It's the middle of October, Halloween is closing in, and it's time for another community wrap up. Have you got any terrifying weekend plans, Explorers? The Hive Mother could always use a little company!
Halloween Approaches!
Our Halloween seasonal event starts on October 25th, or whenever you want it to if you fancy toggling it early in the gameplay settings! Expect an eerie underground with creepy creatures and lots of fun decorative items!
We Love Embertails
Speaking of Halloween, we've heard black cats are a sign of bad luck, but we love Embertails in all shades.
Creative Mode
In Creative Mode, the only limit is your imagination! What wonderful creations have you built with the freedom?
Azeos' Shadow
Do you remember the first time you saw Azeos' shadow fly overhead?
Fluffy Embertail
One of our wonderful community members, Rivulet Nil, created this adorable #CoreKeeper fan art! Look how fluffy the Embertail is, just look at it đ
Ultimate Beginner's Guide to Core Keeper
Our awesome Ambassador, Dakon, has got a great guide for newbies just starting out in Core Keeper!
The main thread no longer needs to wait for a worker thread job before updating the playerâs condition effect visuals.
Reduced lag spikes by decreasing the number of objects getting disabled in a single frame.
Several bosses are now updated on a worker thread instead of on the main thread.
Prevent colliders from being recomputed unnecessarily when objects spawn or are destroyed.
Moved several main thread jobs to worker threads.
Improved performance when there are a very large number of projectiles on screen.
Cache information for in-game text components to avoid unnecessary recomputations.
Removed several particle effects when the Particle Quality option is set to Low.
Removed animator components on some projectiles that do not need them.
Bug fixes:
The Ivy set bonuses are now applied correctly on ranged attacks.
Writing a lot of dashes on a sign no longer causes the game to crash.
Beam weapons should more accurately damage moving enemies.
There is no longer a delay between when a boss spawns and when its maximum health is rescaled to match the number of connected players.
Melee pets and minions can now damage Urschleimâs head.
Placing a chest on top of a cross circuit no longer causes the interaction highlight to alternate between the two objects.
Gamepads no longer vibrate when other players are using drills nearby.
Toggling quick-swap with a torch when changing the selected item should now correctly swap back the initial slots swapped.
Fixed an issue where small islands would spawn inside Omorothâs boss arena, which sometimes interfered with the waypoint or spawn rune.
Bridges in some custom scenes no longer create obsidian when broken.
Equipment presets should now be correctly set locally for other players.
Tentacles should no longer die after spawning on placed bridges.
Vending machines can now be accessed from the sides.
Stone lanterns and torches now emit light when placed on tables and pedestals.
Passage fish is now correctly affected by the Master Chef skill.
Snow Ground can no longer be crafted with a Christmas Workbench.
Ore and walls are no longer generated underneath the Great Wall.
Fixed so that you can buy +10 items with a gamepad.
Text from the Core is no longer blocked by buildings.
Players no longer enter beds or boats in creative god mode.
Fixed chests not spawning in Ancient Battle Arenas if there aren't any nearby players the moment it completes. Should also fix enemies being left-over after the event.
Fixed issue where chests inventory was not locally correctly updated when interacted by robot arms.
Beam weapons should no longer be visually usable while sitting.
Fixed an issue where some ranged weapons did not get their charge-up attack when in pvp.
Fixed several issues when pausing the game before it had fully loaded.
Other:
Mods no longer fail to download when the game is run through the Steam Linux Runtime. Most notably, this means mods can now be downloaded on Steam Deck.
Dedicated server logs now contain more helpful information if the GPU or graphics driver lacks support for required rendering features.
Updated dedicated server README with correct information on how to set ip and port.
Game no longer limits the number of catch-up ticks run on dedicated servers.
Game allows the dedicated server to run the world initialization before the first player runs. This could speed up the first join in some cases.
Playfab Refactor
Improved overall stability of crossplay session connect / leave.
Added reconnect session attempts for crossplay sessions, when a player loses internet connectivity.
Fixed login and main menu UI overlapping in certain edge cases, when connection fails.
Fixed various issues where network error messages would be hidden too soon.
Fixed an issue where the session would end when a player with an outdated game version joins a host with the newest version.
Fixed an issue where the session would be closed for all players if another player loses internet connection to a Microsoft Store host.
Non-Steam platform specific fixes:
Fixed GOG text input having issues on controller.
Fixed Microsoft Store username and image not showing at startup.
Fixed Microsoft Store unnecessary errors on achievement handling.
Community: Wrap-Up October 4th 2024
Hi Explorers, it's been a hot minute since we had a community wrap-up and realised that we're overdue. Just a little reminder to all you wonderful Explorers who have recently submitted bug-reports, the community wrap-up is largely managed by Core Keeper's community team and has no impact on time spent working on the game by the developers! With that in mind, let's see what we've been up to...
Exploring the Wilderness
We shared a fact file on Azeos' Wilderness over on X. Check it out for an overview of this lush biome and its creepy sub-biome, the Mold Dungeon (pictured below!).
Halloween Seasonal Event
Our Halloween seasonal event is coming up towards the end of the month. It starts in-game on October 25th, but remember that you can switch on any seasonal event at any time of year (or switch them off completely) in the gameplay settings menu.
We asked you what kind of costumes you were looking forward to finding in your Samhain Goodie Bags this year in Core Keeper. The folk over on X said they wanted to find the Pumpkin Head armour, whereas the people over on Discord were more interested in the Dracularva Cape.
Before & After Screenshots
We stumbled upon a screenshot showing off Core Keeper's cooking mechanic from the alpha build of the game and thought it'd be fun to re-create it in 1.0. Of course, we had to update the base a little bit to show off all the cool new content that's been added đ We'll share the before image first, followed by the after.
Core Keeper - GamingBolt's Final Verdict
Find out what GamingBolt had to say about their experience in Core Keeper in this handy video review!
Building Challenge by Owlunae
Owlunae has been a fantastically busy member of our community lately! After whipping up a bunch of new emojis for the Discord server, they've just released this 31 day building challenge for October...or should we say Buildtober?
Smithy by Tito Bandito
Speaking of Buildtober, check out this awesome build from Discord member, Tito Bandito, for day number 3's prompt!
All Achievements in 74hrs!
Seba, a member of our community over on X, shared this screenshot of their completed game achievements! All in the span of 74 hours - now that's dedication.
Hotfix - 1.0.0.12
Fixed an issue where dedicated servers would reject all connections if a prefs.json file was present in the server's save file directory.
Reduced the amount of crystals spawning during Azeos boss fight while 3 or more players are in the session.
Adjusted spawn rates of mushrooms, destructibles, and locked chests.
Reduce re-spawn of fireflies.
Bug FixesÂ
Button hints no longer show up on the loading screen.
Plants should now continue to grow even when no players are nearby.
Projectiles should no longer damage befriended factions.
Fixed visual position glitch when destroying placed objects.
Ghorm's death sound now plays consistently.
âSeething Bladeâ now properly shows a healing number when triggered.
âTough Gangâ now properly blocks damage even without magic barrier gear.
Dodos now eat critters from the ground.
The Blacksmith skill from the Crafting tree now accurately calculates the required number of ingredients for crafting items.
Minions are now considered as allies by the Cooking skill tree's "Smell of Food" buff and the Crystal Meteor Chunk's offhand item buffs.
Fixed Sledge Hammers not increasing your gardening skill.
Quitting while sleeping no longer grants you a permanent healing buff.
Stormbringer no longer levels up your range skill.
Fixed issue where attacks would fail at very high attack speeds.
Electrical doors visual should now match collision.
Hunger bar should not get stuck to display full amount.
Player gravestone map markers no longer disappear after reloading the world.
âWell trained aimâ should now properly increase ranged damage.
Salvaging multiple objects now displays an accurate summary.
Should no longer be able to knockback during invincible frames in pvp.
Other:Â
Added a âLegacy fishing minigameâ toggle in the gameplay settings that allows enabling the old fishing minigame.
The arrows shown next to categories in the creative UI now scrolls the list.
5 PvP Challenges You Can Play in Core Keeper Right Now
We added player vs player (PvP) combat to Core Keeper at 1.0, and itâs been an absolute blast hearing about all the fun and creative ways youâve been using it to cause chaos in your games! Our community manager has also been spending a lot of time thinking about all the wonderful ways that PvP can be enjoyed in the game, and weâve worked together to come up with a list of 5 PvP challenges that you can play in Core Keeper with your friends (or should we say âenemiesâ?) right now.
Last Explorer Standing
This challenge works best with a group of 4+ players â the more the merrier â and requires a little bit of setup from the host. Youâll need to create your very own battle arena where youâll fight to the death using a selection of predetermined weapons and armour. Think 'The Hunger Games', but on a much smaller scale. The rules are simple: players cannot leave the arena unless they are killed (you may want to build a spectatorâs area for people who have died but want to watch the rest of the battle). The last Explorer standing is the winner!
The base rules can then be expanded upon for extra fun. For example, you could all use fresh characters with the same backgrounds to ensure nobody starts with an advantage. You could bring pets into the mix. You could even hide extra weapons, armour, and healing items within the arena to give players an edge (so long as they donât get killed while equipping anything). This is one to make your own, and weâd love to see what you come up with!
Labyrinth of DEATH
There are plenty of labyrinths that spawn naturally in Core Keeper that could be modified for this challenge. You could also build a labyrinth from scratch and add your very own traps, twists, and terrors! The premise is simple: each player starts completely unarmed at a different entry point to the labyrinth and, from here, itâs a rush to find a weapon, make it to the centre to collect a designated âtrophyâ item (we recommend a figurine), and make it back out.
During the labyrinthâs construction, chests containing weapons, potions, and other equipment can be hidden throughout â alongside traps and enemies to make things more exciting. Players can choose to fight anybody they come across or make a dash for the centre. The player who makes it out of the labyrinth with the figurine is considered the winner. We recommend building the labyrinthâs walls using Obsidian blocks in creative mode or setting a no-block-breaking rule to keep things fair.
Battle on the High Seas
Avast ye, me hearties. Weigh anchor and hoist the mizzen! Sorry, we got excited thinking about ocean-based combat. This challenge is perfect for groups of all sizes, whether itâs 1v1, 4v4, or even 1v7 (if youâre feeling brave!). Players split into teams and take to the ocean in boats for a ranged battle where one team will reign victorious. We recommend team members dress in the same clothes/armour so theyâre easily identifiable and that you agree upon a selection of ranged weapons to use before combat begins. You can open this battle up to the entire ocean, but you might want to section off an area so itâs easier to cross paths. How you decide the winner is up to you, though we think the last Explorer alive works for deciding the winning team.
Capture the âFlagâ
This challenge works well across a larger portion of the map. You could even run it across an entire biome, though we do recommend marking the play zone with certain blocks so that nobody accidentally wanders off. Small bases are constructed at either end of the play zone (with beds) and these bases contain 2x pedestals. One pedestal should have an item such as a figurine to act as that baseâs âflagâ and the other should be empty. The players then split into two teams, each travelling to opposing bases where they can set their spawn points and prepare for combat.
The goal is to capture the other teamâs flag (i.e., the item atop their pedestal), bring it back to your base, and place it on the empty pedestal. Players that die can respawn as many times as they want â the game is only over when an enemy flag is captured and placed atop a pedestal. The first team to capture the other teamâs flag wins! As always, starting equipment and any additional rules, parameters, and traps are up to you.
Hide and Slay
A fun challenge where one Explorer acts as a seeker and the rest hide. This is very much a one-player vs everyone else battle, but you could alter the rules so that anyone can attack anyone if youâre feeling chaotic. This challenge starts in a âsafe zoneâ at the Core, and the hiders have a short amount of time (30s to 1 min) to travel on foot and hide somewhere across the map. Itâs up to you whether you want to allow them to break/place blocks or if youâd prefer it if they hide in plain sight. Once an Explorer has hidden, they are not allowed to move from their hiding place until the seeker has found them.
The seeker then sets off to find as many of the other Explorers as they can within a certain time frame (we recommend 5 minutes for your first time playing). Once a hider is found, the seeker must attempt to slay them and the hider can attempt to run back to the âsafe zoneâ at the Core! If the seeker manages to find and slay everybody, they win, but if there are any hiders left hidden or in the âsafe zoneâ when the clock runs out, they are considered the winners. Play around with the time limits on this one or add hiding parameters (âmust not cross water/cavernsâ, for example) to mix things up and find a version that works for you!
All of these PvP challenges can be augmented to suit your needs, so donât be afraid to edit rules, add traps, and set parameters to make things more exciting. Your imagination is the limit here, but we hope these will get you started on a fun, multiplayer activity you can enjoy when youâre not exploring the underground or battling bosses!
Oh, and did we mention that we now support map uploads to our official mod hosting platform? So, if you build anything youâre particularly proud of, you can share it with your fellow Explorers! Finally, if youâre looking for players to team up with, donât forget that we have an LFG-matchmaking channel over on our official community Discord.
Hotfix 1.0.0.8
Roots no longer continue spawning in explored areas in the crystal biome.
Environmental objects will no longer continue to spawn right next to the world edge.
Fixed an issue where objects would not be rendered after the player was killed by a hydra boss.
Community Wrap Up: 12th September 2024
Another beautiful week has gone by and things have been as busy as ever with the Core Keeper community! We hope our friends in the Northern Hemisphere are all keeping warm as autumn sets in and that the shorter days just mean longer nights cozied up playing video games đ Also, not to be those guys but...we've just realised that it's Friday the 13th! đ±
Seasonal Events Re-Cap!
With all these new Explorers navigating the underground, we wanted to give you a little re-cap on seasonal events in Core Keeper. Seasonal events are themed events that activate in-game at certain times of year! We've currently got 7 seasonal events in the game. These are Lunar New Year, Valentine's, Core Keeper's Anniversary, Cherry Blossom Season, Easter, Halloween, and Christmas.
During seasonal events, you might notice subtle changes to the way the underground looks. From variations on enemies and bosses, all the way to new loot, drops, craftables, and Merchants! For example, you'll be able to find Love Letters on the ground during Valentine's. Missed a seasonal event? Don't worry! You don't have to wait all year for it to come around again. You can activate any seasonal event at any time of year by toggling them in the Gameplay Settings menu. You can switch them off entirely too, if they're not your thing.
Fullmetal Alchemist
Fullmetal Alchemist
Clay Caves Fact File
Following on from our info on the Dirt Biome, we shared a fact file on the Clay Caves this week, which you can check out on X. This living biome is full of bugs, Slimes, and primitive Cavelings, but you'll almost certainly need to travel here if you want to stock up on Tin Ore...
Autumn Vibes
Are you feeling those cozy autumn vibes yet?
Aminala's Scenes
Twitch streamer, Aminala, has been having a fun time stumbling upon Core Keeper's secrets and scenes! How many of you have come across one of these bad boys yet?
đșâȘ ââ€âĄââ âȘđș's Map Art
We love the adorable character art on this map!
Sylveo đŠ's Flower Base
Introducing "The Florarium", a rainbow flower inspired base by Sylveo!
"Hey, you wanna help out a bit?"
"Nah, I'm good- thanks for asking though", FusPanDah's artwork goes out to all the base mums/dads of the group!
Hi there, Explorers! We hope youâre all having a great time in Core Keeper and that youâre enjoying all the new content, features, and secrets in the underground. Weâve been very grateful for all your feedback as we settle into 1.0 and address some of the bugs and stability issues youâve been reporting. If youâve got anything to report to us, you can do so via our bug report from here.
While we cannot personally respond to each individual report, we do read every single one and we are spending a lot of time investigating issues and working on patches to address these. With that in mind, we wanted to take this opportunity to give you an idea of some of the key issues weâre aiming to address in the immediate future.
Please note that this is not a comprehensive list of everything weâre working on, itâs just a quick snapshot of some of the more pressing issues weâre looking into. We take all of your bug reports seriously and are working hard to address them. Any information you can provide on these issues is extremely valuable to us and will help us in our investigations. The details you provide along with the save files and logs you submit are very useful when it comes to helping us replicate these bugs, so please feel free to make your own bug report if you are experiencing any of the issues outlined below (or any issues in general, actually!).
Snapshot of What Weâre Working On
The Maps Ainât Mapping: There seems to still be an issue with maps becoming intertwined after deleting and recreating worlds in the same slot. This was partially addressed in the 1.0.0.6 stability patch, but weâll be investigating this further to ensure your maps are mapping.
Cartography Table Crashes: The Cartography table is causing game crashes, which is not conducive to exploration.
Cutscene Crashes: Weâve had some reports of the game crashing right after the intro cutscene, preventing Explorers from starting new adventures.
Invisible Items: Some placeable items are becoming invisible after the player dies/respawns. Weâd all love to be able to turn invisible, but no item should have that much power!
Surprise Spawns: Some items are respawning when the player quits/enters the same world after being previously broken, like natural wood roots, grass, and similar items. It goes without saying that these arenât surprise gifts from a secret admirer and this shouldnât be happening.
Enemy Spawns: Enemies are unintentionally spawning outside of enclosed rooms when their spawners are inside. This is enough to give anybody agoraphobia and it's not intended at all!
Smithing Skill Issue: The Blacksmith skill is currently not working properly. The skill is supposed to decrease the amount of ingredients required to repair items and craft items in the anvil, but it currently only decreases the amount that's visible in the crafting recipe, while still using the original (non-discounted) amount of said recipe.
Dodo Starvation: Dodos aren't eating bugs/critters from the ground. These guys are really determined to go extinct again, huh?
The Power of Music: Music Doors (and other doors) sometimes donât work after being opened. Weâll be fine-tuning (get it?) these ASAP.
The issues outlined here are some of the more impactful bugs weâve had reported, and we feel itâs important that you know weâre working on these. This does not mean that we are not working through other issues that you have submitted to us via the bug report form.
If youâve reported an issue that isnât listed above, fear not! We are working through each and every bug report that we receive, and weâll be addressing these in due course. It might just be that your issue requires a little more investigation so that we can ensure weâre working on an appropriate fix. Thatâs why weâre so grateful for your bug reports, especially when they contain save files that we can use to investigate bugs further, so please keep sending us these (even for known issues like the ones listed above).
Thank you for your support, weâre putting a lot of work into addressing these issues and developing the game beyond 1.0, and we canât wait to share more info on what weâve got planned for future content updates soon!
Hotfix 1.0.0.7
Fix multiplayer not being available if Google DNS is not reachable by ping.
Mana regeneration is updated more frequently and with the correct amount.
Deep pool talent should now correctly affect mana regeneration delay.