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Dome Keeper News

v2.5.2 Engineer Gear Pack Patch

[h2]Greetings, Keepers! [/h2]
as announced earlier, today we change the pioneer pack into the Engineer Gear Pack. This is now more consistent with the Assessor and something we'd love to do with every keeper. Cameron made two new hot songs that go into it, so feast your ears!
Best thing: whoever got the pioneer pack gets the new songs for free.

[h3] Changelog V2.5.2[/h3]
  • added brightness slider and accessibility option to remove vignette effect when deep in the mine
  • fixed cheat detection marking some legit runs as cheated
  • fixed Assessor bug on Intel 620 graphic cards, where a lot of elements went invisible
  • improved bundle decay effect, so it gets clearer when it runs out
  • changed Pioneer Pack to Engineer Booster Pack with two new songs
  • updated localisation. Thank you very much everyone who helped on crowdin, it's great work!


In the meantime we are working on some hot new content and features. We'll have an update on that soon :)

As always, have fun and please let us know if you experience any issues though the official Discord: bippinbits - Dome Keeper.

Pioneer Pack update and price change incoming

Hey, Keepers!
If you haven't bought the Pioneer Pack yet, this is your sign to do so!

We're adding 2 new songs to the pack on June 1st and we're also increasing the price to match the recently released Assessor Gear pack. (And yes, you get the songs even if you buy it before we adjust the price!)

The Pioneer pack currently contains the Hardened Suit for the Engineer and the Vigilant Owl pet and, as mentioned, starting June 1st it'll also contain 2 new songs for the Engineer soundtrack.

These packs are meant to be a way for our players to support continued development of Dome Keeper, while also getting some cool cosmetics (and music!) in return.

Get the Pioneer Pack here: https://bit.ly/3MF3QgN

v2.5.1 Patch for Re-Assessor

[h2]Greetings, Keepers! [/h2]
Thank you for all the feedback on the new Assessor, we are so glad you like it! You also reported a few bugs that we dilligently took care of. :)

[h3] Changelog V2.5.1[/h3]
    Massively improved performance for the Assessor, especially for Mac and older hardware. There was a shader that was causing issues, and we replaced it with something more efficient.
    Resource distribution for iron and water is now close to what it was in v2.4. We reduced it a bit too much for v2.5, making the game harder unintentionally. Sorry about that!
  • Mineral Tree won't have resources that you cannot pick up anymore
  • Fixed so that cobalt cave does not generate for fixed cobalt mode
  • Fixed some tutorial icons being offset
  • Fixed missing translation of a shield upgrade


That’s all for now. As always, have fun and please let us know if you experience any issues though the official Discord: bippinbits - Dome Keeper.

V2.5 “Re-Assessor” Update out now, and Prestige Season 4 is on!

[previewyoutube][/previewyoutube]
Greetings, Keepers! Today we bring you the Re-Assessor Update. In this update, we are giving the Assessor a complete rework that should make it a lot more fun to play, starting Season 4 of Prestige Mode as well as adding a new modifier to it and more!

"Pro Mode" is a prestige mode modifier aimed towards those of you who are aiming to get the highest scores. It gives you the option to choose an order of caves and gadgets when starting a Prestige Run. This modifier unlocks when you get the achievement for winning a Prestige Mode run with a score of 1000 points or more.

Alongside this patch we have also released a Booster Pack (containing a new suit for the Assessor, a brand new pet and two new Assessor songs for the soundtrack!) that you can purchase to support the continued development of Dome Keeper, so make sure to check that out!

We are also making sure that Drillbert mode stays. We saw that you as a community really enjoyed it, so we decided to make it permanent! That means that you can now unlock Drillbert mode as you would any other type of modifier in Relic Hunt. Hooray!

Read the full change list below!

[h3]Change list[/h3]
ASSESSOR
  • Got a complete rework to make it more fun and remove a lot of friction from the controls.
  • Spheres are now shot by hitting the shoot key while moving into a direction, instead of holding it and aiming in a direction. This makes shooting feel much more fluent.
  • Picking items up is now consistent in controls, being bound on the use key by default (as "using" often means "picking up" with gadgets and caves). The controls are automatically reset to this default, so please change as you like (but note that you should keep use and collect on the same key, ideally).
  • Bundle is now the default mode of shooting resources. Ability to shoot single resources is gone. While it was fun, it was too unreliable and slightly redundant. To shoot a bundle, just move in a direction and press the shoot key.
  • Rotational mining is gone. Instead you now push against the rock to remove it. This has the same gameplay, but you don't need a sphere to mine and it's less tedious.
  • Assessor now has the option of 3 sphere abilities: reflect, split and explode
    • Reflection is now a stationary field that can be placed, instead of being an ability you have to time perfectly. While the old way was fun too, it didn't stay fun if you kept reflecting spheres for 2 hours.
    • Added sphere explosion ability, which lets spheres in your vicinity explode, removing a lot of rocks around them.
    • Reflect, split and explode each got one improvement upgrade in the tech tree.
  • Rebalanced reload times, with a repeatable upgrade to get more spheres and a repeatable upgrade to extend the sphere lifetimes.
  • Added a free pet and skin, in addition to the Assessor Gear Pack (which also has a pet and a skin.)
  • Added 3 achievements for the new skills and updated the older ones.


PRESTIGE
  • Started season 4.
  • Added "Pro Mode". It's a prestige modifier aimed for the keepers competing for the highest scores. Until now they had to restart their runs often until they had their desired gadget and cave combination. To avoid this unproductive repetition, you can now choose an order of caves and gadgets when starting a run in pro mode. Pro Mode unlocks when getting the achievement of winning prestige with 1000 score points.
  • All highscores can now be seen on the title screen. This panel can be hidden if it bothers you.
  • Added upgrade to lower time until the next wave, to get rid of joyless waiting after you mined the whole map. Everything is sped up, including the converter, mineral tree and shield.


GADGETS
  • Drillbert mode can now be unlocked as a regular run modifier!
  • Reduced blast mining upgrade cost, increased last stage blast radius and lowered initial production time.
  • Teleporter will now just stabilize instead of trying to float back to the position it was dropped at.
  • Mineral Tree from the seed cave has changed root mechanics, which especially impacts prestige. Previously it was best to build a very sophisticated setup of connected cobalt for the tree to grow in. This was a ton of work and quite RNG dependent, which was no fun. Now the tree only grows roots within a radius of 3.5 tiles (fraction is important for diagonals) and can only grow one cobalt in total.
  • Mineral tree now drops resources that are not picked up after a cycle. This way it can also work with lift or resource teleporter, and generally requires less attention.


OTHER
  • Added Catalan, Estonian, Slovakian, Hebrew and Filipino as community translated languages (incomplete right now - if you want to help translate Dome Keeper into your language: check out the link in the language selection panel in the options!). Please reach out if the fonts are not great, we need some help with it (ideally with a suggestion for two fonts, one being monospaced and the other not). Thank you to everyone who helped translate it! We will have support for Arabic once we can upgrade the engine from Godot 3 to Godot 4 this year.
  • Added button to show all relevant previous tutorials in the pause menu
  • Rebalanced cobalt distribution across all maps. Previously it was pretty much equally spaced out, but now it gets more sparse the deeper you go, to compensate for how your mining ability gets more powerful.
  • Added different sky backgrounds per world when landing.
  • Achievements are now checked upon startup, so if you have something unlocked/completed but are missing the achievement, it should automatically pop up on startup.
  • Reworked relic bomb animation (the old skull is back!)
  • Improved handling of the laser when using a gamepad. It should now respond more directly to the stick movements.


FIXES & SMALL THINGS
  • Fixed teleporter looking deactivated after keeper teleports.
  • Sword does not try to reflect rocks anymore.
  • Driller is reachable by longest swords again.
  • Improved shield hud visuals, with ability duration not hiding shield state.
  • Very slightly changed timing on when scarab switches phases.
  • Improved some UI sounds.


That’s the whole list! As always, have fun with it and please let us know if you experience any issues though the official Discord: Bippinbits - Dome Keeper. 🧡

Reworking the Assessor



The Assessor is quite a powerful keeper - however, it seems that it just isn’t that much fun to play. So we decided to rework the Assessor into something more enjoyable, so that they don’t remain benched in your next Prestige run.

Something that is very important to us for Dome Keeper is that every element in the game should be different in a meaningful way in comparison to already existing elements of the same type. For example: the laser dome. It shoots a laser beam! While we could just add another dome that moves a gun across its hull and shoots bullets, it would in essence really be the same thing. It might look different, but it would play the same and pose the same challenges when thinking about how to deal with the different monsters.

The same is true when it comes to keepers. Keepers should differentiate themselves on three levels: how they move, how they mine, and how they carry things.

When it comes to movement, the Assessor isn’t really that different to the Engineer. Mining though is quite different. Instead of the drill, the Assessor uses Kinetic Spheres and these have two functions: the rotation mining where you destroy rocks by rotating the spheres in front of you, as well as the ability to bounce the spheres between tiles like pinballs.



The difference in mining technique forces you to think more strategically about how to mine. With the Engineer you could go in any direction without planning ahead, while with the Assessor you must first create the right environment for your spheres to be as effective as possible. That’s the fundamental idea of the Assessor: setting interesting constraints on the mining so you have to be smart on your approach.

Carrying things is also quite different. When you pick things up as the Assessor they float around you in a sort of energy field, and then you can shoot these items out in the general direction of your dome. You can upgrade this ability to make the resources float together in bundles to shoot more items at a time but you can’t upgrade your carrying capacity - which means that you really have to think about how to transport your resources back to the dome.

While it worked on a mechanical level, this was in all honestly quite tedious and clumsy to play. It also ended up having a lot of unfun downtime. If you had shot your Kinetic Spheres, you were basically just waiting around for them to finish bouncing around as you didn’t have any other way to mine in the meantime. In addition to that, the way you shot your resources back towards the dome wasn’t quite accurate enough.

Another important ability for the Assessor is the Sphere Reflection. It enables you to let the kinetic spheres bounce against your keeper, meaning you could in essence use that to mine in one specific direction. While very useful, the way it functioned was entirely timing based.You, as the player, had to hit a button at the exact right time for the sphere to bounce off of you, which made it a very tedious technique in the long run.

All of this led to the Assessor not getting used much by you. We knew that the basic idea could work well, so it was clear that we had to make it much more fun to play!

[h3]Enter the Re-Assessor[/h3]
We have made three major changes to how the Assessor operates, and we do believe it makes it a lot more fun and easier to control.

First, we completely replaced rotational mining. While the concept was right as a secondary, weaker mining ability to help you prepare the rock for spheres, it also meant that if your kinetic spheres were already in use, you could not mine at all. We replaced it with an ability called Contact Mining. With Contact Mining, the Assessor presses firmly against the tile, slowly breaking it down with kinetic energy. In function it is the same as rotational mining, but it does not rely on the kinetic spheres. It’s also a little bit faster than rotational mining but not very efficient.



Then we changed how the kinetic spheres are shot. Previously, you had to hold a button (which would also stop your movement) and then choose a direction. Now the spheres fire instantly, as soon as you press the shoot button. It might take a bit of time to get used to as a seasoned Assessor player, but we find it feels a lot more intuitive and fluent.

Lastly, we also tweaked the carrying mechanic. The shooting of single resources was fun to play around with, but overall an unneeded complication and simply not accurate enough. Instead you start out with the bundles, always shooting stable and precise groups of resources.



We’ve also made some changes to the tech tree of course! You can upgrade to get as many as 6 spheres. The lifetime can be upgraded as much as you want but as usual, the cost for it increases. Increasing the sphere strength does increase the reload slightly, so you might want to keep a nice balance there to make sure you have enough spheres to be efficient.



The main changes however are in a very specific area of the tech tree for the Kinetic Spheres. Here you can choose between 3 abilities, and each has one upgrade to make it more powerful:

Sphere Reflection is still there, but has a fundamental change. Instead of you micro-managing the reflection, you now place a static reflection field in the mine. It stays there, reflecting and powering up any spheres that get in contact with it. This ability has a cooldown, but with the upgrade you can even have multiple fields simultaneously.



The second ability is to explode spheres. Shoot your sphere as usual and then press space to make any spheres near you explode. Previously the Assessor didn’t deal so well when you wanted to unearth a chamber or a large cluster of iron, but with the explode ability, you’ll uncover those gadgets and relics in no time.



The third ability is to split spheres. You shoot a sphere as usual and then you can split it to replace it with two smaller spheres, which you could then also split to get even more even smaller spheres.



We tweaked both the shooting of spheres and bundles in subtle ways, which should generally lead to them always doing what you intend. Previously, spheres would sometimes hit a corner and fly off into the distance.

Finally, we changed the keybindings. With the default bindings, it won’t happen that you can pick a gadget from a chamber that you cannot seem to pick up again after dropping it. It is consistent now and should work intuitively.

All of these changes do mean that you might have to unlearn the old ways a bit, if you were a fan of the Assessor. That being said, we really hope that you will enjoy this coming update, and that you’ll have more fun playing the Assessor. And while you wait for this update to appear, join us on the Bippinbits Dome Keeper Discord Server to talk about Dome Keeper and just to hang out with some nice people! 😊