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Dome Keeper News

Modding support returns to Dome Keeper in the latest update

While the developers keep working away on multiplayer for Dome Keeper, you can now get back to filling your game up with mods as support has returned.

Read the full article here: https://www.gamingonlinux.com/2024/11/modding-support-returns-to-dome-keeper-in-the-latest-update

v4.2 Update to "A Keeper's Duty"

[h2]Hey Keepers,[/h2]
it's time for probably the last patch of this update. It is more on the maintenance side with small improvements and bugfixes. We found a big performance issue on the cables of the relic in relic hunt. With this patch, the framerate on low end systems can be up to twice as high if the cables are active.
Secondly we did a lot of improvements for the mod loader. Read more about the plans for modding here: https://steamcommunity.com/games/1637320/partnerevents/edit/4471606502586583905


On a sidenote, work on multiplayer is progressing well. There will be a playtest early next year, but definitely not in january. We'll tell more as soon as we have some reliable dates to share :)

[h2]Changelog[/h2]
Here is what's new for v4.2.0:
    game is now not exported in DEBUG mode
    fixed and improved many things with modding and the ModLoader
    improved performance significantly for the light and the relic cables
  • squidley now gathers resources that are closest to the dome (transport drones always did so)
  • rocketlauncher now will restock, if getting the restock supplement during combat
  • updated loc, improved some assignment descriptions
  • fixed issue when changing locale inside loadout
  • fixed cellar gadgets overlapping after reload if stationless probe was used
  • fixed assignment map being identical if restarted after losing run
  • fixed condenser water colors for double storage
  • fixed spire supplement making its upgrade tree messy
  • shield invulnerability upon depletion does not trigger again if shield is overcharded during battle
  • added shorten cycles upgrade to provocation mode
  • cleaned leaderboards, updated bans
  • fixed wrong collision layer in assessor sphere explosion
  • improved moddability by replacing some uses of preload with load


Have fun :)

An update on Mod support for Dome Keeper!

[h3]Hello Keepers,
[/h3]it's been a while since "A Keeper's Duty" hit, and as we lined out before, our current development focus is on multiplayer. It is progressing well, but we know it needs a lot of time. Refactoring a game from singleplayer to multiplayer is generally not recommended because it is a vast undertaking. Usually you plan and code for multiplayer from the start, or omit it completely. We'll do it anyway!

Since this will take time, we've been thinking a lot about if and how we can still do something interesting. The glorious answer is MODDING.

We want to push this a bit and help as much as we can to enable people to make cool mods. Mods are amazing because they can offer things that are outside of the design of "core Dome Keeper". They can do totally new things or expand what is there, be silly, hardcore challenging or simply fun.



[h3]Renewed shall be modding that was broken[/h3]
This year we ported Dome Keeper from Godot 3 to Godot 4. Godot is the engine we use. This was a big undertaking done for three reasons, being multiplayer, console ports and future proofing the project. With that switch, the way the game can be modded did change too, and thus most mods broke.
We hired Ste from our community to lead the effort of making modding work for Godot 4 for Dome keeper. He is a cornerstone of our community and a key person in the Godot modloader project (shoutout to Kana too the perfect fit to champion modding.

The result: modding is back, yay!


[h3]Leading the pack[/h3]
Already we have some great mods, some new and some ported. We made a cool trailer to showcase some of them - take a look at it below!

The stars of that show are of course the cool people making the mods. By the way, join our Discord if you want to make mods or know more about it. Everyone is helpful there and as devs we are happy to support where we can.

https://youtu.be/iJCV2MjXJYc
[h3]Mod Jam[/h3]
Dome Keeper originated in a 3 day game jam, Ludum Dare 48. What could be more fitting than making a jam for creating cool mods for Dome Keeper?!

With that in mind we are so excited to announce that we'll be doing an official Dome Keeper Mod Jam in January. The idea of this is to dedicate a few days to making new Dome Keeper mods, expand existing mods or simply port old mods. As devs we'll focus our attention during the event to support the modders - advice, solutions, patches and possibly even coding or art support.

Praise is good and all, but we'll also have some prizes for anyone that would like to submit their mod to be reviewed by the team. We'll be giving out awards too! We'll share more details about the mod jam soon, including dates and prizes, so please stay tuned (did i mention joining the discord?)


[h3]Mod Support[/h3]

One final thing to mention is that we have a new Dome Keeper Let's Play dropping on the Raw Fury YouTube channel here later today at 17:30CET. This one will be all about how to install and make the most of mods, along with showing some of the recent ones added to Dome Keeper. So if you've never tried using mods in Dome Keeper before but have always wanted to, then please check it out!

That's it for now!

[h3]Have fun :)[/h3]

Out Now – A brand new demo for Dome Keeper!

Hey Keepers,

We just wanted to let you know that today we’ve released a brand new demo on Steam for Dome Keeper, so if you or a friend are yet to try out the game - then you can now, for free!

https://store.steampowered.com/app/1650980/Dome_Keeper_Demo/

[h3]Relic Hunt
[/h3]In the demo you can play Relic Hunt, where you land on a world and start digging in order to find an ancient artifact, whilst also defending your dome from waves of attacking monsters! The demo version includes medium-sized maps with a choice of two primary gadgets - and there’s also a choice of a few difficulty settings too. Try the default ‘Brutal’ setting to get the core Dome Keeper experience, or play on ‘Normal’ if you want a slightly more relaxed time.



[h3]Guild Assignments
[/h3]Once you’ve played Relic Hunt you can also try out two Guild Assignments, which provide unique challenges that add a little extra spice to a run. ‘Iron Contribution’ tasks you with delivering a large quantity of resources to the Keeper’s Guild, while ‘Swiss Cheese’ changes the environment to add more caves whilst simultaneously making rocks tougher to dig through!



We hope you have a fun time with the demo and feel free to leave a review on the store page here! You can also follow us on Twitter and Bluesky, or join our Discord, to stay up to date with all things Dome Keeper.

Thanks for the support as always, fellow Keepers!

v4.1 Update to "A Keeper's Duty"

[h2]Hey Keepers,[/h2]
It's been a while since "A Keeper's Duty" released and we've been closely watching the feedback. We incorporated this into some improvements and a lot of balance changes.

[h2]Prestige[/h2]
Because of the big changes to balance, we are starting season 7 for prestige now. Please keep in mind the warning about fairness that you see ingame: People who use exploits to gain the highest scores (top 100) will get banned. Don't worry about accidental use - the cases that are bannable are excessive and very structured with the exploit usage.
Some parts of cheat detection are automated, sometimes i go over it manually and delete scores and possibly ban people. If you want to appeal for a ban, contact me. But i don't have time for a "ok i cheated but now i will stop" scenarios, as this is time that i don't spend making the game better for everyone.

[h2]Modding[/h2]
With the port to Godot 4, the ways the game can be modded changed a lot engine side and that required a lot of work on our end. Modding is now supported properly again, with improvements to the modding popup ensuring compatibility. We have some plans to push modding a bit in the future. One part of that is making a more mod-friendly modding EULA. If you are a modder and have an example of a EULA you like, please share.

[h2]Future Plans[/h2]
Don't expect exciting content in the near future. As explained with the last update, we don't have any content lined up now. Our efforts will go into two things now: multiplayer and consoles. We can't confirm any consoles yet and don't have a date for multiplayer. Just know that we are on it, it's our focus now.

[h2]Changelog[/h2]
Here is what's new for v4.1.0:
[h3]Additions, Improvements and Changes[/h3]
  • started season 7 for prestige after vast balance changes
  • massively improved performance. Also added option to render game at half resolution, which looks very similar but should run much faster.
  • improved modding and made it compatible with v4 of Dome. You'll now get info in the modding popup about mods being incompatible due to not being updated to the latest version.
  • added restart button to pause menu
  • Anti Stall should work properly now
  • drones don't bug out when resources are unreachable
  • added overcharge tutorial
  • improved visual clarity of tesla reticle
  • brightness setting now works again
  • fixed cases of extractor and converter pushing resources out of the map
  • shredder now shreds faster when there are a lot of resources
  • improved map generation for chambers, as sometimes they were placed too far from their ideal place, heavily affecting the runs difficulty
  • chambers are a light source now too and can be seen through the vignette
  • a ton of other bugfixes

[h3]Balance[/h3]
  • Engineer: changed Power Drill a bit. Slightly lower speedup than before, and the hardness mechanics is changed by simply buffing drill against hard rocks instead of treating the hard rock all as medium density rock.
  • Assessor: Split has lower cooldown again. Spheres also get a global speed buff with the supplement.
  • One way Teleporter: cooldown from 20s -> 5s. It now can also teleport items, gadgets and supplements.
  • Laser: DPS increase, last stage 180 -> 210
  • Tesla: changed base damage being higher early and lower late, last stage 180 -> 155. Slightly reduced quick shot strength and orb stun strength.
  • Artillery: increased stun size of deafening blast a bit
  • Repellent: Growth time 1.5 cycles initially, going to 0.9 with upgrades.
  • Orchard: Growth time going to 0.9 cycles with upgrades. Increased buff strength and duration.
  • Droneyard: Slightly higher upgrade cost. Slightly fewer battle drones overall.
  • Furnace: increased wave delay, decreased how long resources last in burning.
  • Spire: added supplement that slows down monster projectiles globally by 40%
  • Chainsaw: increased damage, last stage 65 -> 80. Also fixed speed upgrade not doing anything.
  • Drillbert: buffed drill strength. Drillbert won't get scared anymore during battles, if you have the supplement.
  • Mushroom: Added upgrade to automatically consume mushrooms on flyby. Added upgrade to make mushrooms grow quicker in the dome.
  • Resource Packer: 5s longer recharge by default. Upgrades now also make the packs shrink more. Added supplement that brings cooldown to 1.5s
  • Shockwave: More expensive, slightly less damage and stun strength. Supplement cooldown addition 5s -> 8s and +1 stun strength
  • Lift: now also speeds up the keeper when going downward inside it
  • Missiles: Damage increased, last stage 200 -> 250
  • Gadget Chambers in prestige don't go quite as deep
  • Mineral Tree grows much faster


Thank you for playing
[h2]Update[/h2]
I just pushed a hotfix:
  • fixed a lot of prestige runs ending up on the cheater board erroneously
  • fixed stage not showing up properly that explains if there is an issue connecting to steam and thus the game can't run
  • fixed mods not showing up properly on Mac
  • fixed bug that would cause some mods to not load completely