It’s 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 year…and we’re just getting started! There’s so much we want to shout about on the horizon for 2023, and we’ve 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 you’ve been with us since the very beginning, you’ll know that Core Keeper’s birthday is March 8th! That’s the day we launched in Early Access just one year ago. Developing the game has been a delight from day one, and we’re 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, it’s shaping up to be a real celebration in the underground!
Cherry Blossom Festival
Did you know that our CEO, Fredrik, is learning Japanese? そうなんです!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. We’re 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, we’ve celebrated Halloween, Christmas/New Year, and Valentine’s 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 you’ve 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)
We’re very excited about this one, Explorers, as this is our next major content update. We’ve always been keen to develop the kind of game YOU want to play, and that means listening to what you have been asking for…and you really wanted animals! We’re 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 you’re looking forward to finding the perfect pet and taking it with you on your underground adventure.
Alongside the addition of new content and mechanics, we’ll 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 we’ve been keeping a close eye on how you, as a community, are actually playing the game. To that end, we’ll 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 wasn’t exciting enough, you can expect another major content update from us later on in the year. That’s 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 don’t 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 game’s 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 we’ll 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!
That’s 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. We’ve got so much on the horizon that we can’t wait to talk about, so make sure that you’re following us on the official Core Keeper Discord and Twitter channels for the latest news, information, and updates. We’re off to put the finishing touches on our Anniversary Event!
Core Keeper - Update 0.5.2.5
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.
Core Keeper - Patch Notes - 0.5.2.4
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 player’s full hairstyle.
Bug Fixes
Fixed missing emissiveness on Lava Chests.
Updated the Japanese translation for the Chef’s 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.
Hotfix 0.5.2.3
Bug Fixes
Fixed issue where some automation configurations cause a crash on host.
Hotfix 0.5.2.2
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.
Hotfix 0.5.2.1
Bug Fixes:
Fixed getting random loot in boss chests due to uninitialized memory.
Fixed achievements not unlocking.
Core Keeper's Quality of Love Update is LIVE!
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 season’s option in the game’s Gameplay Settings menu will replace the previous mechanic of having to set the season under the game’s “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 device’s GPU and significant improvements to lighting and shadows. We also spent a lot of time working on the game’s 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:
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 world’s 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.
Core Keeper - Quality of Love Patch Notes - 0.5.2
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.
Valentine’s Chest. Acquired from the Seasonal Merchant.
Valentine’s 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 Valentine’s seasonal event.
New Items:
Magic Mirror. Can be crafted at the Carpenter’s Table and allows the player to change the appearance and the name of their character.
Mannequin. Can be crafted at the Carpenter’s 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 Carpenter’s 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 it’s 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 can’t 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 Painter’s Table has been moved to the Carpenter’s 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.
Announcing Core Keeper’s “Quality of Love” Valentine’s Update!
Love is in the air…and in the underground. We’re delighted to announce that we’re 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 Valentine’s seasonal event has ended! Whether you’re a mushy romantic who wants to see pretty pink flowers in the underground or you’re 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 Keeper’s Quality of Love Update Releasing?
The Quality of Love update will be launching on the 8th of February, with our Valentine’s seasonal event running until the 28th!
As we mentioned above, some of the content from this update will remain permanently available – even after the Valentine’s seasonal event has ended – and we’ve 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 isn’t a major content update like The Sunken Sea or The Desert of Beginnings, we think you’ll be pleased with the new additions and changes we’ve made to the game…
Major Changes to Lighting and Rendering
We’re 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. Here’s where it gets a little technical…
Core Keeper currently uses Unity’s 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 didn’t 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 wasn’t 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 Valentine’s, we’ve 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 Valentine’s Presents) along with some extra-cute cosmetics and equipment! As in all our seasonal updates, you’ll also spot a fun, themed variation on the merchant, who’ll have some new stock for you to browse.
We’re also really excited about a brand-new feature we’re bringing to the game in the form of musical instruments! That’s right, Explorers can now express themselves creatively by crafting and playing instruments such as Harps, Flutes, and Cellos. You’ll 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 that’s just the tip of the iceberg! We’ll be adding new environmental items, features, and mechanics that we can’t 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 you’ll see in this update is the result of community feedback, and we hope you’ll 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 you’re most excited about on our official Twitter and Discord channels!
Making Space for the Core Keeper Modding Community
Core Keeper is currently in Early Access, and we’ve 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, there’s one area of our community that we wanted to show a little extra love to today, and that’s 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 it’s 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. We’ve 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 they’re working on, collaborate, and share tips, tricks, and even tutorials! Modding can look very different from game to game, but for Core Keeper, we’ve 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 game’s 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! You’ll find tool recommendations, advice on adding assets to Unity, and guidelines on modifying the game’s 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 you’re doing something that could impact your data or the game’s code - just in case you need to reinstall for whatever reason.
We’ve 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.
We’re keen to see all the amazing ideas and creativity that’s 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.