming creature: Crystal Snail.
- 1 new species of cattle: Kelple. Kelple is a turtle-like cattle that roams the beaches in the Sunken Sea and eats kelp to produce Kelp Dumplings.
- Cattle breeding. Cattle can now breed to spawn baby cattle. A baby cattle will spawn when two cattle of the same type have eaten enough food over time and are near each other. The new baby cattle are:
- Moolin Calf.
- Bambuck Kid.
- Strolly Poly Nymph.
- Kelple Hatchling.
- Materializer. An object acquired from the new event that allows the player to weave free matter into a temporary living being. Find it to discover what that means!
- A new radiation-themed Merchant that sells new unique items. The merchant may sell an important item for the new boss!
- New tools:
- Roofing Gadget. Allows the player to either create roof tiles to block light or break a hole in the ceiling to let light shine down.
- Hand Drill and Scarlet Hand Drill. Allows the player to move while digging and hits much faster than a mining pick. Has lower durability than a mining pick, however. Can be found in item drops in the world.
- Obliteration Ray. Exactly as cool as it sounds. Well let you discover this one yourselves!
- Livestock Workbench. Crafted at the Basic Workbench. Allows crafting of the Feeding Tray and some new items:
- Leash. Can be attached to a cattle to make it follow the player.
- Cattle Transport Box. Allows the player to pick up cattle, keep them in their inventory, and place them out elsewhere. The box is consumed in the process.
- Over 50 new pieces of equipment! We have added a lot of new equipment throughout the whole game. We have, for example, added new equipment drops to all the first three bosses to make them more rewarding to defeat. There are also many new equipment pieces that drop from destructibles, enemies, chests, and so on in most biomes.
- 10 new weapons.
- Solarite Ore. Can be found in walls and various other ways in the Shimmering Frontier.
- Gleam Wood. A new type of wood that only grows in the Shimmering Frontier.
- 3 new rare materials used for upgrading equipment to higher item levels that are found in various ways in the Shimmering Frontier.
- Jungle Emerald.
- Ocean Sapphire.
- Desert Ruby.
- 2 new plants:
- Sunrice.
- Lunacorn.
- 5 new fish that can be caught in the Shimmering Frontier.
- 2 new cooked food types.
- 1 new potion sold by the new merchant.
- Solarite Workbench with some new tools and base building options.
- Solarite Anvil with new equipment and weapons.
- New pet: Prince Slime. Drops from King Slime.
- 3 new critters found in the new biome.
- 10 new valuables.
- 4 new figurines.
- Over 40 new objects that can be crafted or found to be used in base building and decoration.
- A new Wooden Spike Trap can be crafted in Basic Workbench to give players an option for early defense of their base.
- 6 new achievements.
- 6 new hairstyles.
- Meadow ground can now be used for seed planting and gardening.
Other:
- An item level is now shown on equipment, weapons, and many tools. The item level is an indicator of how powerful the item is, and item levels can be upgraded at the new Upgrade Station.
- Your character will now call out a message to indicate when you are hitting indestructible objects, objects immune to damage, or objects that will take a long time to destroy.
- Red Slime Blobs will now sometimes find their way to players.
- Regular and Red Slime Blobs will no longer damage cattle.
- Renamed Land Kelp, Potted Land Kelp, and Tall Land Kelp to Land Algae, Potted Land Algae, Tall Land Algae.
- Improved portal charging text to make it clear that the player only has to wait.
- Changed the text for some of the lanterns to make it clear that theyre not equipped in the offhand slot.
- Melee weapons can now hit plants, bushes, and tall grass.
- Increased the quantity of bombs when dropped as loot.
Graphics:
- Implemented a new water shader.
- Implemented water wave/foam simulation.
- Improved shading for 3D geometry (ground + wall tiles).
- Improved Ambient Occlusion on Medium/High settings by taking directional light information into account. This makes AO appear less muddy in areas with strong directional, indirect lighting and should improve overall visual quality.
- Added new Caveling Brute emote animations.
- Adjusted the party hats position on the head to better suit all hairstyles.
- Adjusted destroy particles for certain objects.
- Added destroy particles to some objects that previously were missing them.
- Figurines that cannot be put into the new Materializer object now have differently colored bases.
- Additional audiovisual feedback for certain buttons in the character-creation screen.
- Tweaked the shadow position for torches.
- Adjusted the effects for explosive deposits.
- Improved healing effect for enemies & bosses.
Audio:
- Goats will now make random baah sounds.
- Adjusted the audio for jellyfish destructibles.
- Improved sfx for when a locked chest appears.
Balancing:
- Slightly reduced inertia of boats making them a bit faster when turning around.
- Stats on several equipment and weapons have been slightly rebalanced.
- The maze that contains the Clear Gemstone can now spawn up to three times in the world to match the amount of Chipped Blades that can be found.
- Reduced the amount of enemies that spawn in groups in multiplayer.
- Enemies can generally no longer destroy defensive base building options such as doors, fences, and crafted walls. Previously, this was based on tiers of enemies and base building options, but this has been simplified to avoid having to rebuild all walls and doors in a base for the purpose of defense. The different base building options are now mainly intended for just decorative differences.
- Slightly reduced the slowness from the Encumbering presence talent.
- Reduced the health of Omoroth's tentacles. The tentacles now also despawn after a longer duration.
Performance:
- Procedural generation of dungeons is now spread over multiple frames. This reduces stuttering when exploring new parts of the world.
- Sharing maps using the cartography table now only transmits map sections that changed since last time the table was used. This reduces the bandwidth requirements and the time delay before the updated map is visible.
- Various performance improvements throughout the code base.
Bug fixes:
- Fixed a bug where equipment set bonuses like the King Slime set and the Larva equipment set would impact factions in the wrong way. The intention was only to become friends with Slimes and Larvae. which has now been fixed. Previously, the player would also become friends with allies of the Slimes and Larvae.
- Fixed a bug where salvaging items without durability, most notably jewelry, did not give back any raw materials.
- Fixed a bug where some seed types could drop distinct variations that would behave identically but not stack with each other.
- Clicking item slots in the inventory while traveling in a minecart will no longer sometimes select the wrong slot.
- Fixed an issue where locked chests would not spawn when mining with Sledges.
- Fixed an issue where objects destroyed by a Sledge would not be automatically pulled to the player if the player was too far away from the destroyed tile or object.
- Fixed a bug where the damage buff from consuming cooked Tornis Kingfish was not indicated with a UI icon.
- Pets no longer collide with other creatures.
- Fixed a bug where deleting user-placed map markers would sometimes delete the wrong markers.
- Fixed a bug where rotated Glass Smelters didnt have an outline when selected.
- Fixed an issue where the sound effect for a charged-up weapon would not play for other players.
- Fixed a commonly reported issue where the great wall would reappear when the game was restarted.
- Fixed the value in some buff texts to not have a negative sign, as the description of the buff already indicated it as being a negative effect.
- Fixed a bug where lava would spread over regular water instead of creating solidified lava ground.
- Fixed mod checks on connect not working properly.
- Fixed formating in popup message when missing a required mod.
- Fixed missing mod name in popup when missing a required mod.
- Various performance improvements throughout the code base.
- Fixed a memory leak when there were too many wall particles on screen.
- Fixed a number of visual errors in the in-game Mod UI.
- Various performance improvements throughout the code base.
- Fixed bug hindering a mod from loading assemblies.
- Fixed unresponsive UI when using characters not present in the Korean font.
With the launch of our brand-new Mod SDK and our next major update just over a week away, now is the perfect time to start your underground adventure in the world of Core Keeper! Especially since were currently part of the Fireshine Games publisher sale, meaning that you can pick up the game at a whopping 33% discount.
If someone you know has been waiting for the right time to try out Core Keeper, then they wont want to miss our biggest sale to date, so tell your friends! Head on over to our Steam store page to take advantage of this offer now, but hurry, this discount ends on October 9th.
Whether you prefer playing single-player or in groups of up to 8, the mysterious world of Core Keeper is waiting for you and your pals! Will you focus on levelling up your skills or building the perfect base? Perhaps youll spend all your time on a tour of the underground! Will you pick a range of backgrounds for a balanced party or maybe build a team of all fighters for the ultimate boss-battling adventure?! With a seemingly endless world to explore, its always a good idea to recruit a friend or two to lend a hand.
Check out our latest trailer below for an idea of what you can expect in our next update (coming October 4th). Make sure youre following us on Twitter for all the latest news and announcements and join the Core Keeper community over on Discord.
[previewyoutube=9JUQYpWrbDY;full][/previewyoutube]
- Fixed crash when saving newly spawned objects.
- Fixed a crash when firing a projectile after switching between two worlds without restarting the game.
- Fixed a bug where water wells and the wash basin didnt refill watering cans.
- Fixed a bug where electrical doors didnt rotate to match the surrounding walls.
- Fixed an issue where the player might be ejected from a vehicle if they tried to enter right after placing it.
- Fixed a crash caused by having too many objects on screen simultaneously.
- Fixed an issue where the game would start even if crucial initialization steps failed, causing unpredictable behaviour and crashes.
- Fixed graphical effects that were missing for some attack animations.
- Fixed a bug that prevented glass shaders from rendering
- Fixed wrong material used for modded SpriteRenderers
- Visual fixes to in-game Mod menu
- Fixed error in particle shader
Introducing the Shimmering Frontier (previously known as the Crystal Biome), a glistening and glimmering new update coming to Core Keeper on October 4th 2023! Plus, Core Keepers Mod Software Development Kit launches today! [previewyoutube=9JUQYpWrbDY;full][/previewyoutube]
A Shiny New Update: The Shimmering Frontier
Set out on a voyage to this long-anticipated biome thats been on the Core Keeper roadmap since day one. Its time to explore the Shimmering Frontier, coming October 4th! Uncover dazzling Solarite Ore to craft all-new armour, tools, and equipment to enhance your underground adventure. But be careful, the Shimmering Frontier isnt without its perils and you might just find yourself face to face with new enemies from crystal-mimicking Mimites all the way to Giant Snails. Were sure youll want to spend plenty of time exploring this new biome, but weve also added a whole host of new content throughout the game. Youll definitely want to search the Shimmering Frontier and travel back through previous biomes to uncover over 50 new pieces of armour and equipment as well as new custom scenes, cattle, pets, boss drops, and more! Just make sure you keep your wits about you in the Sunken Sea, rumour has it theres something scary stalking the depths of the oceanand were not talking about Omoroth!
Therell be plenty of opportunities to put your combat skills to the test in this update thanks to exciting new battle events. Wed definitely recommend improving your gear at the new Upgrade Station before you go seeking out one of our unique battle arenas, however! Dont want to find yourself in a sticky situation with under-levelled equipment (yep, theres equipment levelling now), do you? Weve got plenty in store for fans of the cozy side of Core Keeper too. Shed a little light on your creations with our brand-new Roofing Gadget tool that can bust through and repair the ceiling above to let in or shut out beams of light. Set out to find and collect all new valuables to display in your bases, which can shimmer and shine thanks to new Gleam Wood base-building options. You can even mine out huge areas of the map for all your base-creation needs using the Obliteration Ray. Oh, and expect even more hairstyles for a little extra player customisation!
Developing the Shimmering Frontier has been an amazing journey for us at Pugstorm. You might remember this one as the Crystal Update that we announced all the way back in our first Early Access roadmap, and we know that this is the one youve all been waiting for. This update went through plenty of designs and iterations, carefully balancing community-requested features, heaps of new content, and references to the games lore until we felt like it was just right! - Sven Thole, Pugstorm COO. Were so excited for you to play this update and weve barely scratched the surface of whats to come! With just two weeks to go, we hope youre looking forward to the Shimmering Frontier as much as we are coming October 4th!
Our Mod SDK Is Out Now!
As of right now, Core Keeper is offering official mod support through our very own Mod Software Development Kit! We announced our plans for the Mod SDK way back in June and quickly got to work collating feedback from our very active modding community. We asked you questions about the functionalities youd like to see, the pain points you were currently experiencing when developing mods, and your preferences when it came to mod creation. All this led us to the very first iteration of our Mod SDK, which functions via Unity and can be downloaded here. Weve also implemented an in-game solution that will allow players to browse and install Core Keeper mods from Mod.io directly to the game. We look forward to developing the Mod SDK further, and your feedback will be incredibly helpful for future iterations of this software development kit!
What Is Mod.io?
Mod.io is a mod-support platform that offers players the ability to install mods directly from in-game menus. Mod.io supports small and large (up to 8 GB) mods that are hosted on the Mod.io website, work across all platforms, and are simple for players to implement.
What About Multiplayer?
With the Mod SDK opening up the world of Core Keeper mods to even more Explorers, you might be wondering what this means for multiplayer. In short, this will depend upon the type of mods that have been installed in the world you want to join. Some mods dont require you, the player, to have them installed so long as the host does. Others may require both the host and the player to have them installed in order for you to play in the same world. If you join a world with mods that require installation from both the host and the player, you will be given the option to install them too. If you would prefer not to install the necessary mods, the connection will simply close and you will be unable to join that specific world. Were very happy to be able to provide creators and players with a stable and standardised platform for mod creation and installation, and we cant wait to see what you make! Oh, and as a reminder, we do have an official space for mod creators to chat in our Core Keeper Discord server if youre looking to connect with your fellow modders.
Other:
- Mod SDK support.
- Mod.io integration.
- Removed excessive logging when loading configuration files.
- Changed Unity scripting backend to use Mono instead of IL2CPP.
Bug Fixes:
- Added some missing item descriptions in creative mode.
- Updated some item descriptions to reflect new use cases.
- Fixed a bug where the built-in Steam browser would open the Discord app every time the game was started after the feedback option on the start menu had been clicked.
- The Easter Pillar can no longer be placed in the same spot where another pillar has already been placed.
It's time for another Core Keeper community wrap-up! Let's jump right in with a summary of what we've been up to...
Our Mod SDK is coming on September 20th!
We announced the date for Core Keeper's upcoming Mod SDK, and you can expect this on September 20th! We've got an amazing modding community and we're very excited to be able to support them with our software development kit. You can find out more about this here.
Anyone Else Experiencing a Heatwave?
Our publishing team is based in the UK where the sun has been blazing these past few weeks. So much so that our community manager whipped up this little GIF of them in the Molten Quarry to represent how they felt at their desk! Let's hope it cools down soon...
We Won "Best Debut" at the Swedish Game Awards
That's right, we're feeling pretty honoured right now! We were up against some awesome titles too, so this really means a lot to us. Now it's time to work out how we're all going to share custody of this shiny new award.
Let There Be Light!
Here's another community request that we've been working on for the Crystal update. This handy little gadget can punch holes in the ceiling and repair roof tiles to let in or shut out light from above. Enjoy playing with natural lighting, we can't wait to see how you use this in-game.
Exploring in Spanish
Some of our Spanish-speaking community members have been sharing their Core Keeper screenshots over on Twitter in celebration of the new language update! We can see Twitter user Hugh Belmont has chosen the Fighter or "Luchador" background here.
Poly Powered Automation?
A member of our Japanese-speaking community shared this picture on Twitter, showcasing their automated woodfarm. We like to think the Strolly Poly is the foreman, overseeing the automation output!
3D Glow Tulip by Awkward Comrade
Discord user, Awkward Comrade, shared this amazing 3D Glow Tulip with us! We think this looks super impressive and we really wish we could have a couple of these dotted around our office spaces.
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
If youve been hanging around the official Core Keeper Discord, you probably already know that Core Keeper has an active and talented modding community. You can find plenty of mods across the internet, from auto-fishing to tile placement, but there hasnt been any official mod support for Core Keeperuntil now!
After collating feedback from the modding community, were delighted to announce that we are launching a Mod Software Development Kit (SDK) for Core Keeper on September 20th 2023. The Mod SDK will offer players a standardised way to create mods (via Unity) and install them directly from the game menu using a Mod.io integration.
As a brand-new tool, the Mod SDK may have some initial limitations, which we are aiming to expand over time. We hope the Mod SDK will open up the world of Core Keeper mods to even more Explorers and we cant wait to see what you create come September 20th!
Happy September 1st, Explorers! We've just launched our Spanish Language Update and we're now creeping into Mod SDK territory, which is very exciting. We'll have more details on the exact date for the software development kit soon. Until then, let's see what the community has been up to.
Halloween Excitement
Halloween may still be months away, but we're getting all excited for spooky season! You might notice some slightly less murderous enemies and a little Embertail sat in the overworld, which we achieved using the developer console. We had a couple of people ask about this on Twitter though, and we've definitely taken your feedback on board about wanting to be able to place pets in the world! [previewyoutube=VhYspDdLGD0;full][/previewyoutube]
5 Core Keeper Facts!
We shared a whole heap of Core Keeper facts over on Twitter on Thursday, but we'd happy to share 'em again here. Are you ready? 1. While Core Keeper looks like a 2D game, the world is generated as 3D blocks & combined with 2D characters and objects. By adding mathematical tricks to the camera, we make the game appear entirely 2D with gorgeous 3D lighting effects.
2. We ran our first closed alpha just three months after announcing #CoreKeeper on Steam and your feedback added many cool things to the game including... - Boss health recovery -Root seeds/blocks - Hunger increasing based on pixels travelled (as opposed to over time) 3. Fishing was added as a direct response to community requests. Yep, if you want something badly enough, it might just get added to the game! We've also taken on board your feedback & think some refining is in order for this mechanic. Something to think about for the future
4. The Orange Slime is the very first monster we designed for Core Keeper, and its probably the first monster youll encounter in-game. In fact, the concept for Glurch came about when we asked "what would happen if a bunch of Slimes all fused together?"
5. We've heard your feedback when it comes to transporting cattle across the map...and let's just say it'll soon be the leasht of your worries
We Had an Amazing Time at Gamescom!
The Fireshine Games team brought Core Keeper to Gamescom this year and had a blast welcoming new and veteran Explorers to the underground...and handing out lots of shiny new merch!
Here's a pic from Gamescom that one of our awesome Twitter followers, GhostArya, shared with us!
The Water of the Future
We've been sharing some cheeky teasers we've got in store for future updates, including real-time water simulations!
Figurine Collection
Discord user, Twifyre, showed off their figurine collection on the Core Keeper Discord! They finally got that Acid Larva figurine.
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
We want to say a big "Hola" to all our Spanish-speaking Explorers and welcome you to our community with the arrival of Core Keeper's Spanish language update! We had so many requests for this one, and were very excited to be able to offer Core Keeper in European Spanish as of right now. We hope you all enjoy diving into the underground, mining resources, upgrading your equipment, fighting our colossal bosses, building bases, playing in multiplayer, and more. And don't forget that we recently added an all-new Creative Mode for those of you who love building and decorating your very own worlds.
Don't Forget to Vote for Core Keeper in the Gamescom Awards
In case you missed it, we're very excited to announce that Core Keeper has been selected as a finalist in the "Most Entertaining" category at the Gamescom Awards. This is a really big honour for us as an Early Access game and we are so grateful to our community for your wonderful support. There's not much time left to cast your vote (voting closes on Thursday the 24th of September at 2pm CEST!), so please show us your support and vote Core Keeper for "Most Entertaining" here!
Localisation
- Spanish translations implemented in the game.
Exciting news, Explorers! We're delighted to announce that we're one of the finalists in the "Most Entertaining" category at the Gamescom Awards.
Every year, the Gamescom Awards honour the outstanding games, expansions, exhibitors, announcements, and trailers that are presented at Gamescom 2023. As an Early Access game, we're extremely proud to be in the running alongside some truly awesome titles for this award.
The Gamescom Awards are voted for by the public, and we'd love it if we could count on your vote for Core Keeper in the "Most Entertaining" category! Voting is now open, and you can cast your vote here.
But hurry! Voting closes on 22nd at The winners are set to be announced on Friday the 25th of August, meaning there are only a few days of voting left. We hope you're enjoying playing Core Keeper as much as we're enjoying developing it, and we want to take this opportunity to say a BIG thank you to our wonderful community for your continued support while we work towards the Crystal Update and beyond.
You can find Core Keeper playable at the Fireshine Games booths in the Indie Arena (consumer hall 10.2) at Gamescom this year. Whether you're a brand-new Explorer or a veteran of the underground, you can stop by to get hands-on with the game and pick up some of our awesome new merch!
VOTE HERE:
GAMESCOM AWARDS 2023 VOTING
Wondering what's going on in the world of Core Keeper? Then you won't wanna miss our weekly wrap-ups! Let's take a look at what we've been sharing this week, as well as some of the awesome stuff our community has been sharing with us!
We're going to Gamescom 2023!
Exciting times ahead, Explorers. Yesterday, we announced that Core Keeper is going to be at Gamescom 2023 with Fireshine Games in the Indie Arena (consumer hall 10.2). Oh, and did we mention that we'll be bringing some brand-new merch with us? Think T-shirts, stickers, notebooks, and more!
Glowbugs Galore!
Glowbugs have been part of Core Keeper since day one and they've really grown and developed with the game. We put a lot of love into our lighting system and the way these adorable little Glowbugs look, but did you know that we added a mechanic so that you can pick them up and place them down using the Bug Net? Watch this Explorer in action!
You can get an idea of what Glowbugs looked like very early on in the game from this GIF we released around about the time we launched in Early Access.
Discord Emojis
Join our Discord. We have emojis. What more do you need? (We also have a very lovely and friendly community)
Cozy Little Kitchen
Discord user, Terrarium, has been doing some base renovating recently. Check out their cozy little kitchen!
Terraria Pixel Art
Anybody recognise this terrifying tyrant? Big shout out to Azakha Of The Golden Order [CKO] for creating this amazing artwork.
Knights Templar Pixel Art
There are absolutely no words to describe how awesome this map art by Queen Underscore is. We bet it took ages!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Thats right, Explorers, Core Keeper is going to be at Gamescom 2023! Were delighted to announce that you can come and play Core Keeper over at the Fireshine Games booths in the Indie Area (consumer hall 10.2).
Whether youre brand new to Core Keeper or a veteran of the underground, why not stop on by, sit down with the game, and pick up some exclusive merch? Well have a lovely little selection of goodies for you to get your hands on, including T-shirts, stickers, notebooks, and more!
As if that wasnt exciting enough, we also wanted to remind you that...
Our Mod SDK Is on the Way!
Were still hard at work getting our Mod Software Development Kit ready for you all. Weve got an amazing modding community and we are looking forward to being able to provide more robust mod support for them. The Mod SDK will help modders create and distribute mods for Core Keeper, offering a standardised way to add and install mods to the game. Weve mentioned before that the initial solutions were pushing might be a bit limited at first, but were taking this approach in order to give creators all the tools they need to implement their own solutions while making mod support as stable as possible. This is currently still planned for September 2023, and we hope this will open up the world of Core Keeper mods to even more Explorers. We hope to see some of you at Gamescom this year and, for those of you who cant make it, well still be around on the Core Keeper Twitter and official Core Keeper Discord server!
Welcome to another Weekly Community Wrap-Up, Explorers! We can't believe how quickly the weeks go by, it'll be Christmas before we know it. Speaking of Christmas (though, we suppose we've got Halloween first), we wanted to remind you that all of our in-game seasonal events can be accessed at any time through the Gameplay Settings menu. You can even toggle these on/off if you'd rather not experience them at all throughout the year!
Mini-Moolin
Hmm, there's something a little off about this Moolin. It's really small and it looks like it's only recently learnt to walk. Odd...
Desert of Beginnings Concept Art
Have you seen some of the amazing concept art that our Lead Artist, Julian, creates when we're working on something new? Here's some of the concepts from The Desert of Beginnings update! We're sure you'll spot plenty of familiar designs along with a few that didn't quite make the final cut (such as the Sunpear and Nightdew Blossom plants!).
Which is Your Favourite Day of the Week?
It's a tough job, exploring the underground 7 days a week, but somebody has to do it. [previewyoutube=sp_s7qTCXOo;full][/previewyoutube]
Colourful Cat-Creatures!
Like all our pets, the Embertail comes in plenty of fun colour variations. Which colours have you hatched? [previewyoutube=EEwPaGjVnUQ;full][/previewyoutube]
Hive Mother Drawing by Wither503
Discord user, Wither503, has been sharing some of their Core Keeper artwork across the Discord server. We really enjoyed this Hive Mother drawing and wanted to share it with you!
Workshop Area by
Check out this little workshop area, created by
Caveling Plushie World Domination!
Our Caveling plushies are making their way to all the corners of the world! This little guy has found himself in Tokyo, Japan.
Welcome to the "in the mountain" inn!
OkajinTV and co created this beautiful "mountainside" inn. Amazing work and very cozy looking!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
It's the first community wrap-up of August and also the month that our Spanish Language update is due to launch. Keep an eye out for this, Explorers! We've not got lots to say this week other than check out all the awesome Core Keeper content you can find across the web:
White Whistle
Our Lead Artist, Julian, is responsible for this awesome anime reference. Does anyone know the name of the anime this is from? [previewyoutube=TrLeZaA5Aa0;full][/previewyoutube]
New Fish or New Plants?
We asked you if you'd rather see new fish or new plants in the Crystal Biome update. We definitely should have seen this coming, but the vast majority of you said...BOTH! We can't reveal too much but let's just say that we definitely don't want to disappoint any of you *wink* *wink*.
Check Out Our Soundtrack
Did you know that volume 1 of the Core Keeper official soundtrack is now available on Spotify, Apple Music, YouTube Music and more? Check out the Spotify album here!
Starlight Nautilus
Did you know that August is National Fishing Month? We donned our Diving Helm, Kelp Mantle, Scuba Fins, Neptune Necklace, and Goldfish ring for some serious fishing buffs and were finally able to catch that Starlight Nautilus we'd been dreaming about.
Boat Base!
We were inspired by one of our recent competition winners to create a little boat base! What do you think? [previewyoutube=1d-fwytjw-c;full][/previewyoutube]
The Great Escape
Discord user SnapDragon987 has wowed us with another piece of cattle-inspired pixel art. Thankfully, Bambucks can't actually jump fences in Core Keeper (though we don't totally hate the idea).
Core Keeper Short Film
One of our Discord Mods, Mistry, shared a project she's been working on for quite some time now. She put a lot of effort into this (2 whole months' worth!) and has said that it was a blast to beat the bosses alone since she'd always had someone taking them on with her in the past. Seeing her project finished brings tears to her eyes every time she watches it and we can't help but get a little emotional when we think of all her hard work too! [previewyoutube=dD_hW_IOfo4;full][/previewyoutube] Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Hey there Explorers, it's not long now until we head into a brand-new month where you can expect our Spanish Language Update! We're very excited to be bringing you Core Keeper in European Spanish and we can't wait to welcome lots of new people to the Core Keeper community. Speaking of our community, let's dive right into the weekly community wrap-up!
This Barbie is Playing in Creative Mode
It's Barbie's world, and we're all just living in it. [previewyoutube=43PQkrKu_iI;full][/previewyoutube]
Guess That Achievement!
It's like "Who's that Pokmon?" but with less margin for error. We shared a picture of an achievement you can expect in our upcoming Crystal Biome update and asked you to guess the name of the achievement and how it is unlocked. Here are some of the guesses the community had on Twitter!
- Title "How Now Purple Cow?" and it's of course maximum affection level
- My Moo best friend
- Cattle Moo-ving is a little bit tedious: Transfer "X-amount" of cattle near player-crafted home.
How Do You like to Travel?
On foot? By boat? By minecart? By car? There are lots of different ways to traverse the underground, and we want to hear all about your favourites in the comments! [previewyoutube=56mIx3xkoSo;full][/previewyoutube]
Going Green
Have you got a colour-themed base in Core Keeper? We went with green for this one simply because we like it! [previewyoutube=VXS8BCt_qiM;full][/previewyoutube]
Bambuck on the Loose
This adorable pixel art put a smile on our faces. Is there anything cuter than a Bambuck in a bed of Glow Tulips? Big thanks to Discord user SnapDragon987 for creating this awesome artwork!
They're Here!
Looks like the people who backed our Makeship campaign have started to receive their Caveling Plushies in the post. That's us one step closer on the way to world domination! Thank you Twitter user Yevli for sharing this picture with us.
Colourful Storage It might not be all one colour, but this base (created by Twitter user PancakeLily~) has some pretty colourful storage solutions.
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Did you know that, in Sweden, its customary to take four weeks of vacation time in the summer? The Pugstorm team is enjoying a little bit of vacation time right now to give us a chance to rest and recuperate, but our community manager, Bridie, is on hand to share with the weekly community wrap-up as always! We hope you enjoy this weeks update, and were looking forward to jumping straight back in to continue working on the Crystal Biome and more.
Go-Karts
In anticipation of our summer vacation, we just had to get some shots of an Explorer cruising around the beach in a Go-Kart! Whats your favourite biome to drive through? [previewyoutube=wu8la9YgVO4;full][/previewyoutube]
Crystal Biome Ore Teaser
Recently, we asked you to guess what the new ore would be for the Crystal Biome and there were some terrific guesses. This week, we thought wed share a sneak preview of the ore in the form of a silhouette. It might not be much to go on, but did this teaser light up your imagination at all?
Blast from the Past
Our CEO, Fredrik Prntare, showed us a side-by-side comparison of his first, solo, pixel-art project from 10 years ago! ...the code base is what eventually became Core Keeper many years down the line. The lesson: build iteratively your passion project now might be the stepping stone for something larger. We thought this was a great example of how a personal project can grow and develop into something successful through a team effort. Fredrik feels his strongest contribution to the project was finding & connecting the right people, creating an environment where they love working together & can work effectively!
Hallowtines? Valenween?
You can build some pretty unique bases in Core Keeper when you mix seasonal content. This is what happens when spooky meets sweet! [previewyoutube=k24fiNQomFU;full][/previewyoutube]
Sea Merchant Cabin by DK92
We love this screenshot from Twitter user, DK92. Merchants need homes too!
Glow Tulip Animation by MissBarbare
(You might need to wait 5-10 seconds for this to load/loop!) MissBarbare shared this amazing, work-in-progress Glow Tulip animation with us over on Discord. This is part of a bigger Core Keeper project theyve got in the works and we cant wait to see how it turns out!
Pikachu Lamps by Paulaizm
10/10 use of lamps by Discord user Paulaizm. No notes!
Picnic by
Finally, we just had to share this amazing fan art by . The way they re-create screenshots theyve taken from Core Keeper and breathe so much personality into them is outstanding, and we can never get enough of seeing these two adorable Explorer characters interact.
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
We recently ran a creative mode competition over on Twitter where we challenged you to build a world, base, or creation around the theme of Enchanted Waters. We had some amazing submissions from community members all over the world, and it wasnt easy to pick a winner! We saw some amazing uses of Core Keepers map, lighting, and mechanics that were blended to create truly beautiful worlds. After a lot of deliberation, we were able to narrow the video submissions down to one clear winner, which well be sharing below. Before that, however, we also wanted to share some of our favourites from the runners-up (in no particular order).
Wizard Otters Submission
We thoroughly enjoyed a tour of this canal-filled submission by Wizard Otter. From the lighting to the use of seasonal content and floor tiles, everything about this scene was truly lovely to look at. Its obvious that Wizard Otter put lots of effort into getting the flooring and structure of this world looking just right. Awesome job! [previewyoutube=4EcymFxIA_c;full][/previewyoutube]
Yuzuriha Sakuras Submission
We felt like we were transported to an exciting nautical world the minute we hit play on Yuzuriha Sakuras submission. The boat-like structure made out of wooden signs was particularly creative and we loved the use of teleportation to switch between themed spaces throughout the video. Overall, we thought this was a lovely collection of scenes that came together to build a very expansive world. [previewyoutube=M8dUE4hejyU;full][/previewyoutube]
s Submission
The use of the map at the very start of this video filled us with intrigue and gave us a great sense of how water and liquid had been used in each space. This creative Explorer did a wonderful job of maintaining a world that could easily be walked through while segmenting individual areas of the map. There was lots of colour and theme coordination, which we loved. [previewyoutube=w0d9zduYqEk;full][/previewyoutube]
Garden Plus Submission
This video was entitled Fairy Forest and it was truly magical. From the very start, we felt like we were on a journey through a scene that could easily appear in-game, and we were wowed by the clever use of certain building materials to achieve unique effects (such as creating the appearance of a staircase leading down into the water). There was so much to look at and absorb in this world and the water features running throughout linked it to the theme beautifully. [previewyoutube=9RERZsH_104;full][/previewyoutube]
The Winning Submission by soumu.
What can we say? We loved it from the moment we hit play. This water-filled world was both enchanting and eerie, and the use of the void as negative space to make the lighting effects even more striking on the water was inspired! It felt like we were on a journey in a fantasy realm, and the little pops of colour here and there made for a beautiful contrast to the glowing and ethereal landscape. This Explorer understood the assignment perfectly and created something memorable that truly stood out to us. We also loved the playful use of the map at the very end and thought the pixel-art Glow Tulip was the cherry on top of an already amazing submission. [previewyoutube=tHCLfbNzJqE;full][/previewyoutube] We hope you had fun designing your worlds and bases for this competition. Keep an eye out for future competitions on Twitter and Discord, and let us know what kind of competitions youd like to see from us in the comments!
Have we really had two major updates since the last time we added to our Creature Compendium? With lots of new mobs dotted around the underground, were long overdue a look at some of Core Keepers monsters. Well be covering the creatures added from The Desert of Beginnings and beyond here, so dont forget to check out parts one, two, and three for earlier mobs.
Caveling Spearman
Location: The Clay Caves Attacks: With a Hunting Spear Be careful when wandering through The Clay Caves you never know when youll stumble upon a Caveling camp. Caveling Spearmen can usually be found hanging around a campfire in small groups along with Caveling Skirmishers, working together to hunt down any Explorer that dares cross their paths.
Caveling Skirmisher
Location: The Clay Caves Attacks: With a throwing spear Hunting in tandem with Caveling Spearmen, Caveling Skirmishers are vicious creatures who arent shy about jumping right into the heart of battle. These fierce combatants wear caps made of larva skin, dirty leaves, and cloth which give them an edge when it comes to combat. Take out a Caveling Skirmisher and they might just drop Skirmisher Cap, which you can swipe to improve your health, armour, and ranged attack speed!
Caveling Assassin
Location: The Desert of Beginnings Attacks: With deadly daggers Quick, cloaked, and with one thing on their minds, Caveling Assassins are formidable foes. Thriving in the desert sands, they can spot an unsuspecting Explorer from quite a distance. You might find yourself being attacked from all angles if you run into a Caveling Assassin, as this cold-blooded killer can throw a flurry of daggers at the player in quick succession before closing the gap and switching to a series of lunged attacks.
Bomb Scarab
Location: The Desert of Beginnings Attacks: By charging the player The Bomb Scarab is a relentless mob that will charge its enemies over and over. These beetle-like creatures can be found all over The Desert of Beginnings, but players should keep an extra close eye out for the sandy whirlwinds that appear and spawn up 5 Bomb Scarabs at a time! Bomb Scarabs dont go down without a fight these insectoids have a unique defence mechanism that causes them to explode when their health is low, so make sure you kill them quickly before they have a chance to blow upotherwise, you could find yourself within the blast zone!
Lava Butterfly
Location: The Molten Quarry Attacks: By shooting fireballs Beautiful but deadly, Lava Butterflies spawn from Ground Magma Slime within the Molten Quarry and will shoot fireballs at any old Explorer who just happens to be passing by. Capable of travelling through the air over any terrain, its not uncommon to see these glowing creatures fluttering over pools of lava. Unsurprisingly, theyre immune to burning damage and their fireballs will definitely leave you feeling a little scorched.
Lava Slime
Location: The Molten Quarry Attacks: With an extra toasty tackle A superheated Slime mob that attacks by slamming its molten body into the player. These Slimes appear to be made entirely of lava, with a thick crust coating the outer layer of their bodies that makes them immune to both acid and burning damage. Dealing a whopping 248 regular damage, plus an additional 26 burn damage, wed recommend avoiding these bad boys at all costs.
Honourary Mention:
Royal Slime
Location: Wherever King Slime is summoned Attacks: With a regal body slam Royal Slimes are an extra-special Slime variant added to Core Keeper as part of our Terraria crossover. Summoned by King Slime himself, these royal attendants will defend their monarch at all costs. Theyre also a lovely royal blue colour! Weve got the Crystal biome to look forward to as our next major update. What kind of creatures do you think well introduce next? Let us know in the comments, over on our Twitter page, or tell us on the official Core Keeper Discord server!
It's the first Friday of July, and that means its time for another Weekly Wrap-Up! 2023 is going by very quickly, and we're on the road to August for our Spanish Language update. Let's take a look at what's been going on with the Core Keeper community this week.
Mod Support Survey
Were working hard dedicating our efforts to enable official mod support for mod creators through our Mod Software Development Kit, which we are currently aiming to release in September. Our goal is to roll out the Mod SDK while enabling (as opposed to hindering) current mod efforts, so we are reaching out to the modding community via our Mod Support Survey to get a better understanding of the ways you are creating mods.
The Hatchery
No true Pet enthusiast's world is complete without a dedicated hatchery! [previewyoutube=Rb4VcZ0CcgA;full][/previewyoutube]
Sledge GIF
We've said it once and we'll say it again, the Sledge is great for busting through walls, but not so hot at fighting enemies. We'd recommend this Explorer switch to a sword.
Steam Summer Sale
We're partway through the Steam Summer Sale and so delighted to be featuring alongside a huge roster of amazing games. You can pick up Core Keeper for a 20% discount right now, making this the perfect time to start your underground adventure or gift the game to a friend.
Pixel Art
Discord user Ep163, whipped up some pixel art of their buddies' favourite Pokmon while waiting for them to come online. We're big fans of Mimikyu too!
Titans Chambers
Pillow Caveling shared this awesome base entitled "Titan's Chambers" with us over in the Core Keeper Media Forums on Discord. What a great way to showcase your Titan boss armour!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Calling all modders! Were working hard dedicating our efforts to enable official mod support for mod creators through our Mod Software Development Kit, which we are currently aiming to release in September. The Mod SDK will help modders create and distribute mods for Core Keeper, giving players a standardised way to add and install mods to the game. The official solutions we are pushing might be a bit limited at the start, but we still want to give creators all the tools they need to implement their own solutions while making mod support as stable as possible. We may introduce changes during the game's early access and beyond after the Mod API's launch that could cause mods to temporarily stop functioning as intended until they're updated, but we will be as open as possible about this and try to avoid this where possible. Our goal is to roll out the Mod SDK while enabling (as opposed to hindering) current mod efforts, so we are reaching out to the modding community to get a better understanding of the ways you are creating mods and to hear your thoughts on our plans for introducing mod support for Core Keeper. With that in mind, weve created a short survey that we are asking members of the modding community to fill out by 23:59 BST on July 12th . Fill out the form here. Your feedback will be incredibly valuable in the implementation of Core Keepers Mod SDK, and we cant wait to hear from you!
Did June fly by for anybody else or was that just us? It feels like only yesterday we released the Paws & Claws update, but here we are with an updated roadmap, getting ever closer to the Spanish language update and the Crystal Biome. Lets take a look at whats been going on community-wise this week!
Get 20% off Core Keeper
Psst, did you know that Core Keeper is currently available at a 20% discount as part of the Steam Summer Sale? Tell your friends!
Does This Make Us Slime Ranchers?
We jumped into Creative Mode last Friday, built some enclosures, and dropped a bunch of Slimes in there so that we could live out our fantasy of being Slime Ranchers. Which is your favourite Slime?
Moolin? More Like BOOM-lin!
That header was a terrible pun, but we stick by it. We shared a little comedy mockup of a Moolin with dynamite attached to its back, which got a pretty strong reaction from you lot! Just to be clear, we probably wont attach dynamite to the Moolin...probably.
Have You Entered Our Creative Mode Competition Yet?
Theres still plenty of time to enter our Creative Mode competition, which closes on July 10th, and submit a base or world around the theme of Enchanted Waters. The competition is open to entrants worldwide and the winner will receive a 25 Steam voucher (or nearest equivalent) as a prize! Enter here!
The Hive Mother: Chunky Yet Funky
Have you spotted any of the updated death animations in Core Keeper yet? Heres the Hive Mothers new animation, which is significantly more chunky. Gross!
Were Gonna Be at TwitchCon, Paris!
Thats right, you can play and stream #CoreKeeper at #TwitchConParis this year on the 8th and 9th of July! Whether you're a seasoned Explorer or you're brand-new to the underground, come on down to the Fireshine Games stand and jump into a mysterious subterranean world.
Is the Sledge a Good Weapon? Well
Just because the Sledge can clear out a pretty sizable area of wall doesnt mean itll do the same to a bunch of enemies. With less damage and the exact same attack area as other weapons, wed really just recommend a sword!
Save the Moolin!
We told you our explosive Moolin got some pretty strong reactions, including this fan art from Twitter user @hairyfood1 who is on team save the Moolin!
When You Cant Play, Doodle!
Discord user hasnt been able to play Core Keeper lately, so they drew this adorable duo instead. Looks like somebody isnt going to share their wrap!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Other:
- Added missing Localization Template file to Windows build.
Happy Friday, Explorers! We had a pretty big week this week with some cool announcements regarding the future of Core Keeper. Weve also been loving all the amazing Cattle / Pet fan-art weve been getting from the community over on Twitter and Discord. We hope youre all excited for the weekend and that youll share even more of your amazing fan art and screenshots with us on your preferred social media space!
New Roadmap
Is it new roadmap time already? Why, yes it is! From Spanish language support all the way to our new Mod SDK and info on the Crystal Update, you can check out the latest version of our roadmap here. Weve had some great feedback from the community on this roadmap and were keen to hear your requests for other language support too. Feel free to leave these in the comments!
Check Out Our OST Playlist on YouTube
Yesterday was World Music Day, and this seemed like the perfect time to upload the latest version of the OST to YouTube in the form of a playlist. Previously, we had all the tracks in one video, but we realised wed have to re-upload this every time the OST was updated. Now, you can listen to all our tracks on the playlist, and well add new ones each time the game updates with new music!
Creative Mode Competition
Its another opportunity to get creative! We recently launched our Creative Mode competition, which is running until July 10th, using the theme Enchanted Waters. If you love base building and fancy a chance to get your hands on a 25 Steam voucher (or near equivalent in your currency), then check out the rules and enter here.
Performance Satisfaction Survey
Something we are constantly working on when it comes to Core Keeper is optimisation and performance. We want as many people to be able to enjoy the game as possible, so we're asking for your feedback on the way Core Keeper runs in Early Access! If youve got a little time, wed love to hear your thoughts.
Marbled Meat
If you dont think about where it comes from, the Marbled Meat in Core Keeper looks pretty darn tasty. Especially if you picture it sizzling away on a little BBQ!
GemBug Cattle Suggestion by Talena Brandon
Weve had some very awesome suggestions for different cattle types over on Twitter, and lots of you even submitted concept art. These GemBugs by Talena Brandon are a very neat idea, and we love the idea of a type of cattle that consumes ore!
Ancient Forge by Insider
Discord user Insider has built a wonderful base around the Ancient Forge, complete with a collection of valuable items and lots of lava...because you can never have enough lava!
Shark Pet by Yina
Discord and Twitter user Yina is back at it again with the amazing artwork, this time sharing with us some concept art for a shark-themed pet! Here's what they had to say about their design: "Shork - A tiny shark with 4 paws that a player can obtain from fishing or from the digging spots in the Sunken Sea. This will give fishing more pursuit, to collect glowy eggs. This Shork creature can accompany the players on land and water, similar to epaulette sharks. Very helpful when exploring the Sunken Sea, as it will help the player attack tentacles and it can also attack mobs on land. It will glow like the Embertail pet but attack in the same manner as the Subterrier."
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Good news, Explorers! Weve just updated our roadmap for the rest of 2023 and beyond. From new language support all the way to info on the Crystal Update, find out what youve got to look forward to below and view the full image version of the roadmap at the bottom of this post.
Spanish Language Update - August
Were pleased to announce that Core Keeper will be getting a Spanish language update in August. There have been a lot of requests for a Spanish localisation of the game from the community, and were hard at work getting that ready for you now. We know there are a couple of different variations of Spanish and we have elected to localise Core Keeper in European Spanish. We hope youre looking forward to this localisation of the game and that youll join us in welcoming new Spanish-speaking explorers to the community.
Modding SDK 0.1 - September
Weve got an amazing modding community for Core Keeper, and its been incredible to see all the creative ideas theyve come up with. Providing support for this community has been something weve been working on for quite some time now, and were very happy to be implementing a Software Development Kit (SDK) in Core Keeper for the very first time in September. The modding SDK will help modders create and distribute mods for Core Keeper, and it will offer players a standardised way to add and install mods to the game. The official solutions we are pushing might be a bit limited at the start, but we still want to give creators all the tools they need to implement their own solutions while making mod support as stable as possible. We hope this will open up the world of Core Keeper mods to even more Explorers.
Crystal Update - Autumn
This major content update is scheduled for Autumn 2023 and will include a brand-new biome with new enemies, materials, crafting options, and more! It wont be long before youre exploring a crystalline cave system and uncovering the exciting new resources on offer. We know youve been looking forward to this one for quite some time, Explorers, so we thought wed give you some insights as to what were thinking about for the Crystal biome. You might have noticed that weve been asking a couple of questions about Cattle over on Twitter, and thats because were currently thinking about what more we can add to the Cattle system with this update, along with brand new game mechanics, lots of new equipment and more!!
Year-End Update - Winter
Independent from our Christmas Seasonal Event (which will reoccur each year and can also be toggled at any time from the Gameplay Settings menu), well be releasing an additional Year-End Update this winter. This will come in the form of a minor update unrelated to our Seasonal Events and, while we cant tell you whats to come just yet, were working hard to make sure weve got something fun to tide you over through the new year! Oh, and speaking of the new year
Additional Language Support - 2024!
Were committed to bringing Core Keeper to even more Explorers before we hit 1.0, and we plan on adding more language support to Core Keeper in 2024. Were still finalising the details here, but with this update coming next year, we hope youll take this opportunity to make lots of noise and let us know which languages you want to see represented!
Heres to the Future of Core Keeper!
We cant believe were nearly halfway through 2023 it really does feel like yesterday since we released our last roadmap. We hope youre as excited about all the upcoming content as we are, and wed love to hear your thoughts over in the Steam Discussions, on Twitter, or in the official Core Keeper Discord server.
Summer is in full swing, Explorers, and we hope youre having fun doing lots of different activities alongside playing Core Keeperthough wed never hold it against you if you were just playing Core Keeper! Heres a little look at what weve been sharing with the community this week.
Treat Yourself!
Weve got lots of yummy, healthy food for growing Explorers in Core Keeper, and we also have plenty of tasty treats for when you feel like a Caveling Crunch bar and can of Heart Berry Soda might just hit the spot a little better than a Glowing Tulip Salad.
Ocean Base
Is it part of the lost city of Atlantis? Some sort of mermaid homestead? Or maybe its just a little ocean base for those of you who like to be beside the seaside. [previewyoutube=5M8v8rzGVxE;full][/previewyoutube]
What Kind of Cattle Would You Like to See?
Over on Twitter, we asked you what kind of Cattle youd like to see in the future, and you had some amazing responses that have really sparked our imaginations. From horse-shoe crabs to baby dragons, there were so many suggestions that have certainly given us plenty to think about.
Your Cattle Concepts!
Some of you even went as far as to draw up concept art when we asked you what kinds of cattle youd like to see in the future. We love this chicken-inspired creature from @ambercatlucky2 and this cool collection of ideas from @hairyfood1!
Character Art by yina
This character art was shared in the Core Keeper Media forums over on our Discord server by the talented yina. We love the Iron Armour, but were a little concerned about what might have happened to that Rock Jaw!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
- Reverted the change Procedural generation of new terrain is now spread over multiple frames. due to problems with procedural spawning on dedicated servers.
Other:
- Changed how cooked food is stored in the save files. Existing save files will get converted when they are loaded for the first time. After this point, they will not be compatible with previous game versions.
- Several performance improvements for the water spreading system. In particular, this should in significantly reduced load times for worlds where large sections of the Sunken Sea biome have been explored.
- Cattle are no longer affected by aura effects such as Malugaz burning set bonus, and summoned creatures like the Ghost Scholar Caveling from Phantom Spark will no longer attack Cattle.
- Update README for dedicated server with missing information since previous updates.
- Dedicated server will now parse human readable values as well as the corresponding integer values for setting world mode and season. So, instead of setting -season 1 or -worldmode 1, you can use -season Easter and -worldmode Hard as well.
- Trying to load save files created using a recent game version into earlier, incompatible game versions will now result in an error message prompting the player to install the new update.
- The maximum object ID for ingredients used in cooked food has been increased from 10,000 to 65,535. In particular, it now supports the 32,76865,535 range that is reserved for items added by mods.
- Enemies that spawn in groups chasing down players will no longer destroy objects in their paths while chasing down the player.
- Fixed translation issues in descriptions for certain weapons and pets.
- Procedural generation of new terrain is now spread over multiple frames. This, together with some other performance improvements, should significantly reduce stuttering when exploring new parts of the world.
- Upgrade Sentry SDK version to 1.2.0. Used for error and crash reporting.
- Avoid calling a Steam function which could cause severe lag spikes for some players.
- Game will avoid spamming log messages because of unknown objects.
- Allow extending the version string used for detecting version mismatch with the launch option -versionsuffix followed by the suffix to use.
- Enemies that accidentally end up on a tile they cant stand on are now removed after a short delay.
Bug Fixes:
- Creatures like cattle, critters and enemies should no longer escape through fences and other blocking objects.
- Fixed an issue where murals that could be opened would sometimes block the player from digging and placing ground blocks around the mural when it shouldnt.
- Fixed an issue with pets being able to damage cattle.
- Larvas will no longer die when they walk close to a fence.
- Caveling Skirmishers no longer quickly sidestep from side to side if they temporarily lose line of sight to their target.
- Fixed the eyes to be glowing red again for some Caveling types where the eyes had turned black.
- Playing certain melodies with the instruments will no longer cause the player to freeze.
- Fixed a bug where the Sticky Toy pet talent would increase enemies movement speed instead of slowing them down. The amount slowed by the talent and Jr. Orange Slime was also slightly rebalanced.
- Fixed an issue where entries could be incorrectly overwritten or duplicated in the previously joined servers drop-down menu.
- Fixed a bug where pets would disappear after pausing the game while the pet was running to its owner.
- Fixed keys opening UI elements like the map not being disabled while naming pets.
- Fixed minor grammatical error in the description of Omoroths Necklace.
It's that time again, time for another community wrap-up! We've been busy bees ever since the Paws & Claws launch, and we've been taking lots of time to read your feedback and suggestions over on the Core Keeper Discord server and in the Steam Discussions. We've also shared lots of fun things over Twitter, and we've been keeping an eye out for all the wonderful stuff you've been sharing with us too.
We Hit our Caveling Plushie Funding Goal!
Not only did we hit our funding goal, we actually exceeded it by 109%! We're thrilled to let anyone who pre-ordered know that their Caveling Plushies will be with them around mid-late August.
Underground Zoo
We created our very own underground zoo to house cattle and mobs. Don't ask us how we're managing to contain the Bomb Scarabs, we haven't quite figured that one out yet...
Achievement Teaser
We shared a little teaser of a new achievement that you can expect with the Crystal Biome update (date TBC). We had some awesome guesses on the achievement name, but our personal favourites were: If I fits I sits, "Purrrfectionist", and "speciwal dewivewy".
Guest Mode
Did you know that we added a Guest Mode setting to Core Keeper. This can be accessed via the pause menu in-game. Enabling guest mode removes the ability for any non-admin players to interact with the world. Perfect if you'd like to show somebody around your world without worrying about them getting up to mischief.
Adorable Build by Zombaekillz
Twitter user, Zombaekillz shared this beautiful build with us, showcasing some of the more colourful base-building items in Core Keeper.
Core Keeper with Friends with TripleAGaming!
TripleAGaming shows us just how much fun you can have in Core Keeper's multiplayer mode! [previewyoutube=d-TTVc8cgBo;full][/previewyoutube]
Tomie's "Zoo"
This is definitely not a mob farm...
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Hey there Explorers, we just wanted to say a BIG thank you to everybody who has supported our Makeship campaign and helped us to create our Caveling plushie! We're already 100% funded, which is very exciting, but you can still put in an order to get your hands on this cuddly Caveling, which wont be on sale anywhere else after the order cut-off date.
Remember, the cut-off date for orders is May 31st and the plushie ships worldwide!
From supporting the developers to adding a limited-edition piece to your collection, there are many reasons to bag this adorable piece of Core Keeper merch! Depending on the results of this campaign, we'll definitely be looking into releasing more merchandise in the future, and we might just put our next design up for a community vote so that you can have your say in what you'd like us to create next. We've also got plans for fun competitions and community activities that involve the Caveling plushies to give you a chance to show off your merch and get creative. Once a funding goal is hit, the folk over at Makeship get busy bringing the plushie to life, and our cuddly Caveling is estimated to ship around August 25th. The plushies ship worldwide too, so you can get your hands on one no matter where you are in the world. Pre-order your plushie here! We're very excited to be working on this adorable piece of merch, and were looking forward to bringing these little guys to life and maybe even setting our sights on creating more merchandise in the future.
Its been two weeks since our Paws & Claws update launched, and youve been busy exploring the Meadow sub-biome, hatching eggs, and levelling up your animal companions. Its been a real pleasure to watch the community jump right into this update, and it brings a lot of joy and meaning to the work were putting into Core Keeper. Weve had plenty of questions about the development of this update and a couple about what the future holds for pets in Core Keeper, so we got together and went through some of your frequently asked questions to give you a little insight into our thoughts regarding Paws & Claws!
Did you have plans to add pets to the game when you first launched Core Keeper in Early Access?
Fredrik: Absolutely! Pets were always part of our vision to add a layer of companionship and even more life to the underground.
Why did you choose the animals and cattle that you did?
Julian: For the first batch of pets and cattle, we wanted to go for designs that were relatable fan favourites. The goal was to make the pets trusty companions you could take with you on explorations and the cattle something you want to protect and cultivate!
What are your favourite pets?
Max: The Subterrier, but I really just want the Moolin as a pet! David: My favourite pet is the Embertail because it sounds so cute when you pet it. Julian: Theres no better choice than the loyal Subterrier. Sven: My favourite is the Embertail. The fact that it has two tails, and makes a heart shape with them whenever you pet it, is hard to beat.
Can you give new players any advice on finding or hatching pets?
David: Pet eggs can be found in various places throughout the world. Some can be found in crates or digging spots, some are dropped by bosses, and some are sold by certain merchants. To hatch an egg the player must create an Egg Incubator, power it up with electricity, put the egg into it, and then wait patiently until the egg is ready to hatch!
What community requests were added with this update?
Fredrik: In response to community feedback, we accelerated the implementation of features like Guest Mode and Creative Mode, Buckets, and rotatable objects. We also had an absolute blast introducing the Glass and the new Paintbrush colours that were requested by the community.
Whats your favourite new feature from the Animal Update?
David: My favourite addition is the new combat mechanic allowing for a secondary use for several weapons. I think this makes the combat much more interesting and something we can keep building upon to add more unique mechanics to certain weapons! Julian: The new colours and decoratives, which I had been looking forward to starting working on for months. Sven: Allowing the player to pet the pets!
What was the most challenging part of developing the Animal Update?
Max: The inventory system had to be extended to support things like the pet talents and names. Sven: The glass material. It really captures the feeling of being in a circus in a goofy mirror hall. I love it.
Will there be more pets/cattle in the future?
Fredrik: Absolutely, and we are really not just about numbers! We are also actively working to improve the way cattle work in our game by introducing things like breeding, different ways to move them around, and adding irresistibly adorable little calf companions!
Will we ever be able to ride cattle? Will there ever be a rideable mount?
Fredrik: The idea of mounts has been galloping around in our minds since the inception of the game. However, were not quite ready to mark a date on the calendar for this feature just yet. Stay tuned for more updates. We hope you enjoyed reading our answers and that youre having a blast with your new pet pals. Weve had such an amazing time developing Core Keeper so far, and were only just getting started! Thank you for all your support, and keep an eye out for a new roadmap on the horizon. Until then, make sure youre part of the Core Keeper conversation over on Discord and Twitter!
What's up, Explorers! It's time for another community wrap-up. Weve had an awesome week hearing all your cool feedback on Paws & Claws, and you can expect a little bit of behind-the-scenes stuff from us in a Steam post next week, so keep an eye out!
Potted Plants
Hands up whos built a little greenhouse in Core Keeper? We shared this GIF on Twitter and one community member told us that they loved the greenhouse but asked if the ground tiles would spawn enemies. To that, we say: we like to live dangerously!
Pet Candy
Did you know that you can level up your Pets with Pet Candy? There are so many tasty treats your character can eat in Core Keeper, but we still had lots of speculations over what Pet Candy tastes like. Your guess is as good as ours.
Plushie Pre-Orders
Weve hit 40% of our pre-order goal for the Caveling Plush toys, but theres still a little way to go if you want these babies to go into production! We need to be 100% funded by June 1st, so theres no better time to pre-order than now. Remember, if we dont hit our funding goal, all pre-orders will be refunded within 2-7 days, so theres no risk to you. Pre-order yours today and give this little guy a forever home.
Steam Sale!
Were slap-bang in the middle of a Steam sale right now! Core Keeper is currently available at a 20% discount and, with changes coming to the pricing of the game on May 29th, this is your last chance to get it at such a low price point.
R.I.P. MooMoo
Discord user greenTboba had a tragic experience with their friend Moomoo when they first discovered the Meadow sub-biome and didnt realise cattle could be killed by mobs. This is their fan art to commemorate their little pal and, no, were not cryingyoure crying!
All Unique Map Colours by QueenUnderscore
QueenUnderscore has done an amazing job of cataloguing all the Core Keeper map colours in one handy image for your reference! Whether youre searching for a specific area on the map or want to create your very own map art, this is sure to come in handy.
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
We launched our Paws & Claws update this week, so you can imagine how exciting things have been from a community perspective!
Paws & Clawsand so much more!
We think the best way to learn about our updates is by playing them first-hand, but you can find out more about our Paws & Claws update here and read a very extensive list of patch notes here.
Creative Mode Preview
Let our Product Manager, Vince, walk you through the ins and outs of Creative Mode! [previewyoutube=5mtazGweGDQ;full][/previewyoutube]
Incubator Teaser
Have you managed to craft an incubator and hatch your very first animal companion yet? We shared this GIF of the incubator in action a few days before the update went live.
Fanhare Flavours!
Its no secret that the animal companions in the Paws & Claws update come in a variety of colours, and these white, pink, and brown Fanhare remind us of our favourite ice cream flavours.
Well, Thats One Way to Clear Out an Area
You might just encounter a few new random events when exploring the Core Keeper mapincluding explosive wall tiles!
Name that Tune
We shared a little teaser of some of the new Sheet Music coming to Core Keeperdid you guess the song? [previewyoutube=hxGAbke0d3o;full][/previewyoutube]
Pre-Order Your Caveling Plush
You might remember that we ran a Caveling plushie giveaway over on Twitter? Well, the giveaway might be over, but thats not the only way you can get your hands on one! We're working with Makeship to bring these plushies to life! Pre-order yours now to help us hit our pre-order goal and get your very own Caveling Plush: https://shop.makeship.com/3zxXWGM
Every Pet Ultimate Guide
Want the lowdown on all the pets in Core Keeper? Check out this video from Jade PG - Crafted! [previewyoutube=FMJD8ezpm1c;full][/previewyoutube]
Celebrating Paws & Claws
We spotted some incredibly adorable artwork from Discord user Lem celebrating the launch of our Paws & Claws Update!
NullShadows New House
Is there anything more satisfying than building a giant base all for yourself? Big thanks to Discord user NullShadow for sharing!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Bug Fixes:
- Fixed a bug where items such as the Soul Seeker would sometimes disappear when quickly swapping back and forth to place a torch.
- Fixed possible invalid access when playing an instrument.
- Fixed pet name and talents data being corrupted sometimes on unexpected disconnects. Any corrupted pets old data is lost sadly, but setting any name on a corrupted pet will cause it to be recreated with new talents and skin.
- Fixed an error when placing a rotated Gold-edged Table which in turn caused the sun to make a visit in players bases.
- Fixed errors happening sometimes when navigating in the cook book UI using a controller.
- Fixed error when another player connects while standing on a pressure plate.
Balancing:
- Reverted the material costs for the Iron Equipment set to use fiber instead of wool to not block progression for players struggling to find goats.
Bug Fixes:
- Cave in events will no longer happen close to the Core as it was not intended.
- Fixed a bug where no loot or loot from the wrong tier would appear in chests found in the melody mural rooms.
- Rocks falling from cave-in events can no longer be dug up using a shovel as it was not intended.
- Furnaces and other crafters now work correctly with automation setups.
- Several missing reference errors have been fixed, preventing crashes.
- Fixed a crash that occurred when petting a pet that was just unequipped.
- Fixed an issue where painted objects like the chests would sometimes get the wrong painted color when loaded.
- Fixed potential loss of recent inventory data on world exit. - Fixed error when exiting a world while having a weapon that has a secondary use equipped.
Hatch a host of colourful companions, build your dream base in Creative Mode, jam to new tunes from Stardew Valley and Valheim, and more in Core Keepers Paws & Claws Update! [previewyoutube=qQJ5udt581o;full][/previewyoutube] Exploring the underground is fun, but its even more fun with a furry friend by your side (or perhaps a feathered friendor a slimy one?). This free major content update brings oodles of new features, mechanics, items, music, and more. With 5 species of companion pets each with multiple colour variations to accompany you on your journey, plus 3 breeds of cattle, the underground is looking more alive than ever. Em-bark on an adventure with the scrappy Subterrier; turn the heat up in battle with the fiery Embertail; surprise your enemies with the darling-but-deadly Fanhare; enjoy the perks (or should that be pecks?) of travelling with the timid Owlux; and discover the oozy abilities of the various Jr Slimes! You can also make friends with the adorable Moolin, Bambuck, and Strolly Poly that can be found wandering the Dirt, Meadow, Nature, and Stone Biomes to reap rewards such as Milk, Wool, Plate Armour, andMeat. Weve done our very best to ensure players wont have to start new worlds to play the Paws & Claws update, but you may find you discover new content a little quicker in fresh worlds. Oh, and did we mention that you can name and pet the animals?
Lets Get Creative
Our awesome community has been requesting a Creative Mode for Core Keeper since day one, and we always knew this was something we wanted to add to the game! After lots of hard work and consideration, were delighted to reveal that players can now access the majority of the games items in dedicated Creative-Mode worlds and build to their hearts desires. Creative Mode worlds are completely independent to other world files in Core Keeper and can only be accessed with Creative-Mode characters. They are available to play in multiplayer and come with features such as God Mode (where players can move through objects, place them faster, and destroy them in one hit) and the Play world button (which toggles the enemy AI). Get together in groups of up to 8 players and start building the world of your dreams. [previewyoutube=5mtazGweGDQ;full][/previewyoutube]
New Instruments and Sheet Music
Weve added two new playable instruments to the game in the form of the Piano and Drumkit, as well as new Sheet Music from beloved indie titles Stardew Valley and Valheim. Both sound awesome when played solo but really shine when you get together with friends and jam out on different instruments! Were thrilled to be able to add Spring (Its a Big World Outside) from Stardew Valley and Meadows from Valheim as playable music to the roster of indie-game songs available in Core Keeper. We love hearing the amazing work indie teams put into their soundtracks, and its truly an honour to be able to replicate these in Core Keeper as a nod towards our industry peers.
Decorative Items, Random Events, Community-Requested Features, Optimizations, and More!
From new paint-brush colours and a new Glass material to the long-sought-after Bucket, weve packed Paws & Claws full of new content. Expect to see even more rotatable objects; a brand-new Guest Mode that allows players to safely invite temporary guests into the game; secondary functions to several weapons; and random events such as cave-ins. It could be a while before you uncover all the new additions or changes weve made with this update, so feel free to consult our patch notes for a detailed rundown on what to expect. With so much new content in this update, we wanted to take a moment to mention some of the behind-the-scenes additions you can expect. For example, youll find a list of balancing and quality-of-life improvements within our patch notes. These include things like changes to material costs when crafting or the duration of certain effects, as well as the addition of information windows within certain menus to help players become more acquainted with the games UI. And, of course, weve also been hard at work optimizing the game with features such as our new sprite rendering and animation system for objects such as plants, pets, cattle, and trees.
Get Your Hands on Our Caveling Plush Toy!
Weve partnered with the folk over at Makeship on a campaign to bring you something very special in the form of a Caveling plush toy! Want to know how to get your hands on one? Read on! Makeship campaigns work a bit like crowd funders in the sense theyre funded by people backing the campaign by placing pre-orders. The only way to get your hands on this cuddly Caveling is by placing a pre-order before June 1st. When we hit our pre-order goal, the plushies go into production with a view to ship in August 2023. As long as the funding goal is hit, everyone who backed the Caveling plushie on Makeship is guaranteed to receive one. If (for whatever reason) we do not meet our funding goal, all orders will be refunded within 2-7 business days so theres no risk to you. Pre-order your Caveling Plushie here!
Core Keeper is on Sale until the 22nd of May
As if the Paws & Claws Update wasnt exciting enough, Core Keeper is currently on sale at a whopping 20% discount until 05.00 pm UTC on the 22nd of May. This is the perfect time to start your underground adventure or gift the game to a pal, as well be changing the pricing of the game a few days after the sale has ended (at 09.00 am UTC on the 29th of May). Changes to the pricing of Core Keeper will not impact users who have already purchased the game. Weve mentioned in the past that, due to regional variations, it is difficult to quantify the price increase as a flat percentage, but we do want to share details of the changes for key regions to give you an idea of what to expect: Updated Price in GBP = 12.99 Updated Price in USD = $15.99 Updated Price in Euros = 15,99 Updated Price in CNY = 62 RMB Updated Price in JPY = 1,800 Updated Price in KRW = 17,500 Updated Price in THB = 330 We hope youve found the information in this announcement useful, Explorers. Nows the time to jump right into the game and get hunting for Pet Eggs or start building in Creative Mode! Were already hard at work on the Crystal Biome Update (precise name and date TBC), but well be keeping an eye out for your feedback here in the Steam Discussions, over on Twitter, or in the official Core Keeper Discord server.
NEW FEATURES
Main Features:
- Pets have been added to the game! These adorable creatures can be obtained by finding a Pet Egg in the world and placing it in an Egg Incubator to hatch into a Cracked Egg. Once hatched, the Pet can be added to the new Pet Slot in the character window, spawning beside the player.
Not only do Pets provide companionship, but they also help the player in combat by fighting enemies and boosting the player with buffs. As they gain combat experience, Pets will level up, making them stronger and unlocking talents that allow the player to customize the Pets combat capabilities. Each Pet has nine randomized talents as well as several different skins, making every Pet unique. And, yes, the pets can be petted.
There are 5 new pets in the game:
- Subterrier: The egg for this dog pet can sometimes be unearthed from the depths of the earth, hidden away in obscure locations across the world.
- Embertail: A mysterious merchant, known only as the Slime Merchant, is said to possess the egg of this cat pet.
- Owlux: The egg for this bird pet is said to be a rare find, some say it can only be found in certain types of crates scattered throughout the world, but which ones remain a mystery.
- Fanhare: Those who seek the egg of this bunny pet must venture into the Azeos wilderness, where the flowers themselves may hold the key to finding it.
- Slime pets:
- Jr. Orange Slime: The egg has a chance to be found only after facing off against the monstrous Glurch the Abominous Mass.
- Jr. Purple Slime: The egg has a chance to be found only after defeating Ivy the Poisonous Mass, a dangerous foe that lurks in the shadows of the Azeos Wilderness.
- Jr. Blue Slime: The egg of this slippery slime pet can only be found in the depths of the Sunken Sea, guarded by Morpha the Aquatic Mass.
- Jr. Lava Slime: The egg of this fiery slime pet is rumored to be hidden within the Molten Quarry, guarded by Igneous the Molten Mass.
- Three different types of Pet Candy of different rarities can be found throughout the world, typically in chests, destructible crates and as drops from bosses. Feed Pet Candy to a Pet to boost its experience.
- Cattle have been added to the game! These gentle creatures can be found throughout the world in the new Meadow sub-biome as well as in the Forgotten Ruins and Desert of Beginnings. They can be fed plants such as Heart Berries and Glow Tulips, either by hand or by placing them in the new Feed Tray. Cattle can also eat plants directly from the ground, so be careful not to let them loose in your garden! Feeding the Cattle will, in turn, allow them to produce different resources over time such as Milk or Wool.
There are 3 new Cattle creatures in the game:
- Moolin. This cow-like creature can be found in the Meadow sub-biome and produces Milk when fed plants.
- Bambuck. This goat-like creature can be found in the Meadow sub-biome and produces Wool when fed plants.
- Strolly Poly. This roly poly-like creature can be found in the Forgotten Ruins and Desert of Beginnings biomes and produces Strolly Poly Scales when fed insects.
- Both Pets and Cattle can be named by the player in their respective UI.
- New sub-biome: Meadow. Can be found in the Dirt biome and Azeos Wilderness.
New Items:
- Egg Incubator. Used to hatch Pet Eggs. Can be crafted at the Copper Workbench.
- New item: Bucket! Allows players to fill it with water or lava and then place that water or lava in another pit or water tile. Can be crafted at the Iron Workbench.
- New Glass base-building items that can be painted. Light passing through will catch the painted color of the Glass. The following Glass objects can be crafted at the new Glass Workbench. - Glass Wall. - Thin Glass Wall. - Glass Floor. - Glass Bridge.
- Glass Smelter: Can turn any sand tiles into useful Glass.
- Added a new Wonky Minecart as a cheaper alternative to the regular Minecart for early game progression.
- New item: Sledge Hammer. Damages walls and objects in an area in front of the player. Great tool for digging out larger areas of walls. There is a Sledge Hammer for every tier in the game, and they can typically be found in destructibles and locked chests throughout the world that correspond to their tier.
- New instruments: - Drumkit, crafted at the Music Workbench. - Piano, crafted at the Music Workbench.
- A new type of unique scenery has been added where the player will find a mural with some mysterious runes carved into it. Perhaps an instrument may help unlock it! Several unique instances of this type of scenery can be found throughout the world.
- New Valheim - Meadows music sheet. Has a small chance to drop from Ancient Crates mainly found in the Forgotten Ruins biome.
- New Stardew Valley - Spring (Its a Big World Outside) music sheet. Has a small chance to drop from Overgrown Wooden Crates and Flower Vessels mainly found in Azeos Wilderness.
- New Paint Brushes: Orange, Cyan, Pink, and Grey. This means all paintable objects can be painted with these new colors!
- New decorative objects: - Wooden Pillar. Can be painted and is crafted at the Carpenters Table. - Wash Basin. Can be painted and is crafted at the Carpenters Table. - Floor Pillow. Can be painted and is crafted at the Loom. - 10 new decorative Potted Plants. Can be found throughout the world.
New Mechanics
- Creative Mode has been added as a new mode for worlds. Creative Mode worlds are empty and allow players to spawn any item they want from the Creative Mode UI to unleash their creativity.
- Casual mode has been added as an alternative to standard and hard mode for worlds. This mode allows players to enjoy the game in a more relaxed setting where monsters have less health and deal less damage.
- Guest mode has been added. Guest mode can be enabled in the pause menu while running a game. Enabling guest mode means that any non-admin player in the game cannot interact with the world, and creatures will not interact with them, but they can move around in the world to view it.
- Combat improvements:
- Using the Shield right before being hit by an enemy will now parry the attack meaning that it blocks all damage while also stunning non-boss enemies.
- Several weapons now have a secondary function that can be used by holding the right mouse button or left trigger:
- Axes, increases the hit area and damage.
- Wood bow, deals more damage.
- Other bows and Scholar Staff, shoots several projectiles.
- Spears, increases hit reach and damage and launches the player forward.
- Fireball Staff, creates an explosion on impact.
- Blow Pipe, pierces targets.
- Flintlock Musket now pushes back the player a bit when used.
- Cave-ins are a new type of event that may happen as the player is exploring the Dirt, Clay and Stone biomes. A cave-in will cause rocks to fall down from the ceiling, creating holes in the ceiling and damaging any creature or player in the way of the rocks. The rocks that appear on the ground can then be destroyed by the player for a chance to gain some loot. Cave-ins will not happen in player bases.
- Dangerous Explosives Deposit walls now spawn throughout the Dirt, Clay and Stone biomes. Hitting such a wall will trigger it and, after a short duration, cause it to explode. The explosion will destroy any adjacent walls and damage any creature or player that doesn't watch out! Other adjacent Explosives Deposit walls will also explode causing a chain reaction of explosions. Explosives Deposit walls can also be crafted by the player in the Alchemy Table. These walls will not appear in already explored areas in existing worlds.
- Lanterns are no longer considered an offhand but have their own slot in the character equipment. Any currently equipped lantern will be moved to the new slot, freeing up the offhand slot to be used for any other offhand item.
- The map now displays world coordinates and distance from the centre of the world in the top-right corner. The coordinates and the distance are based on the cursor position on the map.
- Stalagmites, Jellyfish, Corals, Water Lilies, and other similar objects found in pits and water can now be picked up using the shovel and then placed elsewhere.
GAMEPLAY CHANGES
Balancing Improvements:
- Many crafting options in the Workbenches and some other crafting buildings have been changed to make several systems available earlier in the game. Some examples of more significant changes are:
- A new Copper Workbench has been added in between the Basic Workbench and the Tin Workbench.
- The Railway Forge and Electronics Table have been moved to the Copper Workbench.
- The Automation Table has been moved to the Tin Workbench.
- The material costs for a lot of objects have been changed.
- Certain items have been adjusted to require Wool or Strolly Poly Plates to be crafted.
- A Wood Hoe has been added to the Basic Workbench and all previous Hoes have had their tile size increased to cover a larger area.
- The Wood Armor can be crafted directly in the Basic Workbench and both the Wood and Copper Armor sets have had their material costs decreased.
- Anvils now contain their previous tiers in their crafting UI.
- Increased amount of Copper Ore found in the Dirt biome and also added some Copper Ore to be found in the Clay and Stone biomes. This change is intended to reflect the amount of additional Copper Bars needed to craft many of the Railway and Electronic components that now cost Copper Bars instead.
- Increased the drop chance of all boss trophies.
- Increased mining damage of all bombs and both mining and explosive damage of Crude Bombs.
- Food Rations now give a heal over time effect.
- Reduced health of enemies and bosses in hard mode worlds.
- Increased drop chance of the Oracle Card "Aura" from digging spots.
- Slightly increased the movement speed of the Explorer Backpack.
- Slightly reduced health of Clay and Stone Walls.
- Reduced the duration of poison effects.
- Guardians Potion now costs Slippery Slime instead of Poison Slime.
- Reduced the cost of Go-karts and they now also require some of the new resources produced by the Cattle.
- The glow stats on the Crystal Meteor Chunk and Core Iris have been reduced or replaced with other stats due to lanterns having their own slot now.
Quality-of-Life:
- A lot of objects can now be rotated!
- An information window with helpful hotkeys can be toggled by pressing S on keyboard or left stick on a controller while having the inventory open. The information window is automatically shown the first time a player interacts with a chest. This is only shown automatically once after starting the game for the first time.
Art and Animation:
- An alternative version of the Radical Rabbit Ears has been added. Which is called Radical Rabbit Headband.
- Added a Ranger background that can be selected for new characters.
- Updated colors of red, purple, white and black paintable Chest sprites.
- Updated colors of red, purple and black Bed sprites.
- Updated colors of black Paintable Floor & Wall sprites.
- Updated colors of some of the paintable Lamp sprites & lit sprites.
- Adjusted color of light emitted by purple and black Lamps.
- Adjusted color of light emitted by purple Christmas Light Decoration
- Updated color of black Lit Floor sprite.
- The placement icon will fade out after five seconds if no input is done.
- Added new white and pink Cherry Tree sprites to add slight visual variations among multiple trees.
- Adjusted visuals of status effects on Caveling Brute and Core Sentry to better match their size.
- Plant/Grass wobble animation now depends on the horizontal direction to the entity triggering it.
- Tall Grass wobble animation now has more weight to it.
- All bosses now have updated death animations.
- Visuals for the slime slow-down particle effect has been adjusted.
- Some adjustments to the Puffungi ripe animation.
Audio:
- New damage and destroy sound effects for tiles and environmental objects.
- New biome music added to the Meadow sub-biome.
- Made adjustments to certain attack sounds for weapons.
Graphics:
- Implemented a new highly optimized sprite rendering and animation system. This allows for much more efficient drawing of many sprites and solves previous limitations where some animations were turned off to save on performance (notably for plants). Porting old content to this system takes time, so not everything is using it right away, but some objects that take advantage of the new system include plants, Pets, Cattle and some objects that are commonly found in large numbers (grass, bushes, some trees).
- Disabled the pixel upscaling filter when the game window is at or close to the internal rendering resolution, which fixes a bug where the game was very blurry under these circumstances.
- Added a startup argument for manually disabling the pixel upscaling filter (-nopixelfilter). Note that, while this may make the game appear sharper, it also (by necessity) disables the smooth sub-pixel camera movement the game normally uses, which can make the camera feel jerky. It can also introduce aliasing/pixel crawl if your window resolution is not evenly divisible by the internal render resolution (480x270).
Other:
- Walls of different types will no longer have a seamless transition between them but instead there will be a border between the walls, as we believe this is overall more appealing to players.
- Cooldowns are now always shown for weapons, previously the cooldown only showed up on the weapon if it was longer than one second.
- Slime Bosses will now fight any creature that threatens them and not just the player.
- Walls no longer take a minimum of one damage but instead take zero damage if the player does not have enough mining damage.
- Improved targeting logic of nearby interactable objects allowing more accurate targeting using the mouse or joystick direction.
- Added options to keybind equipment loadouts. The keybinds are not set by default but can be set in the Controls settings.
- The repair and reinforce buttons have been separated from the salvage window to their own window to more clearly distinguish salvaging and repairing items.
- Changed German translation of Pants from Beinzeug to Hosen.
- Fixed a typo across all Galaxite items that said otherwordly instead of otherworldly.
- Enemies will now generally be better at fighting against bosses overall in the game as an implication of the Pets being implemented, as the Pets share a lot of combat code with the enemies.
- A chat message now appears when a Titan Soul is gained by the player.
- Using a Hoe or planting seeds will no longer kill critters if the Squash Bugs option is turned off.
- The crafting time for buildings, such as Furnaces, are now serialized. This means that the crafting duration will no longer reset when restarting the game.
- Wall and ground cracks now appear immediately, regardless of network conditions.
- Increase the network priority of the Bomb Scarab to fix movement not updated fast enough when ping is high and/or there are a lot of them.
- The delete option for worlds and characters has been moved to be beside the respective save slots instead of being done through a separate menu in the settings. To confirm deleting a world or character, the player must now hold down the delete option for a little while to avoid accidentally deleting a world or character.
- Added an explicit version check when connecting to other players and servers, to avoid unexpected behavior. Previously it could still work if the versions were close enough.
- A client that experiences an unexpected disconnect will now try to reconnect automatically before giving up and exiting the game.
- Added a networkSendRate parameter to ServerConfig file which allows setting a network packet send rate, which is lower than the server tick rate. This will lower network bandwidth usage at the expense of network latency.
BUG FIXES
- Fixed an issue where Tentacles spawning around the player in the Sunken Sea would spawn on tiles other than water.
- Fixed an issue where the screen shake would trigger for all players when Azeos was flying over any player.
- Instrument particles from the Piano UI no longer appear when the UI is disabled.
- Fixed an issue where a gap would appear between Bridges and ground when having Slime on top of the bridges, resulting in something that looked like black lines appearing on the Ground Slime.
- Fixed an issue where the player would hit the wall instead of the object hanging on the wall when standing close to the wall.
- Fixed a bug where the player would sometimes change its facing direction in the wrong direction when placing large objects.
- Added description and name for the Mold Cicada that was missing.
- Fixed a bug where creatures such as Cavelings would initially start sleeping at the exact same time after starting a game.
- Fixed a bug where the fishing requirements for the water in the Desert biome was not correct.
- Fixed a bug where the exclamation emote icon would show when the character said that fishing skill was too low.
- Fixed a bug where players could sleep even when Poison Slime Blobs were nearby.
- Fixed an issue where healing beams from Caveling Scholars and Azeos Crystals would not be visible at certain angles.
- Fixed a bug where the chat message would show the wrong amount of materials gained when salvaging reinforced items.
- Fixed Boss statues blocking a bit too much, which was causing pathing issues around them.
- An empty character is no longer created if exiting the game from the character creation menu after starting to create a character.
- Fixed a bug where water did not continue to spread to areas that had not yet been procedurally generated.
- Fixed not being able to connect to games with a fairly small amount of packet loss.
- Fixed bug where pressing aborting a join game attempt might make further attempts fail with an unknown error message.
- Fixed Ra-Akar Energy Projectiles getting stuck on players if the player successfully dodged the projectile hit.
Did you know there are just 5 days to go until Core Keepers Paws & Claws Update? Weve been super busy getting everything prepared for this major content update, and weve been sharing lots of little teasers and fun things over on Twitter too!
Caveling Plushie Twitter Giveaway
We teased our Caveling Plushie in last weeks wrap-up and were very excited to announce that well be selecting 2x lucky winners to get their hands on one via our Twitter giveaway! You can enter here.
Watch out for Hungry Cattle!
Weve said it once and well say it again, be careful when wandering around the Meadow-sub biome with food in your hands.
Discord Emojis
We added a whole bunch of emojis to our official Discord server. How many additions from the Paws & Claws update can you spot?
Meadow Music
A new sub-biome means new music. Our wonderful composer, Jonathan Geer, put together this jovial arrangement for the Meadows in Core Keeper. What do you think? [previewyoutube=PjMZ78eunQM;full][/previewyoutube]
Take a Stroll Through the Stone Biome
and meet some cute-looking critters! These bug-like cattle are super friendly, and were sure youll all be keen to start a farm of your own.
Im Smeeeeelting
Were adding more and more to Core Keeper with every update, but were also revisiting early-game content and making some improvements and additions here. Check out our new Glass Smelter.
Whats Your Favourite Idea? Ours is Being Creative!
Heres another cheeky Creative-Mode preview to get you excited about getting creative.
Keep That Core Tight!
Discord user, Earl_Here, shared this super cool pic of a Core-Keeper-themed workout top that their friend made them. We love seeing your arts, crafts, and creations!
The Armory
Check out this awesome use of circuitry in Discord user, Kalaberas armory.
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Its been a BIG week for Core Keeper! We announced the date for our next major content update Paws & Claws (AKA The Animal Update), and weve been sharing plenty of teasers and previews because were so excited.
Paws & Claws Date Announcement
The Paws & Claws update is coming May 10th, 2023, and we cannot wait! You can find out more about what you can expect in this update, including details on Creative Mode, here.
Core Keeper Plush Toy
We also announced our very first piece of community merchandise: the Caveling plush! We partnered with the awesome folk over at Makeship to create this cuddly Caveling, and well be sharing more details on how you can get your hands on one soon.
Were Adding a Bucket!
It sounds so simple when we say it like that, but long-time Core Keeper fans will know that this community-requested feature is something youve been after for a while now. The Bucket will be able to transport most environmental liquids from water to lava just be careful not to infect your regular water with water from the Mold Dungeon.
Moolin and
If you missed the adorable little goat-type cattle in our Paws & Claws trailer, youll have definitely spotted them in this GIF we shared of an Explorer walking through the Meadow sub-biome.
Valuables Museum
Discord user Lem put a lot of time and effort into creating this incredible museum to showcase the valuables theyve found in Core Keeper, and we love it!
Zeldas Lullaby
The talented @mckennagames shared a video of them playing Zeldas Lullaby on the Flute instrument in Core Keeper. Theres even a comment on the video showing keyboard users how to re-create the melody in-game!
Fantastic Fan Art
When we spotted this awesome Caveling fan art by R-E in the Core Keeper Media forums over on our official Discord, we raced to get their permission to share it in our weekly wrap-up. We love the colourful Caveling along with the fun Caveling Pirate designs. Our Lead Artist Julian even commented saying he wished he had this image on his wall!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Its the one youve all been waiting for, Explorers Core Keepers Paws & Claws Update will be coming your way on May 10th 2023!
This major content update features a brand-new Meadow sub-biome complete with cattle, as well as hatchable animal companions to help you on your adventure. With plenty of new mechanics and features for you to uncover, as well as new decorative items and materials (like glass!), we know youre gonna have a blast with this one. Players can also expect improvements to combat and a whole host of community-requested features such as more rotatable objects and the coveted bucket. Dont take our word for it, though, check out our trailer below!
[previewyoutube=J3AHHSdTaHk;full][/previewyoutube]
Theres a lot of enjoyment to be had when exploring the underground, but we think the idea of having living creatures that follow the player and interact with the world around them breathes even more life into the game! The entire team had so much fun working on this update, and were really looking forward to hearing your thoughts on this one.
There are just two more weeks to go until you can frolic with the Moolin, raise your very own pet pal, build a base made entirely of glass, and paint the town pink (or one of the other new paintbrush colours well be introducing).
Animal Companions
This wouldnt be the Paws & Claws update without the paws and claws (and other appendages). Were excited to announce that were adding 5 different varieties of pets, each with multiple colour variations, and 3 different types of cattle to the game! Pet eggs can be found in various locations throughout the Core Keeper map, placed in the incubator, and then hatched into companions that can be equipped to aid players in battle via a dedicated pet inventory slot. Find out more about each individual pet below
Subterrier
A canine companion that is out to smite your enemies, endlessly lick his paws and, in general, just be a good pal! The Subterrier is a dog-like companion that will follow you into battle and defend you from trouble with its powerful jaws. With a chance to stun enemies, leaving them wide open for a well-timed hit of your sword, its no wonder they call Subterriers an Explorers best friend!
Embertail
Spontaneous and impulsive in nature, this pet is as fierce in battle as it is at clawing at furniture. But also incredibly cuddly. Dont let the Embertails fluffy fur and adorable toe beans fool you, this cat-like creature can really turn up the heat in battle with its fiery ranged attack. Its bright eyes also provide a useful +2 glow so that you can avoid being snuck up on by dastardly Cavelings in some of the darker parts of the underground.
Fanhare
This feather-eared rodent is an able companion, making up for its size by swinging poisonous, sturdy hair into the enemy. The Fanhares big floppy ears and bunny-rabbit appearance make the temptation to cuddle and pet this creature almost unbearablebut think twice before you snuggle up to its poisonous pelt! With a ranged attack that can hit multiple targets and the chance to apply poison damage, the Fanhare is very much a look-but-dont-touch companion.
Owlux
A swift, beaked ally thats too shy to directly head into battle. But it certainly has your back when weapons clash! The Owlux is an adorable bird-type creature that flies overhead to keep a watchful eye on you. With no offensive powers of its own, the Owlux offers a movement speed and damage buff to aid its master in combat.
Jr Slimes!
Baby Slimes in a variety of colours, each dealing damage associated with their fully-grown counterparts! We here at Pugstorm sure do love our Slimes, and there have been A LOT of community requests for pet Slimes since we launched in Early Access. Well, your requests have been answered! Choose from the oozy Jr Orange Slime, the poisonous Jr Purple Slime, the slippery Jr Blue Slime, and the scorching Jr Lava Slime!
Introducing Creative Mode
Is building your favourite part of Core Keeper? Then youll be pleased to know that you can build to your hearts content in our upcoming Creative Mode! No more hunting for crafting materials or upgrading equipment, simply start a world in Creative Mode, open the Creative Mode UI and choose from building materials, creatures, consumables, environmental objects, equipment, valuables, seasonal items, and more! This new mode is completely separate from the standard version of the game and will require players to create dedicated Creative-Mode characters that are only playable in Creative-Mode worlds. Creative Mode comes complete with its very own togglable God Mode too. When enabled, this mode allows players to move through objects, destroy objects in one hit, and place objects much faster than normal. Items do not drop from destroyed objects in God Mode, but objects are also not consumed when used in this mode! The final Creative Mode feature we want to talk about is the Play world button. When toggled, this button stops creatures and objects from moving or performing any actions. This essentially switches off the enemy AI and stops anything unexpected from getting in the way of your creativity!
Our First Piece of Official Merchandise
Deep in the Forgotten Ruins lives a strange race of underground creatures, shut off from the surface world until now. Introducing our first piece of official Core Keeper Merchandise the Caveling plushie! Were working with the talented folk at Makeship to create these cuddly Cavelings, and well be sharing lots more information on how you can get your hands on one soon. Until then, we hope youll enjoy some pictures of this little guy on his above-ground adventures!
Prototype image may not fully reflect final design
Changes to the Pricing of Core Keeper
You might recall we mentioned some changes to the price of Core Keeper that would be coming soon after the Paws & Claws Update is live. The price will change at 09.00 am UTC on the 29th of May and this will not impact users who have already purchased the game in any way. Its challenging to quantify the price increase as a flat percentage since the pricing for the game differs slightly from region to region, so were sharing a couple of key price points below to give you an idea of what to expect. Updated Price in GBP = 12.99 Updated Price in USD = $15.99 Updated Price in Euros = 15,99 Updated Price in CNY = 62 RMB Updated Price in JPY = 1,800 Updated Price in KRW = 17,500 Updated Price in THB = 330 Before we make any changes, however, we wanted to give new players one last chance to pick up Core Keeper at its lowest price point. Thats why, from the day the Paws & Claws update goes live, up until 05.00 pm UTC on the 22nd of May, youll be able to grab Core Keeper at 20% off its current price point!
Just 2 Weeks to Go!
Weve been teasing some of the new content you can expect with the Paws & Claws Update over on Twitter, and well be showcasing a little more of it as we approach the release date, so make sure youre following us for more previews of whats to come. Were very excited and we think these next two weeks will fly byand then its straight to work on the Crystal Biome! As always, youre welcome to chat about updates with your fellow Explorers over on our Twitter, Discord, and Steam Discussions.
It's time for another weekly community wrap-up. We've shared some fun stuff on social media this week and observant Explorers might even spot some of the new content you can expect with our Animal Update in our posts. Our wonderful community has also been at it again sharing awesome builds, map art, and fan art!
Secret Lab in The Desert of Beginnings
We think The Desert of Beginnings is the perfect place for a secret lab. Don't ask us what the Explorer is researching; [strike]we have no idea[/strike] that's top secret! What we can tell you is that there's a certain piece of technology in this GIF that's not currently available in the public version of the game *wink*.
"Nobody cared who I was before I put on the mask"
Our Easter Seasonal Event may be over, but the memory of the Chicken outfit lives on!
What Core Keeper Food Would You Like to Try in Real Life?
We asked our Twitter community which Core Keeper foods they would like to try in real life, and their responses did not disappoint! We had people keen on trying Spicy Pepper Wraps, Crunchy Mold Cheese, Glimmering Eel Sushi, Starlight Nautilus, and even Gooey Worm Fish Balls! Why don't you let us know which Core Keeper foods you'd like to try in the comments?
Smelting Room, Terraforming Warehouse, and a Cemetary!
Discord user Kalabera shared their incredible builds with us over in the Core Keeper Discord server. Looks like a lot of time and effort went into making that smelting room too hot to handle!
Teamwork Makes the Dream Work!
Our Discord moderator, Soul_Wade started building this huge base in March with the help of her boyfriend and friend. We're just sharing the map art below because the base is way too big to share as a screenshot, but you can view the whole thing in all its glory here!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Hey there Explorers, we've been reading the comments on our previous weekly wrap-up posts, and we're glad to see that you're enjoying them. We know not everybody follows us on Twitter or is a member of the Discord (though we'd love for you to join us in those spaces if you want to!), and we definitely didn't want you lot over here on Steam to miss out on any fun content or teasers. Speaking of teasers...
Introducing Moolin
You might recall our Animal Update reveal from last week that was "cleverly" disguised as an April Fools' joke. Well, we were over the moon to see how much you liked the cow-like creature we showed you. We received a bunch of comments from people saying how cute they were, and we knew for sure that you'd think they were even cuter once you heard what they were called. So, on Monday, we shared a GIF of these cuties in action and revealed that they will be called Moolin. How's that for adorable?
Bistro in the Sand!
"Welcome to Bistro in the Sand, today's special is a delectable Azure Pepper wrap." There are so many different foods to combine in Core Keeper and, with the help of the recipe book in the Cooking Pot interface, anyone can set up their own in-game restaurant! You might have to wait a little while if you want to decorate your restaurant like ours, though, as there's a teaser for a new paintbrush colour hidden in plain sight in this video! [previewyoutube=A5_hPa8x2ng;full][/previewyoutube]
Core Keeper Throughout the Seasons
What's your favourite seasonal event? We've got a seasonal event to suit every taste in Core Keeper, and this little montage proves it! Remember, you can access our seasonal content at any time of year (or switch seasonal events off entirely) via the Gameplay Settings menu. [previewyoutube=eyl7fS9icfY;full][/previewyoutube]
Brain of Cthulhu Map Art
We've said it once, and we'll say it again, we really do have the most talented community! This map art of the Brain of Cthulu from Terraria was created and shared with us on Discord by the talented QueenUnderscore. We're not gonna lie, this map art is pretty scary to look at, but it looks like the Brain of Cthulu is in its second phase here, so the good news is that it is vulnerable to attacks.
Easter Update Playthrough with 2DKiri and Mystery
Our Easter Update is going to be live until the 16th of April, so there's still plenty of time to get stuck into your own egg hunt like 2DKiri did with Mystery! [previewyoutube=LaIDxJ6hlHU;full][/previewyoutube]
Animal Update Speculation from Dakon The Mad!
Core Keeper Ambassador, Dakon The Mad, has scoured our social channels for teasers and hints about what you can expect in our upcoming Animal Update (date TBA) and offers up his own thoughts on what might be coming in this YouTube video. Please note that the speculations in this video are just that: speculations. We're not confirming any of Dakon's theories by sharing this, nor have we given him any additional information on the update, we just love it when our community members share their theories with us! [previewyoutube=blhQDmQKSSc;full][/previewyoutube] Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
This week was a fun one with the launch of our 2023 Easter seasonal event, and plenty of you went out of your way to let us know how eggcited you were for it (that's the last time we use that pun this year, we promise). It's been a busy one, with plenty of updates and community content, so let's jump right into this week's wrap-up!
April Fools' Day
It's always a little risky browsing social media on April Fools' Day. You never know who's joking and who isn't, after all. Not us though, we'd never play a prank on our community, and we especially wouldn't play a super-obvious prank on Twitter suggesting that there were photo-realistic graphics coming for the Animal Update.
April...Cools Day?
Okay, you got us. We were joking about the photo-realistic graphics. We're pretty sure everybody who saw our April Fools' Tweet knew it was a joke, but we wanted to make that as clear as possible just in case. That's why, on April 2nd, we shared an actual (and adorable) teaser for a creature you can expect to see in our upcoming Animal Update!
Which Came First, the Chicken (Suit) or the (Easter) Egg?
In Core Keeper's case, we can say for sure it was the Easter Egg in our very first Easter seasonal event in 2022. We added a very funky new Chicken Equipment Set (plus a couple of extra goodies) for 2023's Easter event though, which we shared a little teaser for over on Twitter.
Easter Fan Art by Lem!
Our Easter seasonal event launched on the 5th of April this year, and this talented artist shared their very own Easter-themed fan art the very same day. We want to give a big shout-out to Lem (@LEM0NBREAD) for sharing this absolutely adorable artwork with us. We can't get over how cute The Core looks with bunny ears on.
Birthday Cake!
Last month was Core Keeper's one-year anniversary, and this was a cause for celebration! Of course, we added a beautiful blue birthday cake to the game as part of our Anniversary Update, but did you know that the Pugstorm team also got together and indulged in some real-life cake? We didn't manage to grab a blue one, but we made do with chocolate caramel and lemon, poppyseed, and blueberry.
Behold the Mighty Glurch!
We love seeing the pixel-art creations you make using the Core Keeper map, and Felixletsplays shared the most amazing map art of [strike]our son[/strike] Glurch with us over on Twitter. We can't imagine how much time and effort went into creating this, but it goes without saying that we're impressed.
Time Island: A Base for All Seasons
"Why build a base themed around one season when you can enjoy multiple in one convenient location?" we can only assume that was the thought running through Discord user tbc_lover's head when they created this fun-looking island. There's a section for every mood!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Get ready, Explorers, its time for Core Keepers second-ever Easter seasonal event running from today until the 16th of April! Many of you will remember that The Great Egg Hunt was the first seasonal event that we ever revealed for Core Keeper, and we loved watching you uncover all the exciting seasonal content. Your community feedback inspired us to not only allow players to keep any Easter Eggs they found once the event ended, but it also played a part in our decision to enable players to toggle seasonal events in the Game Settings menu!
We like to think our seasonal events have only gotten bigger and better since the very first Great Egg Hunt, so when the time came to repeat our Easter event, we knew that we wanted to add some new content to bring it up to par with what youve come to expect from us.
While we might not always update recurring seasonal events with new content, were sure youll have an eggceptional time egg hunting in the new Chicken outfit or the Eggcellent equipment set! If that wasnt fun enough, weve added a whole host of decorative items for Easter including the Easter Garland, Easter Meadow Table, Easter Egg Lamp, and more! Check out our patch notes here.
If this is your first time taking part in The Great Egg Hunt, then youre in for a treat! Get hunting by digging your way through the Dirt Biome, combing the Clay Caves, fighting your way across the Forgotten Ruins, and ambling through Azeos Wilderness until youve got enough Easter Eggs to craft the mysterious Golden Egg. Dont eggspect to find those Easter Eggs just lying on the floor though, Explorers youll have to take a more aggressive approach when hunting them down. From here, its up to you to uncover the secrets of the shiny Golden Egg!
We cant believe its been over a year since our very first seasonal event, and we hope you have a blast egg hunting while were hard at work on the Animal Update, Crystal Biome, and beyond! As always, we hope youll join the fun over on Discord or tag us in your seasonal screenshots on Twitter.
NEW CONTENT
New Features:
- The Seasonal Merchant now has a new festive skin and new seasonal items for sale. The skin will revert to its original appearance after the event ends, but the items will remain available.
- The Easter Crafting Table can be acquired from the Seasonal Merchant.
- The Large Golden Egg is now sold by the Seasonal Merchant.
- Certain tiles have started to bloom and now have flowers on them. These tiles will revert to their original appearance once the season ends.
New Items:
- New decorative environment items can be crafted at the Easter Workbench, including:
- Easter Garland
- Easter Egg Lamp
- Daisy Flooring
- Easter Pillar
- Easter Egg Flower Pot
- Easter Meadow Table
- Easter Meadow Stool
- Easter Pedestal
- New vanity equipment sets can be crafted at the Easter Workbench, including Chicken equipment set and Eggcellent equipment set.
GAMEPLAY CHANGES
Graphics:
- The Core Keeper main menu logo has been updated with a new, seasonal appearance.
Balancing:
- The drop chance of Easter Eggs from enemies has been increased.
- Infected Cavelings and Mold Tentacles will no longer drop Gray Easter Eggs but only drop Green Easter Eggs.
Bug Fixes:
- Fixed a bug where regenerating maps would create slightly larger saves on each start. Regeneration typically happens for map parts containing Obsidian walls. Currently affected saves are cleaned up which could improve save and load times for those affected.
Welcome to the first-ever Core Keeper Weekly Community Wrap-Up! We share a lot of cool stuff about Core Keeper over on Twitter and Discord, but were aware that not everybody who plays the game is active in those spaces. Thats why weve decided to do a weekly community wrap-up here on Steam from now on to share the highlights from these channels with you. Heres what weve shared this week!
Our Cherry Blossom Event is Over!
Its been a pretty Cherry-Blossom heavy week for Core Keeper, but our Cherry Blossom mini-event has come to a close. Dont forget that you can access all of our seasonal events at any time through the Gameplay Settings menu!
Springtime in the Underground
With the gorgeous new additions that came in our Cherry Blossom event, it sure felt like spring had finally sprung in the underground this week. Check out this lovely spring-time GIF we shared of Cherry Blossom trees blooming in Azeos Wilderness!
Cherry Blossom Fan Art
The talented R-E (@arty_mc_artist) shared some beautiful Cherry-Blossom event-inspired fan art with us featuring a pink-haired Explorer. We absolutely loved this piece and our community did too!
Behind-the-Scenes Glass!
Our CEO, Fredrik Prntare, shared a little behind-the-scenes preview of something the Pugstorm team are working onglass! And not just any glass, colourful glass! This is a work-in-progress shot from an in-development version of the game, so it is worth noting that nothing here is final nor official to Core Keeper. The Twitter community seemed pretty excited about this one though whats your favourite colour?
Discord Sticker Competition
Were currently running a Core Keeper Discord Sticker competition over on, you guessed it, Discord. Well be announcing 3x winners for this one. Each winner will receive 1x Core Keeper Steam key (to keep for themselves or to give to a friend!) and, of course, their stickers will be added to our Discord. Weve had some great entries so far with the competition closing at 11:30am UTC on April 3rd 2023, so theres still plenty of time to enter if youre feeling artistic!
Community Screenshots
We also had some awesome community screenshots shared with us on both Twitter and Discord, including This colourful creation from ponyponyex (@ponyponyex) on Twitter
and this impressive base from Grin over on our Discord!
Follow us on Twitter: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper
Were delighted to announce that Core Keeper is taking part in the London Games Festival Steam event, hosted by our publisher, Fireshine Games! London is one of the most diverse spaces for games and interactive entertainment in the UK, and the London Games Festival is one of the biggest celebrations of video games of the year. Our publisher, Fireshine Games, is proud to be hosting the London Games Festival Steam Event this year, which is running from today until the 9th of April. Starting smack bang in the middle of this festival on April 3rd and running until the day after the London Games Festival on April 10th, were pleased to be offering a whopping 20% discount on Core Keeper! This week-long sale is a great opportunity to get Core Keeper at its lowest price before the price change we announced in our recent roadmap post goes live (this is scheduled for shortly after the launch of the Animal Update). There are so many incredible games being developed in or published by studios in London, and we are very happy to be part of this exciting festival, celebrating the successes of our industry peers! We hope you take advantage of the Core Keeper discount and enjoy starting your very own adventure in our vast, underground indie game!
Has it really been over a year since our last Easter seasonal event? Time really flies when youre exploring the underground! Were very eggcited (well be using this pun every year, get used to it) to announce the date of this years Easter Seasonal event, which will go live on Wednesday April 5th and run all the way until Sunday April 16th.
Since The Great Egg Hunt was our very first seasonal event, things are going to be a little bit different this year. This is the first time weve revisited an event like this, and the entire team felt like there was a little space to expand the original, so you can expect a few eggstra (sorry) pieces of equipment and decorative items for this year.
While we may not always have the scope to add new content for each of our seasonal events, we really wanted to build on last years Easter content for even more egg-hunting fun. We hope these additions will bring the Easter event up to par with what youve seen in some of our other seasonal events. It was amazing to see such a positive response from the community around the first Easter seasonal event, and we thought wed take this opportunity to showcase some of the cool stuff you created last year!
Egg Hunt Guide by JadePG - Crafted (spoiler warning!)
[previewyoutube=_2I-pvuIdSg;full][/previewyoutube]
Egg Pixel Art on the Core Keeper Map by Malugazs #1 SIMP on Discord (amazing name)
Easter-Themed Map Pixel Art by Epik on Discord
Egg Base by Mayyo on Discord
Well cool it with the egg puns now and crack (oops) on with development! Were hard at work on the Animal Update, and we think youll just love what weve got in store. In the meantime, keep an eye out for our Easter update this time next week and, as always, dont forget to follow us on Twitter and join the conversation on our Discord!
Get ready for spring, as Core Keepers Cherry Blossom Event is now live! This mini-event sees the addition of trees inspired by the Shidarezakura Weeping Cherry and Yoshino Cherry to the game, along with pink and white Cherry Flowers, and a brand-new achievement for you to uncover.
The Cherry Blossom mini-event will run from today until the 31st of March. Will you try your hand at creating a minimalist base? Maybe youre working on a beautiful garden? No matter what biome youre building in, itll look a whole lot nicer with a Cherry Tree or two. Dont believe us? Heres something we whipped up right by The Core!
We hope you enjoy decorating your world with Cherry Trees and that youre also looking forward to our upcoming Easter Seasonal Event! Well be sharing more information on the dates for that in a Steam post tomorrow, so keep an eye out!
Were always keen to see your screenshots and videos, and youre welcome to share them with us over on the official Core Keeper Discord server. Make sure youre keeping up with us on Twitter and over in the Steam Discussions too for more news, information, and announcements.
NEW CONTENT
New items:
- Added the White Cherry Blossom, which can now be found randomly spawning in the world.
- Introduced the White Cherry Tree, which can be crafted by combining White Cherry Blossoms.
- Added the Pink Cherry Blossom, which can now be found randomly spawning in the world.
- Introduced the Pink Cherry Tree, which can be crafted by combining Pink Cherry Blossoms.
New Achievements:
- Added a new achievement for players to unlock.
GAMEPLAY CHANGES
Balancing:
- Adjusted the spawn rate of Love Letters during Valentine's Day to improve game balance.
Bug Fixes:
- Fixed a bug with the background write thread and other threads using the incorrect thread priority.
- Fixed an issue with missing text when the Cheat Death talent is triggered.
Other:
- Improved stability by preventing bosses from being affected by slippery movement effects, such as those caused by the Bubble Gun.
As we make our way into spring, flowers are blooming all over the world, but the Yoshino cherry blossoms that bloom this time of year in Japan have always held a special place in our hearts.
We wanted to share our love for Cherry Blossoms and show our appreciation for our growing Japanese community with our very own Cherry Blossom mini-event in Core Keeper running from the 22nd until the 31st of March. Its a small token of our love, and we hope it makes your games a little bit brighter this spring.
Its no secret by now that the Pugstorm team shares a love of Japanese culture, youll even spot references to some of our favourite pieces of Japanese media in Core Keeper. Well, we thought the launch of our Cherry Blossom mini-event would be the perfect opportunity to share some more information about our experiences with Japanese culture and how they have influenced the game.
Our chairman, David Wallsten studied and worked in Japan and has fond memories of taking part in the custom of Hanami () AKA "flower viewing". He enjoyed the social element of Hanami, and recalls meeting with lots of different groups of friends for picnics underneath the cherry trees every year.
CEO, Fredrik Prntare has visited Japan several times over the years, soaking up the culture in places like Tokyo, Kyoto, Hiroshima, and Fukuoka. On his many visits he has met with Japanese creatives and attended artificial intelligence conferences, immersing himself in a culture of innovation. While Fredrik is a big fan of exploring the city and enjoying the delicious cuisine on offer (he's a big fan of ramen and udon!), his favourite thing about Japan is the amazing people he's met on his journeys.
If you've spotted any Legend of Zelda references in Core Keeper, you can bet Fredrik had a hand in them! He's a huge fan of the franchise and has even hinted that we can expect more of these references in future, so keep an eye out! Alongside Fredrik's Zelda references, you'll come across some nods to Japanese media such as Made in Abyss, Studio Ghibli movies, and more.
We hope youre looking forward to Core Keepers Cherry Blossom mini event perhaps youll get some friends together and take part in a Hanami of your own? In the meantime, dont forget to follow us on Twitter or join the discussions on the official Core Keeper Discord!
This time last year, Core Keeper launched in Early Access happy birthday to us! It goes without saying (but were gonna say it anyway) that we wouldnt be where we are now without our awesome community, and we wanted to celebrate and show our thanks by adding some birthday-themed goodies to the game.
Light the candles, grab yourself a slice of cake, and let's party! Our Anniversary Update is live and running until the 20th of March.
Weve released a list of patch notes that you can take a look at, but since this is a mini-update, we can walk you through the new content right here. Expect new stock (and a new look) for the Seasonal Merchant, including colourful party hats, new Happy Birthday sheet music, and a very special birthday cake (or should we say buff-day cake?) that grants players a permanent boost to their maximum health! Indie gaming fans will also spot a nod to our friends over at ReLogic with our new playable sheet music for the Journeys Beginning track from Terraria, which they can pick up by defeating a certain royal slime.
When it comes to things like our Anniversary and Cherry Blossom mini-updates, we certainly love having the opportunity to share a little specialised content with our community while we work towards our next major content drops. That way you get a little something in between updates and we get to crack on with the big stuff. If our seasonal events are appetisers and our major updates are the main course, we like to think of our mini-updates as amuse-bouches little bite-sized pieces of content to enjoy before you tuck into the Animal Update and Crystal Biome (names TBC). Well stop it with the food analogies nownever write a Steam post before lunch! We hope you throw some wicked parties in the underground this week and, if you do, you should definitely share your screenshots over on the official Core Keeper Discord! Its been an absolutely amazing year in Early Access, and we cant wait to work our way down our 2023 roadmap and bring you lots more Core Keeper content on the road to 1.0.
NEW FEATURES
Gameplay:
- The Seasonal Merchant has a new skin and new items to sell for the new season. The skin will change back after the season ends but the items can still be bought.
- Anniversary Cake: Topped with Glow Tulip glaze. When eaten, it emits a strong glow around the player and also gives a permanent health increase. Sold by the Seasonal Merchant.
- Four festive birthday hats sold by the Seasonal Merchant.
- New Happy Birthday music sheet. Sold by the Seasonal Merchant.
- Terraria Journey's Beginning music sheet. Drops from the King Slime boss.
- New hidden achievement.
GAMEPLAY CHANGES
Graphics:
- Updated the Flower Crown sprites to better fit all hairstyles.
BUG FIXES
- Corrected sorting order of stone platforms in front of the Core.
- Fixed an issue where Ore Boulder shadows would sometimes flicker.
- Fixed Hive Larva Fish not being able to be fished in regular water in the Clay Caves biome.
OTHER
- Changed Twisted Agate sprite to not be mistaken for a seed.
- Changed input backend on Linux to avoid issues when running the game with Steam Input enabled for some controllers.
Its been a very exciting month with the launch of our Quality of Love Update. This was the first time we released something that was part seasonal event and part content update, and we were very pleased to see such a positive response from the Core Keeper community. With all-new seasonal content, the addition of our brand-new music and instruments mechanic, and changes to our rendering pipeline for improvements to lighting and shadows, we think this was the perfect way to kick off the new yearand were just getting started! Theres so much we want to shout about on the horizon for 2023, and weve got plenty to share, but we think the best place to start is with the reveal of our brand-new roadmap! Scroll down to the bottom of the post for the roadmap image.
Anniversary Event
If youve been with us since the very beginning, youll know that Core Keepers birthday is March 8th! Thats the day we launched in Early Access just one year ago. Developing the game has been a delight from day one, and were so excited to be celebrating our first birthday with such an incredible community. And what better way to celebrate our anniversary than with a little in-game Anniversary Event? With all-new seasonal items such as birthday hats and birthday cake, plus a permanent new music sheet for indie favourite Terraria, its shaping up to be a real celebration in the underground!
Cherry Blossom Festival
Did you know that our CEO, Fredrik, is learning Japanese? Truth be told, the entire dev team has a fondness for Japanese culture, and you might just spot a few references to our favourite pieces of Japanese media in Core Keeper if you look hard enough. Were especially fond of the beautiful cherry blossom season that occurs around late March to early April and covers huge parts of the country in a pink wash of petals. We wanted to share our love for cherry blossoms and give a nod to our growing Japanese community by celebrating with our very own Cherry Blossom festival mini-event in Core Keeper this spring.
Easter Seasonal Event
We had such a blast running our Easter seasonal event last year that we knew we wanted to run it again this year. Our last Easter celebration was our first-ever seasonal event for Core Keeper, and we learnt so much from your community feedback. Since then, weve celebrated Halloween, Christmas/New Year, and Valentines with lots of exciting new seasonal content. With that in mind, we wanted to build on the Easter event to bring it up to par with what youve come to expect from our seasonal events, which is why you can expect a little something extra from us this year in the form of new seasonal outfits, decorative items, and environmental effects.
Animal Update (Name TBC)
Were very excited about this one, Explorers, as this is our next major content update. Weve always been keen to develop the kind of game YOU want to play, and that means listening to what you have been asking forand you really wanted animals! Were already hard at work planning out the Animal Update, which will introduce a brand-new pets mechanic allowing players to discover, hatch, and care for a variety of friendly critters. We hope youre looking forward to finding the perfect pet and taking it with you on your underground adventure. Alongside the addition of new content and mechanics, well be making lots of game-wide improvements and adjustments with this update. We want each individual to have a unique experience when exploring the underground, and weve been keeping a close eye on how you, as a community, are actually playing the game. To that end, well be revisiting and refining existing content to really enrich the in-game experience, paying special attention to the ways in which we can make the world feel more alive through features like environmental responses (such as cave-ins) and fleshed out combat (including a new parry mechanic for shields).
Crystal Biome (Name TBC)
As if the Animal Update wasnt exciting enough, you can expect another major content update from us later on in the year. Thats right, the Crystal Biome will introduce a new crystalline biome with all-new materials, equipment, enemies, crafting options, a new boss, and more! For those of you who dont know, the Crystal Biome was announced in our last roadmap back in 2022. After careful consideration, we realised that we really wanted to increase the depth of gameplay through our other updates before we launched this one to ensure a richer experience for players, which is why the Crystal Biome has been moved further along into the year.
Core Keeper Pricing Information
Alongside the launch of our latest roadmap, we wanted to share some information with you regarding changes to the pricing of Core Keeper. When we launched in Early Access on March 8th 2022, we had a rough idea of what we expected to offer in terms of content in the lead-up to our 1.0 release, and this was reflected in the games price point. As both the game and community expanded over the course of the year and beyond, we realised that we wanted to be able to offer you so much more during Early Access, and we started to dream big. With the help of our publisher, Fireshine Games, we set out with a much more ambitious plan that included things like dedicated servers, seasonal events, mini-updates, early localisations, and even more major updates based on community feedback adding lots more value and content to the game than we initially thought possible. The price will be changing soon after the Animal Update is live, and well be providing more information on the exact time and date of this in the future. Please note that the increase will not impact users who have already purchased the game in any way. We wanted to give you plenty of notice of this upcoming change so that you are able to make the most informed purchasing decisions possible.
An Exciting Year Ahead!
Thats everything from us for now, Explorers, but we just wanted to take a moment to say a big thank you for your continued support throughout 2023. Weve got so much on the horizon that we cant wait to talk about, so make sure that youre following us on the official Core Keeper Discord and Twitter channels for the latest news, information, and updates. Were off to put the finishing touches on our Anniversary Event!
BUG FIXES
- Fixed dedicated server not working in docker containers.
- Fixed network connection not closing properly on exit.
- Fixed broken graphics for mortar projectiles.
- Improved Firefly death effect.
GAMEPLAY CHANGES
Quality of Life:
- Improved loading of lights when moving through the world: If a light is not ready to render (waiting in the shadow update queue), an economic alternative will be used until it is. This significantly reduces popping when loading many lights at the edges of the screen.
- Improved the light optimization system: In previous versions of the game, lights would selectively turn off when there were too many in a small area. Now, a very economic alternative way of rendering lights is used instead and the Light Quality graphics setting determines how many real lights are allowed. When setting Light Quality to Low, almost all lights are replaced with the economic alternative which can lead to a significant performance boost.
Art and Animation
- Modified the tone mapping used in the game, resulting in better colors for pixels with very intense lighting.
- Tweaked the bloom threshold value, resulting in overall less hazy visuals when bloom is enabled.
- Improved ceiling hole/light edges.
- Updated hairstyle #6 and #8, cleaned up stray pixels.
- Improved Firefly visuals (less flickering)
- Updated Flower Crown to display the players full hairstyle.
Bug Fixes
- Fixed missing emissiveness on Lava Chests.
- Updated the Japanese translation for the Chefs Jacket.
- Fix sorting order issues of the different character parts.
- Fixed Root shadows to look correct during Christmas and Valentine seasons.
- Fixed a bug where equipment such as the King Slime Crown that has a glow would not emit light when placed on the Mannequin.
- Fixed a bug where not all recipes would show up when using the ingredient filters in the Cook Book.
- Fixed Caveling Scholars not healing.
- Fixed performance regression when there are lots of nearby objects.
- Fixed a bug where crafting 10 times more items by holding ctrl would be reverted when crafting was done for objects that by default gave more than one item per craft.
Bug Fixes
- Fixed issue where some automation configurations cause a crash on host.
BUG FIXES
- Lit Floor tiles no longer block other emissive light sources like Glow Tulips.
- Light colors are now correctly converted to linear space when gathering light data.
- Increased connection timeout to avoid treating long frame times as a timeout for the host.
- Removed the limit on the number of objects spawned per frame.
Bug Fixes:
- Fixed getting random loot in boss chests due to uninitialized memory.
- Fixed achievements not unlocking.
It's time to jump right into another exciting update, Explorers! Our Quality of Love update is now live. Part seasonal event, part content update, you'll be uncovering magical new Valentine's features as well as a whole host of additions that will remain in-game after the event has ended. Speaking of our Valentine's seasonal event, this will run from today until February 28th, but don't worry! From this update onwards, all of our seasonal events can be accessed at any time through the game's Gameplay Settings menu. Please note that the addition of the seasons option in the games Gameplay Settings menu will replace the previous mechanic of having to set the season under the games Launch Options in Steam.
Major Visual Improvements to Core Keeper
The Quality of Love update marks the single most significant number of changes we have ever made to the way lighting and rendering works in Core Keeper, and this means the potential for serious visual improvements. We completely rewrote our graphics pipeline to give us full control over how everything is rendered in the game, resulting in reduced demand on your devices GPU and significant improvements to lighting and shadows. We also spent a lot of time working on the games indirect (bounce) lighting and implemented a new system for simulating sprite object shadows to give the game world a more three-dimensional look. We could talk about this major visual overhaul for Core Keeper all day (and we might do just that in an upcoming Steam post!), but we think the best way to experience these things is firsthand, which is why we encourage our players to jump into the game and see for themselves. For a more direct comparison of the visual improvements to Core Keeper, check out this high vs low settings trailer here: [previewyoutube=JK5-khGQtGQ;full][/previewyoutube]
Indie Musical Magic
Players can now express themselves through the magic of music with the addition of playable instruments such as the Ocarina, Harp, Cello, and Flute. Using the instruments on their own opens a special interface that will allow you the input of individual notes, but using the instruments with sheet music plugged into a music stand will enable users to autoplay looping melodies from indie titles such as Owlboy and Cook, Serve, Delicious! 3?!, as well as other fun tracks. Play alone, or get together with some friends to form the worlds most underground orchestra. From books to movies and even anime, you'll see lots of little references to some of the media we love all throughout Core Keeper, and the addition of sheet music seemed like the perfect way to celebrate some of our favourite indie developers. We'd love to know what your favourite indie game tracks are too, so let us know here in the comments!
Valentine's Content and Cosmetic Upgrades
We've added even more options to the character-creation menu such as new hairstyles and new colour options across hair, eyes, and clothing, but that's not all. We didn't want our veteran players to have to create brand-new characters to experience these exciting additions, which is why we added the Magic Mirror a craftable item that allows players to edit the appearance and name of their characters at any point (#NewYearNewYou). We're also beyond excited to see how you get creative with all of our new seasonal content. From boxes of chocolates, candles, and bouquets of flowers all the way to plush toys, rugs, and new outfits and accessories. You can find a full list of content, features, mechanics, and fixes that have come with this update in the patch notes, here.
We're so happy to be bringing you lots of variety with this update, as we wanted it to be an expression of our love for both the community and the industry. We'd love to hear your thoughts, see your screenshots, and talk lore with you over in the Steam Discussions, on Twitter, or on our official Discord server.
NEW FEATURES
Main Features:
Valentine Specific:
- Valentine Letters can be found dropped on the ground throughout the world. Pick them up and check out what the Seasonal Merchant has to offer for them! Any letters left on the ground after the season ends will disappear and any picked-up letters will be kept. The letters will continuously appear randomly in the world throughout the season.
- The Seasonal Merchant now has a new skin and new items to sell for the new season. The skin will change back after the season ends but the items can still be bought.
- Valentine Crafting Table. Acquired from the Seasonal Merchant.
- Valentines Chest. Acquired from the Seasonal Merchant.
- Valentines Gift. Acquired from the Seasonal Merchant.
- 9 new decorations and furniture.
- 3 new valuables.
- New consumables: - Distilled Love. - Box of Chocolates.
- New equipment and weapons: - Cupid Bow. - Cupid Tunic. - Valentine Necklace. - Valentine Ring.
- The iris of the Core has a heart shape during the Valentines seasonal event.
New Items:
- Magic Mirror. Can be crafted at the Carpenters Table and allows the player to change the appearance and the name of their character.
- Mannequin. Can be crafted at the Carpenters Table and allows the player to showcase equipment.
- Equipment presets. Three tabs have been added to the character window allowing players to quickly swap between different equipment setups.
- Music Workbench. Can be crafted at the Tin Workbench and allows the player to craft the following:
- Harp, Flute, and Cello instruments. These can be used to play notes manually. Predefined songs can also be auto-played by standing nearby a Music Sheet Stand that contains a Music Sheet.
- Music Sheet Stand.
- Several Music Sheets.
- Loom. Can be crafted at the Carpenters Table and allows the player to craft different sets of clothes. These are intended to allow more customisation using the vanity slots in the Dresser but can be equipped directly as well: - Wedding dress. - Suit. - Archeology clothes. - Cooking clothes.
New Mechanics:
- The Ocarina has been changed into an instrument instead of a valuable and it can now also be commonly found in digging spots found in the Azeos' Wilderness Biome. The drop chance of the Dry Butterfly from digging spots has been reduced to compensate for this.
- Workbenches now have the option to select earlier tier Workbenches in their UI to allow crafting items from those Workbenches.
- Objects can now be rotated before placing them down instead of doing it through interaction after they have been placed down. The long-term plan is to support rotation of more objects in the game and this change is a first step towards that. The current objects that are affected by this change are: Drill, Robot Arm, Conveyor Belt, Galaxite Turret, Stone Turret, Delay Circuit, and Logic Circuit.
- Quick trash. Added a key binding that allows players to quickly move items to the trash can. Any item already in the trash can will be destroyed. The default key binding on the keyboard is the Delete key but this can be changed in the controls menu under the Trash selected item binding.
- Toggle UI keybinding. Added a keybinding (Ctrl+U) that allows players to toggle the in-game UI on or off. This is the same as changing the Show in-game UI setting found under the UI Settings.
- Added an option under Gameplay Settings to activate specific seasons or turn them off completely. This can only be changed while in the title menu and not while playing in a world. To avoid confusion, it is no longer possible to set a season through the launch options in Steam. Changing the date on the computer still works to activate specific seasons but its recommended to use this new option.
- Caveling Miners will sometimes lie down and sleep. They also have some new emotes they do while idling and while in combat.
- Caveling Hunters now need to reload their gun before shooting, giving players more time to avoid their shots.
GAMEPLAY CHANGES
Balancing:
- Adjusted overall enemy damage so that enemies, especially in the beginning of the game, deal a bit less damage.
- Slightly reduced health and damage dealt by Infected Cavelings.
- Reduced damage dealt by Mold Tentacles.
- Reduced damage dealt by Bubble Crabs.
- The condition which gives a chance to catch higher rarity fish now uses the correct chance for each fish. Previously, the chance was equal for all fish when this condition triggered, including for the Starlight Nautilus. Increased the chance of catching Starlight Nautilus to compensate for this change.
- Reduced cost of Keys crafted at the Key Casting Table. Keys now also have a small chance to drop from all types of Slime enemies, the Miner Cavelings, and from fishing.
- Locked Chests have a small chance to be caught when fishing.
- Reduced the health of Omoroth and the tentacles that spawn during the boss fight.
- Changed so the small racing track scenery only appears once in the world.
- Turrets now put enemies into combat. This makes them more useful for mob farms and also more consistent with how Spike Traps work.
Quality of Life:
- Circuits can now be placed under other blocking objects and walls can be built on top of Circuits.
- Gokarts can now be moved by Conveyor Belts and they can also be placed on top of Conveyor Belts.
- Hitting objects now takes the mouse position / right joystick direction more into account to give more precise control when defining which object to hit around the player.
- Fences adapt towards adjacent walls now. This means there are no longer small gaps between fences and walls.
- Ores from boulders now spawn in a random position inside the boulder, so having multiple drills on the same boulder will not always yield ore from the same drill.
- Clicking the recipes in autocrafting objects such as the Furnace and Table Saw will automatically move the required materials to the input slots from the player inventory or any adjacent chest.
- Holding down the modifier key to pick up 10 of a stack (Ctrl) can now also be done when crafting to craft 10 times the amount of the item at once. This only works for stackable items. Clicking recipes in autocrafting objects such as the Cooking Pot and the Furnace can also be done to move 10 of the required materials to the input slots.
- Rails can now be built on top of Conveyor Belts. Note that Conveyor Belts do not affect Minecarts on Rails but this feature is intended to allow moving items through Rails.
- Any electronic object can now be built on top of Wires. Note that, in most cases, this will override the behavior of the Wire, such as when placing a Logic Circuit on top of a Wire.
- Added in-game UI navigation keybindings. This will mainly be useful for players using controllers to change the D-pad buttons to do something else than navigating in the UI, as the joystick can already be used for that.
- GoKarts and Boats can now be rotated before being placed down.
- The Robot Arm can now place objects into the Fishing Net Rack, Decorative Pot, and Planter Box.
- Golden Glow Tulips now emit gold light instead of blue.
- Gravestones take 3 hits to destroy to avoid destroying other players' gravestones as easily. The player's own gravestone is still destroyed in one hit like before.
- The Furnace, Smelter Kiln, Fury Forge, and Table Saw now only accept the resources they can process in their input slots.
- Creatures no longer try to damage objects that they cant break in a few hits.
- Hoes that cover multiple tiles will now prioritize hoeing other tiles such as Moss or Slime before hoeing any ground tiles.
- Enemies no longer block players from mining walls while holding a mining pick.
- Add a cap to how many Jelly Fishes can spawn in an area.
- Add a cap to how many Tentacles can spawn in an area.
- Add a cap to how many Fish Shoals can spawn in an area with sea water.
- Add a cap to how many Water Lilies spawn in an area.
- Add a cap to how many Water Kelps spawn in an area.
Art and Animation:
- Implemented a brand-new rendering pipeline. This should result in an upgrade in terms of lighting and GPU performance.
- Completely reworked indirect (bounce) lighting. Light now spreads further and takes surface color into account, resulting in softer, more saturated dynamic lighting.
- Added a new system for calculating advanced object shadows. This causes most objects and enemies to cast per-light shadows.
- Emissive surfaces can now generate light.
- Improved resolution upscaling, making the game appear sharper on window resolutions higher than 1920x1080.
- Split the graphics settings menu into two: Display and Graphics.
- Added a screen-space ambient occlusion effect and a Graphics setting for it (Low / Medium / High).
- Added an Object Shadows Graphics setting (Off / Simple / Advanced). Simple makes the shadows behave like they did before this update and Advanced uses the new system.
- Improved bloom and added a Display setting for it (Normal / Reduced / Off).
- Reworked the 16-bit color option: It is now called Color Output and allows you to change from the full 24-bit output to a limited 15-bit color palette. An additional option allows you to add dithering to this effect, which breaks up the color bands that appear. The 15-bit setting is intended to give the game a retro look and has no bearing on performance.
- Improved the shine effect on ore in walls.
- Improved graphics for the snare effects for Snare Plants.
- Improved animations for the Caveling Miners.
- Improved lighting from emissive plants such as Glow Tulips.
- Improved lighting from emissive objects such as Furnaces and Smelter Kilns.
- Added shadows for Fences and Roots.
Audio:
- Adjustment to Larva's hurt & death sound effects.
- Swords now have a unique swing & impact sound effects.
- Adjustment to Rune Song sound effects.
- Adjustment to Slime Sword sound effects.
- Adjustment to Throwing Daggers sound effects.
Other:
- Updated Unity to version 2021.3.14f1.
- Added moddable configuration files for loot tables.
- Added moddable configuration files for fishing loot and struggle behaviour.
- Added moddable configuration files for environment and mob spawns.
- Added moddable configuration files for changing friend or foe for factions.
- Added moddable texture for changing color grading.
- Improve initial loading time when joining a game.
- Equipment and consumables like the Glow Tulip that emit a blue glow now states blue glow in its stats instead of just glow.
- The Painters Table has been moved to the Carpenters Table.
- Credits auto scrolling can be paused by holding down the interact button.
- Crystal Lamp has a working collider now.
- Fixed so offhands can still be used while hovering any UI element with the mouse.
- Added Blue Glass Kalimba valuable that drops from Large Destructibles in the Ancient City Ruins in the Sunken Sea. This item was added as the reward for winning the "Creepy Caves" competition by our community member Woopsiee.
- Azeos now screeches when flying over the player as a shadow.
- Changed Larvaskin Rugs and Temple Decor Rugs to appear above Rug tiles.
- Delay time before fade in on world load to avoid having objects pop in.
- The souls tab is now unlocked when a player is nearby a Soul Orb without the need to talk to the Core first.
BUG FIXES
- Fixed a bug where keyboard navigation in menus would be overridden by mouse selection when not moving or using the mouse.
- Fixed a bug where Shroomans would collide with seeds when charging.
- Fixed a bug where objects that have a random visual appearance based on their world position would not be so random but instead follow a pattern in some cases.
- Fixed a bug where no Slime bosses could be summoned if King Slime was already summoned anywhere in the world.
- Fixed an issue with the Kelp Tree showing duplicate sprites.
- Critters will no longer spawn inside The Core or the Boss Statues.
- Grass and Bushes no longer drop seeds sometimes.
- Roots of different types no longer grow into each other.
- Fixed a bug where the walls around the Hive Mother could be dug up using a Hoe in specific cases.
- Fixed an issue where Ra-Akar the Sand Titan would spawn even if the Thumper was removed.
- Fixed an issue where some merchants would always restock their items when restarting the game if some statues had been activated.
- Adjusted small icons for Glowing Tulip and Puffungi to be centered.
- Fixed a bug where projectiles would visually look like they were affected by ground effects such as mold or slime.
- Fixed a bug where roots could start to spread before the Root Plant was fully grown.
- Fixed a bug where Ghost Scholars were not immune to debuffs such as burning.
- Fixed a bug where Poison Traps would take damage and be destroyed from players having thorns damage.
- Fixed a bug where the set bonus from the Ivy equipment would give crit chance from any debuff applied and not just poison.
- Fixed a bug where Doors could not be placed adjacent to walls that contained any ore.
- Fixed an issue where light sources would stop following their object when fading out.
Love is in the airand in the underground. Were delighted to announce that were bringing you something very special this February in the form of our Quality of Love update! Part seasonal event, part update, you can expect lots of new content and fixes coming to Core Keeper, with some new additions remaining in game even after the Valentines seasonal event has ended! Whether youre a mushy romantic who wants to see pretty pink flowers in the underground or youre hankering for some fresh new features (musical instruments, anyone?) and visual improvements to the game, there are lots of reasons to get excited about this one.
When is Core Keepers Quality of Love Update Releasing?
The Quality of Love update will be launching on the 8th of February, with our Valentines seasonal event running until the 28th! As we mentioned above, some of the content from this update will remain permanently available even after the Valentines seasonal event has ended and weve been working hard on quality-of-life adjustments as well as optimisations that should improve the overall performance of the game.
What Can We Expect in the Quality of Love Update?
Great question, and the answer is a lot! While the Quality of Love Update isnt a major content update like The Sunken Sea or The Desert of Beginnings, we think youll be pleased with the new additions and changes weve made to the game
Major Changes to Lighting and Rendering
Were making some major changes to the way things like lighting and rendering work across Core Keeper, which should improve performance while giving you more control over your visual experience of the underground. Heres where it gets a little technical Core Keeper currently uses Unitys Built-In Render Pipeline, which we customised as much as possible to fit the needs of the game. Since this render-pipeline was designed to function with many different types of games, we soon discovered that there were various features and functions that we wanted for the rendering in Core Keeper that it just didnt support. Because of this, we decided to completely rewrite our graphics pipeline as a custom Scriptable Render Pipeline. The result? Full control over how everything is rendered in the game and improvements to performance and framerate! If that wasnt technical enough for you, a full breakdown on the lighting changes will be coming in another Steam post soon. In simple terms, this means Core Keeper is going to look a whole lot nicer with the potential to run much better too!
New Features and Content!
For Valentines, weve added a romantic wash of rose petals to the ground tiles across the underground, and you can expect to find plenty of seasonal items (think Love Letters and Valentines Presents) along with some extra-cute cosmetics and equipment! As in all our seasonal updates, youll also spot a fun, themed variation on the merchant, wholl have some new stock for you to browse.
Were also really excited about a brand-new feature were bringing to the game in the form of musical instruments! Thats right, Explorers can now express themselves creatively by crafting and playing instruments such as Harps, Flutes, and Cellos. Youll also be able to find sheet music in Core Keeper that can be used with the musical instruments to automatically play looping melodies some of which you might just recognise from a few of your other favourite indie games. And thats just the tip of the iceberg! Well be adding new environmental items, features, and mechanics that we cant wait for you to uncover. We think that Quality of Love is the perfect name for this update because we really wanted this to be an expression of our love for the community. A lot of the content youll see in this update is the result of community feedback, and we hope youll enjoy experiencing it as much as we enjoyed creating it. With just a week to go, make sure you join the conversation and let us know what youre most excited about on our official Twitter and Discord channels!
Core Keeper is currently in Early Access, and weve got an amazing community across Steam, Twitter, and Discord. We cannot thank you enough for your support as we work on developing the game. However, theres one area of our community that we wanted to show a little extra love to today, and thats our modding community! It takes a lot of skill, talent, and passion to work on modding a game that is relatively fresh in terms of its lifecycle, and we think its amazing that so many people have been getting excited about what they can do to mod Core Keeper while it's still in the early stages of development. Weve seen people chatting about mods across all our social media platforms, and we thought it was about time that we gave them a dedicated space to discuss their projects. With that in mind, we created a modding channel on the official Core Keeper Discord. Here, modders can chat to each other about what theyre working on, collaborate, and share tips, tricks, and even tutorials! Modding can look very different from game to game, but for Core Keeper, weve seen things like the implementation of creative-mode style features such as item spawning and the augmentation of skills all the way to the addition or alteration of in-game mechanics and features. Modders use a wide variety of tools and plugins that work with the games engine (Unity) when working on their projects, and the modding community has even been so kind as to provide a Getting Started With Modding wiki and a modding library resource! Youll find tool recommendations, advice on adding assets to Unity, and guidelines on modifying the games behaviour in the wiki, as well as a library of features that make modding Core Keeper easier in the modding library. As always, we advise you to make backups of any and all files that you choose to modify whenever youre doing something that could impact your data or the games code - just in case you need to reinstall for whatever reason. Weve seen some great stuff from the modding community so far, including mods that allow more precise tile placements when farming and building; a mod that gives the player XP when watering crops; and a mod that streamlines the fishing process by showing you the name of the fish on your line and automatically pulling it up for you. Were keen to see all the amazing ideas and creativity thats still to come from Core Keeper modders, and we hope that giving you a place to discuss these things lets you know that we, the developers, support the modding community and that we're exploring the possibility of making modding more feasible in the future.
Welcome to 2023! Were very excited to ring in the new year with such an amazing community, and we hope youre all looking forward to what this year will bring for Core Keeper. You can expect a new roadmap from us this year, with details on the Crystal Biome and beyond! Youll also be pleased to know that our seasonal events will be recurring throughout 2023, and we miiiight just add some new content to these if the opportunity presents itself. Though we cant say much at the moment, we can assure you that therell be plenty to look forward to over the coming months, so keep an eye out for news and updates in the Steam announcements as well as over on our Twitter and Discord channels. You can probably tell that were raring to go full steam ahead into the New Year, but we also think its important to take the time to look back and reflect on what a great year 2022 was for us. Here are our highlights!
Launching Core Keeper in Early Access in March:
This was an amazing moment for us, and it was made all the more special by the fact that we already had a dedicated community waiting for the game. From testing and open alphas, all the way to our very first public demo, we were so very grateful for your support as we brought the game into Early Access.
Our First Seasonal Event at Easter:
We had our very first seasonal event not long after our Early Access launch, and this was a fantastic learning opportunity for us. The Easter Seasonal Event lasted for just two weeks and, originally, we had planned for the eggs from our egg hunt to disappear from the world when the event ended. Thanks to your feedback, we soon realised that itd be much more fun if certain items from seasonal events remained in the game for you to enjoy year round. We also realised that time-locking seasonal events wasnt ideal for Explorers who were busy or unavailable during the event windows, and we set the plans in motion to change this for our next seasonal event.
Our First Major Update The Sunken Sea:
After Easter (and a little work adding dedicated servers to the game), we were ready to bring you our first major update: The Sunken Sea! With a vast ocean and mystical sub-biome just waiting to be discovered, you set off in brand-new boats to battle the likes of Morpha the Aquatic Mass and Omoroth the Sea Titan. We added so much new content to the game for this update, including Portals, Sprinklers, the Dresser mechanic, map markers, new food, new enemies, new music, and more!
Cozy Caverns:
We knew thered be a little time before our next seasonal event and a little more before our next major update, so we wanted to bring you some fun, decorative content in the interim! Our Cozy Caverns update included lots of new and paintable items, and we added mechanics that would allow you to paint existing items such as rugs, dressers, and pedestals. We added new mechanics such as the ability for players to sit on objects like chairs, stools, thrones, and (of course) the Caveling Toilet. We also had lots of requests for an update that would allow players to place Torches on walls, and Cozy Caverns seemed like the perfect opportunity to introduce this. It was a joy to see all the ways you got creative with this update.
Terraria Crossover:
Weve always admired the team over at Re-Logic, and our community had long been asking if there was ever going to be a Core Keeper and Terraria crossover. Well, in September 2022, we were beyond excited to bring King Slime to the world of Core Keeper and to see Caveling Pets as a feature in Terraria!
Our Halloween Seasonal Event:
Things got super spooky in the underground in October when we introduced our second seasonal event for Halloween. We added creepy variations to our enemies, introducing the Dracularva, Spookavelings, Frankenbrutes, and Pumpkings to the game plus an extra-scary variation on The Hive Mother! We also introduced new equipment and cosmetics, such as the Pumpkin Lantern and Spooky Blanket Cape (because who doesnt want to dress up as a ghost, right?). Our creepy enemies were dropping some interesting Halloween loot including delicious candy and Grumpkin seeds! We also updated the way seasonal events worked so that, once a seasonal event has launched, players can activate it at any time by changing their PCs time and date settings to the window within which the event was running.
Our Second Major Update The Desert of Beginnings:
After adding so much new content to the game for The Sunken Sea, we were extra proud to be able to bring you even more for our second major update: The Desert of Beginnings. In this update, players were invited to comb the desert sands and battle their way through The Molten Quarry in search of new valuables that would help them in their battle against Ra-Akar the Sand Titan. You upgraded your equipment with out-of-this-world Galaxite Ore, fought your way past six new enemies, stomped on new critters like beetles and worms, improved your circuitry skills, uncovered new fish, and crafted your very first Go-Karts! And that barely scratches the surface of all the wonderful ways weve seen Explorers enjoying The Desert of Beginnings.
Our Christmas Seasonal Event:
As the year drew to a close, we knew we wanted to bring something special to wrap things up (pun intended). Our Christmas Seasonal Event began on the 13th of December, turning the underground into a winter wonderland. A blanket of snow covered certain biomes and enemies got new, festive variations some of which were almost too adorable to kill. We added a new Seasonal Merchant, as well as lots of new cosmetic and decorative items to the game. Oh, and we added fireworks too! This felt like the perfect note to end the year on, and were looking forward to recurring seasonal events, the Crystal Biome, and more in 2023!
Merry Christmas from the Pugstorm and Fireshine Games teams! We hope youre all having a lovely time, Explorers whether you celebrate Christmas or are just enjoying a little break from school/work/responsibilities while everything relaxes over the holiday season. We cant believe how quickly 2022 has gone by. It feels like only yesterday that we launched Core Keeper in Early Access, and here we are with two major updates and a handful of smaller/seasonal ones under our belts. We couldnt have done it without your amazing feedback, and we are truly grateful for such a wonderful community. We sure hope youre enjoying the festive version of the underground in our Christmas Seasonal Event, which will be running all the way until the 5th of January. We know how busy things get over Christmas, which is why we want to remind you that you can experience our seasonal events at any time after theyve launched by either [olist]
Merry Christmas, Explorers! We hope youve all had an amazing year we know we have. Its getting to the time where we start winding down for some well-earned rest as we approach the end of 2022, and the Pugstorm team is looking forward to lots of festive fun over the Christmas period.
CEO and Creative Director, Fredrik, will be heading up to Northern Sweden to celebrate Christmas with his parents and to go skiing!
COO and Development Director, Sven, will be having a magical time meeting up with relatives in a cottage in the woods! Each member of his family will be going out and getting their own Christmas tree, and, of course, theres also Swedish fika and grilling sausages.
Lead Artist and Art Director, Julian, is also going to meet relatives this year, but hes looking forward to shutting himself in and getting cosy with some video games and books.
And Max, our Lead Programmer and Technical Director, hasnt quite finalised his plans yet, but spending time with family and friends (and enjoying lots of good food!) is definitely on the cards.
Pugstorm has also been expanding a little in 2022, with new programmers and artists joining the team, and we even managed to take a team photo at our julbord (a traditional, Scandinavian Christmas feast!).
We hope youre enjoying the Core Keeper Christmas Seasonal event and that you all have a lovely holiday season. You should definitely keep an eye on our Twitter channel for lots of exciting Christmas activity throughout December.
Bug Fixes: - A fix has been implemented for the problem of plants appearing broken during growth.
Hotfix Patch - 0.5.1.1 - Fix character and world metadata files being reset when updating to 0.5.1 with incoming Steam Cloud changes. Hi Explorers, we understand that some of you have been having issues with characters disappearing after updating the game for the Christmas Seasonal Event. We wanted to let you know that weve just rolled out a hotfix that should prevent this from happening from now on.
If You've Been Affected By This Issue, Read Below...
You may be able to recover your characters by following the suggestions below: Please note you will need your Steam ID for this, which can be found by opening the Steam client, clicking your profile picture in the upper-right, and clicking Account Details. Your Steam ID should be listed at the top of the page, beneath the title. 1. Ensure the game is closed. Then, backup your game saves by navigating to the below location and creating a copy of the
Hi Explorers, we're always keen to hear your feedback when we're thinking about making changes to the way certain mechanics work in Core Keeper. Recently, we've been considering a small adjustment to the way Ancient Coins work in-game, and we wanted to know your thoughts. At the moment, you can sell several different items to the Merchants in Core Keeper in exchange for Ancient Coins. We are proposing an adjustment to this mechanic so that the only items you can sell to Merchants in exchange for Ancient Coins would be Valuables going forward. We believe this change would help to balance the in-game economy when it comes to Ancient Coins and that it would make the items marked as "Valuables" more impactful. We would like to know if this is something the community feels favourable toward or opposed to, and we'd also like to hear any feedback you might have on this proposal. You can let us know what you think by filling out this short, anonymous survey here. Please note that this survey is the only medium we will be using to collate data on community sentiment regarding this proposal, so if you want to share an opinion, please make sure to submit it using the form we linked to above. Thank you for taking the time to share your thoughts with us, and we look forward to hearing what you think!
New Content
New Features
The Winter Holiday is here! Certain objects and biomes have now become covered in snow, including The Core and boss statues. This snow is temporary and will melt away after the seasonal event.
- Seasonal Merchant. Put a Calendar in a comfortable room and he will come and visit you. The Calendar can be crafted in the Carpenters Table.
- Little Helperlings. Feed them cooked food and they will craft you presents! Acquired from the Seasonal Merchant by trading Cookies & Milk.
- Christmas variants for enemies:
- - Slime Blobs have become Snowhead Slimes.
- - Red Slime Blobs have become Carrot Slimes.
- - Shroomans have become Santa Shroomans.
- - Caveling Miners have become Gingerbreadlings.
- - Caveling Shamans have become Starwand Shamans.
- - Caveling Brutes have become Bakery Brutes.
New items
- Christmas Workbench, craft decorations and furniture to bring Christmas into your home. Acquired from the Seasonal Merchant by trading Cookies & Milk. 17 new decorations and furniture.
- 17 new decorations and furniture.
- New consumables:
- - Hot Chocolate.
- - Hot Punch.
- - Winter Cookies.
- - Fruit Bread
- - Winter Dinner.
- New equipment and weapons:
- - Snowball.
- - Snowman Hat
- - Festive Hat.
- - Gingerbreadman Head.
- - Gingerbread Hood.
- - Gingerbread Top.
- - Gingerbread Pants.
- New figurines (the following figurines have a chance to drop in addition to the normal figurines from the enemies, meaning that the normal versions are not replaced during the Christmas event. The new figurines can also drop from Luxury Winter Presents):
- - Snowhead Slime Figurine.
- - Carrot Slime Figurine.
- - Santa Shrooman Figurine.
- - Gingerbreadling Figurine.
- - Starwand Shaman Figurine.
- - Bakery Brute Figurine.
- 5 new valuables.
- Fireworks to celebrate New Year's Eve (or any other occasion) Comes in several colors and theres a big one too! Can be crafted at the Christmas Workbench or acquired from Luxury Winter Presents.
GAMEPLAY CHANGES
Quality-of-Life
- Merchants can now teleport into a room even when any player is nearby or in that room. Note that a Merchant wont teleport while someone is currently very close to or interacting with the Merchant at its current location.
- The light on electricity wires now visually reaches one tile less while still powering electricity buildings at the same distance. This makes it clearer since everything connected to a lit wire will be powered.
Art and animation:
- Increased the visibility of particles from healing, poisoned or other similar effects
- Added particle effects when walking on Slippery Ground Slime.
- Players now snore when sleeping.
Audio:
- Added honking sound effects for each type of Go-Kart.
- New unique damage & destroy sound effects for grass, clay, stone, hive and turf walls.
- The slime footstep sound effect now plays when walking on all types of Ground Slime.
Balancing:
- Increased the drop chance of Oracle Card "Brilliance" from Ancient Crates and it can now also drop from the Large Ancient Crates.
- Increased the duration of immunity buffs from cooked Blister Head, Yellow Blister Head and Rot Fish to be five minutes.
- Increased the duration of the movement speed increase from cooked Spirit Veil to be two minutes.
- Reduced amount of Fireflies that spawn in the Desert of Beginnings biome.
Other:
- Pressure Plates are now placed on the same height as Circuits, meaning that they will appear beneath flooring and rugs.
- Fixed typos in some item & condition descriptions.
- Polished colors that some golden crops give when cooked as food.
- Healing from sleeping in bed heals a percentage of player hp every second instead of a set amount.
- Removed map colors for hoed & watered Dirt Ground.
- Added a buff icon for immune to burning.
- Remove encryption from character save files.
- Can start the game with a specific seasonal event enabled by running the game with the -season argument.
Bug Fixes:
- Fixed a bug where Ore Boulders could spawn inside Obsidian Walls in the Desert Biome.
- Fixed a bug where the players own map marker would just be white instead of their corresponding color.
- Bomb Scarabs and Lava Butterflies no longer fly through walls placed on bridges.
- Players can no longer sometimes traverse through bridges with fences while riding a boat.
- Fixed a bug where items in max stack sizes could not be picked up in the inventory UI while holding the same item in the mouse.
- Fixed a bug where players could get cooking skill and additional food from the Cooking Pot without actually taking out the food from the Cooking Pot while holding the same food in the mouse. This would only occur if the total amount of the held food or the food in the Cooking Pot would be at max stack size.
- Fixed a bug where the output of buildings like Cooking Pots and Furnaces could be hot swapped with ingredients or ores causing unintended behavior.
- Fixed a bug where roots could grow on Sand Ground but not on Grass Ground.
- Fixed floating wall/floor cracks in suboptimal network conditions.
- Fixed incorrect button prompt for reflections setting in Video Settings.
- Fixed large scenes like the racing track spawning incorrectly in some cases.
- Fixed Electricity Sticks being able to power buildings. It should only affect Logic Circuits.
- Fixed some cases of path finding acting up when seeing the player through gaps in smaller colliders like roots and fences.
- Fixed a bug where hitting larger objects such as tables would sometimes instead damage the floor, Rugs, or other similar objects beneath it instead.
- Fixed a bug where Root Plants would stop growing after being completely blocked and unblocked again.
- Fixed electricity wires lighting up when placed on top of Ancient Electricity tiles.
As we get further and further into winter time, the days are getting colder and the nights are getting longer. Honestly, it just looks like an excuse to wrap up warm, grab yourself a mug of hot chocolate, and indulge in a marathon session of Core Keeper. We hope youll be rejoicing with us today as we launch our Christmas Seasonal Event!
What is the Core Keeper Christmas Seasonal Event?
Alongside our content updates, weve also been bringing the Core Keeper community seasonal events since our Early Access launch. Our first-ever seasonal event was for Easter, which was followed by Halloween, and now were pleased to be bringing you something Christmas-themed! Weve added a whole host of Christmas content for you to enjoy, and you can expect parts of the underground to be covered in a layer of snow this year as things cool down, as well as lots of seasonal variants of some of your favourite enemies. From snowmen Slimes to Shroomen with Santa hats, the Christmas versions of these enemies might just be too adorable to battle!
It wouldnt be Christmas without Christmas trees, and youll be able to craft these and lots more festive furniture at the new Christmas workbench. If that doesnt leave you feeling like Father Christmas, then maybe the addition of Caveling Elves called Little Helperlings might. These friendly Cavelings have been infused with the spirit of Christmas, and they love nothing more than crafting presents. Youll also be able to enjoy new food, game mechanics, and cosmetic items throughout the event because who doesnt want to take part in a snowball fight while dressed as a gingerbread man, are we right? Oh, and weve even added fireworks to the game so that you can celebrate the New Year with a bang! Theres plenty for you to uncover, and we encourage you to jump right into the game and check all the new content out for yourselves.
How Long will the Core Keeper Christmas Seasonal Event Run for?
The Core Keeper Christmas Seasonal Event will run from December 13th 2022 all the way to January 5th 2023! That being said, all of our seasonal events run based on the time and date of the PC youre playing on. This means that, from the day that they are launched, players have the option to access seasonal events at any time by changing the time/date settings on their computers. After listening to your community feedback, we decided to implement this mechanic so that, if you have to miss a seasonal event for any reason (or if you want to go back and relive the magic) youll still be able to access that content at any point. Let us know what you think of our new seasonal event over on the Core Keeper Discord, which now has spaces for our Chinese, Japanese, and Korean-speaking Explorers! You can also follow us on Twitter here for lots of Christmas activity across December.
Its beginning to look a lot like Christmas, and you know what that means its nearly time for another Core Keeper seasonal event. The Pugstorm and Fireshine teams are feeling extra jolly right now, so it feels like the perfect time to announce the date for our Christmas plans The Core Keeper Christmas seasonal event will go live on Tuesday the 13th of December 2022 and run up until January 5th 2023. Thats just over three weeks of festive fun coming your way. While we think its super fun to experience seasonal events in real-time, you might be pleased to know that we recently changed the way seasonal events work to account for busy Explorers. From the moment they launch, seasonal events will run based on the time and date of your PC. This means that if you cant play Core Keeper during the time period that an event is running, you can always change the date/time on your PC and access the in-game content that way. Huzzah!
What to Expect in the Core Keeper Christmas Seasonal Event
You can expect things to get very merry in the underground. With seasonal variations on enemies, new cosmetic and decorative items, seasonal snacks, environmental changes, some new mechanics (we cant wait for you to meet the Little Helperlings!), and more, were sure youll feel like Christmas has come early come launch day. If you just cant wait until the day of the event, then check out the screenshot below for a little preview of whats coming:
Weve got lots of Christmas activity coming your way on the Core Keeper Twitter channel too, so make sure youre following and keep an eye out for even more sneak peeks at our Christmas seasonal event. Dont forget to join our Discord too if youd like to meet your fellow Explorers, team up for online multiplayer, and discuss the lore of the underground.
Nominations have just opened for The Steam Awards 2022, and wed love your support! Were exceptionally proud of Core Keepers multiplayer functionality and we hope we can count on your vote for the Better with Friends category this year.
Nominate Core Keeper for the Better with Friends award using the button above or at the link here.
We announced Core Keeper way back in 2021, sharing our vision for the game and welcoming a community of prospective Explorers to our Steam Discussions, Discord, and Twitter. From that moment, we were committed to involving the community in the development of the game as much as possible to ensure it was something youd be excited to play when we launched in Early Access in March 2022.
We knew we wanted Core Keeper to support multiplayer since day one, and our dream was to give you the opportunity to explore a vast underground world with a whole team of friends, working together to mine, build, craft, fight, farm, fish, and uncover the secrets of The Core. To that end, we developed the game to be able to support up to 8 people in online multiplayer. We went on to add our backgrounds feature, allowing players to specialise in certain skills so that players could all contribute to the team in different ways during multiplayer. Of course, that didnt stop some of you setting out with a team of 8 chefs (which is equally as cool when you think about it!). Throughout the games early development, the community asked time and time again if Core Keeper would ever support dedicated servers. Truth be told, this was something we had on our radar for a long time, but your feedback motivated us to ensure this was something wed bring to the game as soon as possible. Not long after our Early Access launch, we invited you to help us test a dedicated-server solution, and shortly after that we officially launched dedicated-server functionality for Core Keeper.
We love hearing stories about players uncovering the secrets of our ancient underground world together, taking on our Titan bosses in teams, and working together to build elaborate bases. Whether youre playing online (player-hosted) multiplayer or combing the underground on your very own dedicated server, exploration with friends has always been at the heart of Core Keeper, and thats why we hope youll nominate us for the Better with Friends award this year.
Wed like to say a big hello to all our Chinese, Korean, and Japanese-speaking Explorers and welcome you to the Core Keeper Discord! This is the very first time weve added non-English spaces to our Discord, and were working with a very talented team of community managers to help us facilitate this. While were very excited to be able to offer spaces such as these, this is brand-new territory for our social team, so your feedback will be very valuable in helping us tailor these spaces to the Chinese, Korean, and Japanese communities.
How to Access Chinese, Korean, and Japanese Spaces on our Discord
To access the non-English spaces on our Discord, simply follow this invite link to join, then follow these instructions. [olist]
Will You be Adding More Non-English Spaces to the Server in the Future?
As this is a relatively new development for the Core Keeper Discord, well be taking some time to see how we get on with the Chinese, Korean, and Japanese areas before we consider adding any additional non-English spaces to the server. Thank you for your patience while we work on expanding the server. Were looking forward to seeing new members join the server in these spaces, and we hope youll have fun meeting your fellow Explorers and becoming part of our community. If you have any suggestions for channels/spaces youd like to see in the language/s you opted in for, please let the relevant community manager know!
Gameplay Changes
Balancing
- Increased the healing from the Oracle Deck.
- Increased the drop chance of Larva Meat and Clay Moss and reduced the drop chance of Slime from Big Larvae.
Other
- The Larva Butterfly enemy now spawns from Ground Magma Slime.
Bug Fixes
- Fixed potential invalid memory access in enemy chase logic.
- Fixed potential invalid memory access in enemy chase logic.
- Fixed potential invalid memory access in Scholar healing logic.
- Fixed potential invalid memory access when a player is hit by projectiles. Fixed invalid memory access when sending Cartography Table map data over the network, which was potentially leading to map corruption.
- Fixed a bug where items on Tables and Pedestals would sometimes be lit when they shouldnt be.
- Fixed a bug where the Cookbook UI would look broken and not be usable for some characters.
- Fixed an issue where the Giant Mushroom and Amber Larva would not appear in the Cookbook while using any ingredient type filter.
- Fixed some mobs trying to attack through walls.
- Fixed a bug where effects applied to nearby allies, such as the damage increase from the Crystal Meteor Chunk, would not be removed after unequipping the item if the character also had a talent giving a similar buff (such as The Smell of Food talent).
- The Bug Net no longer damages objects or enemies when swinging it.
- Fixed a bug where the Merchant would be invisible after teleporting to their room. Fixed a bug where the Leafhopper critter would not spawn anywhere. It now spawns in Azeos Wilderness as intended.
- Fixed bug with Fury Forge accepting items other than Galaxite Ore.
- Fixed bug with Caveling Assassins spawning raiding parties with the incorrect Caveling type.
Deep in the underground, far beyond The Core, lies a mysterious biome. Its sandy plains are home to a myriad of strange creatures, plant life, minerals, and artefacts just waiting to be discovered. Welcome to The Desert of Beginnings!
We are very excited to announce that Core Keepers second major content update is now live for you to enjoy, and were pleased to reveal that this is also the biggest content update weve created for the game so far.
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After battling the mighty Omoroth, youll be ready to move on from The Sunken Sea biome and head on over to The Desert of Beginnings. Will you get straight to searching for Galaxite to level up your tools and equipment, or will you focus on building a base to protect yourself from this biomes many enemies? Keep an eye out for Caveling Assassins and Lava Butterflies as you traverse the desert, and make sure youre well prepared before you decide to take on Ra-Akar the Sand Titan!
Within this scorching desert, youll also find the superheated Molten Quarry. Be warned, this sub-biome is not for the faint of heart, as it's full of Lava Slime and fiery enemies that will attack unsuspecting Explorers on sight. Thats not all youll have to watch out for in the Molten Quarry, however, as this is also the home of Igneous the Molten Mass.
While The Desert of Beginnings wont be without its challenges, this update also boasts plenty of rewards and exciting new content for plucky Explorers. Race around the desert in three brand-new land-based vehicles, or meet up with your friends for an off-road adventure or a little go-kart racing! Youll also spot 12 new critters on your adventures, and now youll even be able to catch them with the new Bug Netbecause who doesnt want a pocket full of Fireflies?
Weve also added community-requested quality-of-life improvements including the ability to fish from boats and minecarts, Steam achievements, and the option to add custom Latin-based languages to the game. Oh, and did we mention that several (previously unmoveable) large world objects will now be mineable so that you can move them around the world as you see fit?
Combing the desert will also be extra immersive for Core Keeper players using CORSAIR hardware thanks to our brand-new integration. Weve fixed it so that any iCUE-compatible CORSAIR products (such as keyboards, headphones, and mice) will react to in-game events with exciting light displays.
All of this will be coupled with a magical new Desert soundtrack, plus unique soundtracks for boss fights, from the talented Jonathan Geer. Its been an absolute joy to work on this update, and were extremely proud to have been able to bring you both a mini-update in Cozy Caverns and a new Halloween seasonal event while weve been developing The Desert of Beginnings.
If youre interested in taking a look at everything weve added with this update, check out the patch notes here. Otherwise, well leave uncovering the updates mysteries to you! We hope you have fun exploring The Desert of Beginnings, and we hope you get a kick out of spotting all the little additions weve made to our existing biomes too. When youre ready to take a little break, you can always catch up with your fellow Explorers over on the Core Keeper Discord or see what were up to over on Twitter.
NEW FEATURES
Main Features
- New biome: Desert of Beginnings.
- New sub-biome in the Desert: Molten Quarry.
New NPCs
- Ra-Akar the Sand Titan (titan boss).
- Igneous the Molten Mass (side boss).
- 6 new enemies.
- New Caveling Spearman and Skirmisher that spawn in the Clay Caves along with new scenery objects related to these new enemies. They can also spawn from Clay Moss. Players who have already explored the whole of the Clay Caves biome may need to play in a new world to access all the new decorative objects related to these Cavelings.
- 12 new critters that will be unique to the different biomes.
New Mechanics
- Go-Karts. Traverse the desert at high speed or race against each other! Some old race tracks built a long time ago can also be found in the world.
- It is now possible to fish from Boats and Minecarts.
- Added a Cross Circuit that separates horizontal and vertical wires. Useful to allow crossing wires without connecting the electricity.
- Levers now emit electricity when turned on without needing electricity from a Generator. The electricity from a Lever reaches half the distance of a Generator.
New Items
- Galaxite ore.
- Galaxite Workbench with new tools, crafting, and base building options.
- 40+ new weapons and equipment.
- New decorative objects.
- 10 new fish, including a legendary one!
- New valuables.
- Legendary Mining Pick.
- A Bug Net can be crafted in the Tin Workbench that allows the player to catch small beetles, larvae, fireflies, and other critters. After a bug has been caught, it can be placed into the world and remain in the world indefinitely. The Bug Net has replaced the Tin Hoe in the Tin Workbench. The Tin Hoe now drops from crates, chests, and other sources in the Dirt and Clay biomes instead.
- Dynamite Pack: explodes when connected to electricity.
- Pressure Plate: emits electricity when stepped on by a player and reaches the same distance as Levers.
- Galaxite Trap: crafted in the Galaxite Workbench. It is similar to Spike Traps but shoots flames, burns the enemies, and deals more damage!
- Galaxite Turret: crafted in Galaxite Workbench. Shoots projectiles when there are enemies in front of it and its connected to electricity.
New Music
- New music tracks for the Desert of Beginnings and Molten Quarry biomes.
- New unique music tracks for each boss. The slime bosses use the same boss music track as before.
Additional Content
- Many new unique locations.
- Added Clay Moss that appears in the Clay Caves. Clay Moss can also drop from Big Larva.
- Locked chests will randomly be found in the world while digging walls. The chests can be unlocked with their corresponding key and will contain some rewards. The keys can be found in various chests and containers in the world or crafted at the Key Crafting Table made in the Scarlet Workbench.
- There are several different types of chests and keys including the Copper chest and key, found in the Dirt biome and Clay Caves; the Iron chest and key, found in the Forgotten Ruins; the Scarlet chest and key, found in Azeos Wilderness; the Octarine chest and key, found in the Sunken Sea; and the Galaxite chest and key, found in the Desert of Beginnings.
Other
- Steam Achievements.
GAMEPLAY CHANGES
Improvements to Cooking and Ingredients
- Added ingredient category filters in the cookbook UI. The available filters are plant, fish, and meat, and selecting any of these will filter out the ingredients list to only contain ingredients of that category.
- Recipes can be clicked to automatically add the ingredients to the Cooking Pot from the player's inventory or from adjacent chests. If the player or adjacent chests do not have the ingredients to cook a recipe, then the recipe is grayed out.
- Food cooked with golden plants always becomes rare (or epic with the Master Chef talent). Previously, this was only the case for ~50% of the combinations at random when combining a golden plant with a regular ingredient, which caused confusion. Any current food that has already been cooked will keep its rarity even if it is not obtainable anymore.
- Golden plants and cooked food made of golden plants now show up in the cookbook.
- Cooked food made of only golden plants becomes slightly stronger than when combining a golden plant with a non-golden plant ingredient.
- The ingredients filter in the cookbook UI uses the small version of the item icons instead to fit in more icons that are visible in the scroll window.
- Added unique nouns and adjectives to cooked food made from golden plants and their icons have some golden colors to make them more distinguishable from the cooked food made from the regular version of the same plant.
- Golden Larva Meat has been renamed to Shiny Larva Meat to differentiate it from the golden plants that work a bit differently when cooked.
- A number after the recipe's title in the cookbook UI indicates the current amount of recipes known.
Balancing Improvements
- Made it much less grindy to gain skills at high skill levels for all skills. This change is applied retroactively, so players may notice that their skills have been increased when starting the game after this update, especially any high-level skills.
- Boss health no longer scales linearly with the number of players but, instead, increases by an amount that becomes smaller for every player joining. This means that boss health will remain the same in single player, but it will scale just slightly lower for 2 players (and much lower for 8 players) than it did previously. This change is intended to incentivize bringing your friends with you even if they dont bring as much to the table when it comes to defeating bosses -- if you just find a boss very difficult yourself, then bringing more friends will help!
- More trees will spawn throughout Azeos Wilderness and in Mold Dungeons.
- Increased damage of all explosives like Bombs and Hand Mortars.
- Increased drop chance of the Morpha Figurine and the Caveling Gardener Figurine.
- Adjusted how monster health scales with their level so higher-level monsters have a bit more health.
- Changed sell value of Rails, Electrical Wires, and Conveyor Belts to be 1 Ancient Coin.
- Slightly increased the amount of Sea Shells required for the Omoroth Scanner.
- Slightly reduced drop chance of most items from the Caveling Gardener and the Caveling Hunter.
- Slightly reduced drop chance of Caveling set pieces from the Caveling Miner and the Caveling Shaman.
- Made Shiny Larva Meat rare instead of epic and increased its drop rate from Big Larva. The buffs it gives are still the same.
- Reduced spawn chance of some unique locations found in the Sunken Sea.
- Slightly increased the cost of crafting Levers.
- Increased drop chance of Haunted Hive Mother Summoning Idol from Samhain Goodie Bags.
Text and Localisation
- Added another number to the build version format, which means that the version now is A.B.C.D-XXXX where A will be 0 until we are out of Early Access, B is incremented for major updates, C is incremented for minor updates, and D is incremented for unplanned patches and hotfixes. XXXX is an internal build identifier.
- Can add and change localization for Latin languages. The game folder contains a folder named localization with further instructions.
- Descriptions of Spike Traps and Drills now say damage instead of melee damage.
- Updated credits.
Controls
- Players' keybindings have, unfortunately, been reset due to fixing an issue in the keybindings system that caused any new keybindings to not work. We are sorry about the inconvenience this may cause for players who have to set up their own keybindings again.
Art and Animation
- Character facing-direction no longer flickers as much while moving and having the mouse positioned diagonally from the character.
- A weak glow has been added to Furnaces that contain finished bars but are not currently smelting any ores to indicate that there are finished bars in it available to take out.
- The visuals of different types of Bridges no longer adapt to each other when adjacent to one another.
- Enemies flash green when they heal.
- The Pumpkin Helmet's eyes and mouth now glow. This is a new feature that will be found on some of the new equipment as well where parts of equipment will glow in the dark.
- Some Octarine equipment now glows in the dark.
- Rune Song now glows in the dark.
- Phantom Spark now glows in the dark.
UI and Menus
- An icon appears above the character's head when something bites the hook while fishing.
- The souls UI visuals have been improved and prepared for future content.
- Added current world name to pause menu.
- Network-related options will no longer display in the pause menu when running in offline mode.
- Added key item text and an icon to items that are used as keys to unlock other objects.
- The currently grabbed item is no longer shown while in menus.
- Portal icons will now display on top of other icons.
AI and Behaviours
- Character will now complain of hunger less often.
- Enemies taking damage from sources like Spike Traps will now be considered in combat and wont heal for a short duration.
- Projectiles can no longer damage doors.
- Applied a fix where the Red Slime Figurine only drops from Red Slimes.
- Merchants can restock their items even while the player is standing nearby them or interacting with them.
- Stone Moss will now spawn in any Caveling settlement ruins in the Forgotten Ruins. This only applies to new settlements.
- The rotation of Boats not occupied by any player will remain the same after restarting the game.
Collision
- Ground insects can no longer traverse through fences.
- The Lever no longer blocks the player and can be walked through.
Accessibility
- Added an outline to the text of things that the character says to make it more readable.
Audio
- Adjustment to footstep sounds.
- Adjustment to sound effects for Malugaz the Corrupted Shaman.
- Adjustment to sound effects for Azeos the Sky Titan.
- Adjustment to sound effects for The Hive Mother.
- Added a more noticeable sound effect when something is on the fishing line.
Other
- Groups of Larva will sometimes appear out of clay walls to ambush Explorers in the Clay Biome.
- Tentacles of Omoroth will sometimes appear out of the water while traversing the Sunken Sea.
- The Oracle Cards can be combined into an Oracle Deck offhand for players who successfully find all of them along with the Binding String. The Oracle Cards are no longer tagged as valuables and have different rarities.
- 3 new Oracle Cards.
- Several larger objects in the world that were previously static can now be destroyed, picked up, and placed out elsewhere if the player has enough mining damage. This includes the Grave Tree, the Mold Tree, and the Kelp Tree as well as the large Ancient Ruin pieces found in the Dirt Biome, the Giant Cicadas (big dead insects), and the Ancient Gates found in the Ancient Cities in the Sunken Sea.
Optimisation
- Some performance improvements for low-end devices.
BUG FIXES
- Enemies no longer interrupt their ranged attack with a melee attack if they can perform both.
- Acid Larva no longer explode when running into Torches or similar objects.
- Players will no longer be able to leave the Boat while connecting to the world.
- Fixed a bug where enemy projectiles would sometimes spawn with an offset from the enemy not matching the current facing direction of the enemy.
- Fixed a bug where the talent On your Toes would always activate on taking damage and not just when dodging.
- Fixed a bug causing critters to no longer flee from nearby players.
- Added missing description for the burn damage in player stat window and corrected the burn damage text to read every other second instead of every third.
- Fixed it so the burning-over-time effect deals damage four times during a full duration as intended.
- Fixed a bug where the Drill would still play its looping sound after being destroyed.
- Corrected the internal level of Acid Larva, Ancient Golem, and Caveling Scholar to be correct this was previously lower than intended, meaning they dealt lower damage and had lower health than we initially planned.
- Corrected the internal level of Scholars Hood, Scholars Cloak, and Scholars Staff, which was previously too low, meaning they now have slightly stronger stats.
- Projectiles no longer go through doors.
- Fixed an issue where too few particles were emitted from The Core when activated.
- Fixed an issue where map markers could be toggled off while still being possible to place.
- Fixed an issue where the outline would not appear on Big Larva when interacting with them while wearing the Larva Suit.
- Fixed it so the Logic Circuit, Delay Circuit, and Levers can be placed where the player is standing.
- Fixed a bug where enemies could stop following the player for no good reason.
- Fixed an issue where glowing items put on Pedestals or Tables would no longer glow after moving back and forth from the item.
- Fixed projectiles being destroyed when falsely hitting other players.
- Fixed environment not being loaded when spectating other players after dying as a hardcore character.
You fought Glurch, battled Ghorm, took down The Hive Mother, and grounded Azeos. You even managed to subdue the mighty Omoroth its time to get ready to face Ra-Akar the Sand Titan in Core Keepers next major content update: The Desert of Beginnings coming November 10th 2022! [previewyoutube=j7YO-eCbh4U;full][/previewyoutube] Thats right, Explorers, it wont be long until youre exploring The Desert hunting for Galaxite and avoiding pesky enemies like the new Caveling Assassin, Bomb Scarab, Lava Butterflies, and more! Perhaps youll uncover the Molten Quarry and bump into Igneous the Molten Mass on foot or do so in the fancy new vehicle well be adding to the game? Well also be adding several new tracks to the Core Keeper soundtrack, written and composed by the talented Jonathan Geer, new to the Desert of Beginnings. We like to show our existing biomes and features a little bit of love when working on major updates too, which is why you can expect to see some improvements to the cooking mechanic and recipe book, the addition of 12 new critters to the game (unique to each biome), and two new Cavelings to watch out for in the Clay Caves: The Caveling Spearman and The Caveling Skirmisher! We spend a lot of time going through community feedback and listening to your requests, and we always bear these in mind throughout the development process. One community request weve seen time and time again is the ability to move larger static items. Were pleased to report that, with enough mining damage, players will now be able to mine and relocate items such as Mold Trees, Kelp Trees, Large Ancient Ruin Pieces, Giant Cicadas, and Ancient Gates. Your bases are about to look much more majestic! Theres so much to look forward to in Core Keepers next major content update, and we want to leave discovering it all to you, but we can tell you that well be adding Steam Achievements and support for players to add custom Latin languages to the game.
Core Keeper CORSAIR Integration
Were also delighted to announce that were partnering with CORSAIR and working on a brand-new Core Keeper integration! What that means is that Core Keeper will now work with Corsairs iCUE software to fully synchronise the RGB lighting on compatible CORSAIR devices to change and react based on what is happening in the game essentially putting on a Core Keeper light show. Unexpectedly bumping into a boss or crafting a Legendary weapon is going to look a whole lot more dramatic when the lights on your keyboard/mouse/headset suddenly shift! If that wasnt exciting enough, from the launch of the update, well be running some exciting giveaways over on the Core Keeper Twitter and Discord server. If you think the CORSAIR integration sounds awesome but dont have any of your own CORSAIR hardware, youll have a chance to pick some up by taking part in our giveaways, so keep an eye out! We hope youre looking forward to this update as much as we are. Weve been working very hard on lots of new content for The Desert of Beginnings, and were pleased to announce that this will be Core Keepers biggest update yet! Were especially proud to have been able to offer the Cozy Caverns Update and a Halloween Seasonal Event in between major updates, and weve really valued your feedback and input as weve been working! Let us know your thoughts and feelings about the date announcement and Desert of Beginnings trailer reveal over on Twitter, Discord, and in the Steam Discussions.
- Fixed so the correct amount of items are now consumed when crafting the Decorative Torch.
- Reverted robot arm/conveyor belt change so that they will be able to drop floating items into pits, water, and walls again.
- Fix limit for how many mobs are spawned.
NEW FEATURES
Main Features:
- Several enemies in the world have dressed up to a more spooky appearance and have a chance to drop a Halloween goodie bag when killed. The goodie bag will of course contain candy but may also sometimes contain equipment so that players themselves can dress up too. Players may also find Grumpkin Seeds and another more rare item in the goodie bags, but well leave this one a secret!
Halloween variants for enemies:
- Big Larvas have dressed up as vampires.
- Caveling Miners have dressed up as ghosts.
- Caveling Shamans have dressed up as pumpkings.
- Caveling Brutes have dressed up as Frankensteins.
New Items:
- New Grumpkin Seed that will grow into a Grumpkin when planted.
New candy:
- Chewy Cone Candy.
- Evil Eye Candy.
- Spooky Pop Candy
New equipment:
- Pumpkin Lantern
- Pumpkin Head
- Spooky Blanket Hood
- Spooky Blanket Cape
- Frankenbrute Head
- Dracularva Cape
- Samhain Curse Ring
- Samhain Offering Necklace
New figurines (the following figurines have a chance to drop in addition to the normal figurines from the enemies, i.e the normal versions are not replaced during the Halloween event):
- Big Dracularva Figurine
- Spookaveling Figurine
- Frankenbrute Figurine
- Pumpking Caveling Figurine
GAMEPLAY CHANGES
Balancing Improvements:
- Any new Amber Larvas and Giant Mushrooms that players acquire will only give the permanent health increase once. The health increase from previously acquired Amber Larvas and Giant Mushrooms will still stack as to avoid punishing players who have worked hard on farming these items. Players current max health will remain unchanged, this change is intended to improve how max health is gained in the game moving forward and not to affect already existing players max health. The old version of Amber Larvas and Giant Mushrooms are considered deprecated and thus they will for example no longer appear in the cook book but cooking anything with the new version will appear in the cook book. They will also no longer be obtainable when playing the game normally. They can still be obtained using mods. The new Amber Larvas and Giant Mushrooms will look the same and have the same name as the old ones but the permanent health buff gained from the new ones will have a notation of only being obtainable once.
- Shroomen have a low chance to drop a Giant Mushroom.
- Ghorm the Devourer has a low chance to drop an Amber Larva.
BUG FIXES
- The Easter version of Azeos will no longer change to the normal version if restarting the game in the middle of the fight.
- Fixed an issue where Chinese text for set pieces would not be rendered in the correct gray or white color when hovering equipment.
- Fixed an issue where hive veins render order would conflict with chrysalis and that hive veins would also be possible to hit when beneath rugs or floors etc.
- Fixed potential crash when crafting recipes.
- Fixed potential crash when placing gates.
- Fixed an issue where mining walls on bridges would sometimes prioritize objects around the wall instead.
- Fixed enemies teleporting into walls and water.
OTHER
- Seasonal events (currently Easter and Halloween) now start and end based on the date and time of the PC that the game is running on.
- The large version of object icons are used instead of the small one on pedestals and tables.
- Plants and equipment that have a glowing effect now also glow when put on a pedestal or table.
- Legendary beam is now shown for legendary objects placed on pedestals and tables.
- The game will keep its window size after restarting the game when using window mode: Windowed. Changing window mode back and forth to something else and Windowed will restore its default size which is set to be pixel-perfect.
- Added text to items that can be used while held such as scanners or parchments to make it more clear that they can be used and what they do when used.
- Improved text of buffs on food items to distinguish permanent buffs more from buffs with a duration.
Look out, Explorers, things have just gotten a whole lot creepier in Core Keeper! Thats right, the Core Keeper Halloween Seasonal Event is now live, and you can expect a whole host of fun costumes, candy, and goodies along with it.
The Halloween Seasonal Event will run from 10:00am UTC on October 25th to 11:59pm UTC on November 8th thats two whole weeks of fiendish fun! However, we also want to let you know that weve made some slight changes to the way that our seasonal events work. Now, seasonal events will occur based on the time and date set on your PC. This means that, if you missed out on something seasonal because you were unable to play the game for whatever reason, you can always adjust the settings on your PC and experience the content as if you were playing in the release window!
While things will become decidedly less spooky in the underground once the event is over, Explorers will be pleased to know that any costumes or goodies that you uncover during the Halloween Seasonal Event will remain in the game permanently. That means you can play dress up all year long if you want to.
We dont want to spoil the fun too much, so we wont go into detail about what to expect here in the announcement post. If you do want an extensive list of what you can look forward to during the event, we invite you to check out our patch notes here. It wouldnt be Halloween without a little mischief though, would it? Thats why weve purposely left one exciting secret out of the patch notes. We think itll be a real treat to watch you uncover this one all by yourselves!
Dont forget to take plenty of spooky screenshots and share them with us over on Twitter and Discord. Have fun, and happy Halloween!
October is a great month, the leaves are changing, the smell of pumpkin spice lattes fills the air, and Halloween is right around the cornerwhich also means our very first Halloween seasonal event is coming up! We had our first-ever seasonal event back in March celebrating Easter, and it was met with lots of excitement from the Core Keeper community. Because of this, we knew we wanted to bring you even more with the next one, and we cant wait for you to see whats in store. After lots of work (and the odd horror movie for inspiration!), were pleased to be able to announce that
The Core Keeper Halloween Seasonal Event will be running from the 25th of October to the 8th of November.
What to Expect from the Core Keeper Halloween Seasonal Event
We dont want to give too much away, but you can certainly expect lots of wacky and wonderful content in this upcoming event. Halloween is all about costumes and dressing up, so keep an eye out for all-new wearables and perhaps even some spooky looking mobs to contend with. Were having a little Halloween fun treating you to previews of the update over on Twitter, but be warned, some of the teasers were sharing might just be tricks too its up to you to guess if the previews are legit in the comments! We hope youre looking forward to two whole weeks of fiendish fun in Core Keeper, we know we had an absolute blast coming up with creative ideas for this event.
Dont Forget, The Desert of Beginnings is Coming Next Month!
Were seriously looking forward to our Halloween event, but that hasnt interfered with our progress on our next major update: The Desert of Beginnings. You can expect this update featuring brand-new biomes, bosses, ore, vehicles, and more in November. Well have more details soon on the exact date you can expect to see The Desert of Beginnings, so keep an eye out on our Twitter, Discord, and Steam news for information! Thats everything from us today, Explorers. Were off to crack on with developing Core Keeper, but dont worry, weve also set aside some time to eat tasty treats and watch spooky movies. Tis the season, after all.
Were very happy to inform you that were going to be guests on an upcoming Unity Technologies stream. Four members of our team Fredrik Prntare, Sven Thole, Max Halldn, and David Lindqvist will be joining the Unity Twitch hosts at 4pm CEST / 2pm UTC on the 12th of October to discuss all things Core Keeper, sharing insights into the development process as well as info on our next major update: The Desert of Beginnings. Weve been developing Core Keeper since 2019, but this is one of the very first times that the Pugstorm team will appear on live video to discuss the game its a pretty big deal for us camera-shy developers! Make sure you tune into the stream over on the official UnityTech Twitch channel to show us your support. You can also follow Unity on Twitter for updates on their Twitch streams and more.
Were looking for a little bit of feedback and were inviting as many community members as possible to let us know what they think about some potential changes to a Core Keeper mechanic thats been part of the game for a while now. As you know, Core Keeper is still in Early Access, and were working hard on balancing the game. Wed love to get your feedback on some proposed changes to a mechanic youll undoubtedly be familiar with. Were thinking about updating the way permanent health boosts from items such as the Amber Larva and Giant Mushroom work. Find out a little bit more about the reason for this and give us your feedback here! Were very grateful to have such an active and open community, and were always keen to hear what you have to say about the game. Thank you so much for the feedback youve given already, and we look forward to hearing what you think. If youd like to give your feedback on other elements of the game, you can do so in the Feedback Forums over on the official Core Keeper Discord server.
Were very excited to announce that the Core Keeper and Terraria crossover is now live! Will you be among the first explorers to locate the Summoning Idol and call forth King Slime?
How Do I Find the Summoning Idol?
Thats a great question! King Slimes Summoning Idol is a rare item that can only be found by you guessed it defeating Slimes. Slimes in all corners of the Core Keeper map have a chance of dropping the King Slime Summoning Idol upon defeat, and then its up to you to figure out exactly what to do with it (psst, there's a clue in our patch notes!). Were excited to see which Explorers will be among the first to summon King Slime, and were even more excited to see which of you will be among the first to defeat him and uncover his loot! The chance of a Slime dropping the Summoning Idol is about the same as the chance of it dropping a Slime Trophy, so dont worry if you dont find the Summoning Idol right away the Core Keeper and Terraria crossover is a permanent addition to the game. It's been a joy to collaborate with Re-Logic on the crossover, and we hope youll enjoy the new features available in both games. Were looking forward to seeing screenshots of all your Caveling Pets over in the official Core Keeper Discord once Terrarias own update goes live. Wed like to remind you that this crossover is coming as part of a much bigger update for Terraria too, and we want to wish Re-Logic a big congratulations on all their hard work. Were still hard at work on our next major update, The Desert of Beginnings, but you can expect a spooky Halloween-themed seasonal event next!
NEW FEATURES
New NPCs
- King Slime Boss
New Items
- Crown summoning idol (low drop rate drops for Slime blobs and can be used to summon King Slime at any of the Giant Slime summoning runes)
- King Slime Crown
- Royal Gel
- King Slime Figurine
- King Slime Chest
Were delighted to announce that were teaming up with Re-Logic for some exciting crossover activity. Core Keeper and Terraria are both sandbox games with a focus on exploration and adventure, and weve been in discussion with Re-Logic for a little while now about ways that we could come together to celebrate both games with our respective communities.
Make Way for King Slime in Core Keeper
We can now reveal that, from the 26th of September, youll be able to summon a creature youll recognise as one of Terrarias (pre-hardmode) heavy-damage dealers. Thats right, say hello to King Slime. This giant, royal blob doesnt just spawn randomly, however. In fact, hes a little bit like Omoroth in that youll need to summon him forth when you want to battle. How do we summon him? you ask. Well, thats for us to know, and you to find out! Battling King Slime may be a challenge, but it could definitely be worth your while. Rumour has it that defeating King Slime will score you some pretty interesting loot that will make you the envy of your fellow explorers
Domesticate a Caveling in Terraria
Cavelings are usually very hostile creatures, especially towards adventurers. That being said, there are one or two Cavelings that have proven friendly in the past (like the Caveling Merchants). Its safe to say that Cavelings can be good company, in the right conditions, and it looks like youre going to be able to make friends with one in Terraria. Introducing the Caveling Pet, a friendly Caveling Farmer thatll follow your character around looking cute and offering a little moral support wherever you go. Youll be able to summon this uncharacteristically docile Caveling in Terraria using a special item that youll also recognise from Core Keeper. We think itll be more fun for you to figure this one out yourselves, so well say no more on the matter! While weve done timed events in the past, were pleased to report that the Core Keeper and Terraria crossover is permanent! This means youll be able to summon King Slime and/or make friends with a Caveling at your leisure. This crossover comes as part of a much bigger update for Terraria too, and we hope youll join us in wishing the developers a huge congratulations on the update. Were still hard at work on our next major content update, The Desert Biome. While we havent released any details on this yet, make sure you keep an eye on our Steam news page, Twitter, and Discord for announcements. Until then, we hope you have fun tackling King Slime in Core Keeper, and we hope you enjoy your new Caveling pal in Terraria.
- *A warning will now be sent to players when the world hasn't been saved for 10 minutes.
- Improved robustness with Steam Cloud saves.
- Fixed a bug where paintings would break whenever an enemy hit anything nearby the painting.
- Fixed a bug where Spike Traps would damage objects hanging on walls.
- Objects hanging on walls no longer block the player from digging beneath them.
- Fixed a crash that happens when trying to place an object on a wall when there is already an object on the wall when using a controller.
- Fixed it so that all colour variations of the Rugs appear on the map. Note that, in order for this to update on the map, players must revisit their Rugs in the world.
- Fixed it so that most Caveling creatures only respawn from their corresponding Caveling Moss. Previously, some Cavelings still respawned in their corresponding biomes, which was intended to be removed, as the Moss is now the only intended way for respawns for most Cavelings. This affects the regular Caveling, the Caveling Shaman, the Caveling Brute, the Caveling Farmer, and the Caveling Hunter.
- Fixed a crash that occurred when interacting with a destroyed crafting building.
- Fixed a minor memory leak.
Exploring the underground is a thrilling experience, but every Explorer needs a safe haven to cook, craft, farm, repair, respawn in, and call their home. Base building has been a big part of Core Keeper since day one, and weve seen some incredibly creative bases from our community. Weve also had some great feedback from you, outlining exactly what youd like to see for the future of base building too, so we picked a handful of your most popular suggestions and got to working on a free mini-update called Cozy Caverns available now!
What is Cozy Caverns?
Cozy Caverns is a small, decorative update with some cool new features based on community suggestions that make for more creative base building. Were working hard on The Desert of Beginnings (due November 2022), but were also keen to bring you content in between major updates, and were kicking things off with Cozy Caverns. Full details of what to expect can be found in the updates patch notes, but were sure Explorers will be pleased to hear that they can now mount torches on walls, paint several new items, and sit on objects like chairs, stools, and even the Caveling Toilet! Dont worry if something you suggested didnt make it into the update, theres still a chance you could see it in the game in future. Weve also included a couple of bug fixes and quality-of-life updates within Cozy Caverns that will improve the overall gameplay experience To access Cozy Caverns, just update Core Keeper to the latest version and get to customising your base! We cant wait to see all the wonderful things youll create, and youre more than welcome to share your screenshots with us over on the official Core Keeper Twitter and Discord channels.
NEW FEATURES
New Mechanics
- Torches can now be placed on walls.
- Players can now sit on objects like the chairs, stools, the Caveling Throne and, of course, the Caveling Toilet!
- The Dresser, Wood Pedestal, and Rug are now paintable.
New Items
- New item: Painting, can be painted and is crafted at the Carpenters Table.
- New item: Wood Stool, can be painted and is crafted at the Carpenters Table.
- New item: Wood Table, can be painted and is crafted at the Carpenters Table.
- New item: Loose Flooring, can be painted and is crafted at the Carpenters Table.
- The Loose Flooring is a decorative ground item that looks like bricks or stone plates in different shapes and colours depending on the current painted colour.
- New item: Scarlet Door, can be crafted in the Scarlet Workbench.
GAMEPLAY CHANGES
Quality of Life
- Altered synchronisation of objects outside of the player's view to improve performance.
Art and Animation
- Made the bulb sprite of Lamps brighter when turned on.
- Changed the colour of the particles when using the Black Paint Brush.
BUG FIXES
NPCs
- Fixed an issue where Ancient Golems would occasionally cause crashes.
Mechanics
- Fixed an issue where players would not gain mining skill or gain buffs from hitting walls if the wall was destroyed in one hit.
User Interface & Controls
- Fixed the epic version of Smoothies to show the correct icon.
- Fixed an issue where boss health bars would not appear or would show the incorrect value sometimes.
Networking / Dedicated Servers
- Fixed potential out-of-range access for some invalid Game IDs.
- Fixed an issue where players wouldnt be able to connect with a certain character sometimes if the first connection attempt failed.
- Fixed a map-sharing error that occurs after the first map download was aborted.
- Fixed a map-sharing error that occurs when multiple players are uploading the map at the same time.
- Fixed a number of invalid memory-accesses causing crashes.
Saves
- When writing to a save file, the game will now wait for the save file to become available to write to instead of silently failing when the file is being accessed by another program.
- Fixed an issue where the game wouldnt always respect the players choice of using local or cloud files when a Steam Cloud conflict occurs.
- Fixed cloud files being removed when starting on a fresh installation and Steam Cloud sync isnt able to download files.
Others
- Fixed rare crash when two nearby Conveyor Belts are removed or desynced.
- Fixed an issue where Rails would render beneath Rugs.
We launched our first major update, The Sunken Sea, in June. While youve been uncovering the secrets of this ocean-based biome, weve been hard at work on our plans for the future of Core Keeper. Weve made no secret of the fact that our next major update would be The Desert Biome, but weve been keeping the details of this under our hatsuntil now!
Were excited to announce that weve got a brand-new and updated Core Keeper roadmap for you to view below. Here, youll find details on The Desert Biome; or should we say, The Desert of Beginnings? Were also delighted to reveal that we have a mini update coming your way in September with some exciting new decorative features based on requests from the community.
We wanted to give you lots to look forward to between now and The Desert of Beginnings, which is why you can expect a seasonal event in October celebrating all things spooky! And, following The Desert of Beginnings, weve got yet another seasonal event coming in December what better way to celebrate the holiday season?
You can view the full roadmap below with a few more details on some of our upcoming activities. We cant wait to bring you lots of new content, and we hope youre as excited about the future of Core Keeper as we are! Oh, and dont forget, you can connect with your fellow Explorers and join the conversation over on our official Discord and Twitter channels.
Did you know that August is National Fishing Month? Were sure you Explorers have been doing lots of fishing since the arrival of The Sunken Sea Biome, and there are over 20 individual fish to catch in Core Keeper so far, plus lots of other fishable loot. We wanted to celebrate our fishing system, which wouldnt exist at all without our amazing community, so read on to find out how it all works.
Where Did Core Keepers Fishing Mini Game Come From?
We hadnt always planned to include fishing in Core Keeper, though it was something we were considering in the early stages of development. Initially, we were focusing a lot more on balancing the game and developing features like boss scanners and the skills system, but the community began asking whether or not there would be a fishing system in the game after we showed off some images of water in the Dirt Biome. There was such a strong interest from the community, and this made us realise it was something we wanted to start working on right away. Things were going according to schedule, so we were able to allocate a little time to developing the fishing mini game, and we announced this in October 2021!
How Does Fishing Work in Core Keeper?
Fishing is a mini game that requires a fishing rod and a body of water. The basic mechanics are as follows [olist]
How do Fishing Rods and Bait Work?
Certain biomes require a higher level of rod in order to fish. Youll know your rod isnt up to snuff when you begin to fish, nothing happens for a while, and you get the I need better tools for these waters message. So far, there are five fishing rod types in the game, ranging from Wood to Octarine! We also added a brand-new Bait feature as part of The Sunken Sea Update! This allows players to craft Bait using the new Bait Workbench. Each Bait type has a unique effect on your fishing experience. Some make you more likely to catch fish over loot, others attract rarer types of fish, and theres an aquatic creature in The Sunken Sea Biome that can only be summoned with a particular kind of bait
What Kind of Loot Can I Fish Up?
Thats for you to find out! We want to encourage you to cast your rod in as many different biomes as possible, as each comes with its own unique fish and unique loot for the taking. You may fish up minerals, such as ores or valuable crystals; you might find useful resources such as scrap metal or fiber; you may even fish up accessories thatll give you a little buff. Of course, theres always the chance youll pull up a load of kelp. Its anybodys guess! We hope you enjoy fishing as much as we enjoyed developing this feature. As we mentioned at the start of this post, it wouldnt exist at all without your suggestions and enthusiasm! Were always keen to hear more feedback from our community, and you can share your thoughts with us on the official Core Keeper Discord!
There isnt a day that goes by where a member of the Pugstorm team, or a member of our publishers team, doesnt pop up on Discord with an amazing Core Keeper video they wanted to share. We love watching all of your creations across YouTube, Twitch, TikTok, and beyond. Some are funny, some are helpful, some are dramatic, but all of them are awesome. We wish we could share every single one of your clips here on Steam, but then wed have no time to actually develop the game! So, with that in mind, weve rounded up a couple of our favourites to share with you today.
8bitDee Destroys Felica Days Things
Watch here You ever just jump into a friends world and accidentally choose violence? Well thats what 8bitDee did when she joined this multiplayer game and immediately began blowing up the base!
Whats Happening?
Watch here Can you remember how you felt the first time you encountered Ghorm the Devourer? Jadziax reacts the same way we imagine most people do when they feel their screen shaking and a giant insect appears.
Theyre Destroying our Light Sources
Watch here Therm and co take a trip through the Clay Caves and run into some friendly, playful, and not at all deadly larva.
Do Some Killing
Watch here Twitch Streamer, mee_shell, was all set to go out and do some killing but oh how the tables then turned
You Will Die You Stupid Pigeon
Watch here Someone get Azeos some aloe vera for this sick burn.
Bombs Away!
Watch here Theres nothing more peaceful and relaxing than a spot of quiet fishing in the Dirt Biome
Gooey Tulip Salad
Watch here Kson gives an appropriate reaction to being presented with a salad described as gooey! These are just a couple of our favourites, but were always keen to see more of your Core Keeper clips! In fact, why not share them with us over in the official Core Keeper Discord or tag us (@CoreKeeperGame) in your Tweets? Let us know which of the clips we shared was your favourite in the comments!
Did you know that we added six new enemies to the game as part of our first major content update, The Sunken Sea? And thats not including bosses! With so many new mobs joining the Core Keeper roster, we thought it was time to expand our Creature Compendium. You can read parts one and two first if you fancy it, for a detailed overview of the enemies you know and love, or you can start right here and find out about the
Bubble Crab
Location: Sunken Sea Biome Attacks: Ranged bubble attack The Bubble Crab is probably one of the first enemies youll encounter in the Sunken Sea biome, but dont expect a warm welcome. This naughty crustacean is quick to attack any Explorers that cross its path. Keeping your distance can help, but the Bubble Crab does boast a ranged attack that youll want to watch out for as the name suggests, it shoots a flurry of bubbles from its mouth. Not only do these bubbles deal damage, but they also apply the slippery effect to the player, making your movement much less manageable! Heres a fun fact, the Bubble Crab was inspired by one of Julian, our Lead Artists, concepts for a four-legged insect that could have appeared in Azeos Wilderness. This design eventually got repurposed for the Sunken Sea biome, but you can see the concept art for the early design below.
Tentacle
Location: Sunken Sea Biome (water only) Attacks: Uses jellyfish as projectiles, and will strike the player if you get too close By now, youll probably be familiar with the Mold Tentacles in the Mold Dungeon, and were sure youve enjoyed their pesky attacks. Well, were pleased to report that theres another species of Tentacle native to the Sunken Sea biome, and it is just as friendly and fun to deal with (we really hope that our sarcasm is coming through here). The Tentacles within the Sunken Sea biome can be found in the water onlybut that doesnt mean that youre entirely safe once youre on land, as these naughty creatures have been known to hug the shores and shoot jellyfish for a frustrating ranged attack. Theyre also prepared to strike Explorers that get a little too close for comfort, and will take a whack even when youre just passing by in your boat! While theyre not particularly hardy, they are a nuisance, and they can be a real problem when several band together in the same area.
Blue Slime
Location: Sunken Sea Biome Attacks: Melee only Like the passive Orange Slime, the aggressive Red Slime, and the poison Purple Slime, the Blue Slime has one primary method of attack: tackling any Explorers that get too close. These Slimes are native to the Sunken Sea Biome and will attack on sight, dealing damage and applying the slippery effect on its enemies for roughly 10 seconds. They also leave behind Slippery Ground Slime that has the same effect on the players movement. While theyre not too difficult to defeat, as theyre relatively easy to dodge, we advise you to watch out for groups of Blue Slimes and make sure you dont find yourselves backed into any corners.
Caveling Scholar
Location: Forlorn Metropolis Attacks: Melee and ranged using a staff Caveling Scholars are a much more advanced version of the Cavelings you may have encountered in the past. They dwell in the Forlorn Metropolis and provide a slightly more accurate representation of Caveling society than the isolated and primitive Cavelings you can find in the Forgotten Ruins. Much like the Caveling Shaman, Caveling Scholars use a staff as their weapon of choice, and they can make both a melee and ranged attack with this. While the Shaman shoots a ball of fire, the Scholar shoots a ball of pure energy at the player, and this attack packs a serious punch. Its not just the Scholars attacks you need to be wary of, though, as this Caveling also has the ability to heal other Scholars and its Core Sentry companions.
Core Sentry
Location: Forlorn Metropolis Attacks: Energy shockwaves (ranged) and a nasty kick! You wouldnt be blamed for mistaking the Core Sentry for a statue at first, as these giant golems fit in nicely with the dcor of the Forlorn Metropolis. In fact, you may even come across an inactive Sentry first and let your guard down, only to be spooked when one of these statues suddenly springs to life further into the Metropolis. Core Sentries were built as powerful guards, designed to protect the Forlorn Metropolis and all who dwelled within it. These stone automatons have continued with their duties long after the collapse of the Caveling society. They typically shoot three energy balls at a time and these can break through any destructibles that an Explorer may be taking cover behind making dodging their attacks a lot more challenging. Taking them on in melee combat is also dangerous, as a Core Sentry wont think twice before kicking you!
Shrooman
Location: The Dirt Biome Attacks: With an adorable charge Have you come across any patches of Fungal Soil in the Dirt Biome lately? You might be thinking youve hit a mushroom gold mine here, but watch out. If you go mushroom picking, a mushroom might just try to pick a fight with you! The Shrooman is a brand-new enemy introduced to the Dirt biome following The Sunken Sea Update. This enemy wasnt originally planned, but after we created the Fungal Soil Ground Cover to help players farm mushrooms, we thought it would be fun for this terrain to also spawn little mushroom people too! Shrooman are possibly one of the cutest enemies in Core Keeper, and their clumsy charge attacks make it hard to find them particularly threatening. These critters are aggressive and will attack you the minute you cross their paths, but they find it difficult to change their trajectory once they start moving, so a well-timed dodge makes them easy to avoid. Theyll crop up wherever theres Fungal Soil, so you may want to dig it up if you find there are too many Shrooman spawning near your base in the Dirt biome.
And there you have it, Explorers! A whole new batch of baddies for you to tackle. Of course, there are also two new bosses hidden away in the Sunken Sea biome, and we may touch upon Morpha and Omoroth in another boss-exclusive Steam post later on. Until then, why not discuss your enemy defeating strategies over on the Core Keeper Discord?
It feels like it was only yesterday that we released The Sunken Sea Update! Time really flies, doesnt it, Explorers? With all the excitement of our first major content update, we jumped straight into working on the next one. While we cant share any details with you at the moment, we can say that weve had plenty to show off in our weekly meetings with our publisher. However, it cant be all work and no play for the Pugstorm team, which is why were going on vacation to give us a chance to rest, recuperate, and come back fresher than ever! In Sweden, its customary to take four weeks of vacation time in the summer, and were going to take full advantage of this now that were on track for our next major update. We want to say a big thank you for your ongoing support weve got such an amazing and positive community, and its because of you that we feel as though we can enjoy a little time off so that were feeling our best when working towards future updates. Weve got a great team supporting us at Fireshine, so youll still be seeing plenty of Core Keeper activity on Twitter and Discord while were away.
How Are We Spending Our Vacation?
Well each be spending our vacation time a little differently, taking the opportunity to be with our families and play some games. COO, Pixel Artist, and Lead Animator, Sven is keeping the start of his vacation free so that he can plan activities as he goes, but he is very keen to relax, enjoy the sun, and go swimming in Lake Sommen. Hes also set aside some time to play games like Darkest Dungeon and Escape from Tarkov, and hes got a gritty post-apocalyptic book called "The Road" on his to-read list! Later in the vacation, hes going to travel to Greece with his brothers to enjoy even more sunshine and to experience the food and culture. Programmer and Designer, David, will be spending his vacation enjoying the company of his brand-new puppy! And now seems like a good opportunity to introduce everybody to Harry, who is an eight-week old Cockapoo. Harry will need plenty of love and training, and this vacation seemed like the perfect opportunity to provide it!
Our programmer, Max, is also keeping his plans fairly loose for the vacation, though he intends to spend plenty of time enjoying the nature of Sweden. Hes also got plans to visit his good friend David, a visit he has assured us is definitely social and nothing to do with seeing the new puppy at all. Whatever you say, Max! Hes also thinking about channelling his inner Explorer and visiting mainland Europe for a little adventure. In true Lead Artist fashion, Julian has informed us that hes going to be spending his vacation drawing and painting miniatures. You can take the artist away from the studio, but you can never stop him from creating! Finally, our CEO Fredrik and his partner have just welcomed a baby boy into the world, and they will be spending their summer vacation enjoying some wholesome family time with the little lad. All in all, its shaping up to be an eventful vacation for the Pugstorm team, wouldnt you say?
BUG FIXES
NPCs
- Enemies no longer start to regenerate health when stunned.
- Enemies are no longer stuck in the stunned state after being stunned.
- Fixed an issue where The Hive Mother could be stunned.
- Fixed an issue with the boss health bars showing the wrong value on hard difficulty.
- Azeos and Omoroth no longer spawn from Ground Acid Slime or other similar environmental-damaging sources being placed in their spawn locations.
Items
- Fixed an issue where the Blow Pipe would give more range skill points than intended.
- Table Saws no longer can be placed on top of Electrical Wires (which was causing them to not function properly).
Menu / UI
- Fixed an issue where map sync would stop working, causing certain areas in the world to be black.
- Fixed an issue where the pause menu could not be opened after trying to exit the game while the game was still loading.
Lighting / Render
- Fixed a visual bug in the reflections of the Ground Slime (which caused it to jitter while moving).
- Fixed the lighting on the player teleport effect to appear correctly.
- Fixed the render order of the Robot Arm base to be displayed on top of bridges.
Networking / Dedicated Servers
- Fixed an issue where certain characters were unable to join a world.
Collision and Systems
- Fixed an issue where closed doors and gates would sometimes not block the player from moving through them.
- Fixed crash in automation system due to invalid access.
OTHER
- Ghorm now destroys any Ore Boulders in its path. Ore Boulders destroyed by Ghorm will not drop any ore.
- Reduced the amount of particles spawned by Sprinklers when particle quality in video settings is set to low.
Hey there Explorers, were pleased to affirm that, following our Sunken Sea Update, Core Keeper is now playable in English, Simplified Chinese, Thai, Korean, Japanese, and German. With the game now being available in so many languages, weve seen lots of new Explorers from lots of different territories join the official Core Keeper Discord server and say hello in the Core Keeper Steam Discussions. Were delighted that our social channels are places where multilingual discussions can take place, and were very committed to moderating discussions in all languages (where possible), so that we can keep these spaces safe and enjoyable for everyone. To that end, we are looking out for new moderators to join our existing mod team! If you read and write in both English and one (or more!) of the following languages and are interested in becoming a moderator, wed love to hear from you. The languages were currently looking for are Chinese, Thai, Korean, Japanese, and German.
What do Moderators do?
Moderators work with us on the Core Keeper Discord server and the Core Keeper Steam Discussion Forums to keep things safe, friendly, and enjoyable for all server members. We provide all our moderators with a written guidelines document to help them deal with all kinds of situations. Safety is our number-one priority, and we have a list of rules on our Discord server that all members must abide by. Our current moderation team is a group of friendly individuals from across Europe, Australia, and Canada, and theyre very welcoming of new members.
How to Apply:
If you are over the age of 18 and think youd make a good addition to our moderation team, feel free to apply using our official application form here.
Were delighted to announce that, shortly after the launch of The Sunken Sea Update - our first major content update - Core Keeper hit 1,000,000 sales. This is a momentous occasion for us as developers and for our publisher, Fireshine Games. In fact, Core Keeper previously set the record for being Fireshine Games fastest-selling digital game of all time by selling 100,000 copies within its first two days of Early-Access launch. Were truly overwhelmed by the fantastic community response that Core Keeper has had, and were thrilled to have hit this milestone so early on in the games development. Launching in Early Access has given us a unique opportunity to involve the community in major game decisions and collaborate with them on improvements and optimisations. Thats why we want to express our gratitude to our amazing community now that weve hit 1,000,000 sales. From our vibrant Twitter followers to our colourful Discord members, the fine folk in the Steam Discussions, and all our other community members across the world, we wouldnt be where we are today without your support, enthusiasm, and feedback! We hope you have an amazing time exploring the Sunken Sea Biome. With every step on your Core Keeper journeys, youre one step closer to uncovering the secrets of The Core!
We cant believe its been two whole weeks since we released The Sunken Sea Update! Since then, weve seen lots and lots of amazing streams, videos, and pieces of art from our talented community, and we thought now would be a great time to share even more of our favourites with you.
You might also remember that we shared some of your amazing Core Keeper content not long after our Early Access update. If youve not seen it already, we definitely recommend checking it out here.
We thought wed start with a little bit of fanart again
First up is this colourful cut-out of the The Core, by Eri Artistically Foolish.
Next, weve got this wonderful and adorable commission, created by the talented Jorunna.
Theres also this incredibly detailed piece from Lil Pink Teeth that we cant stop staring at!
Weve also spotted some great screenshots on our social media channels
Including this beautiful glowing base from MrRedClown.
This very impressive museum from Mntyx3!
And this Rainbow Road homage from DoUbLeStAkKeD!
We also saw CraftingCrystal get ambushed by a gang of Cavelings!
And watched TomFawkes and co learn how to cope with the darkness of the underground!
The Yogscast kindly streamed part #17 of their Core Keeper journey and built a boat in the Sunken Sea Biome!
[previewyoutube=-k3oszwiNSk;full][/previewyoutube]
Schyushi also took the first steps on his Core Keeper adventure!
[previewyoutube=haMNzw6Nrxs;full][/previewyoutube]
Chinese streamer, Onityan, showed us an impressive Omoroth battle!
[previewyoutube=HcyolpAxsao;full][/previewyoutube]
And we got to see Thai streamer, Stag Flations, impressive base.
[previewyoutube=PCv06-6Pr2Q;full][/previewyoutube]
As always, were keeping an eye out for creations from our amazing community, so why not share them with us on the official Core Keeper Discord?
GAMEPLAY CHANGES
Quality-of-life
- Player character is immune to damage while the game is loading to avoid unfair deaths.
Dedicated Servers
- Added support for direct connections to dedicated servers.
- Add missing hard mode setting for dedicated servers.
BUG FIXES
Mechanics
- Fixed an issue with Acid Larva not having increased damage in hard mode.
- Fixed the duration of the melee damage and attack speed buffs from cooked Pinegrapples to be 5 minutes as intended.
- Fixed an issue where portals far away from any player would not continue to activate.
- Fixed an issue where players could teleport to portals that were not yet activated.
- Fixed an issue where electronic circuits being turned off/on would sometimes affect nearby other circuits.
- Fixed an issue where players could leave their boat while connecting to the world.
Items
- Fixed spelling issues on some items.
- Fixed an issue with the Polished Scarlet Chunk Necklace disappearing when crafted.
- Fixed an issue with the talent that makes Anvil items less expensive not working correctly.
Loot
- Bubble Crab no longer drops the Tentacle Trophy.
- The chest found in the Forlorn Metropolis sewers scene now contains loot.
- Added 6 missing valuables to the Sunken Sea biome.
Networking / Dedicated Servers
- Fixed an issue where players could get connection errors with internet servers while running another server on the local network.
In celebration of World Music Day yesterday, we uploaded the latest version of the Core Keeper soundtrack to our YouTube channel. This includes all the existing music from our Early Access launch, all the new tracks composed for the Sunken Sea Biome, and new music for the Dirt Biome, The Forgotten Ruins, The Clay Caves, Azeos Wilderness, and The Mold Dungeon. Listen to the most up-to-date version of the OST below [previewyoutube=x1w1f7r53GQ;full][/previewyoutube] Weve been working with talented video-game composer, Jonathan Geer who has previously worked on titles such as Owl Boy, Neon Chrome, and Undead Horde to create a unique and enchanting soundtrack for Core Keeper. Our Early Access launch boasted 13 original songs, and this has expanded even more with The Sunken Sea update, giving you 21 individual tracks to enjoy as you explore the underground. You can find a full list of these tracks at the bottom of this post.
An Interview with Jonathan Geer
We spoke to Jonathan to get an idea of his inspirations and processes when creating the Core Keeper soundtrack, and this is what he had to say! What were your main inspirations when crafting the music for Core Keeper? Well, when Sven approached me and I met the rest of the team, they were all huge fans of the music I had written for Owlboy; and that was really the reason that they got in touch with me about creating a soundtrack for Core Keeper. So that was a starting point, but obviously the music for Core Keeper would have to be pretty different. The team really wanted that lush, organic sound of Owlboy though, and that has been a guiding principle for the soundtrack. We didn't want anything overly synthetic or artificial sounding. Apart from that, I didn't have too many specific inspirations while composing the music. Though I have to say, for the "Living Walls" track, I definitely had this one little riff from Castlevania's "Vampire Killer" going through my head when I wrote the groovy section at the beginning. I'm sure that seeped into the music a bit! What has your favourite track been to compose so far? Oh gosh, I don't know...I've had such a blast working on all this music, so it's really hard to say, and I'm always terrible at picking favorites or ranking things, haha! I'd say maybe "Light Traveling" from the Nature Biome just because I feel like it has a bit of a different sound from the rest of the soundtrack. It's very guitar heavy, and that was fun to do, but to me, it also feels much more open and spacious than the other tracks. I had been really focused on keeping this "underground" vibe for the music, and I just let it open up more with "Light Traveling". It really feels like you could be going above ground and riding your horse through the plains and forests, exploring the natural world. Maybe that's just what nature does to you? It opens you up. Is there a biome that you particularly enjoyed crafting the music for? Are you asking me to pick favorites again? Don't make me do it!! I might say the Nature Biome, for a lot of the same reasons I listed in the last question. It felt good to have that more open, adventurous feeling in the music. It's also been really fun to create the new music for the Sunken Sea biome. It's so hard to choose!! What challenges have you faced when creating the soundtrack for Core Keeper? Honestly, I think the biggest challenge was just honing in on the sound at the very beginning of our whole process working together. Sven and the rest of the team have been great to work with and helped me find the sound after experimenting with a few different ideas. Sometimes you can hit on a sound that works right away and, other times, it takes a bit of experimenting and back and forth. It did take me some time to find the right vibe, but once I found it, we were off and running, and it's been pretty smooth sailing since then! Was there anything you specifically wanted to accomplish with the Sunken Sea tracks? Were you trying to craft a specific sound or invoke a certain feeling when designing them? I definitely wanted this biome to have a different feel than the others. I wanted something a little more ethereal and mysterious, but obviously it still needed to fit within the soundtrack as a whole. I think you can hear that different mood immediately in the beginning of "Glowing Waters" with those elongated swelling chords. I also introduce a choral element into both of the tracks, so that becomes a defining trait of the music for this biome. At first, I was looking at using a Theremin to play some of the melodies, but a whistling sample ended up working beautifully, and I really like it as a unique sound for the Sunken Sea. It gives you that mysteriousness of the Theremin without going too sci-fi and over the top.
Core Keeper Tracklist:
#1 Echo of the Past: Main Menu #2 Curiosity: Intro #3 Mysteries Uncovered: Dirt Biome 1 #4 Ancient Blue: Dirt Biome 2 #5 Light from Above: Dirt Biome 3 #6 Unlit Caves: Dirt Biome 4 #7 Notes from the Underground: Dirt Biome 5 #8 Uncanny: Clay Caves 1 #9 Creeping & Crawling: Clay Caves 2 #10 Living Walls: Clay Caves 3 #11 Exploring Ruins: Forgotten Ruins 1 #12 Cavelings: Forgotten Ruins 2 #13 Simple Lives: Forgotten Ruins 3 #14 Thriving Habitat: Azeos Wilderness 1 #15 My Growing Home: Azeos Wilderness 2 #16 Light Traveling: Azeos Wilderness 3 #17 Infection: Mold Sub-Biome #18 Glowing Waters: The Sunken Sea 1 #19 Statues by the Sea: The Sunken Sea 2 #20 Forlorn Metropolis: Forlorn Metropolis Sub-Biome #21 Colossal Predators: Boss 1 We hope youre enjoying our soundtrack so far, and wed love to know which tracks are your favourites! You can let us know by commenting on this post, by tagging us in a post on Twitter, or directly in the official Core Keeper Discord server.
- Fixed Merchant inventory being able to be picked up by Robot Arms.
- Fixed an issue causing some worlds to crash on startup.
- Fixed an issue where empty loot would sometimes float around showing only its shadow.
Were delighted to announce that our first major update, The Sunken Sea Biome, has just launched! We hope youll join us in celebrating this exciting milestone following our Early Access launch in March. After defeating our first three bosses, you'll be able to lower the mysterious wall that separates you and The Sunken Sea Biome, and we cant wait to watch you uncover all the secrets this ocean-based biome has hidden away.
What Can You Expect from the Sunken Sea Biome?
You might recall we shared our Sunken Sea roadmap a little while ago, and youll be pleased to know that everything featured there and more is now available in game! Weve had a lot of community excitement over the prospect of Teleporters and Sprinklers, and these were two features weve been looking forward to showing off for a while now. Players can also look forward to new plants, fish, ore, base-building items, and enemies; including a brand-new Titan boss to battle. [previewyoutube=7wrQNpT6QNQ;full][/previewyoutube] Of course, weve been teasing some of the Sunken Sea Biomes enemies and items on our social media channels, and it didnt take you very long to spot things like boats and Blue Slime hiding away in our screenshots. We cant wait for you to stumble upon a powerful Core Sentry golem and run into this biomes native Cavelings all while experiencing a brand new Sunken Sea soundtrack created by the talented Jonathan Geer. [img]https://i.imgur.com/UwPF3VE.gif[GIF][/img] Theres plenty for you to uncover, and we wont reveal all the new content here so that youve got a chance to discover it for yourselves. If you would like a full breakdown of what we have been working on for the Sunken Sea Update, then check out the patch notes here! As always, we love to hear your thoughts, feedback, and opinions on Core Keeper, and we welcome you to let us know what you think of the Sunken Sea Biome in the Steam Discussions, on Twitter, or in the Discord. Bearing in mind that Core Keeper is still in Early Access, we also encourage you to report any bugs you encounter here!
NEW FEATURES
Main Features
- New biome: Sunken Sea.
- New sub-biome in the Sunken Sea: Forlorn Metropolis.
New NPCs
- Omoroth the Sea Titan (titan boss).
- Morpha the Aquatic Mass (side boss).
- 5 New enemies: Bubble Crab, Slippery Slime Blob, Tentacle, Caveling Scholar, Core Sentry.
- New Fishing Merchant found in Azeos' Wilderness.
- New mushroom-like enemy that spawns in the Dirt Biome and from Fungal Growth (Fungal Growth will only generate in worlds created after the update).
New Mechanics
- Octarine workbench with new tools, crafting, and base building options.
- Boats.
- Portals that can be crafted and placed in the world to teleport between.
- New Jewelry workbench allowing players to craft new jewelry.
- A Table Saw can be crafted at the Electronics Table that allows players to cut wood into planks.
- Added a Fishing Merchant Idol to Azeos' loot drops that allows the Fishing Merchant to move into the player's base.
- Sprinklers that can be crafted at the Automation Table.
- Vanity slots. A Dresser can be crafted at the Carpenter Bench in which players can change what equipment is visually shown on their character.
- Bait Workbench for crafting baits.
- Map markers that can be placed on the map.
- Players can now eat food, drink potions, place objects, and fight while in a minecart or a boat.
- Added Fungal Growth that appears in the Dirt Biome. Fungal Growth allows Mushrooms to grow and Mushroom enemies to appear. Fungal Growth can also drop from Slime Blobs and the new Mushroom Enemy. Please note that Fungal Growth will be available as a drop from Slime Blobs in all worlds, however it will only spawn in the Dirt Biome and it will only allow Mushroom Enemies to appear in worlds generated after the Sunken Sea Update.
- Added different types of Caveling Moss that appear in the Stone, Nature, and Ancient City Ruins biomes (appears in newly explored areas). Similar to Ground Slime and Chrysalis, this new Caveling Moss will spawn different types of Cavelings. The moss can also drop from Cavelings.
New Items
- Octarine Ore.
- 10 new weapons.
- 7 new offhands.
- 20 rings and necklaces.
- 24 new armour pieces.
- 20+ new decorative objects.
- 3 new plants.
- 2 new types of food.
- 5 new fishes.
- New valuables.
- New legendary ranged weapon.
- Baits that can be held in the off-hand slot while fishing for different bonuses.
- New fishing equipment set that can be gained from fishing in the different biomes.
- Added a Wood Bow that can drop in Dirt Biome, an Iron Bow that can be crafted at the Iron Anvil, and a new Octarine Bow.
Additional Content
- New unique locations in the Sunken Sea Biome.
- A new Dash Feather has replaced the Hand Mortar in Azeos' loot table.
- The Iron Chunk Necklace sold by one of the Merchants has been replaced with a mysterious slate device that becomes available after activating The Core.
Additional Localisation
- New supported languages: Japanese, German, and Korean.
Menu and Settings
- Added a particles quality setting.
- The low light quality setting also disables shadows on several objects to slightly improve performance.
- The language of the game will default to the language set in Steam instead of the device language. This will cause the current selected language to change for any players that have a different language set in Steam on first start up of the game with this patch.
- When the game loads, select the third option down. On this new screen, the top option cycles through languages.
GAMEPLAY CHANGES
Balancing Improvements
- Bosses are now guaranteed to always drop at least one piece of equipment or weapon.
- The Cartography Table and Distillery Table costs planks instead of wood.
- Increased chance for chests to appear in Mold sub-biome and increased the rewards from those chests. This only applies to newly generated sub-biomes.
- Damage caused by players' titan soul powers such as the thunder beams now scales with player damage.
- Doubled the amount of ores in Ore Boulders making them last for twice as long.
- Increased chance for higher rarity fishes to bite.
- Increased damage of all range weapons a bit.
- Slight increase of Slingshot attack speed and Slingshot now has uncommon rarity.
- Increased the burning damage from Fireball Staff.
- Burning effects tick a bit more frequently but last for a slightly shorter duration.
- Soul Orbs' despawn time has been halved, allowing titans to respawn quicker.
- Halved the attack speed gained from Fast and Furious talent.
- Increased range damage gained from the Well-trained Aim talent.
- Increased the health ratio at which Ghorm enrages and starts attacking the player.
- The Boss Idol Merchant now has 3 of each Boss Summoning Idols in stock. This amount will update the next time the Merchants restock their items after starting the game with this patch.
- Respawn immunity starts fading out when any action is attempted.
- Merchants no longer drop all their inventory on death.
- Roots grow one piece at a time, but more often.
- The Big Larvas from the Hive Mother eggs can now destroy hive walls when chasing the player.
Quality-of-Life
- Increased the hit radius of projectiles shot by the player, making it a bit easier to hit enemies with ranged weapons.
- Merchants will follow the player when the player holds the item they like such as Slime Oil and Mysterious Idol.
- Increased the range of electricity from generators.
- Increased inventory size of Large Chests to have twice the amount of Small Chests' size.
- Improved logic that moves the player out of blocking objects and walls so the player can no longer push themselves through to the other side of a wall by using a door for example.
- Fixed so titans can respawn while players are at their spawn location.
- Soul Orbs no longer require the player to be nearby to disappear, this allows titans to respawn when the player is far away from the spawn location.
- Increased max zoom out of map.
- Quick swapping a ring (shift click) will prioritize swapping with a ring that isn't the same ring.
- Added a border to the chat input field.
- Increased density of unique locations and areas of interest that spawn in the Dirt Biome. This only applies to newly generated areas.
- Adjusted amount of wood gained from the roots in Azeos' Wilderness to match regular roots.
- Gravestones can be placed in water.
Art and Animation
- Reduced animation overhead of objects that are not actively animated to slightly improve performance.
- Adjusted position of the stun effect for several enemies.
- Healing effect no longer shows on the player if already at full health.
Audio
- New music for the Sunken Sea biome and new music for all existing biomes.
- The Core continues the speech a bit quicker after scanning the world.
- Changed music to play more continuously.
Accessibility
- Improved readability of the amount of materials required when crafting.
Dedicated Servers
- Log common client commands on Dedicated Servers.
- Forward arguments to Dedicated Server launch scripts.
BUG FIXES
NPCs
- Infected Cavelings no longer play regular Caveling animation when knocked back.
- Fixed Merchant inventory not refreshing if the player is far away.
Mechanics
- Fixed an issue where crafting an item could be done without consuming materials from a nearby chest if the materials were taken out by a robot arm at the same time.
- Fixed an issue where hitting an object larger than 1 tile would sometimes instead hit any object beneath it such as rugs or bridges.
Items
- Ore Boulders no longer give less total amount of ores before depleting when drilling with more than one drill.
- Fixed a bug where the duration would sometimes show the wrong amount of minutes on food when having some points in the Long Lasting Food talent.
- Players no longer lose durability on equipment when dodging attacks.
- Fixed an issue where plants would sometimes not be visible when having a very large farm of plants.
- Fixed an issue where negative stats on equipment would not get the correct reinforced value addition such as the movement speed affection from the Slime Sword and Larva Equipment.
- Fixed a bug where the Breaking Barriers talent would give too much armor. Also increased the amount of armor the talent gives to be more balanced after the bug fix.
- Fixed a bug where Sushi would not have the correct colors when dropped or placed on a pedestal.
- Invalid items can no longer be placed in Furnaces and Smelter Kilns.
- Electrical Wire is no longer placeable on other electrical components.
- Fixed a bug where ground objects like floors, rugs, rails, etc. would not drop when destroyed with Bombs.
User Interface & Controls
- Fixed an issue where chat text would sometimes overlap crafting UI in a weird looking way.
- Fixed an issue where players could still interact with menus behind pop ups.
- Fixed an issue where binding movement keys on keyboard to other keys would still allow movement with wasd-keys.
- Fixed an issue where the hover window of Cookbook ingredients and food would not be positioned at the bottom right corner of the screen.
- Fixed common Linux issue where scroll wheels with low sensitivity were not working properly.
Networking / Dedicated Servers
- Fixed previous server join time not showing local time.
- Fixed Windows Dedicated Server launch script not exiting gracefully, leading to up to 30 seconds of progress being lost.
- Fixed parse error in previous server list for some regions.
- Fixed Cartography Table being able to block normal game traffic, increasing ping.
Others
- Fixed visual artefact causing walls to light up a bit sometimes when being mined.
- Fixed a bug where players would not get the effect from a set bonus when wearing more than the amount of pieces needed for the set bonus.
- Fix some large destructibles in the Dirt Biome to show correct sprites.
- Fixed a bug where Electrical Wires would not be destroyed by Bombs.
- Fixed an issue where the acid from Hive Mother's projectile would not spawn on torches and other similar objects.
- Generated Thorn Roots correctly drops regular Wood instead of Thorn Wood when being destroyed by world generation.
- Fixed an issue where Thorn Wood would not drop the correct amount of Wood.
- Fixed Cartography Table not reading saved map data properly.
- Fixed an issue with Copper Ore Boulders sometimes spawning inside areas like labyrinths in the Forgotten Ruins. Already spawned Copper Ore Boulders will still remain.
- Fixed an issue with Mold Tentacles playing the slime slow-down particle effect when they shouldnt.
- Automation structures (Conveyor Belt, Robot Arm, etc.) now work as expected at an infinite range.
- Electricity now works as expected at an infinite range.
- A difficulty option for worlds has been added with the options "normal" and "hard". This option can be selected when creating a new world. The hard option makes monsters and bosses deal more damage, have more health, and bosses will also drop more items.
From launching dedicated servers all the way to sharing our Sunken Sea update roadmap, May was an exciting month for Core Keeper. Well, hold on to your helms, Explorers, because June is gearing up to be just as exciting. Youll be pleased to know that Core Keeper is featuring in 2x gaming showcases this month, and theyre not far off!
IGNs Summer of Gaming
The first showcase were taking part in is IGNs Summer of Gaming. This multi-day event boasts trailers, gameplay, news, and reveals for some of the biggest upcoming games, and exclusive content, and you can expect a little something from Core Keeper on the 10th of June! A fully digital event, IGNs Summer of Gaming will be covered directly on the IGN website, as well as across your favourite streaming platforms like YouTube and Twitch. Were thrilled to be a part of the excitement this summer, and were also looking forward to seeing what our industry peers have been up to!
PC Gamers PC Gaming Show
The next showcase you can expect to see Core Keeper in this month is the PC Gaming Show. Were honoured to be featured amongst a wonderful roster of PC games, and we cant wait to see whats featured in this years spotlight. In true showcase fashion, the PC Gaming Show will feature news, announcements, trailers, and more. While weve shared a few teasers over on Twitter, we are keeping most of the details of the Sunken Sea update under our hats for the time being. Thats why you wont want to miss the reveal during the PC Gaming Show on the 12th of June! Catch the show and find out just whats waiting for you in this ocean-based biome on the PC Gamer YouTube channel. Were really looking forward to hearing your thoughts following the Core Keeper features at both showcases. Make sure youre a part of our Discord community to chat all things Core Keeper!
Are you a brand-new Explorer about to make your first expedition into the underground? We cant wait for you to uncover the secrets of this long-forgotten world. Getting started in Core Keeper is exciting, and many Explorers want to dive in head-first. We know that some of you like to prepare a little beforehand, though, so we got in touch with some of the more seasoned Explorers on our Discord and asked them what advice theyd give to new players starting out.
Character Creation
Our first tip focuses on character creation, as the choices you make here can impact the first few hours you spend in-game. There are lots of different backgrounds to choose from in Core Keeper, and all are different. Explorer, Miner, Fighter, Chef, Gardener, Fisherman, or Nomadwhich one will you choose? Pay close attention to the starting perks you get with each background, and pick the one you think will help you the most. Any background that comes with a lantern is a lifesaver for me! Bridie
Resources
Once youre in game, youll need to collect resources such as wood, ore, and even food. Itll take a little bit of digging and exploration, and its worth keeping an eye out for sparkles in the distance, as these almost always indicate treasure or resources. All new players start in the Dirt Biome, and this is home to a variety of plants such as Glow Tulips, Mushrooms, Heart Berries, and Bomb Peppers. We recommend starting to farm as soon as possible, since harvesting your own crops is a much more reliable source of food than simply searching for it as you go. Start a farm very early, dig a water way towards your farm and make it as big as you can. Plant every seed at disposal and come back every 10 minutes for a harvest. Seeds aren't guaranteed until gardening lvl 25, so keep in mind you got to get more seeds in case the harvest didn't drop any. - MayyoMcCheese While most of Core Keepers plant life is pretty tasty on its own, you can combine ingredients in a cooking pot to make exciting recipes that help keep hunger at bay and give powerful buffs! Don't underestimate the power of cooking food. A spicy pepper wrap can be the difference between life and death! Sven Thole, Lead Artist & CEO of Pugstorm Try combining plants and proteins such as Larva meat or fish to expand your culinary repertoire and, remember, any recipes you do uncover get saved in the Cookbook. This is accessible within the Cooking Pots interface, giving you a quick reference guide to recipes and their effects as and when you need them.
Exploring the Underground
Once youve crafted a few tools and cooked up some delicious recipes, you may want to try and explore a little further afield. When doing this, its important to make sure you have the requite tools and resources available so that you dont have to keep doubling back. Making small mini bases across the world is a good idea, since you might forget stuff like bridges, or foods, meaning you don't gotta walk back. Also, use railways. - Wosty Most In fact, its a good idea to carry extra materials with you in case you need to craft on the go, as kittco36 explains: I always bring some wood with me in case I need a workbench, torches or a shovel. Bed is also a permanent fixture in active inventory, heals user quickly without wasting food - cake Our next tip is a little more ominous, but it is a very fair point. An Explorer by the name of Imagine encourages new players to play with the volume on...trust me after all, you never know whats lurking in the darkness.
Combat
Theres no shortage of enemies in Core Keeper, and some Explorers play a little more aggressively than others. Community member, Im better than you, suggests new players take a more proactive approach to mobs with the advice of kill anything you see. In a similar sentiment, Sean recommends you smack everything at least once since you never know what secrets a seemingly unassuming creature or object might be hiding. It's very likely that the first enemies youll run into are Slimes, so let us give you a very simple tip. Orange Slimes are passive, meaning that they wont attack unless provoked. Red Slimes, however, are aggressive, and theyll actively chase Explorers. Red = danger! Another enemy you might want to watch out for early on is the Cavelings, and there are lots of different types to be wary of. From the standard Caveling Miner, wholl attack an unsuspecting Explorer on sight, to the powerful Caveling Brutes and the ranged and fiery Caveling Shamans, theres plenty of danger once you leave the Dirt Biome. New players can explore a good chunk of the map very early on, so its easy to run into danger or find yourselves staring one of our GIANT bosses straight in the face. Dont panic, though, you wont be locked into combat every time you stumble upon something scary. Bosses are optional at the start; you don't need to immediately fight them the moment you see them. Overpreparation is not a bad practice. -MayyoMcCheese And there you have it, a handful of top tips for new Explorers straight from our Discord community. We hope youve found this beginners guide helpful! If youre looking for more tips or fancy connecting with your fellow Explorers (maybe even finding a group for a little multiplayer fun!), then join the official Core Keeper Discord, here!
The sun is peeking in through the Nature Biome and the Heart Berries are starting to bloom. Spring has sprung, and we wanted to celebrate. Thats why, at the start of April, we invited you to take part in our Spring Challenge and show us just how creative you could be with the plant life in Core Keeper!
We had some amazing submissions across both Twitter and Discord, and after narrowing down the entries to our favourites, we opened them up to the community for voting. This left us with two winning entries, and the creators of which were awarded the title of Master Gardener!
Please join us in wishing KlaytonCalix and skittlesness (from Twitter) and Scriborb (from Discord) a big congratulations on winning the Spring Challenge. KlaytonCalix and skittlesness worked together to create an adorable Glow-Tulip Squirtle garden, and Scriborb used Glow Tulips to construct a giant mural of The Core.
By KlaytonCalix and skittleness
By Scriborb
Alongside our winning entries, we had plenty of incredible submissions, and wed like to share a selection of these with you here today.
By SepulturXX
By tuxii
By majesty and Keysha
By ItsYaBoiAustin
By @NatibotWasTaken
We had so many great entries for this challenge, and we hope everyone who entered had fun taking part! What kind of challenges would you like to see us run next for Core Keeper? Let us know in the comments or over on the Discord.
- Fixed an issue causing Easter Eggs to disappear when starting the game.
- Fixed the "text
" issue to correctly say that additional items were gained when crafting. - Fixed an issue with previously broken fishing rods so that they can be used, as they no longer have durability and cannot be broken.
You may recognise some of these patch notes from an update we made to the experimental branch of Core Keeper on Wednesday the 27th of April. These are now also live on the main branch of the game, along with some new additional patches, which we have highlighted in bold for you.
GAMEPLAY
General
- Dedicated servers are now available.
- The game is moving over to the new backend that we have been using on the experimental branch, as it has proven to work better overall.
- The repair system has been reverted back to using scrap parts as a result of working together with and gathering feedback from our community. The costs of scrap parts have been rebalanced so higher tier items cost more scrap parts. Scrap parts can be gained through salvaging again. The current materials gained from salvaging are still gained as well. The Bearded Merchant now also sells scrap parts instead of wood.
- A reinforcement mechanic has been added that allows players to extend the durability of their items as well as giving the item a small stat boost. Reinforcing an item costs some of the item's crafting materials.
- Added scrap parts that can drop from destructibles and some enemies.
- Higher tier hoes now cover a larger area. This works for both tilling and gathering plants in larger areas.
- Added a digging damage stat to shovels that impacts how many uses it takes to dig up ground. Health of ground has been rebalanced around the digging damage of shovels so that higher tier shovels are more effective against lower tier ground and lower tier shovels are less effective against higher tier ground.
- Added a Scarlet Hoe that can be crafted in the Scarlet Workbench.
- Added a Scarlet Shovel that can be crafted in the Scarlet Workbench.
- Moved the Scarlet Sword to be crafted in the Scarlet Anvil instead of the Scarlet Workbench.
- Large Watering Can now covers 2x2 tiles. More watering options coming later!
- Fishing rods no longer have durability.
- The chance to gain kelp from fishing has been reduced, and weve added resources such as ores, wood, fibre and scrap parts that can be gained from fishing.
Balancing Improvements
- Slightly increased damage of Rune Song.
- Increased the max health of bosses.
- Azeos enrages at a bit higher health percentage.
Quality-of-Life
- Other players can be made server admins from the pause menu.
- Players can be banned by admins from the pause menu.
- Added a button beside the Game ID for admins to regenerate the Game ID.
- Critters and fireflies will despawn in areas that have too many of them until a reasonable amount remain.
- Added a dropdown list in the "Join Game" menu that displays previously joined dedicated servers.
BUG FIXES
- Fixed an issue with water visuals glitching sometimes.
- Fixed an issue where the second option in pop ups would sometimes not become highlighted when selected.
- Other players no longer play a take damage effect when their max health is reduced.
- Player health bar no longer blinks when other players max health is reduced.
- Fixed placement and digging being blocked by self for a small period after moving away.
- Fixed enemies becoming invisible sometimes instead of dying.
- Fixed Obsidian Walls popping up sometimes after digging a pit.
- Fixed double graves if exiting while dying.
- Fixed Recall Idol being able to consume the wrong item if switching equipped item right before teleport.
- Fix Minecart teleporting back to start if the player used it immediately after placing.
OTHER
- Decreased network bandwidth usage of Azeos beams.
- Added command line parameters for common dedicated server settings.
From the moment we announced that Core Keeper would have online multiplayer, the community was keen to know if theyd ever have the option to use dedicated servers. While we entered Early Access using player-hosted multiplayer, we were already looking into the logistics of facilitating this extremely popular community request. Then, on the 27th of April, we invited you to help us test dedicated servers and some new repair-mechanic features for Core Keeper on an experimental branch of the game. Your feedback and bug reports were incredibly helpful, and they allowed us to iron out lots of the finer issues when working on this new functionality. Because of your help, were now in a place where we can launch what we were testing on the experimental branch on the main branch of Core Keeper! From this moment onwards, players will have the option to operate their own dedicated servers for multiplayer worlds that can be accessed at any time without requiring a host to be in the game. If dedicated servers arent your thing, youll be pleased to know that in-game player-hosted multiplayer is still available at any time, and this now uses Steams networking back end when connecting players solving many of the networking issues users have been reporting. Weve also added a new admin functionality that will give players the option to kick people from their worlds across both dedicated servers and player-hosted games. If youd like to host your own dedicated server you can do so using Core Keepers own dedicated server hosting application, which will be available to run from the Tools menu in your Steam Library. If you helped us test dedicated servers on the experimental branch, you may remember that port forwarding was required, but this is no longer necessary.
Some Details on The Sunken Sea Update
Weve been hard at work on the Sunken Sea Biome, and we were very keen to have dedicated servers available before our first major update. This update will bring a brand-new, water-based biome to Core Keeper with lots of seascape to explore. Dont use up all your wood crafting a bunch of bridges though, as this update reveals an exciting new way to cross water in the underground with the addition of boats! Explore the Sunken Sea Biome by boating from island to island all while getting to grips with new weapons and gear; mining new valuables and ore; discovering new fish, plants, and food; and even crafting new base-building items. We cant wait to show off even more of our impending update, and were delighted to announce that the full reveal will be featured in the PC Gaming Show on June 12th! The future is looking bright for Core Keeper, weve got lots to look forward to in the coming months, and (as always) we want to hear from you! Join our Discord server to share your thoughts, opinions, and feedback as well as to meet your fellow Explorers and become a part of our amazing community.
Did you take part in The Great Egg Hunt, Core Keepers first-ever seasonal event? From the 13th to the 19th of April, we invited Explorers to scour the underground in search of hidden Easter Eggs that could be used to craft a mysterious Golden Egg. Well be taking a closer look at The Golden Egg in this post, so be wary of spoilers if youre still trying to figure out what it does!
You hunted in the Dirt Biome, the Clay Caves, the Forgotten Ruins, and Azeos Wilderness, uncovering four different egg types unique to each area. You even shared your journeys with us on the Core Keeper Twitter and Discord, and we loved seeing where The Great Egg Hunt took each and every one of you.
Image courtesy of Discord user Niloofar#9970
Some of you spent your time collecting as many Easter Eggs as possible, and it seemed a shame that these should disappear. Wed planned on removing the smaller eggs from the game at the end of the event (leaving only The Golden Egg as a permanent feature), but after listening to your requests, we decided to let you keep your Easter Eggs as decorative items all year round!
Image courtesy of Discord user Mayyo#0486
GOLDEN EGG SPOILER ALERT:
Of course, it was The Golden Egg that many of you were after, and it didnt take long before some of you had uncovered its secrets. For those of you who figured this one out, what was it that inspired you to take The Golden Egg to Azeos Wilderness? Was it pure chance or did you make the connection between bird and egg? Whatever it was, by bringing The Golden Egg to Azeos arena, many of you managed to spawn the glimmering Awakened Azeos. Defeating this seasonal variant of the Sky Titan ensures some exciting new loot, including special jewellery, an Awakened Azeos Figurine, and a pair of adorable Radical Rabbit Ears inspired by our very first game, Radical Rabbit Stew!
Image courtesy of Discord user InfinityCorp#5614 These seasonal collectibles are unobtainable anywhere else in the game, and we hope you enjoy them as a reward for taking part in The Great Egg Hunt. Why not use them to become a bunny lord like Twitch streamer FederalGhosts did here? We hope youre looking forward to more updates from us in the future including plenty of patches/hotfixes and, of course, the Sunken Sea Biome! Weve not announced a date for this new update yet, but keep an eye on our Twitter and Discord for more info soon.
- Fix Easter event still being enabled
- Fix admin and ban list for Dedicated Servers not persisting after restart
- Fix not being able to connect to Dedicated Server via Internet
- Fix correct sprites for reinforce icons
Weve got some exciting news, Explorers! Wed like to invite you to join us in testing dedicated servers for Core Keeper, as this is something the community has been asking for since we launched. Previously, one player was required to act as the world host when playing in multiplayer, meaning that the world would not be accessible unless the host was online. However, many of you expressed a desire for dedicated servers to host multiplayer worlds that players could access at any point, and we got to work on this almost right away. From now, youll be able to opt into testing multiplayer using dedicated servers in Core Keeper. This is something you will need to opt into, and we have instructions on how to do this below. Before you do this, however, wed strongly recommend backing up your save files. You can do this by following the file path below, making a copy of your save files, and saving them elsewhere on your PC (we recommend saving them to your desktop or Documents folder for now). Save File Location: C:\Users\<User>\AppData\LocalLow\Pugstorm\Core Keeper\Steam\<Your Steam ID>
How to Play Using Dedicated Servers:
To opt into dedicated server testing, please follow the instructions below. These instructions are exclusive to the testing branch of the game, and we will have a simpler method of opting in to dedicated servers following the testing period. Once again, wed like to remind you to back up your save files before you do this, and we have provided instructions on how to do this in the paragraph above. 1. If youre not running the latest version of Core Keeper, please update the game now. 2. Visit your steam library and right click Core Keeper. 3. Select Properties and then click Betas 4. Under select the beta you wish to opt into, simply select experimental 5. The game should update in Steam, and you will now be playing on the experimental testing branch. 6. Please visit your Steam library and right click Core Keeper once more. 7. Navigate to the Manage menu and then click Browse Local Files 8. This will open your computers file explorer, please look for a file called Launch.bat here. If you are running the game on Linux, this file will be called launch.sh 9. Run the game using the Launch.bat (launch.sh on Linux) file any time you would like to play using dedicated servers. 10. You will still need to provide a game ID to all the users you want to play with so that they can access the multiplayer world. This will be displayed in the window that opens after running the Launch.bat (or launch.sh) file. 11. The ports used by the server are, by default, UDP ports 27015-27016. To be able to access the server from outside the local network, these ports need to be open. This can be achieved by configuring your router to forward the ports to the machine running the server. Please note that your router will need a public IP from your ISP. Please note that, if you run the game as usual using Steam or from a shortcut on your PC, it will default to player-hosted multiplayer. You must run the game following the instructions above each time you wish to play multiplayer using dedicated servers. You should also be aware that, when playing in multiplayer, all the players must be using the same branch in order to connect. If you are using the experimental branch, but another player is on the default branch, they will not be able to join your world.
Dedicated server testing will only be running for a period of roughly two weeks (end date TBC), so it is very important that you provide as much feedback as possible during this window.
How to Opt Out of Testing:
1. Right click Core Keeper in your Steam library and select "Properties" 2. Go to Betas 3. Under select the beta you wish to opt into, select none 4. The game should then update to the default version of Core Keeper. 5. Please run the game as you normally would in order to play.
Your Feedback Matters!
Your feedback has been super helpful throughout Early Access, and we will certainly be needing it to help us test dedicated server functionality going forward! This is a brand-new, experimental branch of the game, so there is a chance you could encounter some unknown bugs. This is why we strongly recommend backing up your save files before testing. Your bug reports will help us fine tune the dedicated server functionality to ensure the best possible experience for players and they will give us a much better idea of when we might be able to officially launch dedicated servers going forward. Bug reports can be submitted via our usual bug-report form. Please make sure you select the appropriate game version when submitting your feedback using the bug-report form. Youre also welcome to provide additional feedback in the relevant channels on the official Core Keeper Discord server.
Repair Mechanic, Reinforcements, and More
Weve been listening to your feedback on the Steam forums, Twitter, and Discord, and weve made modifications to the repair mechanics that we would love to get your feedback on before taking to the main branch. Weve also added a new item reinforcement mechanic to the salvage and repair station that, when used, will improve the stats and the durability of items. Make sure you check out our patch notes for the full details of our latest update. We hope you have a great time testing the dedicated servers, and we cant wait to hear your thoughts!
GAMEPLAY
General
- Dedicated servers are now available.
- The repair system has been reverted back to using scrap parts as a result of working together with and gathering feedback from our community. The costs of scrap parts have been rebalanced so higher tier items cost more scrap parts. Scrap parts can be gained through salvaging again. The current materials gained from salvaging are still gained as well. The Bearded Merchant now also sells scrap parts instead of wood.
- A reinforcement mechanic has been added that allows players to extend the durability of their items as well as giving the item a small stat boost. Reinforcing an item costs some of the item's crafting materials.
- Added scrap parts that can drop from destructibles and some enemies.
- Higher tier hoes now cover a larger area. This works for both tilling and gathering plants in larger areas.
- Added a digging damage stat to shovels that impacts how many uses it takes to dig up ground. Health of ground has been rebalanced around the digging damage of shovels so that higher tier shovels are more effective against lower tier ground and lower tier shovels are less effective against higher tier ground.
- Added a Scarlet Hoe that can be crafted in the Scarlet Workbench.
- Added a Scarlet Shovel that can be crafted in the Scarlet Workbench.
- Moved the Scarlet Sword to be crafted in the Scarlet Anvil instead of the Scarlet Workbench.
- Large Watering Can now covers 2x2 tiles. More watering options coming later!
- Fishing rods no longer have durability.
- The chance to gain kelp from fishing has been reduced, and weve added resources such as ores, wood, fibre and scrap parts that can be gained from fishing.
Balancing Improvements
- Slightly increased damage of Rune Song.
- Increased the max health of bosses.
- Azeos enrages at a bit higher health percentage.
Quality-of-Life
- Other players can be made server admins from the pause menu.
- Players can be banned by admins from the pause menu.
- Added a button beside the Game ID for admins to regenerate the Game ID.
BUG FIXES
- Fixed an issue with water visuals glitching sometimes.
- Fixed an issue where the second option in pop ups would sometimes not become highlighted when selected.
- Other players no longer play a take damage effect when their max health is reduced.
- Player health bar no longer blinks when other players max health is reduced.
- Fixed placement and digging being blocked by self for a small period after moving away.
- Fixed enemies becoming invisible sometimes instead of dying.
- Fixed Obsidian Walls popping up sometimes after digging a pit.
- Fixed double graves if exiting while dying.
- Fixed Recall Idol being able to consume the wrong item if switching equipped item right before teleport.
OTHER
- Decreased network bandwidth usage of Azeos beams.
- Fix error due to invalid access sometimes when exiting the game
- Sync to Steam Cloud when exiting to Main Menu instead of just at application exit
- Fix Steam Cloud sync not removing files removed on other machines and not updating timestamps properly sometimes
Exploring the underground can be very rewarding. From uncovering ancient relics or long-forgotten secrets to discovering a massive vein of Scarlet Ore, there are lots of reasons youll want to comb through every inch of the map. Of course, the underground is not without its dangers. Youll definitely want to keep an eye out for the monsters weve mentioned so far in our Creature Compendium (part one and part two!), but there are also some bigger threats youll need to watch out for in the form of our many bosses! Read on for information that might just save your life when you find yourself up against
Glurch the Abominous Mass
What is it? A giant Slime! Where is it? Youll find this vibrant orange creature somewhere in the Dirt Biome. Fun Fact: We came up with the design for Glurch when we were considering what would happen if lots of our Orange Slimes fused together.
About Glurch
One of the first enemies we added into the game were the Slimes, so it made a lot of sense that one of the first bosses you encounter in the game would be a slime boss! Youll know youre getting close to Glurch because youll see the screen shaking and hear the sounds of him jumping as you approach. Like most of our bosses, Glurch is pretty big, and he can be a bit of a challenge at first. We recommend wearing some form of armour and bringing along some cooked food for health and speed buffs if possible. Glurch attacks by jumping onto and crushing the player, so you should keep an eye on his attack pattern and time your strikes in between jumps.
Ghorm the Devourer
What is it? A huge insect! Where is it? Always on the move, youll find Ghorm following a circuit that runs through the Dirt Biome and the Clay Caves. Fun Fact: Ghorm was inspired by the insects from the Studio Ghibli Film Nausica of the Valley of the Wind.
About Ghorm
Youll spot lots of larva creatures in the Clay Caves, but Ghorm is by far the largest larva in Core Keeper. Ghorm travels through the underground with little regard for the structures or creatures in its path. Despite its destructive tendencies, Ghorm is actually passive, only attacking if provoked. Defeating this behemoth can be a bit tricky almost like a puzzle since you need to keep it within range of your attacks. There are a couple of ways you can do this, from setting traps and bombs all the way to buffing yourself so that you can keep up. Make sure youre prepared when you do decide to pick a fight, as Ghorm is a formidable enemy who will chase you for quite some time once engaged in combat.
The Hive Mother
What is it? Were not entirely sure, but it keeps having babies! Where is it? The Hive Mother is lurking deep within the Clay Caves. Fun Fact: The Hive Mother is entirely static, meaning that it cannot move across the map.
About The Hive Mother:
The Hive Mother is a very unique organism that could quite possibly be the source of all life in the Clay Caves. This creature is rooted to the ground and seems to spend all of its time spawning larva, which will protect the Hive Mother with their lives. Like Ghorm, the Hive Mother will not attack unless provoked, but it's important to make sure youre prepared for this boss battle! Whilst The Hive Mother cannot move, it boasts a deadly ranged attack, spewing acid slime targeted directly at any attackers. You wont just be dealing with The Hive Mother in this battle, as it will continue to spawn babies that will attack you continuously for the duration of the fight. Keep your wits about you, or you might just find yourself overwhelmed as the chamber you are in fills with acid and enemies! We recommend high-level armour, lots of healing potions, and possibly even taking on this boss as part of a team if you can.
Thats it for part one of our boss guide. Have you come face-to-face with any of the monsters in this Steam post, and if so, which did you find the most challenging to defeat? Want a little support when taking on our GIANT bosses? We dont blame you! Head on over to the Core Keeper Discord server to meet your fellow Explorers and team up in up to 8-player multiplayer.
The Great Egg Hunt is now officially over! We want to say a big thank you to everyone who took part. Its been very exciting getting to celebrate our first-ever seasonal event with you all, and we hope you had fun egg hunting across Core Keepers many biomes. Whether you came across an egg inside a destructible like a wooden crate or you found one after you defeated an enemy, there were four types of egg in total that you needed to craft The Golden Egg! Our initial plan was for the smaller Easter Eggs to disappear from the game at the end of the event, with only The Golden Egg remaining as a permanent item. However, we had lots of messages from the community expressing that they'd like to keep the small Easter Eggs as decorative items. So, while new Easter Eggs will not spawn after the event has ended, we've decided to let you keep any of the smaller eggs that you've already found! Of course, theres still the question of the mysterious, alternative use for The Golden Egg. We spotted lots of Explorers on Twitter and Discord who have uncovered its secrets - have you figured it out yet? Were still working very hard on the Sunken Sea Biome and ongoing patches/hotfixes for Core Keeper, and we cant wait to bring you even more content in the future. What kind of seasonal event would you like to see next? Let us know on the official Core Keeper Discord!
- Fixed Farmer's Hat being invisible and making characters bald.
We know how much you Explorers love to investigate every nook and cranny of the underground, and weve just launched an eggstra special seasonal event thatll take you all over the map!
Introducing the Great Egg Hunt
Can you uncover the secret of the Golden Egg? From today, until the 19th of April, were inviting you to participate in a fun-filled week of egg hunting as part of Core Keepers first ever seasonal event. Weve hidden a variety of eggs in all corners of the underground, and its up to you to find them. Dig through the Dirt Biome, comb the Clay Caves, fight your way across the Forgotten Ruins, and amble through Azeos Wilderness until youve got enough eggs to craft the mysterious Golden Egg a unique collectable that players can (permanently!) keep in their bases to show off their egg-hunting skills. Theres more to the Golden Egg than meets the eye, however. As well as being a decorative item, legends tell of another secret use for the Golden Egg thats been lost to the ages. Will you be able to uncover its alternative function and unlock any extra hidden bonuses as a result? As we get closer to revealing more details about Core Keepers first major content update, we wanted to surprise players with our first ever in-game event. Were still hard at work on the Sunken Sea Biome, and the Egg Hunt is just one of many new ideas weve had since the start of our journey earlier this year. We hope everyone enjoys the hunt to craft the Golden Egg!
GAMEPLAY
General
- 4 types of easter eggs can be found and gathered in the world for a reward when combined. These eggs will be removed after the egg hunt event but any rewards will be permanent.
Balancing Improvements
- Increased the damage of the burning effect from Malugaz equipment set bonus.
- Slightly increased the amount of max health that Ghorm gains per player. The max health has not been changed in single-player mode.
- The health of Azeos crystals no longer scales with the amount of players.
Quality-of-life
- Player health ratio now stays the same when max health changes.
BUG FIXES
- Digging up plants with a shovel or hoe now correctly has a chance to yield extra plants from the extra harvest chance.
- Scarlet gear set bonus now correctly gives crit chance and not attack speed.
- Fixed an issue where grass would sometimes spawn inside walls.
- Fixed an issue where hitting while holding a broken weapon would still have the reach and attack speed of the broken weapon.
- Fixed an issue where the Hologram Pod NPC could hold items if shift clicking an item to add it to the NPC inventory. Any current items held by the Hologram Pod can be received back by destroying/releasing any placed Hologram Pod.
- Fixed an issue where talents and buffs that increase health regeneration effectiveness were not calculated correctly.
- Fixed a visual issue where eyes were rendered incorrectly when using fishing rods.
- Fixed a visual issue where peasant armour was not rendered when fishing.
Other
- Changed attack speed to show one decimal of precision.
- Improved the descriptions of The smell of food and Sharing is caring talents to clarify that they apply to the player as well as their allies.
Its been just under 4 weeks since Core Keeper launched in Early Access. Since then, the game has accrued over 1,000,000 hours watched on Twitch! Weve had an amazing time watching your videos and checking out your screenshots, and we cant believe how funny and talented a community weve got.
In fact, we wanted to highlight some of your awesome Core Keeper content. We wish we could share everything weve come across these past few weeks, but for now, we wanted to showcase a round up of some of our favourites.
First up, we wanted to share some of your amazing fan art!
Check out this Clay Cave Beasts artwork by Blasko:
And this awesome Glurch painting that Discord user KomnNom created in just 40 minutes:
We also LOVE this Voxel Diorama that JokeRat created, complete with glowing Core and adorable Slimes:
Youve shared some gorgeous screenshots with us over on Discord too, including this lovely flower garden from zAlex:
And this adorable map of Hades4135 and Sanmizuki's base:
Carrying on the Pokmon theme, we just love this Clefairy map from Steevownage on Reddit:
We witnessed a little Caveling smack talk from Felicia Day and co on Twitch.
And watched Kang Gaming go head-to-head with Ghorm armed with plenty of bombs.
Jazs team had a questionable strategy, fighting Glurch with a burrito.
Whereas Z1 Gamings team put in a lot of prep work for this boss battle.
And finally, we thoroughly enjoyed hearing what CohhCarnage had to say about his time in the underground:
[previewyoutube=SPR6mO1u_2I;full][/previewyoutube]
We're always keeping an eye out for creations from our amazing community, and we'll be sharing more of your stuff soon. For now, the best places to share your content are the media and creative promo channels on our Discord!
- Reduced the cost of repairing items. Items will also no longer cost multiple types of materials to repair. - Changed the required repair materials for the Blow Pipe and the Hunter Armor set. - Fixed an issue where save files were duplicated.
- Fixed rendering issue for golden plant sprites. - Fixed incorrect materials gained by salvaging Mold Ring
GAMEPLAY CHANGES
Gameplay
- Materials in chests adjacent to crafting buildings can now be accessed while crafting. A small chest icon beside the required material will indicate if the material is available in any adjacent chests.
- Repairing now requires some of the items crafting materials instead of scrap parts. The amount of materials required depends on the current durability of the item.
- Salvaging now gives some crafting materials back instead of scrap parts.
- Scrap parts have been changed into a valuable that sells for a small amount of coin. Scrap parts still have a chance to drop from wooden crates and slime piles.
- Items can now be placed on the caveling table.
Balancing Improvements
- Added mining damage stat to the Orb lantern.
- Added melee damage, range damage and mining damage stats to the Caveling Hood, Caveling Chest and Caveling Pants respectively.
- Increased mining damage of the Ancient Pickaxe.
- Overall dodge chances given by equipment and food have been slightly reduced.
- Dodge chance is now capped at 90%.
- Cooked food is now worth the amount of ancient coins of its combined ingredients.
- The Blacksmith talent now also reduces repair costs of items and has been changed to reduce the cost by 5% instead of 6% per talent point.
- Ancient coin value of fishes has been adjusted.
- Hive Mother eggs now always spawn at least one big larva to help the other small larvas or acid larvas to dig out of any obstacles.
- Reduced sell value of several crafted items that were overpriced such as smelted bars.
- Reduced sell value of Crystal Skull Shard.
- Wood is no longer worth any ancient coins when being sold.
- Fireflies no longer spawn and group up in large amounts over time.
Quality-of-life
- Added quick stack and sort buttons to the chest inventory UI.
- Enemies can no longer spawn on top of the player or very close to the player.
- The hint given by the Core regarding the direction of where Azeos can be found has been changed to more clearly refer to the direction of Azeos Wilderness as the direction is intended for the biome and not the boss.
- Made it easier to swap items in pedestals and similar buildings that can only contain 1 item without having to manually take out the current item first.
- Added option to disable in-game UI.
- Volume is no longer reduced when opening the options menu.
- Allow joining via Steam friends list while in the game. Previously players had to go back to the title first to join another game.
- The color of ore boulders has been made easier to see on the map such as iron ore boulders on stone ground.
- Shortcut to sort player inventory now only works while inventory is open.
BUG FIXES
- Added a more stable solution to make sure Malugaz the Corrupted does not reset back to full health while fighting him in his throne room.
- Range attack speed buff from cooking Teal Palace fish now lasts for its intended 5 min.
- Fix issue where game would start behaving weird after client getting disconnected while interacting with any ingame UI.
- Fix bug where cooking pot would create broken food items if cooking more than 999 cooked foods.
- Fix bug where the big larvas in the Hive Mother fight would sometimes not try to hit blocking walls or objects.
- Fix pushback not affecting enemies as it should.
- Fix so starting the game via Steam join friend option actually joins the game on start.
- Hide Game ID when using controller text input in Steam Big Picture Mode.
- Set the correct icon for Larva Spike Club when dropped or placed on pedestal.
- Fixed an issue where items would sometimes be duplicated while exiting the game.
Other
- Added a new font for Thai that is easier to read. Thanks to the Thai community for sharing this with us!
- Save files are located under the Windows users AppData folder as well as in Steam Cloud.
- Great wall blocks can no longer be placed out.
- Fix so not all plants are animated and emitting particles when there are a lot of plants to improve performance.
Hello Explorers, we hope youre having an amazing time playing Core Keeper. Were delighted to announce that weve hit well over 300,000 downloads on Steam now, and we wanted to say a big thank you for your support! We love your enthusiasm for the game, and weve had plenty of questions about gameplay, features, languages, and the future of Core Keeper, so we thought wed give you some answers. Please note that these are subject to change as we get further and further into Early Access, but for now, please find the most up-to-date answers to some of your Core Keeper frequently asked questions below.
Core Keeper Frequently Asked Questions
Where do I submit bug reports / give feedback?
Bug reports can be submitted here, and wed love to hear your feedback in the relevant channels on our Discord server!
How do I start / join a multiplayer game?
To join a multiplayer game, one player must act as the host by booting the game, clicking Start Game in the main menu, and creating/loading a world. Once in game, the host should bring up the pause menu (ESC key). Here, they will find the game ID in the top-left corner of the screen. This can be copied using the Copy game ID button and then sent to the other players. Other players should boot the game, select Join Game in the main menu, and then enter the game ID to play in online multiplayer. Please note that the host must be in the world in order to play.
What languages does Core Keeper support?
Core Keeper was launched in English, Simplified Chinese, and Thai for Early Access. We do have plans to launch in several additional languages later on in the development of the game and will be providing more details about this in the future.
Is Core Keeper available on Mac/Linux?
We are currently developing Core Keeper for Windows and Linux, but we are in discussion about the possibility of adding support for other platforms.
Will Core Keeper be available on Epic Games or GOG?
Core Keeper is currently only out on Steam, but were definitely taking into account user feedback when it comes to other platforms, and if anything changes, youll hear about it on our Twitter page or the official Core Keeper Discord Server.
Will Core Keeper be available on PlayStation/Xbox/Nintendo Switch in the future?
At the moment, we are developing Core Keeper on PC, but we are keeping these console requests in mind when designing and developing the game.
I am experiencing lag/performance issues, what do I do?
Were aware of some performance improvements that we would like to make, and we are looking into this presently. We recommend closing background apps when playing Core Keeper. You may also want to try going into the games options menu and lowering the graphics settings, as this may improve performance. We are doing our best to mitigate performance issues and are continuously working on updates/bug fixes to address this, but please bear in mind that Core Keeper has just launched in Early Access, and any performance issues encountered will not reflect the final, full version of the game.
Will there be dedicated servers?
There have been lots of community requests for dedicated servers, and youll be pleased to know that we are currently developing a solution here. This is something we will be aiming to bring to Core Keeper in the future if possible.
Will there be local multiplayer?
Currently, Core Keeper is being developed with a focus on online multiplayer. If anything changes or we add any new multiplayer features, we will let you know.
Who is creating the soundtrack, and will it be available on Spotify?
The Core Keeper soundtrack is being created by the very talented composer, Jonathan Geer. Find out more about him here. The music isnt currently on Spotify, although were always listening to our communitys feedback. If you would like to listen to the soundtrack as it currently stands, you can listen to it through the official Core Keeper YouTube here.
Will there be DLC?
We have no plans for DLC at the moment but there will be content updates throughout early access.
Will there be ultra-wide support?
We dont have any plans to implement ultrawide support at the moment, but this could be something we look into in the future.
Can I dig down (along the Z axis)?
We dont have any plans for this mechanic at the moment.
How do I get the Merchant to move into my base?
Merchants have a specific set of requirements that must be met in order for them to move into your base. Firstly, the room must contain the specific item that the merchant wants, i.e., Slime Oil for the Bearded Merchant. The room must be no bigger than 88 tiles with any walls and it must contain a bed that is not currently already taken by another Merchant. Players cannot be near the room or the Merchant for the Merchant to move in (you must be more than 30 tiles away). It should not take more than a minute for the Merchant to move in if all the requirements are fulfilled.
Whats next for Core Keeper?
Weve just entered Early Access and will be actively implementing bug fixes and updates for the foreseeable future. You can view our upcoming roadmap in the dev updates channel on our official Discord! And there you have it! We hope our answers have helped clear things up for you, Explorers. As always, your bug reports and feedback have been beyond helpful, and we continue to ask that you submit these throughout Early Access. Wed also love to hear your thoughts in the form of a Steam review, which you can leave on our Steam store page!
Hello Explorers, we hope youre having a great time uncovering the secrets of The Core. We understand that some of you have been having networking issues that have been impacting things like ping-rate and multiplayer games. This is something that we are actively looking into, and we are currently trialling an experimental networking solution that we hope will address these issues. In fact, wed like to offer you the opportunity to take part in testing this. If you would like to opt into a beta that uses this new networking solution, then please follow the instructions below. You will be able to opt out of this beta at any time.
How to Join the Beta:
[olist]
How to Opt Out of the Beta:
[olist]
Your Feedback Matters!
As always, your feedback on this new networking solution is going to help us gauge how well it resolves any networking issues. Wed love it if you could take the time to give some feedback on your experience of this beta in the feedback channel on the official Core Keeper Discord server. From all of us here at Pugstorm and Fireshine Games, we want to say a big thank you for your time and effort spent helping us make Core Keeper the best it can possibly be. Happy exploring!
What an incredible milestone! Were thrilled to announce that were celebrating 500,000 Core Keeper downloads within the first two weeks of our Early Access launch. Core Keeper launched on the 8th of March 2022, and weve been welcoming thousands of new Explorers to the underground every day since. Your feedback and Steam reviews have been incredibly valuable to us, and this is continuously helping us to improve the gameplay experience.
Almost 2 Million Hours Watched on Twitch!
Alongside half a million downloads, were also on our way to 2 million hours watched on Twitch! Weve seen some amazing Core Keeper streams over the past two weeks from the likes of GronkhTV, Cohh Carnage, sodapoppin, and Felecia Day. Weve also spotted some of our wonderful Discord community members playing the game and sharing their streams in the #creative-promo channel on our Discord. All of this has skyrocketed Core Keepers hours watched to well over 1,900,000, and were on the road to 2 million thanks to you!
Officially Verified for Steam Deck
As if all of the above wasnt cool enough, Core Keeper is now officially verified for Steam Deck! Were keen to give players plenty of choices when it comes to their Core Keeper experiences, from our various backgrounds and character customisation options all the way to our skill trees and the order you tackle the first handful of bosses. Now, you dont even have to be sitting at your computer to play Core Keeper, giving you on-the-go access to your underground adventure and the freedom to play whenever you want, wherever you want. We wouldnt be celebrating all these amazing milestones without your support, and we appreciate it more than you could imagine. We hope youre all having a blast uncovering the secrets of The Core whether youre exploring alone or in groups of up to eight players. Once again, from all of us here at Pugstorm and Fireshine Games, thank you for joining us on this adventure!
GAMEPLAY CHANGES
Balancing Improvements
- Ancient Pickaxe now has epic rarity with reworked stats and has a chance to drop from Azeos. The legendary version of it was intentionally overpowered and used as a dev tool.
- Tweaked the loot drop for Azeos to have the correct amount of loot and items.
- Lowered the amount of fish / fishing items needed to be catched to level up fishing skill, was previously too high.
- Fireflies now have a lower chance of respawning in an area that already has fireflies.
- Thunder beams spawned by Azeos now do more damage
- Fishing has been adjusted to be a bit easier, especially for early game fishes.
- Swapped places of the fishing talents Studied patterns (dodge chance) and Anglers advantage (fish starts closer to be reeled in).
Quality-of-life
- Soul powers can now be toggled on/off in the Souls UI as intended.
Audio
- Adjusted volume levels for sound effects for watering can.
BUG FIXES
- Obsidian walls no longer appear in the room with the green dolls chest when generating a new world.
- The Core will now always say the correct direction instead of
. - Fixed correct name and description for the The Caveling Hunter trophy.
- Range weapons no longer damage other players that are far away.
- When holding a broken item with the mouse it stays red.
- Fence gates no longer break when starting the game.
- Hitting shortly after dashing no longer keeps moving the player forward in the dash direction.
- Red fireflies now spawn in Azeos wilderness as intended.
- Fixed an issue where the client sometimes would see a critical hit but the server would not register a critical hit.
- Fixed an issue where enemies would sometimes be knocked back after dying.
- Fixed an issue where water would start looking weird at distances larger than 1.000.000 tiles away from the core.
- Plants and seeds that have been watered will no longer sometimes dry out after restarting the game.
- Fix issue where drills would cast shadows.
- Drills can no longer drill away the Great Wall.
- Corrected Carapace armor set bonus to say 24.3% instead of 243%.
- Fixed an issue where harvesting with a shovel would not give gardening skill points.
- Fixed an issue where gardening skill points were not gained from harvesting fully grown root plants.
- Fixed an issue where fireball staff would sometimes stop glowing.
- Movement speed no longer goes back to normal movement speed when slowed down a lot such as when affected by mold and starving at the same time.
- Players will no longer automatically get the fish when interrupted by a wall or ground tile being placed at the fishing spot during the mini game.
- Fast and furious talent can now correctly trigger while hitting without a weapon.
- Hover description of the buff gained from the Fast and furious talent no longer says
. - Malugaz the Corrupted should no longer reset while fighting him in his room.
- Game no longer crashes when using the Toxic Defender shield against Azeos thunder beams.
- The big mural door for some temple areas in the wilderness biome should no longer sometimes be offset from the actual entrance. This fix only applies to new instances of the area, old ones will remain the same.
- Fixed an issue where the players inventory UI would sometimes crash and not render properly.
- Player no longer gains cooking skill or extra cooked food by holding another item when trying to take out food from the cooking pot.
- Projectiles no longer gain any aura effects the player has such as the one from Encumbering presence talent.
- Changing language should no longer cause the biome title to get stuck visible on screen.
- Fixed some typos in item descriptions.
- Outline of Ivy Chest now appears correctly.
- Hover name and description now appears correctly for Ivys chest.
- Fixed an issue where rare and epic versions of the cooked fish food would have wrong colors.
- Buildings like the furnace and the cooking pot no longer craft more than what they have materials for when the player is far away.
- Fixed not being able to load the world because of some corrupted save file data.
- Fixed issue with soil sometimes looking like it is watered when it is not.
- Fixed an issue where indestructible objects such as trees, large ancient ruins and the large insect shells could be destroyed by drills and then picked up. May be re-added in future updates with proper functionality.
- We've heard and seen everyone's reports around multiplayer issues. We're looking into the issue and hope to have more information for everyone soon.
Hello Explorers! Were celebrating once again with a huge milestone for us. Every day thousands more Explorers are entering the world of Core Keeper and we are absolutely exhilarated to announce that we have now reached an astonishing 250,000 copies sold in our first week! We have had an overwhelmingly positive response from our community, and were extremely grateful to all of you who have become a part of our adventure! Thank you for all the feedback which we are listening to closely, and also some awesome all new ideas! Players can currently take advantage of a 10% discount when buying the game to celebrate our Early Access launch. If you havent picked up your copy yet, we recommend you do so soon, as this discounted price will come to an end tomorrow. Start your adventure today! Weve had an awesome time watching all of the wonderful content creators on YouTube and Twitch as well. We hope youll continue to share Core Keeper with your friends and communities as we improve and update the game throughout Early Access! Your Steam reviews have been important in helping other players decide whether to play Core Keeper, and we are very grateful to everyone who took the time to leave a review. Sharing your thoughts and feedback on the game in the form of a review is a great way to support us developers, and we definitely want to hear them! As always, well be sharing lots of news, info, and announcements in the official Core Keeper Discord, so make sure you join us there to meet your fellow Explorers. Once again, thank you for a mind-blowing 250,000 sales, and we hope you have fun uncovering the secrets of The Core!
Hot Fix Patch 0.3.1
- Game ID (both in pause menu and in join game menu) is now hidden by default and a button has been added next to it to toggle visibility of the Game ID.
- Streamer mode was removed (as game ID is now hidden by default).
- Game ID is now regenerated when exiting to main menu.
Were celebrating a big milestone today as we welcome a huge number of new Explorers to the underground. Since launching on Steam Early Access just two days ago, Core Keeper has already sold an incredible 100,000 copies, making it our publishers fastest-selling digital title of all time!
We have been blown away by the communitys reaction to Core Keeper and were very excited for all of the players who have joined us on our adventure so far. This early success has cemented our plans for the future, and were listening very closely to player feedback so that we can continue to grow the game in the months ahead. This is just the start of Core Keepers journey, and were thrilled to have so many players taking that first step with us.
Players can currently take advantage of a 10% discount when buying the game to celebrate our Early Access launch. If you havent picked up your copy yet, we recommend you do so soon, as this discounted price will come to an end on the 15th of March. Start your adventure today!
Weve been having a wonderful time watching you play Core Keeper on YouTube and Twitch, as well. There have been some amazing streams that have made us laugh and also provided us with valuable insights. We hope youll continue to share Core Keeper with your friends and communities as we improve and update the game throughout Early Access.
Your Steam reviews have been important in helping other players decide whether to play Core Keeper, and we are very grateful to everyone who took the time to leave a review. Sharing your thoughts and feedback on the game in the form of a review is a great way to support us developers, and we definitely want to hear them!
As always, well be sharing lots of news, info, and announcements in the official Core Keeper Discord, so make sure you join us there to meet your fellow Explorers. Once again, thank you for a mind-blowing 100,000 sales, and we hope you have fun uncovering the secrets of The Core!
The wait is over. After a year and a half of hard work, we are excited to release Core Keeper into Steam Early Access today! The community reaction to the Steam Next Fest Demo was incredible, and we are thrilled for this major next chapter. We are happy to welcome new and returning players into the world of Core Keeper and will be listening closely to the communitys feedback throughout Early Access as we continue to add exciting new content and features. To start (or continue) your underground adventure, pick up a copy of the game from our Steam store page. [previewyoutube=BIYcsYVxzPg;full][/previewyoutube]
Your Feedback Matters!
From our very first Alpha all the way to the Demo, your feedback has been instrumental in making Core Keeper what it is today. Weve had the most amazing time developing the game and getting to know the community, and we cannot thank you enough for your support. There are lots of exciting new features waiting for you in Early Access, and we definitely want to hear your thoughts. Launching the game in Early Access is the perfect opportunity to welcome you to the world of Core Keeper while continuing to add features and make improvements based on community input. Youve been with us every step of the journey, but from this moment onwards, youll be experiencing bug fixes in real time along with regular updates to the game and we think thats pretty exciting! You can share your feedback and suggestions with us in the relevant channels in the Core Keeper Discord, and any bug reports can be documented via Jotform.
Exciting New Features
There are several key features appearing in the Early Access version of the game that we might not have included if it werent for you! Things like fishing (which was requested from the moment we opened the Discord!) and the Cookbook were community driven additions that have helped us really elevate the game. Weve also made plenty of new additions of our own creation, and were looking forward to watching you uncover them all. We dont want to spoil too much, as we think the best way to discover new features is by playing the game, but we did share a list of patch notes recently that detail some of the latest updates to the game.
Whats Next for Core Keeper?
Hearing your thoughts and feedback on the Early Access version of the game is the very first step on the road to full launch, and well be sharing lots more news and information with regards to this journey going forward. Weve got plenty of updates planned to keep the world of Core Keeper expanding as you explore the underground. For now, take a look at this exciting new roadmap that will give you an insight into exactly what were thinking about for the future of Core Keeper!
Well also be keeping an eye out for your bug reports, Tweets, Discord messages, livestreams, YouTube videos, TikToks, and more to get an idea of how youre enjoying the game. From all of us here at Pugstorm and the publishing team at Fireshine Games, we hope you have fun exploring, and youll be hearing even more on Core Keeper from us soon.
Its not long now until we hit Early Access, Explorers, and we wanted to give you a little run down of some of the updates weve made to the game based on your feedback from the Demo. While this is not a full list of Early-Access features, please find a list of patch notes below for a little insight into some of the things you can expect to see.
Core Keeper Early Access Patch Notes
Main Features
- New biome: Azeos Wilderness
- New biome: Mould Biome, located in Azeos Wilderness
- Lighting Optimisation
New NPCs
- Azeos the Sky Titan (boss)
- Ivy the Poisonous Mass (boss)
- Malugaz the Corrupted (boss)
- 5 new enemies
New Mechanics
- New items with shield mechanic: Equipable in off-hand
- New item with dash mechanic: Equipable in off-hand
- Automation table: Allows creation of conveyor belts, drills & robot arms
- Electronics table: Allows creation of generators, wires, circuits & more
- Fishing: 19 unique fish & many other loot drops
- Railway forge: Allows creation of rails & minecarts
- Cartography table: Allows players to share explored areas on their maps
- Cookbook available in cooking pot: Used for storing recipes
New Items
- More than 10 new weapons
- More than 20 new types of armour & gear
- New workbench tier: Scarlet workbench
- Distillery table: Allows creation of stronger potions
- Salvage & repair station: Used to maintain gear
- Monster figurine collectables: Can be used as decoration
- Oracle cards collectables
- New valuables
- Large water can
Additional Content
- New unique locations in the world
- Tier 3 & tier 4 talents available in the talent trees
- Activation of the Core
Gameplay Changes
Balancing Improvements
- Slow down effects now work on bosses
- Increased inventory size
- Increased health from sleeping
- Enemies drop loot when killed by secondary sources (e.g. killed by spike trap)
- Starting lantern now has a bit longer glow range
- Health potions now have a cooldown after drinking
- Removed durability from paint brushes
Quality-of-life
- Lighting Optimisation
- Titles for each biome
- Changing between weapons does not require pressing left mouse button again to attack
- Added a cursor to the centre of the map when using controller
- Gravestones can now be picked up by hitting with melee weapon
Art and Animation
- New icon for water can
- Changed position of item hover description
- Tweaked colours on the map
- Indicator that skills have unsigned talent points.
- New icon for wood bridge
- Tools only drain durability when used for their intended purpose, e.g. durability is no longer drained when hitting wooden crates
- Tools & gear now become unusable when reaching 0 durability instead of breaking
- Increased size of chests inventory space
Audio
- Sound effect when entering a new biome
Bug Fixes
- Credits does not scroll while in-game
- Paintable walls/floors now appears on the map
- Stone doors now can be used to allow merchant to move in
- Fixed so bosses does not turn invisible
- Gotta go fast buff is no longer gained by sleeping
- Shift+right click does not give more cooking skills
- Gravestones can now be picked up when dropped next to the hive mother.
- Painting a wall with the same colour again makes it disappear for a second
- V-sync no longer effects scrolling speed in menus
- And more!
Other
- Credits updated
The Core Keeper Demo is now closed. We want to take this opportunity to say thank you to the 130,000 people who downloaded and played our Demo and to let you know that we have been utterly blown away by your support. Your feedback and bug reports have already helped us enhance the game, and were implementing lots more fixes and improvements ahead of our Early Access launch on March 8th.
One Week to Go!
It wont be long until you can get your hands on the Early Access version of Core Keeper, so thank you for being patient while we get this ready for you. Remember, any progress made in the Demo will carry over to Early Access so that you can continue your adventure! Youll want to keep an eye on Steam and our Discord server too, as well be releasing a handful of patch notes so that you can see how your feedback from the Demo has directly impacted the game. There have been a lot of exciting and interesting conversations happening on the Discord server too. From speculations about the history of the Cavelings in the lore channel all the way to users sharing some very creative screenshots in the media channel, weve got a growing community of over 5,000 members, and wed love for you to join us! If you want to see even more of Core Keeper before we launch, then make sure youre following us on Twitter for lots of GIFs (and some terrible puns). Weve also got our very own TikTok account where we share developer insights alongside some sillier videos. Oh, and weve got a YouTube channel too where we upload trailers and other official videos (including some of our wonderful soundtrack!). Were counting down the hours until we go into Early Access, and we couldnt be more excited. Until then, well be working away planting Glow Tulips, feeding the Slimes, keeping an eye out for Infected Cavelings, and making sure Ghorm doesnt stray from his path. Bring on March 8th!
Its been just over two weeks since the Core Keeper Demo went live, and weve had some amazing feedback from you all in our Discord server, along with some incredibly helpful bug reports. We just wanted to take this moment to say we hope youre having as much fun playing the game as were having developing it, and we also want to remind you that there are only a few days left to play the Demo for free on Steam. The Core Keeper Demo will go offline on the 28th of March to coincide with the end of Steam Next Fest, but dont worry! From the moment it goes offline, therell be just over one week until we launch the game in Early Access on March 8th. Those of you whove built extravagant bases and uncovered huge portions of the map will be pleased to know that any progress made in the Demo will carry over into Early Access, meaning youll be able to continue adventuring right where you left off. Weve seen plenty of new faces in the Discord and on our Twitter channels, and were thrilled to have had the opportunity to participate in Steam Next fest and share Core Keeper with the world before we hit Early Access. If you havent wishlisted the game already, make sure you do so on our Store page. From all of us here at Pugstorm and Sold Out, have a great weekend!
Hey everyone! Watch this space! Throughout Steam Next Fest we are going to be streaming some footage on the Core Keeper Steam page. A huge thank you to FuryForged, Kisaka Toriama, Pedguin and Boba for letting us use their footage for the stream. Please do check out their channels and show them some love. You too can play the demo now! All the progress you make in the demo will carry over to the Early Access version of the game when it launches on the 8th of March so feel free to mine, farm, build, explore and fight to your heart's content!
Hey everyone! Watch this space! Throughout Steam Next Fest we are going to be streaming some footage on the Core Keeper Steam page. A huge thank you to FuryForged, Kisaka Toriama, Pedguin and Boba for letting us use their footage for the stream. Please do check out their channels and show them some love. You too can play the demo now! All the progress you make in the demo will carry over to the Early Access version of the game when it launches on the 8th of March so feel free to mine, farm, build, explore and fight to your heart's content!
Its been just under two weeks since we announced our Early Access date and the brand-new Core Keeper Demo on Steam, and were pleased to report that youll be able to play our demo right up until the 28th of February as part of Steam Next fest! If that wasnt exciting enough, were also delighted to announce that the Core Keeper Demo is now fully localised in both Simplified Chinese and Thai, opening up Core Keeper to even more Explorers worldwide. Were really looking forward to hearing your feedback on our localisation efforts, and you can let us know what you think in the Steam comments or on our Discord Server!
Steam Next Fest
Steam Next Fest is a week-long celebration running from the 21st to the 28th of February where gamers can try out demos and learn about upcoming games on Steam. Weve no doubt that our industry peers will be unleashing all kinds of wonderful demos into the world this week, and we wanted to take this opportunity to wish them all a great Steam Next Fest. Of course, wed be remiss if we didnt also encourage you to check out our Core Keeper Demo! You can try it for free by navigating to the Core Keeper store page and hitting download. Oh, and weve added a whole host of new features since the Open Alpha including, but not limited to
- The Third Boss
- Talent Trees
- Character Backgrounds & Updates to Character Creation
- Hardcore Mode
- Worlds / Characters Split
- Paintable Walls and Ground
- Carapace Armour
- New Lantern
- Craftable Bag
- Pinging Mini Map
- Merchant Idols - (Dropped by Bosses)
- Craftable Crude Bombs
- And More!
Simplified Chinese & Thai Localisations
Those of you who are also members of our Twitter and Discord communities will have spotted an announcement from us on the 11th of February informing you that we were able to roll out early versions of our Simplified Chinese and Thai localisations for a hefty chunk of the game. While these werent 100% complete, we hoped the early localisations improved the overall experience for our Chinese and Thai Explorers. As of today, however, were happy to declare that the Core Keeper Demo has been fully localised to Simplified Chinese and Thai and we plan on both languages being available (alongside English) from our official Early Access launch! We hope youre as excited for Core Keeper to hit Early Access as we are, and that youre having a blast mining, crafting, exploring, building, fighting, cooking, and farming in our demo. If youre playing solo and fancy teaming up for some multiplayer mining (in groups of up to 8 players!), then why not join our Discord and meet your fellow Explorers?
Below are the patch notes for the updated build version: 0.2.9eec8ca Demo Version Other:
- Added additional localization entries.
- Fixed issue where player teleporting after closing menu
- Fixed issue where player can become immortal after drinking health potion
- Fixed issue where world objects spawned twice, such as ore boulders
- Fixed issue where game did not launch properly through shortcut
- Fixed issue when closing the game immediately after launch caused a crash
- Fixed issue where map could reset
Hold on to your pickaxes, Explorers, because weve got some exciting announcements. First up, the one youve all been waiting for
Core Keeper will be coming to Steam Early Access on the 8th of March 2022!
Were thrilled to announce that the Early Access version of Core Keeper will be available to play on Steam in less than four weeks from now. Its been an amazing journey for us as a development team, and getting to know you all on Twitter, TikTok, and the official Core Keeper Discord has been an absolute delight. Your feedback has been instrumental, and we cant wait for you to see the culmination of what weve been working on. [previewyoutube=-bsTaudFzNc;full][/previewyoutube] Weve added a whole host of new features since you last saw the game in Open Alpha, so theres plenty to explore and uncover. Weve also implemented bug fixes and quality of life improvements thatll ensure a much smoother gameplay experience. Bringing a game to Early Access is a wonderful opportunity for both the players and the developers while youre enjoying unlimited access to Core Keeper, your feedback and bug reports are going to help us do some serious fine tuning ahead of the full launch. While you dont have very long to wait for Early Access, we understand that even the shortest amount of time can feel like an eternity when youre looking forward to somethingwhich is why we think youll like our second announcement!
Cant wait? Play Our Steam Demo!
We cant thank our awesome community enough for all their support, and we wanted to give you one final Core Keeper preview ahead of the Early Access launch. Thats why, from today and included as part of Steam Next Fest later this month players can experience the world of Core Keeper and start their adventure for free in a new Core Keeper Steam demo thats available to play right now! Simply head on over to the Core Keeper store page and download it for a chance to explore the underground once more. The Core Keeper Steam Demo will be available until the 28th of February making it playable until roughly a week before the Early Access launch date. While the demo wont have anywhere near as many features as the Early Access version of the game, you will spot lots of things you didnt get to experience in the Open Alpha. Oh, and did we mention that any progress made within the demo can also be carried over to the Early Access release on March 8th, allowing you to continue your adventure directly from where you left off? We cant wait to hear your thoughts on the demo and the Early Access launch date, and our community managers will be on hand in the Discord to answer your questions. This is just the start of Core Keeper's journey, and your enthusiasm and feedback has already given us plenty of ideas for how we would like to expand the game throughout the Early Access period. Until then, please show us your support by wishlisting the game on Steam!
Weve got two exciting new features to tell you about, Explorers. Weve been working on Backgrounds and Talents for a little while now, and were thrilled to be able to share them with you today. Of course, if youre a part of our official Discord community, youll recognise these features from the preview screenshots we shared in the #dev-updates channel yesterday. Theres still plenty to learn, however, so lets jump right in!
Backgrounds
Backgrounds are a brand-new addition to our character-creation menu that gives players the opportunity to choose from a handful of different perks to start the game with. From extra items in your inventory to bonuses in skills, each Background is designed to give you an edge when it comes to a certain in-game feature. Of course, youll still have plenty of opportunities to hone your expertise in other areas and become a Jack of all trades, but it never hurts to get a head start in one. We know players really enjoy playing the game with their friends, and we wanted to incorporate a feature that worked extra well when playing together as a team, so we added Backgrounds as a way for players to feel like they can fill a role in within their group and bring something to the party at the start of the journey.
Right now, there are six unique Backgrounds to choose from, and we cant wait to see how you use them in multiplayer. Will you lead the expedition as an Explorer, or watch your teammates backs as a Fighter? Perhaps youll grow all sorts of crops as a Gardener then hand them over to the Chef to turn into delicious meals! Read on for details on each of our current Backgrounds. Explorer: An experienced traveller who always brings a few torches. Perfect for those who want to start looking around the underground right away. With +3 to the Running skill, some Food Rations, and a Small Lantern to light the way, who knows what youll uncover on your adventures? Miner: A veteran miner, knowledgeable about breaking down walls effectively. With a couple of Food Rations to keep you going, youll be finding ore and other valuables twice as fast thanks to a +3 bonus to the Mining skill and your trusty Copper Pickaxe. Fighter: A fighter with great self-defence, and the power to defend their allies. Start the game ready to throw hands with a Copper Sword and +3 in the Melee skill. Not to mention +3 Food Rations to fuel your rage. Monsters, beware! Chef: A culinary expert, preparing food for anyone in need. Make your way into your teammates hearts (through their stomachs) or keep all the delicious snacks for yourself with +3 to the Cooking Skill, 8 Mushrooms, and a Cooking Pot in your inventory. Gardener: A seasoned gardener with green fingers, ready to turn some soil. With your Copper Hoe, Watering Can, and a +3 bonus to the Gardening Skill, all youll need is a handful of seeds to start your very own farm. Fisherman: A patient fisherman with a fishing rod at hand and an eye on the lure. Youll never be short on food with a Wood Fishing Rod and +3 to the Fishing skill, but we thought wed throw in an extra 3 Food Rations to get you started.
Talents
Weve had skills in Core Keeper for some time now, and were sure youve been curious as to how the points you were earning in each area would be used in game. Well, were pleased to report that these points can now be spent to progress along Skill Trees and unlock Talents! At the moment, you can gain points in the Mining, Running, Melee Combat, Vitality, Crafting, Ranged Combat, Gardening, Fishing, and Cooking skills. Each Skill Tree currently has eight Talents with five levels to progress in. You must reach level five in a Talent on your current branch before you can move on to the next branch of the tree. Using points to improve your rankings will unlock exciting bonuses, buffs, and benefits within each Talent, making you a force to be reckoned with.
Were not going to take you through each individual Talent, as we think itll be much more fun for you to experience them all first-hand. However, we will tell you that its worth exploring lots of different skills, as levelling up a seemingly innocuous skill can unlock a Talent with the potential to help you later in the game. For example, levelling up in Fishing might just unlock a Talent that could give you an edge in combat! Skill Trees were never in the plan for Early Access, but this was something the community expressed a lot of interest in, so we were keen to add them. Incorporating this new feature into the game so that it would be ready when we hit Early Access presented a bit of a challenge in terms of design and functionality, especially when coupled with everything else we had planned. The idea was to keep Skill Trees small and simple, with maybe only 3 Talents for each skill. Of course, after we started the design process, we knew we needed more to really add value and the sense of progression we wanted. So, after many extra weekends and evenings of work, we ended up with 72 individual Talents instead. Perhaps we got a little carried away! We hope youll love these new features as much as we do and that they will give you a lot more freedom of choice when it comes to carving out a path for your characters in game. Wed love to hear your thoughts on Backgrounds and Talents, so let us know what you think in the comments or in the #game-discussion channel over on our Discord.
Picture this, youre a budding Explorer who has discovered an ancient relic in a strange underground world. At first, the landscape seems to primarily be made of dirt, but as you travel further afield, you uncover unique biomes with their own flora, fauna, minerals, mysteries, and more. Youre unsure of how to escape, but you feel as though this relic, The Core, might hold the key. You just need to survive long enough to uncover its secrets. Its time to build a base, but which biome is best? Come with us as we take you on a guided tour of the underground and explore the pros and cons of base building in each biome.
The Dirt Biome
All Explorers start out in the Dirt Biome, and this is where The Core is located. Its filled with a handful of key resources that youll need to get started in the underground, such as wood, copper ore, and (you guessed it) dirt! The mineral-rich soil makes for ideal growing conditions for the humble Glow Tulip, the tasty Heart Berry, and the fiery Bomb Pepper, all of which will help you massively on your adventures.
Youre likely to run into some lower-level enemies from time to time in the Dirt Biome from the passive Orange Slime to the more aggressive Red Slime but theyre nothing a copper sword and the right timing cant handle. There is one resident you need to keep an eye out for in the Dirt Biome, though, and thats Glurch the Abominous Mass. Hes a giant Slime or, to be more accurate, a mass of Slimes, and he can be a little territorial. Dont worry, youll feel the earth trembling before you see Glurch, and if you give him his space, he wont bother you. Overall, the Dirt Biome is a pretty decent starting zone for your very first base, but you may find yourself seeking greener, more resource-filled pastures in the future. Safety: 4/5 Relatively safe, so long as you dont bother Glurch. Resources: 3/5 Lots of useful starting materials here. Vibes: 3/5 Fairly chill.
The Larva Biome
What can we say about the Larva Biome? Its an entomologists dream, but if youre afraid of insects, then you might want to avoid setting up shop here. All Explorers will likely have to spend a little time in the Larva Biome, though, especially if they want to upgrade their copper armour and weapons into something a little more durable. Youll find tin ore in this biome, along with some other key resources thatll make crafting and base building nice and simple. One such resource is the Grub Kapok, a seed that grows into a plant that produces fibre! In terms of scenery, the Larva Biome has a very organic'' feel to it, so watch where you step. Youll find chrysalis groundcover that feels very strange to walk on, and youll need to be on the lookout for pools of acid slime thatll melt the soles of your shoes! It might not be the most picturesque biome, but it certainly has a weird-and-wonderful charm about it.
The Larva Biome is not for the faint of heart, though, and moving in here will present unique challenges. As the name suggests, there are several varieties of Larva living here, and none of them are very friendly. The Red Larva are particularly vicious, and the Exploding Larva are a nasty surprise. There are ways to fool the Larva into leaving you alone if you know how to craft the Larva suit, but youll have to remember to put it on every time you leave the house! All in all, if youre a fan of a relaxing afternoon walk, we suggest building your base in a slightly less volatile environment. Safety: 2/5 Everything wants to kill you, and rumour has it that something big and terrifying lurks within the depths of this biome. Resources: 3/5 Stronger materials here if youre brave enough to collect them. Vibes: ?/5 Youll either love it or hate it.
The Stone Biome
The Stone Biome is one for you history buffs. Here, youll find the remnants of an ancient civilisation, and you might even find a few historical pieces of furniture that you can borrow for your base if you want to. An abundance of stone makes for stronger building materials, and theres plenty of iron ore to go around for weapons and armour upgrades. Farming may be challenging here, but there is one crop unique to the Stone Biome that youll find useful for bolstering your defences: the hardy Carrock! This tough root vegetable thrives in stone and wont grow anywhere else. We recommend putting a lot of effort into building a sturdy base if you do decide to move into the Stone Biome, as you may run into some less-than-friendly neighbours. Remember that ancient civilisation we mentioned? Well, some of its descendants havent quite moved out yet, and boy do they not like strangers. Youre sure to run into a Caveling or two here, and there are three distinct types youll need to watch out for.
The standard Caveling is small and sprightly. Youll spot their red eyes glowing as they mine in the darkness. Its best not to disturb these hard-working creatures, or to go anywhere near them in fact, as they will attack you with their mining picks on sight. Theyre often flanked by Caveling Shaman skilled magic users with melee and ranged attacks that will leave you scorched, singed, and feeling a little unwelcome to say the least. Finally, youll want to look out for the Caveling Brute. This big boy is large, in charge, and ready to crush you with his club. Hes a little slower than your average Caveling, though. If you can defeat him, you might be able to harvest the wood from his club, which is very useful in an area where wood is scarce. Safety: 2/5 Crawling with Cavelings, and you might run into a giant worm known as Ghorm the Destroyer circling the perimeter of this biome. Resources: 4/5 Artefacts for a-plunderin, along with a new crop and new ore! Vibes: 3/5 Theres a certain brutalist ambience here.
The Nature Biome
This ones for all you Cottagecore enthusiasts out there. The Nature biome is a picturesque landscape of lush grass and vibrant plant life. How can such flora survive in the underground, you ask? It looks as though these plants have adapted to growing in slightly darker conditions and are able to thrive on the little sunlight that they do get from the various sky lights that are dotted around the Nature Biome. This is one of the brighter areas of the underground, and itll probably be the one that reminds you most of the outside world. If youve got a green thumb, wed certainly suggest building a home and, indeed, a farm here in the Nature Biome, as it is full of useful resources and plenty of fresh water for your watering can. Youll be able to craft some of the toughest armour in the game (as of right now) from the scarlet ore veins running through this biome, though youll need some decent tools to mine it in the first place.
If you do decide to move in here, you wont be the only farmer making use of the fertile soil and ample water supply. Keep an eye out for Caveling Farmers they may look innocent in their straw hats, but they dont like the competition and will attack you on sight. Its also worth noting that not all of the plant life in the Nature Biome is friendly. Look out for Trapper plants that will hold you in place and make you easy pickings for nearby enemies. Speaking of nearby enemies, you can never be too sure of whats hiding in plain sight in this biome. Caveling Hunters are tricky little blights that spend their time in ghillie suits disguised as bushes just waiting for unsuspecting Explorers to wander into their paths. Then, BAM, they open fire with their muskets. Theres plenty of danger within the Nature Biome, but we guess thats the price you pay for those spectacular views. Safety: 3/5 Unfriendly neighbours, and we advise you to keep your eyes on the skies for othersurprises. Resources: 3/5 Plenty of plant life and valuable ore! Vibes: 5/5 Best views in the entire underground.
The Mould Dungeon
Deep within the Nature Biome lies a much more sinister biome known as The Mould Dungeon. Not much is known about this pocket of the underground other than the fact that it is infested with toxic spores thatll seriously slow you down and make you a prime target for this Biomes inhabitants: the Infected Cavelings. These zombie-like creatures have spent too long inhaling noxious fumes and have mutated into a murderous horde as a result. Be extra careful when exploring here, as once the horde descends upon you, you may find yourself unable to escape. If you can find some way to counter the effects of the spores and maintain your movement speed, you might just be able to take on the Infected Cavelings and get some fairly valuable loot in the process.
If you can survive in this terrifying place, you can find some useful jewellery, an edible fungus unique to the Mould Dungeon, and an intriguing new weapon. We can only recommend you make a home for yourself within this biome if you like a good challenge. It is a difficult landscape to navigate, let alone live in full time! Safety: 2/5 Beware the horde and mould-throwing tentacles lurking in the darkness! Resources: 4/5 Lots of loot, but at what cost? Vibes: 1/5 Genuinely terrifying. There you have it, Explorers: a comprehensive guide to the biomes youve seen in Core Keeper so far. Will you play it safe in the Dirt Biome or travel through the more dangerous areas of the underground to get to the gorgeous Nature Biome? Let us know where youd build your base in the comments or join the discussion over on the official Core Keeper Discord!
Are you ready? Because things are about to get hardcore here in the underground. We know youve been keen for more Core Keeper action since the Open Alpha, and boy do we have an action packed two-weeks lined up for you! IntroducingCore Rivals!
Watch Your Favourite Streamers Compete
From the 20th of January to the 3rd of February, were giving your favourite streamers access to the Open Alpha build of Core Keeper to participate in two exciting challenges designed to test their gaming skills and bag them some awesome prizes for their communities. Theyll be teaming up and going head-to-head, sharing all the action on their respective channels for your viewing pleasure. Do you have a favourite streamer youd like to see play Core Keeper? Join our Discord and let us know, or tag @CoreKeeperGame when youre Tweeting your favourite streamer, and well see if they want to be involved.
Week One: Battle of the Bases!
First up, is a test of creativity. The challengers can choose to team up in groups of 2-8 or go it alone and claim all the glory for themselves in the Battle of the Bases. Were giving them 1 week to build the single-best base they can possibly create from scratch. After which, were handing the judging reins over to you the viewers and inviting you to vote for your favourites by joining our Discord and voting in the dedicated Core Rivals channel! We encourage you to judge the entrants on aesthetics, functionality, and uniqueness when casting your votes.
Week Two: Underground Hunt!
Next up, were sending the challengers on a scavenger hunt. This is a solo mission where individual team members must race to be the first to find five unique items within Core Keeper and place them on pedestals. Because each map in Core Keeper is procedurally generated meaning no two maps are the same participants will have to scour their worlds looking for the items, and some may be easier to find than others!
What do the Winners Get?
Well be announcing first, second, and third-place winners for both competitions. Each winner will receive a handful of Core Keeper keys to use in community giveaways when the game hits Early Access this year. The individual or team that wins first place in the Battle of the Bases will also become part of Core Keeper history and have a part of their base featured within the game itself. A detailed breakdown of the prizes can be found below.
Prize Breakdown for Both Competitions:
1st place = 5x giveaway keys per player & base featured in Core Keeper (Battle of the Bases only) 2nd place = 3x giveaway keys per player 3rd place = 2x giveaway keys per player We hope youre looking forward to watching your favourite streamers battle it out in our Core Rivals challenges! Make sure youre a part of the official Core Keeper Discord server to follow the challenges and cast your votes.
Happy new year, Explorers. We hope youre all settling into 2022 nicely; we know we are! As many of you already know, Core Keeper is coming to Early Access soon (official date to be announced), and were working hard on implementing feedback from the Open Alpha and refining existing features and mechanics.
We love hearing from our wonderful community, and we heard you asking for fishing time and time again a mechanic we announced in October 2021. Since making the announcement, weve kept quiet about fishing while we developed this feature, but were pleased to report that were ready to dive in and show you how fishing looks in Core Keeper right now.
Youll spot the wooden fishing rod in the image above, but thats just one of many different types of fishing rod youll be able to find in Core Keeper. We had many ideas for the best mechanics for fishing, but what we decided was to keep it simple but still give players a certain level of challenge. With that in mind, all players need to do is approach a body of water and cast their lure (right click on PC) to start fishing.
From here, youll need to keep an eye on your lure, as it will wobble when youve got a bite. Once a fish is hooked, right click again to start reeling it in this will open the fishing mini game! The fish icon will turn red when it is struggling against your rod, and youll need to stop reeling it in to give it some slack or else the line will break, and the fish will escape. Wait until the icon is orange again to reel it in. Oh, and make sure the fish doesnt reach the end of the mini-game meter, otherwise itll get away.
Its not just fish that you can pull up from the deep, though. Youll find all sorts lurking under the water from kelp to valuables. Different biomes come with their own fish and other surprises, so its worth keeping a rod or two in your inventory in case you happen across a body of water. Just remember that you might need a better rod and a little more talent to fish in certain biomes. Youll be able to use various fish in the cooking pot too! Try combining fish with other ingredients for all sorts of tasty treats. Sushi rolls, anyone?
Fishing will be available in the Early Access version of Core Keeper, so it wont be too long until you get to experience the mechanic first-hand. Well leave it to you to discover the different rods, fish, and surprises that await. Dont worry, though, well be sharing screenshots, GIFs, and snippets of info about fishing over on our Discord between now and Early Access. Join our community, here!
We cant tell you all how excited we are to wish you a happy New Year! Weve had an amazing 2021, and weve got so many wonderful things to look back on and be proud of, but we couldnt have done it all without you. From announcing the game back in June, our first developer update, and the Closed Alpha, all the way to taking Core Keeper to EGX, supporting the Jingle Jam, and the recent Open Alpha its been a busy year! As we move into 2022, were very excited to bring you even more Core Keeper updates and to welcome more and more Explorers to our community. Do you want to know the most exciting part of it all, though?
Core Keeper will be coming to Early Access in early 2022!
Thats right, weve been hard at work implementing your feedback from the Open Alpha and adding lots of cool new features and mechanics to the game. Weve got lots of new things to show you, so expect plenty of Steam updates in the future. Weve yet to set an exact date for Early Access yet but keep an eye on our Twitter and Discord for announcements about this in the future. Until then, we hope you are just as excited for Core Keeper as we are!
Merry Christmas, Explorers!
Weve had an amazing year so far, and its been a huge privilege to get to know you all on Twitter, Discord, and the Steam discussions. We hope youre all getting the opportunity to relax and play some video games as the year winds down now, and we cant wait to bring you more Core Keeper updates in the New Year. Weve been working hard on implementing your feedback and fixing bugs that were reported during the Core Keeper Open Alpha. Theres been plenty to get on with, and it has been so valuable to hear your thoughts and opinions on the game. Well be taking a little time to rest over Christmas, but we just wanted to take this opportunity to let you know how much we appreciate you all. Tis the season to get a little cheesy and emotional, after all. Have a great break, and we hope Father Coremas brings you something nice!
Yesterday, we announced that we were extending the Core Keeper Open Alpha by 24 hours as a small thank you for your amazing feedback and expert bug reporting! With that in mind, the Open Alpha will be playable up until 6pm GMT / 10.00am PT today.
We wanted to say a massive thank you to everybody who has taken part in our Open Alpha so far. Weve had an amazing response from gamers all over the world, and we were thrilled to watch your Twitch streams and YouTube videos and view all the amazing screenshots you took of the game.
[previewyoutube=JgM0UKitawI;full][/previewyoutube]
Weve seen many new faces in the Discord, and your feedback has been incredibly helpful. In fact, weve already started working on some of it! You can see a handful of things weve started working in our changelog in the #dev-updates channel in the Discord for now but expect a bigger changelog here on Steam once weve had a chance to go through all your feedback.
Were reading through every single piece of feedback you left in the Discord and all of the bug report forms you submitted online so that we can use this to make the best possible version of Core Keeper. Of course, we cant include everything (even though wed really like to!), but well be doing our best to implement as many suggestions as possible that we think will enhance or balance gameplay.
Wed also love it if you could take the time to fill out our brand-new feedback form now that the Open Alpha is coming to a close. This form is different from the bug reports and is designed to give us an idea of your overall gameplay experience. Wed love to hear from you, even if youve already submitted feedback in the Discord.
With Christmas just around the corner, were sure youre all looking forward to a rest, some good food, and lots of gaming and youve definitely earned it! We wish we could give you even more Core Keeper to enjoy over the festive period, but we hope knowing that were working hard on getting the game ready for Early Access will be enough for now.
Make sure youre following us on Twitter to get near daily doses of Core Keeper throughout the holidays, and dont forget you can always chat with your fellow Explorers on the Discord too! We dont think theres anything left to say except have a wonderful rest of the year from all of us here at Pugstorm and our friends over at Sold Out.
Last month, we shared the first part of our Creature Compendium with you. From the passive Orange Slime all the way to the highly aggressive Caveling Shaman, we told you where to find these monsters and what to expect from their attacks. Were sure youve spotted plenty of other mobs in the underground during our Open Alpha, so lets take a look at another batch of creatures today!
Caveling Brute
Location: Stone Biome Attacks: With a GIANT Club Much like the Big Larva is a scarier version of the Larva, the Caveling Brute is a much scarier version of the Caveling. These creatures are slow but mighty, and just one hit from one of their wooden clubs is enough to do serious damage to an unarmoured Explorer. Heres a top tip: Brutes are most dangerous when there are other enemies around. Try luring smaller enemies away so you don't have to fight them all at once.
Caveling Merchant
Location: Stone Biome Attacks: Never! The Caveling Merchant is an outsider amongst its kind. Having retained some semblance of culture, it prefers to spend its time buying and selling rare items with whoever is available to trade. It is far more concerned with loot and coins than it is with battling other creatures, making it a friendly creature that were sure youll be happy to spot as you travel through the Stone Biome. We designed this creature to look like an outsider that roams the world in search of treasure.
Caveling Farmer
Location: Nature Biome Attacks: With traps The Caveling Farmer is a green-thumbed nuisance that lives in the Nature Biome and grows delicious crops. Were not saying you should kill these creatures and steal their produce; were just saying its an option. Theyre similar to regular Cavelings in terms of their attack style, but they have an extra mechanic you might want to watch out for in the form of Snare-Plant traps! Be careful not to step onto one of these plants, otherwise youll find yourself trapped in place and helpless to the attacks of the Caveling Farmer and the
Caveling Hunter
Location: Nature Biome Attacks: Stealthily A sneaky Caveling disguising itself as a bush. Get too close and it will SHOOT you. Yep, you heard us correctly, this little blight has a musketand its not afraid to use it! Always keep an eye on your surroundings when making your way through the Nature Biome, especially for bushes that look a bit out of the ordinary. We designed the hunter to work well alongside the Caveling Farmers Snare Plants, and this monster has a special place in Davids heart. "I think the Caveling Hunter is my favourite because it looks so stupid when peeking out from beneath the bush thinking that no one sees it. We all see you!" David, Gameplay Programmer
Infected Caveling
Location: Nature Biome (Mould Dungeon) Attacks: As part of a horde Deep within the Nature Biome lies the toxic Mould Dungeon, and this is home to some rather dangerous creatures known as Infected Cavelings. These zombie-like beings move very slowly, but they hit extra hard and deal poison damage, which temporarily reduces the health you regain from healing. Speed is the key to ensuring you survive an encounter with a horde of these monsters whatever you do, dont let them surround you. We also recommend you use food for extra buffs and find some way of protecting yourself from the Mould Dungeons fumes, which will slow your movement speed and seal your fate. We hope you liked the second part of our Creature Compendium. We've got more monsters and some GIANT bosses that we're just dying to tell you more about, so keep an eye out for future updates. In the meantime, why not join our Discord for even more Core Keeper news, updates, and information! Oh, and dont forget that you can meet many of our weird and wonderful creations in the Core Keeper Open Alpha. Visit our Steam page and hit the Request Access button to instantly add the Open Alpha to your Steam library!
Important Information: The Core Keeper Open Alpha will run until 6pm GMT / 10am PT on December 14th 2021. After this time, the game will become unplayable in your Steam library, so make sure you play now!
Light your torches and grab your pickaxes because the Core Keeper Open Alpha is LIVE! Were thrilled to announce the start of our two-week-long gameplay opportunity, and we cant wait to hear what you think! [previewyoutube=TM51POKVwAE;full][/previewyoutube]
What You Can Expect in the Open Alpha
Theres plenty to do in the Core Keeper Open Alpha from farming and base building to exploring the underground and battling a handful of our GIANT bosses! In fact, theres so much to do that we couldnt possibly list it all here, so we highly recommend you download the game and get stuck in to see for yourselves. Remember, Core Keeper is set in a procedurally generated world, so no two maps will ever look the same and no two playthroughs will ever be the same! Of course, weve had to keep some things to ourselves (we dont want to reveal all the games secrets before Early Access in 2022), but youll never be short of things to do in the Open Alpha! Youll be able to explore right up until December 14th, so whatre you waiting for? Lets get mining!
We Want to Hear Your Feedback!
We hope you love Core Keeper, and your feedback is very important to us! Whether youve ran into some bugs (and no, were not talking about the Ghorm the Devourer) or youd like to share some thoughts or recommendations, were all ears! Bugs can be submitted through the form in the main menu of the game, and all feedback is welcome in the #feedback channel on the official Core Keeper Discord server.
Feel Free to Stream
Youre more than welcome to stream Core Keeper on Twitch, YouTube or the platform of your choice throughout the duration of the Open Alpha. Feel free to tag our Twitter account in any posts you make about your streams, and well do our best to re-Tweet and share them with our community. Well also be making an effort to watch plenty of streams when weve got a minute, so do make sure youre sharing them so we can find them! Were sure youll all have a blast playing Core Keeper, and we hope to see some new faces in the Discord over the next two weeks. Sign up for Core Keeper updates and for multiplayer matchmaking!
Core Keeper
Pugstorm
Fireshine Games
2022-03-08
Indie Casual RPG Singleplayer Multiplayer Coop EA
GameBillet
12.77 /
€
Game News Posts 246
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(31641 reviews)
https://store.steampowered.com/app/1621690 
Core Keeper Linux [287.35 M]
Mine relics and resources to build your base, craft new equipment, survive, and power up the Core. Defeat giant monsters, discover hidden secrets, farm crops, cook new recipes and explore a procedurally generated underground world in a mining sandbox adventure for 1-8 players.
Explore a vast underground cave of endless resources. Mine resources, discover hidden crystals, fossils & trinkets and survive a procedurally generated underground world.
Expand your base from humble beginnings to a vast homestead. Build workbenches and generators to craft new equipment and technology, create your base, and power up your Core.
Customise your explorer and craft new items, armour and equipment to venture further into the cave. Craft a pickaxe to mine walls and resources, build bridges to cross underground lakes, and place torches and bonfires to light up the darkness.
Plant seeds and nurture crops to grow food, or combine ingredients in the cooking pot to discover tasty new recipes with unexpected buffs.
Explore living biomes and fight cavernous creatures in a simulated underground ecosystem. Defeat giant beasts to claim their crystals and continue the adventure.
Survive alone or play online with up to 7 other players. Visit their caverns or invite them into yours, working together to mine resources, fight, farm, craft and survive.
Find massive bosses in an infinite, procedurally generated world with endless gameplay and resources.
- OS: Linux (Ubuntu 20.04)
- Processor: Intel Core i5-8400 2.8 GHz
- Graphics: Nvidia GTX950
- OS: Linux (Ubuntu 20.04)
- Processor: Intel Core i5-8400 2.8 GHz
- Graphics: Nvidia GTX 1650
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