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Genre: Role-playing (RPG), Adventure, Indie

Core Keeper

Introducing Core Keeper’s First Major Update: The Sunken Sea Update!

We’re delighted to announce that our first major update, The Sunken Sea Biome, has just launched! We hope you’ll 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 can’t 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 you’ll be pleased to know that everything featured there and more is now available in game! We’ve had a lot of community excitement over the prospect of Teleporters and Sprinklers, and these were two features we’ve 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.



Of course, we’ve been teasing some of the Sunken Sea Biome’s enemies and items on our social media channels, and it didn’t take you very long to spot things like boats and Blue Slime hiding away in our screenshots. We can’t wait for you to stumble upon a powerful Core Sentry golem and run into this biome’s native Cavelings all while experiencing a brand new Sunken Sea soundtrack created by the talented Jonathan Geer.



There’s plenty for you to uncover, and we won’t reveal all the new content here so that you’ve 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!

Core Keeper - Patch Notes - 0.4.0-cb05

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 shouldn’t.
  • 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.

Keep an eye out for Core Keeper in IGN’s Summer of Gaming and the PC Gaming Show

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. You’ll be pleased to know that Core Keeper is featuring in 2x gaming showcases this month, and they’re not far off!

IGN’s Summer of Gaming



The first showcase we’re taking part in is IGN’s 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, IGN’s Summer of Gaming will be covered directly on the IGN website, as well as across your favourite streaming platforms like YouTube and Twitch. We’re thrilled to be a part of the excitement this summer, and we’re also looking forward to seeing what our industry peers have been up to!

PC Gamer’s PC Gaming Show



The next showcase you can expect to see Core Keeper in this month is the PC Gaming Show. We’re honoured to be featured amongst a wonderful roster of PC games, and we can’t wait to see what’s featured in this year’s spotlight. In true showcase fashion, the PC Gaming Show will feature news, announcements, trailers, and more.

While we’ve 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. That’s why you won’t want to miss the reveal during the PC Gaming Show on the 12th of June!

Catch the show and find out just what’s waiting for you in this ocean-based biome on the PC Gamer YouTube channel.

We’re really looking forward to hearing your thoughts following the Core Keeper features at both showcases. Make sure you’re a part of our Discord community to chat all things Core Keeper!

Top Tips for New Explorers!

Are you a brand-new Explorer about to make your first expedition into the underground? We can’t 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 they’d 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 Nomad…which 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 you’re in game, you’ll need to collect resources such as wood, ore, and even food. It’ll take a little bit of digging and exploration, and it’s 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 Keeper’s 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 Pot’s interface, giving you a quick reference guide to recipes and their effects as and when you need them.

Exploring the Underground



Once you’ve crafted a few tools and cooked up some delicious recipes, you may want to try and explore a little further afield. When doing this, it’s important to make sure you have the requite tools and resources available so that you don’t 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, it’s 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 what’s lurking in the darkness.

Combat



There’s 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 you’ll run into are Slimes, so let us give you a very simple tip. Orange Slimes are passive, meaning that they won’t attack unless provoked. Red Slimes, however, are aggressive, and they’ll 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, who’ll attack an unsuspecting Explorer on sight, to the powerful Caveling Brutes and the ranged and fiery Caveling Shamans, there’s plenty of danger once you leave the Dirt Biome.

New players can explore a good chunk of the map very early on, so it’s easy to run into danger or find yourselves staring one of our GIANT bosses straight in the face. Don’t panic, though, you won’t 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 you’ve found this beginner’s guide helpful! If you’re 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!

Thank You for Taking Part in Our Spring Challenge!

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. That’s 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 we’d 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.

Hotfix Patch - 0.3.13


  • 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.

Core Keeper - Patch Notes - 0.3.12

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 we’ve 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.

Introducing Dedicated Servers for Core Keeper & Details on the Sunken Sea Biome

From the moment we announced that Core Keeper would have online multiplayer, the community was keen to know if they’d 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, we’re 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 aren’t your thing, you’ll be pleased to know that in-game player-hosted multiplayer is still available at any time, and this now uses Steam’s networking back end when connecting players – solving many of the networking issues users have been reporting. We’ve 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 you’d like to host your own dedicated server you can do so using Core Keeper’s 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



We’ve 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. Don’t 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 can’t wait to show off even more of our impending update, and we’re 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, we’ve 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.



Celebrating Our First-Ever Seasonal Event

Did you take part in The Great Egg Hunt, Core Keeper’s 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. We’ll be taking a closer look at The Golden Egg in this post, so be wary of spoilers if you’re 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. We’d 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 didn’t 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 you’re looking forward to more updates from us in the future including plenty of patches/hotfixes and, of course, the Sunken Sea Biome! We’ve not announced a date for this new update yet, but keep an eye on our Twitter and Discord for more info soon.

Hot Fix Patch 0.3.10 (Experimental)


  • 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