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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.
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