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Core Keeper - Patch Notes - 0.4.2

GAMEPLAY CHANGES


[h2]Quality-of-life[/h2]

  • Player character is immune to damage while the game is loading to avoid unfair deaths.


[h2]Dedicated Servers[/h2]

  • Added support for direct connections to dedicated servers.
  • Add missing hard mode setting for dedicated servers.


BUG FIXES


[h2]Mechanics[/h2]

  • Fixed an issue with Acid Larva not having increased damage in hard mode.
  • Fixed the duration of the melee damage and attack speed buffs from cooked Pinegrapples to be 5 minutes as intended.
  • Fixed an issue where portals far away from any player would not continue to activate.
  • Fixed an issue where players could teleport to portals that were not yet activated.
  • Fixed an issue where electronic circuits being turned off/on would sometimes affect nearby other circuits.
  • Fixed an issue where players could leave their boat while connecting to the world.


[h2]Items[/h2]

  • Fixed spelling issues on some items.
  • Fixed an issue with the Polished Scarlet Chunk Necklace disappearing when crafted.
  • Fixed an issue with the talent that makes Anvil items less expensive not working correctly.


[h2]Loot[/h2]

  • Bubble Crab no longer drops the Tentacle Trophy.
  • The chest found in the Forlorn Metropolis sewers scene now contains loot.
  • Added 6 missing valuables to the Sunken Sea biome.


[h2]Networking / Dedicated Servers[/h2]

  • Fixed an issue where players could get connection errors with internet servers while running another server on the local network.

We've Expanded the Core Keeper OST

In celebration of World Music Day yesterday, we uploaded the latest version of the Core Keeper soundtrack to our YouTube channel. This includes all the existing music from our Early Access launch, all the new tracks composed for the Sunken Sea Biome, and new music for the Dirt Biome, The Forgotten Ruins, The Clay Caves, Azeos’ Wilderness, and The Mold Dungeon. Listen to the most up-to-date version of the OST below…

[previewyoutube][/previewyoutube]

We’ve been working with talented video-game composer, Jonathan Geer – who has previously worked on titles such as Owl Boy, Neon Chrome, and Undead Horde – to create a unique and enchanting soundtrack for Core Keeper. Our Early Access launch boasted 13 original songs, and this has expanded even more with The Sunken Sea update, giving you 21 individual tracks to enjoy as you explore the underground. You can find a full list of these tracks at the bottom of this post.

[h2]An Interview with Jonathan Geer[/h2]

We spoke to Jonathan to get an idea of his inspirations and processes when creating the Core Keeper soundtrack, and this is what he had to say!

What were your main inspirations when crafting the music for Core Keeper?

Well, when Sven approached me and I met the rest of the team, they were all huge fans of the music I had written for Owlboy; and that was really the reason that they got in touch with me about creating a soundtrack for Core Keeper.

So that was a starting point, but obviously the music for Core Keeper would have to be pretty different. The team really wanted that lush, organic sound of Owlboy though, and that has been a guiding principle for the soundtrack. We didn't want anything overly synthetic or artificial sounding.

Apart from that, I didn't have too many specific inspirations while composing the music. Though I have to say, for the "Living Walls" track, I definitely had this one little riff from Castlevania's "Vampire Killer" going through my head when I wrote the groovy section at the beginning. I'm sure that seeped into the music a bit!


What has your favourite track been to compose so far?

Oh gosh, I don't know...I've had such a blast working on all this music, so it's really hard to say, and I'm always terrible at picking favorites or ranking things, haha! I'd say maybe "Light Traveling" from the Nature Biome just because I feel like it has a bit of a different sound from the rest of the soundtrack.

It's very guitar heavy, and that was fun to do, but to me, it also feels much more open and spacious than the other tracks. I had been really focused on keeping this "underground" vibe for the music, and I just let it open up more with "Light Traveling". It really feels like you could be going above ground and riding your horse through the plains and forests, exploring the natural world. Maybe that's just what nature does to you? It opens you up.


Is there a biome that you particularly enjoyed crafting the music for?

Are you asking me to pick favorites again? Don't make me do it!! I might say the Nature Biome, for a lot of the same reasons I listed in the last question. It felt good to have that more open, adventurous feeling in the music. It's also been really fun to create the new music for the Sunken Sea biome. It's so hard to choose!!

What challenges have you faced when creating the soundtrack for Core Keeper?

Honestly, I think the biggest challenge was just honing in on the sound at the very beginning of our whole process working together. Sven and the rest of the team have been great to work with and helped me find the sound after experimenting with a few different ideas. Sometimes you can hit on a sound that works right away and, other times, it takes a bit of experimenting and back and forth. It did take me some time to find the right vibe, but once I found it, we were off and running, and it's been pretty smooth sailing since then!

Was there anything you specifically wanted to accomplish with the Sunken Sea tracks? Were you trying to craft a specific sound or invoke a certain feeling when designing them?

I definitely wanted this biome to have a different feel than the others. I wanted something a little more ethereal and mysterious, but obviously it still needed to fit within the soundtrack as a whole. I think you can hear that different mood immediately in the beginning of "Glowing Waters" with those elongated swelling chords.

I also introduce a choral element into both of the tracks, so that becomes a defining trait of the music for this biome. At first, I was looking at using a Theremin to play some of the melodies, but a whistling sample ended up working beautifully, and I really like it as a unique sound for the Sunken Sea. It gives you that mysteriousness of the Theremin without going too sci-fi and over the top.


[h2]Core Keeper Tracklist:[/h2]

#1 Echo of the Past: Main Menu
#2 Curiosity: Intro
#3 Mysteries Uncovered: Dirt Biome 1
#4 Ancient Blue: Dirt Biome 2
#5 Light from Above: Dirt Biome 3
#6 Unlit Caves: Dirt Biome 4
#7 Notes from the Underground: Dirt Biome 5
#8 Uncanny: Clay Caves 1
#9 Creeping & Crawling: Clay Caves 2
#10 Living Walls: Clay Caves 3
#11 Exploring Ruins: Forgotten Ruins 1
#12 Cavelings: Forgotten Ruins 2
#13 Simple Lives: Forgotten Ruins 3
#14 Thriving Habitat: Azeos’ Wilderness 1
#15 My Growing Home: Azeos’ Wilderness 2
#16 Light Traveling: Azeos’ Wilderness 3
#17 Infection: Mold Sub-Biome
#18 Glowing Waters: The Sunken Sea 1
#19 Statues by the Sea: The Sunken Sea 2
#20 Forlorn Metropolis: Forlorn Metropolis Sub-Biome
#21 Colossal Predators: Boss 1

We hope you’re enjoying our soundtrack so far, and we’d love to know which tracks are your favourites! You can let us know by commenting on this post, by tagging us in a post on Twitter, or directly in the official Core Keeper Discord server.

Core Keeper's first major update The Sunken Sea is out now

An absolute gem of a game this and now perhaps a good time to go back and spend some proper time with it, as the rather large The Sunken Sea update is out now.

Read the full article here: https://www.gamingonlinux.com/2022/06/core-keepers-first-major-update-the-sunken-sea-is-out-now

Hotfix Patch - 0.4.1

  • Fixed Merchant inventory being able to be picked up by Robot Arms.
  • Fixed an issue causing some worlds to crash on startup.
  • Fixed an issue where empty loot would sometimes float around showing only its shadow.

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.



[h2]What Can You Expect from the Sunken Sea Biome?[/h2]

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.

[previewyoutube][/previewyoutube]

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!