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Dome Improvement: Gadgets Galore!

Dome Improvement: Gadgets Galore

Although we've already spent time talking about the primary gadgets you'll encounter in Dome Keeper, how about a little more information about the other gizmos and gadgets you'll come across, too?

Sure, you get to choose your primary gadget before you kick off each new Dome Keeper run, but there's also an incredible smorgasbord of tools and gadgets hidden in the rocks below your dome. Here's a rundown of some of the types of gadgets you may find, and what benefits they bring…

Inspect-our Gadgets
As well as the minerals and resources your Keeper needs to make upgrades and keep your dome in tip-top condition, beneath the surface you'll uncover secret chambers that contain helpful little gadgets, too.

Bring one back to your dome, and you'll get a choice: select one of two randomized gadgets, or sacrifice it for two extra cobalt pieces… and what you choose can make a big difference to your run!

Take Blast Mining, for instance. Drag it - or fling it! - to your preferred spot and it'll detonate, instantly excavating an area and saving you a lot of time. Alternatively, you can upgrade it so it digs out a long tunnel instead of a small square.



How about a Lift – that sounds handy, right? Set one up, gather your resources, and you'll be able to send them back to the dome, giving you extra precious time to keep digging whilst the elevator does the heavy lifting… literally!

A Teleporter, on the other hand, enables you to move quickly back and forth between the mine and the dome, cutting down your traveling time which - let's face it - can be the difference between life and death in Dome Keeper! What's that? You'd rather send back resources and fly home the scenic route? Well, you can do that, too, via an upgrade available in the Teleporter's tech tree – for that matter, every found gadget has its own upgrade pathways, too.



That's not all, though! We have a Condenser - a nifty machine that auto-magically generates water, which can be used to overcharge your primary gadget - and a Converter, which does exactly what it says on the tin and lets you convert excess materials, which is particularly useful if you're running low on one resource but have more than you need of another.

There's even a Probe that sends out an electronic impulse to show you exactly where nearby resources are hiding, saving your Keeper time and effort and ensuring your digging pattern is much more targeted.

Last but definitely not least: have you met Drillbert? He's your super cute dino pal who loves to dig and will scratch away wherever you place him, leaving you free to drill someplace else, essentially doubling your chances of unearthing something valuable. When he hits a dead-end he'll take a brief nap until you reposition him. You may even discover that he'll dig a little faster if a tasty treat or two is up for grabs!



Because each tech tree offers plentiful pathways and branches to upgrade your gadget, there are many, many ways to customize your gadgets, with every branch specially designed to address a particular aspect of the game: traveling time, resource management, getting materials back to the dome, and so on. Use them together, though – in synergy – and you'll open all kinds of neat shortcuts and ideas, making every run feel fresh and rewarding.

Make sure you're following Dome Keeper on Twitter or join our Discord and tell us all about your favorite gadgets, including your wishlist for the future! And don't forget: Dome Keeper is out now!

Until the next one, Keepers - Dome Sweet Dome!

Hot Fix for patch 5 movement issues

Greetings Keepers

Well, funny as the "top men" meme may be, we are fortunate to have an awesome team that got to it on this one. We have cleaned all the monster goo from the Dome and restored full movement functionality. Or in plain terms, we think we found everything causing the issues with sluggish movement, quirky stick and D-pad response, and keyboard input issues.

A quick note for controller users - in options on the input tab there is an on/off box for "automatically select preferred controller." This is for players using two different sort of controllers for different sessions, like if you use an Xbox 1 controller and switch to a PS4. If that is you, try selecting "on" for this. If you use the same controller all the time, leave it "off" which basically locks the game to the controller you are using right then.

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

Now here's a cute picture of Drillbert. Thanks for your support!

MIX Showcase - Dome Keeper Accolades Trailer!

Keepers!

To celebrate the MIX showcase, we thought we'd share with you our beautiful accolades trailer! We super appreciate all the kind words 😍

[previewyoutube][/previewyoutube]

If you haven't picked up Dome Keeper yet, now's the time!
https://store.steampowered.com/app/1637320/Dome_Keeper/


Dome Keeper Hotfix for Patch 5

[h3]Hey Keepers![/h3]

a quick one this time, a hotfix if you will. Some of you noted that with the last update, movement with gamepad sticks was unpleasant, as it would slow down in strange ways. We immediately investigated it, and were able to reproduce and fix it. We also snuck in some very small other things.

[h3]v1.5.17[/h3]
  • fixed movement with gamepad stick slowing down unpredicatably. There were some other quirks around movement speed, but now it should all be fine.
  • skeleton cave won't spawn in Prestige anymore. Unlocks like worlds, difficulties, pets or modifiers are not available for prestige, so generating the cave in Prestige was misleading.
  • fixed skin selection not properly remembering last used skin
  • small balancing change of laser strength 3 with double laser. Combination was OP and probably still is, so the total damage and stun is reduced a bit.


For the laser, we'll see how it fares and how your feedback is, and continue to balance and improve accordingly.

To throw in something nice, here is a small sneak peek at some of what we were working on the last weeks in terms of monsters. Please not they are a work in progress without a release date tied to them - but a lot fo things happen under the hood ;)
work in progress of some monsters that you might meet eventually

Have fun!

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

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! 🎃