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Core Keeper News

One of our favourite co-op survival games gets two new classes as it hits full release this summer




It's been just over two years since Pugstorm's subterranean co-op survival game, Core Keeper first arrived on Steam, but today's PC Gaming Show revealed a new trailer, celebrating the game's upcoming 1.0 release...
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Keep an Eye Out for Core Keeper in the PC Gaming Show!

You might have noticed that we’ve been suspiciously quiet when it comes to revealing 1.0 content – only sharing the teaser here and there across X and Steam. Well, there’s been a reason for that! We’ve got something very exciting coming up in this year’s PC Gaming Show and, trust us, you won’t want to miss this.

Premiering on Sunday the 9th of June at 9pm BST / 8pm UTC, this broadcast marks the PC Gaming Show’s 10th anniversary, and we’re honoured to be a part of it. We’re also really looking forward to seeing news and updates from our indie-developer peers across the industry. You can watch the event on YouTube and Twitch and enjoy an amazing showcase of new games and trailers.

[h2]Bookmark these links to tune in on YouTube here and Twitch here![/h2]

Naturally, we’re not going to reveal too much at this stage, but know that we’ve been planning away behind the scenes in order to bring you something worth waiting for. We’re on the road to 1.0 and it’s full steam ahead, Explorers! Until then, make sure you’re keeping up to date with all the latest Core Keeper news, info, and announcements over on X or our official Discord server.

Hotfix 0.7.5.1

  • Fixed an issue where dropped items would disappear while being picked up by the player.

Core Keeper - 0.7.5 Patch Notes

Bug Fixes: 
  • Fixed a long-standing bug where objects played their placement animation every time they loaded in.
  • Increased spawn distance of several graphical objects, most notably furnaces, to avoid them suddenly appearing too close to the player.
  • Fixed a bug that could cause the appearance of an Obsidian Wall in a scene from the Dirt biome.
  • Fixed an issue that would allow for duplication of an Ancient Gemstone in a scene from the City dungeons.
  • Fixed an issue that would spawn a table inside walls in a scene from the Clay biome.
  • Fixed an error occurring when a large bomb explodes.
Performance: 
  • Reduced the update frequency of several common operations from 30 to 20 updates per second. This performance improvement is especially noticeable on devices that previously couldn’t achieve stable 30 FPS, and it also reduces the CPU load on dedicated servers by a third.
  • Reworked part of the tile map update to be more efficient in general and also to do more work off the main thread, improving performance when the player moves around.
  • Several improvements to the dungeon generation systems, including a complete rewrite of the algorithms used to place paths connecting different rooms. This reduces lag spikes when exploring the world, especially when encountering large boss dungeons for the first time.
  • Removed several sources of memory reallocations when worlds were loaded from or written to files. These improvements both reduce lag spikes when doing autosaves, and they also remove potential increases in memory usage during long play sessions in large game worlds.
  • Cache various object position values instead of looking them up every frame.
  • Several improvements to how object data lookup is performed.
  • Object sprites used to be spawned as soon as the server deemed they were relevant to a connecting player. This was a frequent source of lag spikes, as large numbers of objects tended to get spawned in a single frame. When possible, spawns are now spread out over multiple frames.
  • Disabled inventory slot animators completely when no animations are active. This is most noticeable when the main player inventory is open.
  • Removed overly cautious object lifetime checks.
  • Plant pots now only recompute the plant sprite state from scratch when the plant type changes, instead of every frame.
  • Light emitted from the player is now merged into a single light source.
  • Looking up tile data for a single position no longer requires all tile data for the surrounding area to be copied.
  • Save files are now compressed directly in memory instead of while writing to file, reducing the memory usage while an autosave is in progress.
  • Removed expensive string processing during custom scene loading.
  • Shadow updates are no longer processed in areas that are being unloaded.
Other: 
  • The “Hide in-game UI” option is now reset to “Off” (i.e., the in-game UI is shown) every time the game is restarted.

Community Wrap-Up: 31st May 2024

We're closing in on the end of another month, Explorers, and this month has been a big one! We announced the date of our full launch and console release, and there's been a buzz in the community ever since. Let's take a look at what's been going on.

[h2]Core Keeper's 1.0 Release Trailer[/h2]
Check out our 1.0 release date trailer below. We're going to be showing off much more 1.0 content soon, but there are definitely some little teasers in here if you keep an eye out.

[previewyoutube][/previewyoutube]

[h2]Malugaz Lore[/h2]
Did you know that Malugaz is a collector of rare and valuable items, and he isn't above stealing from other creatures living in the underground...



[h2]Something Looks Different About The Core...[/h2]
Wow, the Core is looking extra mystical today, but is there something else going on? Hmm...



[h2]Can't Sleep?[/h2]
Don't you just hate it when you lie down after a long day of defending your base and realise there are still enemies in the area?!



[h2]Ssh, He's Sleeping[/h2]
Cavelings are so much less scary when they're asleep. They almost look cute!



[H2]Pixel Art Passion[/h2]
We wanted to dedicate the community content portion of this wrap-up to the wonderful Explorers who won our recent pixel art challenge over in the official Core Keeper Discord! Please join us in saying a huge congratulations to...

[h3]Ryan Adamic[/h3]
Ryan Adamic created this amazing pixel art Viking in a standard-mode, survival world without the use of mods (excluding placement plus). Ryan has said that this is by far their largest and most complex creation yet, taking tens of thousands of items to complete.



[h3]♪(๑•̀ㅂ•́)و🐈♡[/h3]
Discord user, ♪(๑•̀ㅂ•́)و🐈♡, was kind enough to share a GIF of their pixel-art process. We love the vibrant colours and attention to detail in this one.



[h3]SnapDragon987[/h3]
We're in cuteness overload right now! Who else wants to cuddle up with a Bambuck?



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