Core Keeper cover
Core Keeper screenshot
Linux PC Steam
Genre: Role-playing (RPG), Adventure, Indie

Core Keeper

1.1.2.1 Post-Update Stability Patch 

Gameplay:


  • Adjusted Electro-Pest’s hitbox to correctly reflect its size.

Miscellaneous:


  • Fixed a few text and translation issues.

Graphics:


  • Smoke from Furnaces, Campfires and Cooking Pots will no longer be visually in front of other objects.
  • Adjusted the sprite of the grey coloured Drohmble Calf to correctly display an in-palette chest.
  • Emissive parts of the Glass Smelter will no longer be rendered in front of other objects.

Performance:


  • Improved performance of the sprite atlas packing, reducing the initial black screen while the game loads by several seconds. 
  • Some systems that are only needed for mods are now disabled when no mods are installed. This improves the game’s initial load time. 
  • Particle effects are now loaded in a more efficient manner at the start of the game. 
  • Initializing fonts no longer causes excessive memory allocations at the start of the game. 
  • Fixed a minor memory leak caused by plants.

Bug fixes:


  • Fixed an issue that could cause mouse input to get stuck. 
  • Plants now continue to grow when no players are nearby. 
  • Fixed an issue where the Earie’s Provoked Swarm talent and the Electro-Pet’s Territorial Fallout talent had been swapped. Pets already affected by this issue will also be automatically fixed when the save is loaded. 
  • The “Beam Me Up” achievement now also triggers when teleporting from a Waypoint to a Portal. 
  • Fixed an issue that could cause some ranged enemies to continue to walk towards their target even after entering their usual attack range. 
  • Fixed a bug that caused some Orbital Turrets to only shoot one single laser beam without deploying their shield. 
  • Fixed an issue that caused Core Sentries to be invisible. 
  • Fixed an issue that caused Core Sentries’ projectiles to deal lingering damage after hitting a wall. 
  • Removed the ability to spawn Nimruza, Queen of the Burrowed Sands by using a Nimruza Figurine in the Materializer. 
  • Fixed an issue that caused Core Commander and Nimruza's end dialogue to appear after respawning. 
  • Fixed an issue that caused multiple copies of the Blast armor set pieces to drop from Locked Copper Chests. 
  • Fixed an issue that caused unlocked Iron Chests to be fished up in The Forgotten Ruins instead of Locked Iron Chests. 
  • Scrolling the UI settings menu screen in certain languages no longer results in settings being displayed outside the intended area. 
  • Fixed an issue that could cause some Pets and Minions to not be able to go through doors. 
  • Characters will now only be vulnerable after the screen fades back in when teleporting between Portals/Waypoints. 
  • Fixed an issue that caused critters to “float” above water or pits when the ground beneath them was broken. 
  • It is now possible to sleep when next to a Purple Slime or a Blue Slime. 
  • Dodos now correctly drop meat when killed. 
  • Health regeneration for non-boss enemies is now correctly interrupted when they take damage.
  • Life on hit effects should now work correctly against bosses.
  • Visual outline effects should now be correctly applied to enemies.
  • Minions should now follow movement commands even if recently stopped from a previous command.
  • Minions should no longer randomly stop when doing turns in their movement path.
  • Damage caused by the hydra boss’ scream attack should now be correctly blocked by walls.
 

1.1.2 Minor Update: Pet Beds, Cattle Colours, Magic, and More!

Howdy there, Explorers! Now that the dust has settled and the smoke has cleared (do these make sense as “explosion” puns?) after Bags & Blasts, it’s time for a minor update. We’re pleased to report a handful of new content additions in this one alongside balancing for bosses, inventory management, map UI adjustments, and more. We’re gonna run you through the highlights, but make sure to check out our patch notes for a full breakdown of 1.1.2.

Pet Beds


“Can I take pets out and let them roam?”
“There should be a way to interact with pets when they’re not equipped!”
“I don’t wanna keep my pets in a chest when I’m not using them 😥”

We’ve heard your requests, Explorers, and we’re pleased to introduce pet beds to Core Keeper! Pet beds act as a way for pets to hang out in the underground when they’re not equipped, meaning that your furry companions can brighten your day by wandering around your bases. There are four different types of paintable pet beds including the classic Pet Bed, the Naptree Nook, the Woof Cabin, and the Perch Pole to ensure maximum comfort for your pets. We’ve also updated the way pets behave when equipped, and they will now occasionally move around even if the player is stationary.

Cattle Colour Variations


Nature is a beautiful thing and we love how much variety can be found in the natural world. With that in mind, we thought that it would be cool to bring a little bit of this energy to our cattle and add colour variations. We’re talking yellow Moolin, green Kelple, blue Strolly Polys, and more. Are you planning on starting a colour-coded farm? We also added a toggle in the Cattle UI that switches breeding on and off, just in case you were planning on going on any long expeditions 😉.



Boss Balancing & Adjustments


The bosses in Core Keeper are formidable foes, but perhaps healing to full health any time a player leaves the combat area is a little too much of an edge. We’ve been working on rebalancing health regeneration so that it’s more consistent. As of 1.1.2, all bosses will now regenerate back to full health over time when not in combat. No bosses will instantly heal back to full health if the player strays from the combat area. Oh, and bosses that require a summoning item will now wait for their health to fully regenerate before they despawn if the player leaves the combat area.

We’ve also made some adjustments to the way summoning Hydra bosses works. You’ll find the scanners for Hydra bosses in a new crafting table called the Hydra Altar, as opposed to the Ancient Hologram Pod. The Wind Organ summoning items no longer cost gems and, instead, cost area-appropriate ore bars. Finally, Hydra bosses will now drop more gems if there are more players in the world – no more fighting over loot!

Warlock/Summoner Content


As part of our ongoing commitment to improving the magic classes in Core Keeper, we’ve added a Warlock weapon called the Noxious Meteor Staff. We’re sure you can guess what this does! We’ve also added a new off-hand item known as the Scratched Stone for increased minion damage and numbers. You’ll also notice changes to the way Tomes work from this update, with their primary function now being to command spawned minions to go to a certain location or focus on a specific target. Last, but not least, say hello to the Earie, a magical, bat-like pet that boosts your minion summoning capabilities ✨

…and More!


Shovels can now be used while you’re in a boat. Worlds created in 1.1.2 or later are now guaranteed to get at least three Ancient Battle Arenas. We’ve improved the visual effect for void attacks from the Core Commander and Nimruza. We’ve fixed a bunch of long-standing issues impacting the map UI. We could go on, but we think it’s probably better to direct you to the patch notes at this point!

We hope you enjoy exploring the new additions with this update and that you’ll share lots of pictures of your pets and colourful cattle with us over on our Core Keeper X, Bluesky, and Discord community spaces!

1.1.2 Minor Update

Gameplay: 


  • New Pet: Earie
  • New Decorative Items for Pets, craftable in the Loom:
  • Pet Bed
  • Naptree Nook
  • Woof Cabin
  • Perch Pole
  • New Weapon: Noxious Meteor Staff
  • New Offhand item: Scratched Stone
  • Cattle Color Variations: Cattle now come with coats in different colors. Cattle babies will typically inherit the coat of one of their parents, but there is a chance they will "mutate" and have a random coat color.
  • Breeding can now be toggled on/off for each individual cattle animal through a button in their information window.
  • The primary use for Tomes that summon ranged or melee minions now commands the spawned minions to go to a certain location or focus on a specific target.
  • It is now possible to use many tools while in Boats or Minecarts.
  • Readjusted the speed and lifespan of the projectiles fired by the Core Commander’s orbs to match intended behavior.

Other: 


  • When hovering over an item, the game now highlights equipment slots that are compatible with that item.
  • When hovering over an equipment slot, the game now highlights items in the player’s inventory that can be equipped in that slot.
  • In the map UI, the cursor now snaps to nearby markers when using a gamepad, making interaction with them much easier.
  • Added a gameplay setting to disable RGB effects on Corsair iCUE devices. This setting is only available if you have a peripheral that supports these features.
  • The game now automatically restarts without mods if the game fails to load while at least one mod is enabled.
  • Scanners for the hydra bosses have been moved from the Ancient Hologram Pod to the Hydra Altar.
  • The explosive walls known as Poison Berry Wall and Molten Wall can now be crafted at the Laboratory Table.
  • Pets now occasionally move around even when the player is stationary.
  • The Lantern category has been added to the Creative Mode UI, which means Lanterns are now separate from the Offhand category.
  • Loot chests that appear after defeating Core Commander and Nimruza now spawn closer to their final explosions for better timing.
  • Fixed a few text and translation issues.

Graphics


  • Improved the visual effect for void attacks from Core Commander and Nimruza.

Game balance: 


  • Hydra-summoning Wind Organs no longer cost gems; they now require area-appropriate ore bars.
  • Hydra boss gem drops now scale with the number of players in the world, increasing with party size.
  • Increased gem drops from Mimite enemies and Sun Crystal destructibles.
  • All worlds created in version 1.1.2 or later are now guaranteed to have at least three Ancient Battle Arenas.
  • The inventory size bonus from backpacks now scales with item level. Note that this does not affect pouches.
  • Rebalanced the boss health regeneration to be more consistent. All bosses will now regenerate back to full health over time when not in combat. No bosses will instantly heal back to full health if the player strays from the combat area.
  • Bosses that require a summoning item will now wait for their health to fully regenerate before they despawn if the player leaves the combat area.

Bug fixes: 


  • Major rework of the code for the in-game map. This fixes a range of long-standing issues, including misaligned pixels, inconsistent behavior for some markers, and the map sometimes jittering back and forth when the player moves through the world.
  • Minions should no longer explode when the player changes loadouts while having the Desert Guardian set equipped.
  • Disconnections while the player’s inventory changes should no longer cause items to be lost when reconnecting to the same server.
  • The hovering text over Signs is now hidden when the in-game UI is disabled.
  • Navigating to the “Add all” button in the content menu using a gamepad may no longer cause the game to freeze.
  • Heal over time effects from sleeping should no longer be carried over to other worlds.
  • Using Garden Trowels without seeds should no longer cause durability loss.
  • The default cursor should now always be displayed when the inventory or map is open.
  • Fixed an issue that prevented players from using the gamepad's directional buttons to navigate to the inventory hotbar.

Notes From the Underground #005

We've unearthed yet another Note From the Underground. Our wayward Explorer is spending some time at their base today in a rare moment of tranquillity. As always, the underground is full of surprises, and it turns out there are plenty of new discoveries to be made right on this Explorer's doorstep!

A localised transcript of this journal entry has been provided below the image.

Notes From the Underground #5 - Curious Cattle





"Today was one of those rare days where I didn’t get lost, nothing threatened my life, and I got to spend some time with the animals at my base. I’ve been studying the wildlife down here for a while and have even managed to start my very own ranch. The milk produced by Moolin is quite different from the milk back home – it has an earthy aftertaste – and I feel a lot sturdier after drinking it. The wool from my Bambucks has proved very useful for crafting new armour and backpacks.

There are many different types of cattle living in the underground, but I’ve started noticing unique variations within the species on my ranch. Imagine my surprise when my purple-haired Moolin gave birth to a calf with bright yellow hair. Since then, I’ve been paying closer attention to the cattle I encounter in the wild and can confirm that I’ve seen a pure white Drohmble, a purple Strolly Poly, and a pink Bambuck so far.

Observing the cattle got me thinking about the other creatures in this world. I’ve been enjoying the companionship of a loyal Subterrier and a very playful Embertail and thought it was time I did something nice for them. I’ve always found it impossible to keep track of more than one pet while I’m out exploring, so I got to work on crafting a cozy bed that one of them can rest in while I’m out and about with the other. I’ve gotta say, I’m pretty proud of my creativity here and I’ve got ideas for beds to suit all kinds of pets in the future!
"

1.1.1.3 Stability Patch


  • Playfab upgraded to a newer version.

1.1.1.2 Post-Update Stability Patch

Other:


  • Fixed a few text and translation issues.
  • Small and Large Office Crate has been added to the Creative Mode menu.

Bug fixes:


  • Players in guest mode should no longer have Sulfossil Armor’s set bonus trigger.
  • Off-hand items are now usable while the mouse cursor is hovering over UI elements.
  • Attacks are no longer interrupted when the mouse cursor is hovering over UI elements.
  • The character stats window now displays explosive damage for weapons and items instead of the explosive damage increase stat.
  • The Garden Trowels no longer try to plant seeds on top of already grown plants.
  • The “High quality equipment” skill should now work correctly, increasing the chance of equipment not losing durability as stated in its description.
  • Large shell objects that cannot take damage no longer play the wobble effect when hit.
  • Fixed a rare issue where roaming bosses could get stuck outside their designated biome. Bosses already affected by this issue will also find their way back.
  • Floracadas should no longer get indefinitely stuck in a state of running away from the player.
  • The left arrow key now works properly in the character creation screen.
  • More items now glow when placed on tables—any item that glows when held now also glows on tables.
  • Character information tabs (Character, Skills, Souls) now have consistent SFX behaviour.
  • Dark Stone walls now display their intended color on the map.
  • The game no longer crashes when exploring some areas in Classic worlds.
  • Rooms no longer spawn on top of important chests in the central chamber of Broken Core dungeons in Forlorn Metropolis.
  • Fixed an issue that prevented stackable items from being shift-clicked into tables and other inventories that only accept one item per slot.
  • A player hitting Tower Shell, Giant Ammonite or Conch Shell should no longer block other players to attack while in multiplayer.
  • Added missing item descriptions for Giant Mushroom and Amber Larva in Creative mode UI.
  • Ore and Block Pouches now accept Snow Blocks.
  • Bouncing projectiles should no longer be able to bounce off the same enemy multiple times in a row.
  • Shift clicking items from chests should now prioritize placing the items in pouches if possible.
  • Fixed an issue that was causing Robot Arms and Electrical Wires to flicker if placed in the same tile.

1.1.1.1 Post-Update Stability Patch

Other: 


  • Fixed a few text and translation issues.

Graphics: 


  • The Electro-Pest now emits particles upon death.
  • The Electro-Pest and Electro-Pet emit a light source while attacking.

Bug Fixes: 


  • Fixed an issue that caused the Scarlet Locked Chests to possibly drop a non-existent item after being opened.
  • Fixed an issue that caused Grubzooka and Burnzooka projectiles to travel too far.
  • Plants now keep growing even when the player is not nearby.
  • Garden Trowels can now place seeds under wall torches and below certain critters.
  • Fixed a bug that could cause Ghorm to not spawn in some rare world seeds.
  • The sparkles highlighting the inventory during the tutorial sequence no longer appear behind the bag icon.
  • Fixed minor issues in several custom scenes, such as bridges placed on land and inventories containing stacks of items that normally are not stackable.
  • Bottled Anomaly now glows when placed on a table.
  • Fixed a bug where the Abiotic Factor Scene had glass tiles inside walls.
  • Adjusted the collision radius for the Electro-Pest.

Containment Breach in the Underground – Core Keeper x Abiotic Factor Update

Introducing the Core Keeper and Abiotic Factor crossover – a minor content update fuelled by the power of SCIENCE!

Abiotic Factor fans will have noticed the addition of a whole host of Core Keeper content in the Abiotic Factor Dark Energy update, and it looks like the containment breach has finally reached the underground. Head towards the Forgotten Ruins and you might just find a brand-new custom scene filled to the brim with GATE branded items, equipment, and consumables.

Inanimate objects aren’t the only thing that seem to have slipped through the cracks between dimensions. If you’re not careful, you might find yourselves face-to-face with the cybernetically augmented Electro-Pest!

These new enemies might look cute and loaf-shaped, but they’ve got a nasty bite, and their electrical quills are powerful enough to send a shiver down any Explorer’s spine. There might just be a way to use the Electro-Pest’s energy to your advantage...although, you’d probably need to get your hands on one of their eggs if you wanted to turn these pesky pests into beloved pets.

It’s been amazing to collaborate with the folks over at Deep Field Games, and we hope you enjoy the new content in both Core Keeper and Abiotic Factor. We’re off to try and seal this containment breach now! Don’t forget to follow us on X, Bluesky, and Discord for more Core Keeper news, information, and updates in the future.

1.1.1 Minor update - Abiotic Factor

Gameplay:


  • A collaboration with Abiotic Factor has arrived in the underground! Found randomly generated in a custom scene within the The Forgotten Ruins, it includes:
  • New Pet: Electro-Pet
  • New Enemy: Electro-Pest
  • New Weapons:
  • Pipe Club
  • Quill Rifle
  • New Equipment:
  • Science Armor Set
  • New Decorative Items:
  • Vending Machine
  • Water Cooler
  • Bottled Anomaly
  • Wooden Crates
  • Portal Waypoint
  • Food items:
  • Rootbear
  • Skip
  • Slushie
  • Mug of Coffee
  • Kizz Cola
  • Vit

Bug fixes:


  • Multiple environmental structures should no longer be damageable by melee weapons.
  • Sign texts are no longer shown for a single frame when the in-game UI has been disabled.
  • Damage numbers should now be more accurate when multiple enemies are damaged by the same source in quick succession.

Other:


  • Created improved button remapping menu:
  • The menu is now easier to follow and navigate.
  • The menu is more in line with games on UI.
  • Split all the input categories to smaller chunks for easier editing.
  • The remapped button data is now saved in save files for easier deleting/editing/sharing. This requires re-creating your old button remappings.
  • The button remapping is now also available on consoles.

Notes From the Underground #004

Howdy there, Explorers! We hope you're having a BLAST with our new Bags & Blasts update. While you've been busy getting acquainted with our new Explosives skill tree, hunting down the new Arcane Symbiote egg, and battling giant cicadas, we uncovered a brand-new Notes From the Underground journal entry. It seems our wayward Explorer is turning their hand to science, with a little help from some "borrowed" equipment.

A localised transcript of this journal entry has been provided below the image.

Notes From the Underground #4 - The Power of Science





"Call me big-headed, but I’m continuously impressed with the things I manage to cobble together from the resources in this world. Lately, I’ve been turning my hand to science, crafting all kinds of wonders in my new laboratory. Well, I say “new”, more like upcycled…with scientific equipment I found in some sort of abandoned research station.

Who knows what kinds of experiments were being conducted there? It looked like whoever was in charge left in a hurry. I almost passed right by, but I’m so glad I didn’t. As I was filling my bag with what I could salvage, something started snapping at my feet! It scurried away before I could get a proper look at it, but I managed a sketch so I’ll know what to look out for next time. Perhaps this creature can be tamed?

There was something else intriguing that caught my eye at the research station. A mysterious sigil that kept cropping up. Perhaps it is some kind of rune or ancient language? It doesn’t quite match any of the Caveling symbols I’ve spotted on my travels. I’ll see if it shows up again when I head back to grab the last of the equipment tomorrow – there’s a water cooler that I’ve got my eye on!"