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Dome Keeper News

Celebrate Scream Fest with the Skeleton Keeper Suit & Flaming Skull Pet!

[h2]Keepers, it's spooky season!
[/h2]
To celebrate Steam Scream Fest, we have guild-approved cosmetic spookiness available to find by all Keepers! A newly developed Suit and Flaming Skull Pet will be sure to scare the waves of monsters coming to destroy your Dome!

The Skeleton Suit and Flaming Skull Pet cosmetic items are available to discover during the Halloween season, 25th of October - 13th of November, for anyone playing Dome Keeper during this time.



You will gain permanent access to these items, as long as you can find their hiding places, and complete a successful run.

Summary of Seasonal Content:
  • Skeleton Suit
  • Spooky Underground
  • Flaming Skull Pet


As well as this spooky update, we've fixed some creepy bugs, tweaked some cool sword mechanics and so much more! Check out the full patch notes for v1.5 below:
    Added a pet, a new cave, and decorations for Halloween. Only available until the 13th of November, but unlock permanently if you get it now. You can disable seasonal content via options if you prefer "vanilla".
    Fixed pet and egg not saving properly
    Improved many sounds
    Gamepad bindings now also got alternative key bindings and the axis can also be bound (stick or trigger)
    Laser strength 3 and double laser are not mutually exclusive anymore
  • Pets don't duplicate on reload anymore
  • Skin unlocks are now also listed when showing what was unlocked this run
  • Fixed keeper slowing down when moving the stick and then pressing and releasing d-pad in the same direction
  • Fixed prestige maps just stop at a fixed depth, instead of fading out naturally
  • Fixed double iron modifier not being remembered to be selected previously
  • Fixed lift not going through the middle of indestructible parts where there was no border tile
  • Added animation for sword dome in the loadout screen. Also added a dummy monster to show the sword's impact better.
  • Shield reflection stage 2 from 2s to 3s
  • Sword fast stab 2 adds 20 instead of 10 damage to the stab
  • Sword stab cooldown change for bomb upgrade goes from +3s to +1s
  • Sword stab last bomb upgrade now has 3 charges instead of 2
  • Sword javelin upgrade adds 40 damage instead of 50
  • Orchard roots now spawn 6 and 12 roots, instead of 4 and 8. Additionally, it lasts for 12s and 24s, instead of 10s and 20s. This is only a small step, orchard needs some more serious buffs or additions.
  • Removed empty Drillbert upgrade
In case you are wondering we switched the versioning to make more sense, so now you got v1.5 which is the fifth patch of the release version, instead of version v41.6.

Enjoy!



PS. The guild hasn't forgotten the Assessor, it's very much still coming soon, we just wanted to get involved in the festive, spooky fun! 🎃

Dome Keeper Patch 4

[h3]Hey Keepers![/h3]

Another week, another Patch! Thanks to your super helpful reports, we were able to fix some annoying bugs.

The bulk of our time is spent on the Assessor now, which enters Playtest this week, over on our Discord. We are also preparing something small but fun for Halloween :)

transcending physical limits

[h3]v41.5[/h3]
    fixed some tiles being indestructible, that should not be. This affected resources sometimes beind inside in border tiles, but also unreachable chambers.
    lift can now pass through indestructible terrain, so should be viable on all maps
    fixed laser sound playing permanently in some cases
    added option to detect used gamepad automatically. If you got problems with a gamepad, try changing this setting.
  • repeatable drill upgrade of the engineer is now much stronger, going from a 50% to a 120% increase
  • fixed long probe marker retention being overwritten if purchasing an upgrade with shorter retention
  • reduced probe auto recharge time from 0.8 to 0.5 cycles
  • disabled HDR, so there should not be any effect on monitor brightness anymore
  • orchard root now pauses properly
  • exploit of reloading the game to "roll" higher yields from tiles should not work anymore
  • fixed a "fixed cobalt" run causing that no cobalt would spawn in next run
  • reduced amount of very hard and very soft rock a bit (effectively lowered the increase from last patch to 50%)
  • fixed all "fixed cobalt" runs markes as cheated, if the cobalt multiplier was bought
  • removed some false positives from the cheat detection


If you run into any issues please let us know here!

We are also active on the Steam Forums and the DIscord of course, though it might take us a bit to respond - a lot of activity right now, which is great!

Have fun!

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

Dome Keeper Patch 3

[h3]Hello Keepers![/h3]

It is patch time again. Thank you for all the feedback and bug reports you've shared! With your help, Dome Keeper can get better and better.

If you were struck by a savegame issue on Steam Deck, head over to this thread in Discussions where ZeP found a solution how to recover your savegame.

The savegame is not lost, but Steam Deck has switched between the Linux build and the Windows+Proton build, switching save directories in the process. This is out of our control right now, but we are talking with Steam Support about how to improve this.

Behind the scenes we are also working on major content updates - more on that in the coming weeks.

double the iron, double the fun

[h3]v41.4.11[/h3]
    fixed cheat detection having a lot of false positives. Old highscores might be gone now, as they falsely got flagged as cheated. This will be a thing we continuously improve, so more and more cheat/exploit runs are caught. We also clean the leaderboards from time to time.
    added "double iron" run modifier for relic hunt as a challenge to your logistic setup. It doubles both the iron cost of upgrades as well as the iron amount found underground.
    automatically switching to larger font sizes, when playing on steam deck
    fixed big ticks going into a state of being stunned and invincible, when caught in an orchard root while burrowing
    fixed stun laser trying to rotate underneath the dome
    fixed maze and long cycle modifier being incomptible
    memory upgrade of probe is now not exclusive to the other higher tier upgrades
  • changed condenser code slightly, possible fixing an issue with it stopping production
  • possibly fixed teleporter teleporting to the same place where it started
  • pet will now not wildly jump positions if out of sight
  • controller vibration will now only happen if controller is actually used
  • fixed orchard and repellent charging up in the initial grace period, where no monsters spawn
  • reduced number of monsters that can be on screen at the same time, more so for hardest difficulty
  • punishers are much more effective now, and won't trigger when not intended
  • fixed controller not vibrating, if any given vibration would go over 100%
  • focus continue button in main menu, if it is available
  • increased the density spread, so more tiles belong to the extreme hardness stages
  • increased difference between hardness 2 and 3, raised hardness 5 a bit and lowered progression between biomes slightly
  • fixed map being cut off when zoomed out in 16:10
  • changed font for hungarian
  • prestige scores of 0 won't be uploaded anymore
  • fixed mode button not switching correctly to the button left of it, for some languages
  • reduced drillbert drill upgrade costs a bit


Don't forget we have a list of known issues in the discussions thread here on Steam, so keep an eye on that and if you run into any issues please let us know here!


Feel free to join our Discord and share your feedback with us there too!
Enjoy!

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

Meet The Assessor Keeper

Keeper Friends,

Introducing an upcoming new addition to your Keeper options, The Assessor. Their distinctive helmet and protective cloak provide more than good fashion. Each is part of the cutting-edge technology the Assessor employs for elegant operations. They don’t need to get their hands dirty, there are far more advanced ways to perform the work.



An experimental energy field generator developed by the science branch of the Keepers Guild provides their power. Able to bend the very gravity around them, the Assessor effortlessly glides through the world around them without the need for a cumbersome jetpack.

That energy holds mining applications as well. Focused into a powerful orb, it packs the ability to tear apart rocks. By launching the orb, its force becomes unstable and grows more powerful, ripping apart the surfaces it hits. Each rapid impact amplifies the effect, enabling rapid excavation in tight spaces.

To collect resources the Assessor reverses the polarity, using the field to draw free ores up for carrying. Not that they must be taken all the way to the Dome manually. A skilled Assessor uses the projection capabilities to fire resources back into the Dome without needing to go all the way there.

All in a day’s work for the Assessor, who is ready to get back to some welcome rest with their loyal companion the Seahorse.

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

Dome Keeper Patch 2

[h3]Hello Keepers![/h3]

We are back with another patch that squashes some more bugs, adds a new accessibility option, a new map size, and more!

Please do keep the feedback coming, we really appreciate it and it helps us make Dome Keeper the best it can be!

[h3]Build 41.3.7[/h3]
    Full patch notes below:
    Added accessibility option to always highlight monsters with an outline
    Orchard fruit buff cannot be stacked anymore, but repeated use will refresh the buff
    Added missing sword dome tutorial popup
    Allowing bind of pick up and drop to the same key again, as in the Dome Romantik prototype
    Added huge map for relic hunt
    Showing up to 3 unlocks now, instead of 2 at most
    Improved controller detection, which might solve issues with some models being unresponsive
    Added information on which rule in the cheat detection was triggered, allowing us to improve it in the next patch, after seeing what causes the false positives
    Lift now starts with an additional orb, and more orbs cost 1 water instead of 2
    Teleporter won't teleport resources during battle anymore
  • Fixed repair indicator on health bar sometimes staying visible after closing the tech tree
  • Fixed vibration setting from options not being applied
  • Fixed keeper not moving if exiting the station with an already rotated joystick
  • Fixed keeper being stuck in pickup mode if the station was entered holding the pickup key and use and pickup being bound to the same button
  • Fixed one instance of the cheat detection triggering erroneously
  • Fixed some small errors in the savegames
  • Fixed issue where final battle music was playing after the wave was over, overlapping the win music
  • Fixed condenser, converter, and drillbert achievements not counting properly, if the game was saved and reloaded
  • Improved blue underground biome color to be more distinct from grey
  • Rendering all percentage values without digits after the decimal point in the upgrade tree
  • Improved rock texture for medium rock hardness
  • Fixed unlock potentially getting lost if immediately exiting the game upon unlock
  • Selected gadget in keep gadget popup is now animated, for better visibility
  • Fixed button focus in loadout stage not jumping from gadget to mode as expected
  • Reduced condenser production delay on overcharge from 0.75 to 0.5 cycles




Don't forget we have a list of known issues in the discussions thread here on Steam, so keep an eye on that and if you run into any issues please let us know here!


Feel free to join our Discord and share your feedback with us there too!
Enjoy!

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