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Dome Keeper News

Hot Fix for Caves and Critters issues

[h2]Greetings Keepers[/h2]

yesterday we launched the Caves & Critters update, spicing up the underground a bit. Thanks to your reports and feedback, we have a nice hot fix ready now, which also solves some other issues. Thank you for all the support! :)


[h3]Changelog v2.1[/h3]
  • fixed crash when squid picked up bundled resource
  • fixed wave timer not running on reloading game
  • never switching to mouse and keyboard controls, when playing on Steam Deck
  • fixed drone cave turning into a rock tile after reloading the savegame twice
  • fixed squids moving into rock and sometimes getting stuck, when the scanner cave was activated before


And to keep things interesting for those of you who actually these posts, here is a little sneak preview. Don't tell anyone :D


As always should you encounter any bugs or issues while playing, please visit our support desk where someone can assist you https://rawfury.atlassian.net/servicedesk/customer/portal/1

Caves & Critters Update Available Now

One of our favorite parts of being a Keeper comes from that moment while digging when the next piece of buried treasure becomes visible. It could be that sigh of relief from a cobalt deposit to make dome-saving repairs. Then there are the unknown gadgets and the anticipation bringing them back to see what we have found. And then there are caves. Their unexpected rewards add another incentive to mine one more block because who knows what might be there.

Caves hold so many fun opportunities (well, at least only fun ones for now…muhahaha) that we figured, hey, let’s mix it up and add some more fun things to the game. Now, you might ask, “wait, why not make these new gadgets?” Gadgets have multiple elements to them that can be developed in unique ways in the tech tree. This also makes them figure into your resource use decisions.

Caves, on the other hand, are a power up (note to us, quad damage cave…mmm!). When you discover a cave, you get its reward and that instantly becomes part of your moment-to-moment play, while not changing the upgrade path you’re on.

[previewyoutube][/previewyoutube]

So, yeah, four new caves are waiting to be discovered. With the new caves you can

  • make tunnels in all directions
  • expand your vision
  • improve your bedrock scanner to see beyond
  • unleash a caged squid


While you’re down there spelunking away (always wanted a good reason to use spelunk!) you will also find some other new denizens. These critters have been there since before you arrived and they’ll be there after you’re gone. They won’t really bother you, at least, not so far as we can tell. And if you’re adverse to them altogether there’s an option to turn them off.

There you go, new caves and critters await beneath your dome. Have fun finding them and playing with the new toys. We have more cooking for you before the end of the year along with continued tuning and quality of life updates. But more on that another time…

[h3]Changelog v2.1[/h3]
    added 4 new caves
    added critters, small creatures roaming the mines. They can be disabled via options.
    shield can now be overcharged during battle
    changed how double laser affects movement speed and damage
    improved Assessor movement
    smaller Assessor rebalances: spheres reload a bit faster, some upgrades are a bit cheaper, re-arranged some upgrades to access sphere split earlier. Deeper changes will come in a later update, thank you for all the feedback!
  • improved all icons for Assessor
  • Assessor now always shoots at full force
  • Assessor can now pick up things from caves with the pickup button. Not ideal yet, but slightly more consistent.
  • translated thousands of words across many languages
  • fixed dome sometimes being destroyed before invulnerability on shield depletion was able to take effect
  • shield hud now also shows overcharge status and ability duration
  • fixed last bomb upgrade for sword long stab not having an effect
  • divers will now spawn again
  • fixed butterflies only coming from the left side
  • improved all monster energy projectile sprites
  • improved resource distribution in maps slightly, in preparation of bigger maps


Happy Keeping,
Guild Council

Nominate Dome Keeper for the Steam Awards

Keepers! Thank you for all your support, ideas, feedback, and camaraderie as part of the Keepers Guild. While we are hard at work developing new content for the game, there is something only you can help with - The Steam Awards.

We are hoping you will nominate us for [h3]Most Innovative Gameplay[/h3]

Creating Dome Keeper has been a fantastic journey as we discover, develop, and improve various aspects of the game. If like us, you too enjoy the trek as we experiment, prototype, and create new types of gameplay, then please share the love with a nomination.

Thank you again for all for your continued support and we will keep being busy with all the new things we're excited to bring you.

Until the next one, Keepers

Hotfix For Unbalanced Wave Generation

[h2]Hey Keepers![/h2]

thank you for the feedback regarding problems with the waves. In the Assessor update, we changed a bit how waves were generated, and that magnified a bug that always existed.
A bit of insight :)

[h3]Wave Designer[/h3]
The Wave Designer, one of many tools we made to make dome.

That's a small tool i built to help create snippets.

[h3]Snippets[/h3]

Snippets are small sequences of monsters. The intention of having them was to combine pre-designed challenges with procedurally generated waves.
Tasked with generating a wave, the wave generator would then look at all valid snippets, and combine them freely until the desired wave strength was reached. You can see that a monster either spawns left or right. Randomly, the whole snippet could also be flipped, to spawn on the other sides.

[h3]Do we even need snippets?[/h3]
In the last update, i removed all snippets except for single monster ones. With the stingray, it suddenly did not make sense to have all these premade flyer snippets - instead we'd need a stronger system to support "one of those" as a placeholder, like "use a tier 1 flying monster". Before doing that, i wondered if the snippet system was actually beneficial, or if not having it would feel any different. You see, this is complexity, and avoiding complexity is usually great. There are many risks in there too, like some monster appearing overproportionally often, because they are in many snippets. This gets harder and harder to balance the more monsters we have.
Because of this, i decided to remove all snippets and only keep single monster ones. So the most basic setup. Divers didn't appear as a single snippet, so i accidentally culled them too.

[h3]The Bug[/h3]
Remember i wrote that snippets could be flipped? What happened here is that flipping a snippet would cause every occurance of that snippet to be flipped. This is a bug - each snippet should be flipped or not flipped individually. Before, this was not very obvious, as every monster appeared in various snippets. But now with only one snippet per monster, it meant that all monsters of the same type would come from the same side. Very bad. Especially if you suddenly have 7 drillers coming from the same side.

That's not right.

[h3]Fixed[/h3]
It's an easy fix, just making all used snippets independent of each other (separate instances). But it shows well how bad complexity can be - in this case, it hid this bug that was always causing some obscure shenanigans. If you saw very strange waves that were lopsided, like 5 ticks coming from the same side, it might have been this bug. It can still happen now, which is also ok, but less often and we also know why it happens.

[h3]v2.0.15[/h3]
  • fixed monsters of the same type only coming from the same direction within a wave.
  • less lopsided waves - some of it is ok and interesting, but it's a bit less random now
  • divers will spawn again
  • fixed rare crash when starting a new game or loading an old save


I recently wrote a small post on the Assessor feedback, for which we are very thankful!
https://steamcommunity.com/app/1637320/discussions/0/3547176090237501720/

Hotifxes always have a chance to break some things, so please tell if you notice something being very off.

Have fun!

https://store.steampowered.com/app/1637320/Dome_Keeper/

Enjoy 20% off Dome Keeper during its Midweek Madness sale!



That's right, Keepers, Dome Keeper is now 20% off for the Midweek Madness sale!

Have you been waiting to get digging? Then here's your time to get going! With our new Assessor Update, there's even more new content for you to enjoy.

Now's the time to dig, survive and be kind to Drillbert; he needs his rest.

[previewyoutube][/previewyoutube]