We’ve Added Chinese, Korean, and Japanese Language Spaces to Our Discord!
We’d 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 we’ve added non-English spaces to our Discord, and we’re working with a very talented team of community managers to help us facilitate this. While we’re 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.
You will be prompted to accept our rules, which we can only display in English, unfortunately. Please feel free to accept these by clicking the checkbox underneath them. You will be able to view our rules in Chinese, Korean, and Japanese once you are granted access to the server.
You will only be able to see the English channels when you join the server. Please navigate to the #get-roles channel and follow the instructions in your language.
You will then be granted access to the part of the server in your chosen language and you will be able to see a localised version of the server rules in the relevant channels.
At the moment, this is the simplest way to ensure Explorers can get to the appropriate spaces on our server for their language needs. Feel free to accept roles for multiple languages if you’d like to see the server in more than one territory.
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, we’ll 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.
We’re looking forward to seeing new members join the server in these spaces, and we hope you’ll have fun meeting your fellow Explorers and becoming part of our community. If you have any suggestions for channels/spaces you’d like to see in the language/s you opted in for, please let the relevant community manager know!
Core Keeper - Patch Notes - 0.5.0.1
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 shouldn’t 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.
Welcome to The Desert of Beginnings!
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 Keeper’s second major content update is now live for you to enjoy, and we’re pleased to reveal that this is also the biggest content update we’ve created for the game so far.
After battling the mighty Omoroth, you’ll 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 biome’s many enemies? Keep an eye out for Caveling Assassins and Lava Butterflies as you traverse the desert, and make sure you’re well prepared before you decide to take on Ra-Akar the Sand Titan!
Within this scorching desert, you’ll 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. That’s not all you’ll 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 won’t 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! You’ll also spot 12 new critters on your adventures, and now you’ll even be able to catch them with the new Bug Net…because who doesn’t want a pocket full of Fireflies?
We’ve 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. We’ve 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. It’s been an absolute joy to work on this update, and we’re extremely proud to have been able to bring you both a mini-update in Cozy Caverns and a new Halloween seasonal event while we’ve been developing The Desert of Beginnings.
If you’re interested in taking a look at everything we’ve added with this update, check out the patch notes here. Otherwise, we’ll leave uncovering the update’s 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 we’ve made to our existing biomes too. When you’re ready to take a little break, you can always catch up with your fellow Explorers over on the Core Keeper Discord or see what we’re up to over on Twitter.
CK - Patch Notes - 0.5.0 - The Desert of Beginnings Update
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 it’s 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 don’t 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 won’t 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 Scholar’s Hood, Scholar’s Cloak, and Scholar’s 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.
Core Keeper's Desert of Beginnings is Coming 10th of November!
You fought Glurch, battled Ghorm, took down The Hive Mother, and grounded Azeos. You even managed to subdue the mighty Omoroth… it’s time to get ready to face Ra-Akar the Sand Titan in Core Keeper’s next major content update: The Desert of Beginnings — coming November 10th 2022!
That’s right, Explorers, it won’t be long until you’re exploring The Desert hunting for Galaxite and avoiding pesky enemies like the new Caveling Assassin, Bomb Scarab, Lava Butterflies, and more! Perhaps you’ll uncover the Molten Quarry and bump into Igneous the Molten Mass on foot or do so in the fancy new vehicle we’ll be adding to the game?
We’ll 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 we’ve seen time and time again is the ability to move larger static items. We’re 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!
There’s so much to look forward to in Core Keeper’s next major content update, and we want to leave discovering it all to you, but we can tell you that we’ll be adding Steam Achievements and support for players to add custom Latin languages to the game.
Core Keeper CORSAIR Integration
We’re also delighted to announce that we’re partnering with CORSAIR and working on a brand-new Core Keeper integration! What that means is that Core Keeper will now work with Corsair’s 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 wasn’t exciting enough, from the launch of the update, we’ll be running some exciting giveaways over on the Core Keeper Twitter and Discord server. If you think the CORSAIR integration sounds awesome but don’t have any of your own CORSAIR hardware, you’ll have a chance to pick some up by taking part in our giveaways, so keep an eye out!
We hope you’re looking forward to this update as much as we are. We’ve been working very hard on lots of new content for The Desert of Beginnings, and we’re pleased to announce that this will be Core Keeper’s biggest update yet! We’re especially proud to have been able to offer the Cozy Caverns Update and a Halloween Seasonal Event in between major updates, and we’ve really valued your feedback and input as we’ve 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.
Hotfix Patch - 0.4.8
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.
Core Keeper - Halloween Patch Notes - 0.4.7
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 we’ll 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.
The Core Keeper Halloween Seasonal Event is LIVE!
Look out, Explorers, things have just gotten a whole lot creepier in Core Keeper! That’s 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 – that’s two whole weeks of fiendish fun! However, we also want to let you know that we’ve 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 don’t want to spoil the fun too much, so we won’t 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 wouldn’t be Halloween without a little mischief though, would it? That’s why we’ve purposely left one exciting secret out of the patch notes. We think it’ll be a real treat to watch you uncover this one all by yourselves!
Don’t forget to take plenty of spooky screenshots and share them with us over on Twitter and Discord. Have fun, and happy Halloween!
Announcing the Core Keeper Halloween Seasonal Event Date
October is a great month, the leaves are changing, the smell of pumpkin spice lattes fills the air, and Halloween is right around the corner…which 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 can’t wait for you to see what’s in store. After lots of work (and the odd horror movie for inspiration!), we’re 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 don’t 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.
We’re having a little Halloween fun treating you to previews of the update over on Twitter, but be warned, some of the teasers we’re sharing might just be tricks too – it’s up to you to guess if the previews are legit in the comments! We hope you’re 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.
Don’t Forget, The Desert of Beginnings is Coming Next Month!
We’re seriously looking forward to our Halloween event, but that hasn’t 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. We’ll 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!
That’s everything from us today, Explorers. We’re off to crack on with developing Core Keeper, but don’t worry, we’ve also set aside some time to eat tasty treats and watch spooky movies. ‘Tis the season, after all.
Don't Miss Our Unity Stream
We’re very happy to inform you that we’re going to be guests on an upcoming Unity Technologies stream. Four members of our team – Fredrik Präntare, Sven Thole, Max Halldén, 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.
We’ve 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 – it’s 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.