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Core Keeper News

Core Keeper - 0.7.4.0 Language Update

Key Features: 
  • New languages added to the game
  • French
  • Italian
  • Brazilian Portuguese
  • Chinese (Traditional)
Bug Fixes: 
  • Fixed an issue where a rock in the Desert of Beginnings showing drawings of Hunters would be invisible.
  • Fixed a bug where the Core would appear on the map while in creative mode.
  • Fixed an issue with the Materializer always playing spawn effects when entering the screen if any enemy spawned from it was active.
  • Fixed a bug where Shroomans would not fully play their bump animation when hitting a player.
  • Fixed an issue where the shortcuts window would sometimes go outside the screen in certain languages.
  • If the player exits the game while dying or teleporting using a recall idol, the game now waits for the player to spawn before exiting to avoid issues previously occurring in these cases.
  • Players can no longer fish while the inventory is open.
  • The fishing line tension bar now looks correct if the map UI is open while fishing.
  • Fixed a bug where sometimes the wrong wire on the Alien Event Terminals would light up during the event.
  • Fixed a bug where Alien Event Terminals could be destroyed with bombs after completing the event.
  • Fixed the description of the Glass Piece in the Glass Smelter.
Performance: 
  • Store unchanging parameters once per object type instead of once per object, thereby reducing the in-memory size of many of our game objects. In addition to reducing the game’s memory footprint, this more compact memory layout also makes processing the objects for various tasks more efficient.
  • Process health changes in a more efficient way by storing them in a central location instead of having it attached to each game object.
  • Data specifically related to saving the world to disk is now only checked periodically and when a new save is pending, rather than in every frame.
  • Gravestones and boss chests no longer recompute their appearance every frame.
  • Disabled a large number of particle systems (most notably for torches) when the particle quality setting is set to low.
  • Moved part of the recomputation of tile appearances to a worker thread.
  • General statistics for the tile types close to the player are now computed once on a worker thread and reused instead of being computed from scratch multiple times per frame.
  • Improved performance for computing ambient sounds and cache the result to reuse for multiple frames.
  • Objects that the player can interact with now only update if the player is sufficiently close.
  • Changed how graphical object updates are called to avoid calling objects that don’t need to update.
  • Many UI elements now cache the data they display and do not update unless this data has changed.
  • Created dedicated shader for the health and hunger bars to make them more efficient to render.
  • Some features related to mod support are now skipped when no mods are installed.
  • Refactored several systems to use the more efficient ISystem types available in Unity Entities 1.0.
  • Removed several sources of managed memory allocations.
  • Improved how objects that are synchronized between client and server are created.
  • Game objects are no longer disabled all at once, which avoids lag spikes when leaving areas containing large numbers of objects.
  • The player animator no longer runs in an expensive separate animation pass.
Other: 
  • A mod that fails to load will now abort the entire mod loading process and show an error message to the player. The player can choose to disable the mod to get rid of the error.
  • A mod which doesn’t explicitly support the current version will not load by default. The player will be shown a message where they can choose to disable the mod or load the mod anyway.
  • The text in the main menu indicating how many mods have been loaded has been improved to be less obtrusive and also to show if there are any pending changes in what mods are loaded.
  • Pet names are now hidden as well when choosing to hide character names in the UI settings.
  • Changed some text input fields to use the ‘*’ character to hide the input.


Community Wrap-Up: 1st of March 2024

Can anybody guess why March is our favourite month? It might have something to do with it being our birthday! That's right, Core Keeper is turning two on March 8th, so get your party hats ready, Explorers.

[h2]Bye-Bye, Valentine's[/h2]
Our Valentine's Seasonal Event came to a close around the end of February, and we said farewell to a rose-dappled underground. Valentine's is always a fun event and, to see it off, we created this cute little Valentine's themed café! If you didn't get a chance to play Core Keeper during the event, don't worry, you can switch it (and others) on at any time of year from the Gameplay Settings menu.



[h2]Birthday Countdown![/h2]
We're counting down the days until our second birthday, which is next Friday, and we just can't wait to get our party on!



[h2]Language Update Reminder[/h2]
The next new update on our roadmap is set to be our Language Update, coming in Spring 2024! We'll be adding FOUR new playable languages to Core Keeper and, while we can't tell you what these are yet, we can tell you that your community requests have definitely had an impact!

[h2]"This Sandbox RPG is a Hidden Gem..." by Dxmonick[/h2]
We had a lot of fun watching this video from Dxmonick. Follow him from his first day in the underground all the way up to his battle with Ra-Akar, summarised into just 12 minutes 34 seconds! Little bit of a content warning for our younger Explorers: This video does contain some swearing!

[previewyoutube][/previewyoutube]

[h2]Update from Owlunae[/h2]
The talented Owlunae has been kind enough to share an update on the world that we featured in last week's update! This is a closer look at their base and is actually 200 screenshots stitched together. We appreciate the time and effort that must have took, even with the World Snapshot Mod, Owlunae!



[h2]Alien Starship[/h2]
Discord user, MadFoxArtz, showed us their interpretation of a Caveling Starship in Creative Mode! You can check out the full image set in this post on the official Core Keeper Discord.



That's all for this week, Explorers. Until next time, au revoir!

Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper

Community Wrap-Up 23rd of February 2024

Howdy, Explorers! This is the last community wrap-up of February. We can't believe how quickly 2024 is going, but that also means it'll feel like no time at all before we're at 1.0. Shall we see what's been going on in the community this week?

[h2]Random Acts of Kindness[/h2]
According to the internet, it was Random Acts of Kindness Day on the 17th, and who are we to argue with the internet? To celebrate, we ran a giveaway on X asking you to tag a pal who you thought deserved a Core Keeper key. We had a tonne of responses and ended up giving 3x Steam keys away to our lucky winners!

[h2]Feelin' Cosy[/h2]
We ran a little poll on X and Discord asking you if you thought Core Keeper was a cosy game. An overwhelming amount of you (58.8% on X, and 455 of you on Discord) thought Core Keeper was super cosy! 35.6% of you on X and 281 of you on Discord feel like it can be a cosy game depending on how you play it. However, just 5.5% of you on X and 27 of you on Discord weren't getting cosy vibes at all. 🤯

[h2]The Age-Old Question...[/h2]
Which do you prefer, Embertails or Subterriers? Can't decide? Maybe this video will help you make up your mind!

[previewyoutube][/previewyoutube]

[h2]Zaka's Stream Screenshots![/h2]
VTuber, Zaka, played Core Keeper with his pal MaiSecret and built some cool stuff, which they were kind enough to share with us on X!



[h2]Owlunae's Seasonal Map[/h2]
Discord user, Owlunae, showed off this amazing seasonal map in the Core Keeper media forums. We're particularly fond of the adorable pumpkins for autumn!



Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper

Community Wrap-Up 16th February 2024

Happy Valentine's Week, Explorers! This week marks the end of our Lunar New Year event and the start of our two-week-long Valentine's event. We hope you'll enjoy the flower petals and love letters scattered throughout the underground this time of year. Of course, if that's not really your thing, you can toggle between or switch off Seasonal Events in the Gameplay Settings menu. Now, let's see what's been going on this week...

[h2]The Results Are In...[/h2]
We asked you to share your thoughts about The Clay Caves with us across X and Discord, over 1,000 of you voted, and the results are in!

The vast majority of you DO think the Clay Caves are gross, but you like them nonetheless! A lot of you thought they were creepy, but not really gross. However, a handful of you thought they were a little too gross to handle. It's the living walls, isn't it? 😅

[h2]Amber Larva[/h2]
We shared this cool screenshot of the Amber Larva scene from Core Keeper...and had a lot of comments from people asking us to add dinosaurs to the game! That's what we get for making a Jurassic Park reference.



[h2]We Love You![/h2]
We were feeling a little emotional this week and ended up writing a whole entire Steam post about how much we love our awesome community. What can we say? We're sentimental at heart! Read it here.



[h2]Love Is In the Air[/h2]
Oops, looks like we interrupted two of our Caveling plushies out on a little date. Even creepy underground creatures like a candle-lit dinner every now and then.



[h2]Mod Highlight: Mob Farming[/h2]
Materializers are late-game items that spawn in enemies for you to fight. Going head-to-head with these enemies is a great way to level up your skills, but they're different from regular mobs since they don't drop items...unless you've got the Mob Farming mod installed! The Mob Farming mod allows mobs spawned in using Materializers to drop loot, allowing you to farm items that you'd otherwise need to hunt for! Big thank you to Gameclaw for creating this handy mod.



[h2]Caveling City Concept Art[/h2]
Using bat sprites made by Owlunae, and modified sprites from their own game, Discord user Romen spent hours creating this awesome Caveling City concept art. If we didn't know any better, we'd struggle to tell this apart from an unedited Core Keeper screenshot!



[h2]Japanese Temple[/h2]
We're seriously blown away by this awesome Japanese Temple, created by Discord user Huabun in Core Keeper's Creative Mode! We wonder what secrets lie within those chests...



Follow us on X: http://www.twitter.com/corekeepergame Join the Conversation on Discord: http://discord.gg/corekeeper

0.7.3.3 Minor Post-Update Patch

[h2] Bug Fixes: [/h2]
  • Fixed a bug where the Atlantean Worm would sometimes just keep moving in the north direction.
  • Fixed correct materials to be gained when salvaging the Fang Necklace.
  • Fixed an issue where Omoroth could be engaged before it was biting the bait.
  • Fixed an issue where outlines of Go-Karts would sometimes be enabled when the player was not close to them.
  • Fixed an issue where the Bambuck Kid would get stuck in its movement instead of playing its “baah”.
  • Fixed an issue where the Bambuck would stand still for a longer duration than intended.
  • Fixed an issue with Crystal Shard Club hitting a larger area than intended when charged up.
  • Fixed an issue where Cattle movement would get stuck after breeding.
  • Fixed an issue where Go-Karts would often not destroy roots in front of them while driving towards them.
  • Fixed an issue where Merchants would restock their items when restarting a world.
  • Pets and Cattle no longer block players from hitting Torches with their Mining Picks.
  • Fixed a bug where some custom scene objects would not drop the intended loot.
  • Fixed a bug where the Meadow sub-biome music did not play in Azeos’ Wilderness.
  • Fixed a bug where walking through narrow tunnels in sub-biomes would repeatedly switch the music between sub-biome and main biome tracks.
  • Loading a world with modded items stored in displays (e.g. on Pedestals) without the relevant mod installed no longer results in extremely low frame rates.
  • Fixed an issue where Go-Kart tracks appeared behind the Go-Kart instead of underneath it.
  • Fixed a case where a “Timeout” message was shown instead of the more correct “Connection closed”.