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Core Keeper News

1.0.1.4 Stability Patch Notes

[h2]Gameplay:[/h2]
  • Gear can now be equipped from the hotbar by right-clicking.
  • Made more crafting stations salvageable, including anvils and smelters.

[h2]Other:[/h2]
  • Save files are now checked for invalid tiles when loaded. This allows worlds that have invalid tiles, for example as the result of a bug or faulty mod, to be recovered by restarting the game.

[h2]Performance:[/h2]
  • The flame particles in the burning condition effect now update on a worker thread instead of the main thread.
  • Urschleim’s particles are now correctly disabled on Low particle quality.
  • The electric beam effect no longer updates when the effect doesn’t appear on screen.
  • Sprinkler animations no longer cause excessive memory allocations.

[h2]Bug fixes:[/h2]
  • Fixed an issue where switching quickly between crafting stations could cause the UI to become unresponsive until the game was restarted.
  • Button hint icons no longer appear on the loading screen.
  • Ore boulders no longer use the wrong ground sprites in the Dirt biome.
  • Fixed an issue that made it look like crystal gemstones (Jungle Emeralds, Ocean Sapphires and Desert Rubies) were dropped, even though they weren’t.
  • Fixed an issue with mispredicting tile destruction when using beam weapons.
  • The inventory shortcuts information window can now be opened and closed more reliably.
  • Ore boulder spawn rates no longer scale by Biome Chaos instead of Ore Density in the world generation settings.
  • Replaced broken Abyss Trees in the Oasis Settlement scene that contains a Geyser in the Desert biome. This fix will only affect newly generated instances of this scene.
  • Slime bosses’ jump attacks now destroy non-wall tiles like roots and fences.
  • Map markers and pings are now correctly centered at the cursor position.
  • Cross circuits now correctly light up even when the electricity power is very low.
  • Azeos now creates ground tiles where they die to ensure the boss chest can always spawn.
  • Stalagmites hidden under the ground no longer block roots from spreading.
  • Galaxite Walls can no longer be placed on pits since they do not have a ground variant.
  • Fixed an issue that caused the Mold Cicada to drop a duplicate of itself when being broken.
  • Fixed an issue where Lava Butterflies would consistently miss the player.

Playfab improvements:
  • Improved Cartography Table to not cause lagging anymore when used.
  • Fixed Epic join issues when recreating session ID.
  • Added "Too many join requests" messages when spamming refresh button in "join session"- menu

Community Wrap-Up November 1st

It's the first of the month and we've been informed that there are just 7 more Fridays until Christmas! It certainly feels like the year is flying by, and we'll look back on 2024 fondly as the year we left Early Access, but we're also very excited for everything that's to come with Core Keeper.

[h2]Minor Update - Major Fun![/h2]
Speaking of the future of Core Keeper, we just released a minor update that brings the first lot of new content to the game since we launched in 1.0. The 1.0.1 update brings exciting new additions such as 3x new Minion Tomes, new decorative objects, the ability to craft from chests within 10 tiles of a workbench, and resizeable areas for shovels, hoes, water cans, and the Roofing Tool! Read the full patch notes here.



[h2]Starting Biome?[/h2]
We asked you if you could start your game in any biome (scaled for difficulty), which would you start it in? A lot of you asked for new biomes (seems like a frozen biome is in high demand!) and many of you suggested biomes from different games, which was fun to think about! Here are some of our favourite responses...

  • wilderness so i could start DRILLING ASAP
  • The Passage, to see what you'd come up with for early-game enemies in that zone. Maybe a Slime that looks like the crossview of an animal/plant cell?
  • The beach, and I wonder if it exists some icy or crystal-like or space starry biome, I would love to start there too hahah
  • The Super Mario Bros live action movie. Living overgrown fungus that is trying to help me. It opens up paths for me and collapses them behind me so I don't get attacked outside my local areas, and it makes bridges for me so I never get stuck.


[h2]Regular Base vs Halloween Base[/h2]
Which do you prefer? This regular old base or the creepy Halloween version?



[h2]Minor Update Exploration by Jade PG CRAFTED [/h2]
Our wonderful Ambassador, Jade PG CRAFTED, takes a dive into our 1.0.1 update following launch!

[previewyoutube][/previewyoutube]

[h2]Kaela Kovalskia Plays Core Keeper[/h2]
Hololive VTuber, Kaela Kovalskia, streamed 5x hours of Core Keeper fun and we loved every minute of it!

[previewyoutube][/previewyoutube]

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

Hotfix 1.0.1.3

  • Fixed an issue where some scenes, most notably the Core scene, could regenerate in classic worlds.

Hotfix 1.0.1.2

  • Fixed an issue that prevented mods from adding objects to the game.

1.0.1 Minor Update

[h2]Gameplay:[/h2]
  • Added 3 new minion tomes.
  • It’s now possible to resize the affected area of shovels, water cans, hoes, and of the Roofing Gadget.
  • Crafting stations can now pick up materials from chests within a 10-tile radius (chests no longer need to be directly next to the crafting station).
  • Mural doors (Melody, Worship, and Mold Doors) can now be destroyed.
  • Signs can now display text visually within the world, and players can toggle between visibility modes.
  • New Aquarium and Terrarium objects added for base decoration.
  • New loot chest for Malugaz added.
  • New Coral and Galaxite Doors added.
  • Workbenches are now salvageable.
  • There are now dungeons leading up to the fight against Azeos the Sky Titan, Omoroth the Sea Titan and Ra-Akar the Sand Titan.
  • Shift clicking items within the player inventory now moves them to the first available hotbar slot.
  • It’s now possible to equip gear and items directly from the hotbar.
  • Poison/Slippery Slime enemies now have neutral behavior and are no longer initially hostile.
  • The Proficient Jewelry Workbench now has the option to select the Jewelry Workbench in its UI to allow for crafting earlier tiered items.
  • The Distillery Table now has the option to select the Alchemist’s Table in its UI to allow for crafting earlier tiered items.
  • Added boss damage bonus to character stat window.

[h2]Other:[/h2]
  • Wood Bridges are now hand-crafted items instead of being crafted in the Basic Workbench.
  • A message is now displayed to communicate when enemy difficulty is scaled after a new player joins the session.
  • The bottom wood root that gets attached to the Core when grown was moved one tile. It is now possible to plant it once again after it is broken.
  • The cursor now stays centred at the same world position when zooming in or out on the in-game map.
  • A simplified aim cursor now replaces the arrow when aiming with ranged weapons.
  • Added square and cross-shaped patterns for naturally-spawning explosive walls.
  • Minimap now shows nearby markers.
  • Creative UI is now enabled by default in Creative mode.
  • Added visual and sound effects when using permanent maximum health items for the first time to provide clear feedback when they are used.
  • Increased randomness of unique dungeon placement for different world seeds. For example, the Glurch arena should no longer always appear south-west of The Core.
  • The map biome title now updates quicker when moving between biomes that have already been encountered.
  • Fixed a few text and translation issues.

[h2]Graphics:[/h2]
  • Wood Doors, Wood Fences, Wood Fence Gates and Robot Arms are now paintable.
  • It is now possible to rotate Mannequins.
  • Added visual cue for when minions are about to despawn.
  • Updated minion count icon.
  • Buckets now glow when carrying lava, sea water, or crystal water.
  • Updated Azeos the Sky Titan’s visuals.

[h2]Game Balance:[/h2]
  • Rune Song sword rework:
  • Buffed: heal on hit from 3 to 10;
  • Added: 5% chance to gain a short 50% attack speed bonus;
  • A secondary use attack that creates a trail that does damage, with 25% chance to stun;
  • Removed: hp increase and chance to oneshot weak enemies.
  • Fishing bait recipes have been updated to include critters.
  • Adjusted spawn rate of Caveling Toilets in the Forgotten Ruins.
  • Slightly adjusted damage caused by Orbital Turrets in the Shimmering Frontier.
  • Slightly tweaked the amount of roots that naturally spawn in the world.
  • Slightly tweaked the amount of Sledge Hammers that would spawn in the Metropolis area.
  • Adjusted the prices of scanners and summoning items.
  • Worm enemies now leave walls a bit slower.

[h2]Performance:[/h2]
  • Improved performance when initializing random number generators.
  • Improved performance on boss systems.
  • Reduced the number of empty entity archetypes that are created when the game loads. This improves performance when processing entities during runtime.

[h2]Bug Fixes[/h2]
  • Fixed issue where the “Large Harvest” was not being applied properly.
  • Fixed gray lines weirdly placed on top of Easter Egg Lamps.
  • Fixed issue where some workbenches were showing the wrong rotation sprites.
  • Fixed issue where some painted Wood Stools sprites were slightly misaligned.
  • Fixed issue where the aggro range from Slime Bosses was a bit too small.
  • The hint text when writing on signs is now correctly disabled when the sign contains any text.
  • Fixed issue where minions would disappear before playing despawn animations.
  • Directly interacting with placed levers or circuits should now properly update the state of these items on the server.
  • Fixed & mitigated issues with colliders not getting enabled correctly around enemies after nearby spawns.
  • Fixed several cases where dungeons would spawn too close together and partially overwrite each other.
  • Fixed pedestals in a Temple scene in the Wilderness so that they're generated with the correct amount of items.
  • The Crystal biome is now affected by the Ore Density world setting.
  • Fixed pushback on parry not working.
  • Chests that can float on water (Floating Titan’s Chest, Crydra Chest and Atlantean Worm Chest) are no longer misplaced for one frame when placed.
  • Boss summoning items are no longer lost if they are broken the moment before the boss spawns.
  • Minions should no longer be despawned as a result of other players spawning new minions.