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A Keeper's Duty - Coming July 25th!



The Open Beta is coming to an end, and it’s all thanks to you!

Thank you to everyone for your invaluable feedback and help with our Open Beta. At long last we’re at the point where we’re ready to release the update to everyone - and it’s coming to Steam this Thursday!

A Keeper’s Duty will officially release on Thursday, July 25th, with a huge load of new content to enjoy!

Our amazing Dome Dweller, René will have a small dev stream on the day of release around 20:00 CEST / 14:00 EDT / 11:00 EDT over at https://www.twitch.tv/bippinbits Make sure you tune in and say hi!

We hope you’re all as excited to fulfill your duty as a Dome Keeper as we are!

A Keeper's Duty Beta: Patch #5

[h2]Hey Keepers,[/h2]
i feel like i'm repeating myself: thank you! Your feedback is super useful.
Please continue to report bugs if you meet them. If the game crashes, please also share the content of your save folder with us, so we can try to reproduce it.

You can find more on the save files on our discord here: https://discord.com/channels/788519597556891678/1025879299909243022

Here is what's new for v4.0.0.58:
[h2]Balance and Changes[/h2]
  • added a nice theme to the exported gif
  • fixed wrong cycle time. Accidentally the cycles were much too long, for example about 3 minutes on cycle 14, when it should have been 2 minutes.
  • side drillers now have small indicators when they are blocked
  • rocketlauncher now refills on individual level, not in full clip
  • engineer power drill now handles the two highest tile hardness as if they were medium hardness and is a bit stronger in general
  • oneway teleporter now has 20s fixed cooldown
  • added some icons
  • added more space for run modifiers due to longer localizations
  • updated some texts


[h2]Bugfixes[/h2]
  • fixed many instances of indestructible rock getting destroyed. This should only be possible with the engineer supplement, in addition to how it worked with the central shaft gadgets.
  • fixed assessor overriding bundlecentralmarker guild reward setting
  • added meta data sanitization for rewards, skins and pets (important for changes and mods)
  • fixed title music not looping if switching keeper
  • fixed drill rig sounds not fading out correctly
  • fixed drill magnetic casing not working on a drop that was previously picked up
  • fixed side drills not being placed correctly when reloading
  • fixed windows only lzw compression causing issues on mac
  • fixed assessor orbs sometimes stationary after reload
  • fully removed showmine and timelapse rewards
  • fixed assessor receiving engineer supplement offers and vice-versa
  • fixed relic chamber closed again after load
  • fixed second domearmor upgrades not actually increasing max health
  • fixed drilling rig able to reset to one side drill if buying side drill upgrade after getting supplement
  • fixed some particles of bundle
  • fixed pickedup resources not working correctly with gravitational lift and magnetic drill
  • fixed assessor sphere persisting infinitely when loading a save where they were about to fade out


Thank you for participating in the open beta, have fun :)

A Keeper's Duty Beta: Patch #4

[h2]Hey Keepers,[/h2]
thank you again for all the feedback and bug reports. I should be etching closer and closer to a releasable state now. We do have some technical problems left to solve though, especially on non-windows PC's it seems. Please continue to report bugs if you meet them. If the game crashes, please also share the content of your save folder with us, so we can try to reproduce it.

You can find more on the save files on our discord here: https://discord.com/channels/788519597556891678/1025879299909243022



Here is what's new for v4.0.0.57:
[h2]Balance and Changes[/h2]
  • Fixed to opengl renderer as default again. Vulkan did not improve things as we hoped. You can still launch with vulkan if you enter this as the start arguments in the game settings "--rendering-driver vulkan"
  • Added keeper supplements: power drill, cascading impact and one way teleporter. One way teleporter is now a supplement instead of a cave. The cave got removed for now. This is more interesting to play with i hope.
  • rebalanced all upgrade costs. Iron costs for the late game went up significantly, as it seemed the upgrade cost got less meaningful when you have 50 iron in the bank. This is also a consequence of the game getting easier thanks to strong supplements. Feedback welcome, but give it a few runs to get used to it :)
  • made gravitational lift 8x faster
  • adjusted time between waves, so that there will be a bit more time in the early to mid game
  • assignments: changed fixed time limit in minutes to cycles when possible, so that cycle based gadgets work more meaningfully (like furnace)
  • rebalanced cobalt contribution. It was much too hard.
  • fixed only one supplement being in the map in general
  • rebalanced droneyard battle ability
  • reworked rewards a bit. Statistics are now one reward and post run timelapse is available by default. Added central certical line as a reward as the community suggested. More suggestions welcome :)
  • slightly buffed furnace supplement
  • changed supplement of drill rig to something more useful and made drillers a bit faster
  • some caves can now spawn multiple times, in theory
  • weapon defect assignment rebalance. It was too hard on challenge mode.
  • significantly improved performance of scanner cave application
  • improved various texts
  • added move-reminder when staying idle too long in the new loadout
  • removed hud run modifier. It is obsolete due to the guild reward.
  • bloater will vanish faster if it is the last monster
  • made autocannon rate of fire visible in stats
  • added some icons


[h2]Bugfixes[/h2]
  • fixed desync between killed monster counter and detailed statistics screeen sum
  • keeper 1 cursor is always drill
  • fixed anchor in gadget option
  • fixed drillbuff time for mushroom farm seemingly sinking with first upgrade
  • reduced guided bundle pull distance again, hopefully guided bundles stay together a bit better
  • fixed vignette transition breaking after load
  • fixed drops in bundle being negatively effected by magnetic drill
  • fixed unspecfic explanation of drill upgrade property
  • fixed techtree fully broken in arabic
  • fixed some monsters not reaching the dome and getting stuck in world 2
  • fixed white space around upgrade limits leading to missing upgrades
  • fixed no hud in arabic
  • maze modifier now correctly works with new generation
  • fixed engineer thruster particles broken after swapping skin
  • fixed saveload error when using bundle guidance
  • packed resources within bundles now remain inside that bundle upon completion
  • fixed drillbot treat not visible after load
  • fixed station extension not revealing rock anymore
  • fixed minedriller upgrades not loaded correctly anymore
  • fixed custom gadget order broken
  • fixed sound of extractor being audible on the whole map
  • fixed assessor spheres vanishing on reload (this never worked before, big oversight)
  • reroll option is disabled when using custom gadget/supplement order
  • paused game after assignment is won to stop any remaining monster from attacking
  • added sanitization pass for metastate on load to get rid of any old or unavailable settings and crashes


Thank you for participating in the open beta, have fun :)

A Keeper's Duty Beta: Patch #3

[h2]Hey Keepers,[/h2]
the beta keeps rolling, and we got a whole bunch of changes and fixes. We already have the next bunch coming, so i'll keep it short. Can't stress it enough, this is building on your feedback. Thank you for sharing!

Here is what's new for v4.0.0.56:
[h2]Balance and Changes[/h2]
  • timelapse now exports as a gif
  • battle drones will now vanish after a certain amount of shots fired. This was already present in the upgrade description, but wasn't implemented yet.
  • fixed and buffed probe supplement, no auto recharge in normal tech tree for now
  • added tutorials for new gadgets
  • cobalt contribution rebalance (will actually change a lot with the next patch)
  • drone dispatcher now smartly always dispatches the closest available drone to a drop
  • added some icons
  • automated conversion now spits out resources over a few seconds to avoid resources clipping out of the map
  • improved image export of mining timelapse, so game won't freeze during export


[h2]Bugfixes[/h2]
  • fixed loadout ui disappearing in right-to-left languages
  • disabled remote station sound effects, they were a bit annoying
  • fixed gadgets being shredded when reroll was selected via keyboard
  • fixed tile hit sounds having unlimited audible distance
  • fixed assessor intro music not looping
  • fixed mineview in run finished popup available without upgrade
  • fixed probe recharging while paused or in battle
  • fixed exit route pathfinding not displayed correctly
  • fixed mushroomfarm wrong animation after load
  • run stats now count monster kills in finale before relic explosion
  • fixed only dome1 having zap-effects with dome armor reactive pulse
  • fixed no bombtip on javelin with supplement
  • fixed switching language resetting font palette color
  • fixed extractor reinfesting same tile with worms multiple times when the tile has a different overlay
  • fixed leaderboard highlighted color using wrong font
  • fixed station extenion popup being left-bound instead of centered
  • increased area for guild rewards to fit all rewards neatly in all languages
  • fixed custom order for gadgets breaking popup
  • fixed offcentered sword weapon features
  • fixed no hover sound in main menu
  • fixed battledrone being in front of dome
  • fixed heal animation being wrong
  • fixed squidley and transport drone picking up the same resource twice
  • fixed mineraltree in upsidedown assignment
  • added code to ensure floating drops don't get stuck for too long
  • fixed converter and furnace use-action being triggered after quitting popup with keyboard
  • fixed drillbot treats not saved correctly
  • drill, lift and other mineshaft gadgets are now hidden during landing
  • fixed teleporter leaving drops in broken state when picked up while absorbing
  • added singular variation for additional gadget textww
  • fixed relic-carrying music track turning on on it's own after dropping the relic
  • fixed artillery not always remembering last rotation correctly when exiting during movement
  • delay bar in wavemeter is now always displayed when the repellent is available
  • fixed switch pro controller layout
  • fixed showdown details not displaying final wave strength
  • fixed flyer not correctly recognized in detailed statistics


Thank you for participating in the open beta, have fun :)

A Keeper's Duty Beta: Patch #2

[h2]Hey Keepers,[/h2]
we've been busy at work! Most importantly, the guild rewards are in now. You can spend the badges you earned in the assignments on some cool things like a timelapse of how you mined the map (be careful with the "save images" button there, this can take several minutes in a long run).

We also switched to a vulkan based render mode. This should resolve all rendering issues on Mac and might improve performance for most hardware. Older hardware might not support vulkan though. Please let us know if you cannot launch the game because of this. If it happens to many players, we'll provide a vulkan and an opengl version of Dome Keeper in the future.



Here is what's new for v4.0.0.52:
[h2]Balance and Changes[/h2]
  • changed to forward+ renderer
  • added guild rewards
  • added additional post run statistics, unlockable as guild reward
  • added mining timelapse, unlockable as guild reward
  • moved guild rewards to its own area in loadout. They affect all modes, so should not be part of the assignment configuration.
  • made remote station minimap more useful, also showing drops and carryables
  • improved colors of minimap
  • creatures and clouds in world 7 are now animated
  • added friend leaderboard for assignment badges
  • significantly improved performance of swapping gamemode in loadout
  • faster camera in loadout, added zoom stage
  • improved hud to show amounts above 99
  • added buttons to put gadgets to first or last entry in pro mode
  • added 10 icons
  • resource packer can pack carried resources
  • assessor bundle reaches further and moves faster if guided
  • increased how fast drilling rig will move downwards
  • added domearmor adapting visually based on dome used
  • removed rotated tiles that created an ugly mine look
  • metastate is now saved to a new file in v4, so the manual rename of the backup metastate is not needed anymore
  • improved sounds


[h2]Bugfixes[/h2]
  • fixed fonts across all languages
  • fixed wrong loadout map on clean install
  • fix crash if javelin has no bomb
  • Fixed Mine texture, pixelization issues and crack texture error
  • fixed tiles being rendered visible too far into the dark area
  • fixed halfpixel offset and double pixels in mine rock graphics
  • fixed resource shred looking different than before
  • fixed keeper spark animation
  • fixed black border around chambers
  • fixed battle popup always showing hint for sword speedup
  • fixed remote control station making resources-ui color gray
  • fixed shield hud special icon positioning
  • fixed seed and mineral tree in upside down
  • fixed drillbot treat arrow
  • fixed teleporter not displaying cooldown after using it while on item-cooldown
  • fixed teleporter blue "active teleport" sprite remaining active on abort
  • fixed relic switch chamber on after loading and extracting relic
  • fixed seed having wrong center of mass causing weird movement
  • fixed squidly positioning behind drone
  • fixed teleporter charging effect sometimes remaining active when it shouldnt
  • fixed relic music overlapping with level music
  • fixed mine ambience music still disabled
  • fixed shield active ability hud display inaccurate
  • fixed remote station reveal not revealing caves
  • fixed weird particles behind assessor
  • fixed sorting of monsters when accessibility mode is on
  • fixed keeper2 ammo achievment not working
  • fixed "escape" not working on switch pro controller
  • fixed being able to quit run won popup without unlocking something when possible
  • fixed missile launcher floating in world 1 (by changeing ground layer)


Thank you for participating in the open beta. With your feedback i'm sure the the update will be much better at the end of the beta than it was at the beginning :)

Have fun!