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New Bippinbits Game "PVKK: Planetenverteidigungskanonenkommandant"!

https://store.steampowered.com/app/2956040/PVKK_Planetenverteidigungskanonenkommandant/

[h3]Hello Keepers,[/h3]

We are overly excited to share our next game with you! You read the title right, that's actually the name. It's German and means "planetary defense cannon commander", and that's actually what you do in the game.

[previewyoutube][/previewyoutube]
The game comes from a love of pressing satisfying buttons and a fascination of old cockpits.
Mix that with a bit of escape room and "Papers, Please" and you got PVKK.
The core of the game is shooting down invading space ships. You make tactical decisions and execute detection, shooting and energy procedures like a pro. In between missions you take care of your bunker and try to navigate the different factions in the game, all wanting to use you for their purposes.


Check out the steam page to get more infos! If it looks interesting to you, please wishlist the game, it really helps us out!

https://store.steampowered.com/app/2956040/PVKK_Planetenverteidigungskanonenkommandant/

A Keeper's Duty Beta: Patch #1

[h2]Hey Keepers,[/h2]
thank you so much for your extensive feedback! We are working on many things and carefully listen and think about your feedback.
I'll keep it short, here are the patchnotes for v4.0.0.48:

[h2]Balance and Changes[/h2]
  • reworked sword long stab. You can now speed it up by pressing shift. Additionally it will never retract once its damage potential is used up. Instead you can keep flying and stab dozens of monsters, including the same monster multiple times.
  • javelin is now back in the tech tree. Stab bomb remains as supplement and now works also with Javelin.
  • adjusted upgrade costs of all primary gadgets to be the same compared to each other
  • battle ability upgrades now each cost one cobalt instead of water
  • reworked droneyard drone count upgrade. Instead of buying individual drones, you now buy them in increasingly large packs.
  • balance pass across all gadget upgrade costs
  • reordered suit blaster upgrades and decreased charge speed a bit
  • minimap supplement doew not reveal the full map anymore, but only a bit more than you already see. Feedback very welcome, we are not done with it!
  • updated localization
  • changed showdown so that cycle based gadgets work well again
  • slightly increased bundle duration of assessor for the first two upgrades
  • slightly increased move speed while firing for laser dome
  • improved sound for blast mine explosion
  • improved various sounds. Feedback super welcome here, let us know if anything sounds good/bad/like it misses a sound :)
  • teleporter can now teleport packed resources
  • added fallback icon whenever the icon is missing
  • added world ambience to 7, and a bloater ambience
  • made supplement offer limited to 1 per slot when possible
  • suitblaster now detonates at the point of activation not the delayed position
  • disable cheat detection for open beta. Please remember we might need to wipe the leaderboard when the beta ends.
  • upgrading the rocket launcher in combat instantly gives you the extra ammo
  • lowered strength of wave that is triggered by relic from 450% to 300% of a regular wave


[h2]Bugfixes[/h2]
  • fixed label colors and improved them across all palettes
  • fixed blast mine sprites being broken and slightly increased threshold for impact detonation
  • fixed resources in artillery losing collision against each other when entering the dome
  • drone from cave aka Squidley now looks like it was in v3
  • fixed marker sprites in cave bomb being in the wrong color
  • fixed packed resources counting as too many resources if carried by transport drone
  • cartography now properly displays holes again
  • fixed upgrade cost not being red when not affordable
  • fixed droneyard overcharge
  • fixed worm animation looping on gameover
  • restricted manual "view-mine" boundaries
  • fixed relic hunt modifiers not being applied correctly in some cases
  • keeper movement input is now restored/recalcualted when leaving a popup
  • fixed drill-part glitching through a block when mining the same tile at the same time
  • fixed resourcepacker fx not preloaded causing stutter
  • fixed missing droneyard icon in leaderboard
  • fixed droneyard external sections clipping through dome
  • fixed shield overcharge and last-stand effects not centered
  • fixed missing monster outlines in loadout
  • fixed stun laser turning on after game over
  • fixed loadout hint containers being misplaced after changing gamemode
  • fixed intro music stopping when moving from loadout to title
  • fixed title music not being dependent on last played keeper
  • fixed option panel jumping in size when switching categories
  • fixed crash/errors on reload with laser dome
  • fixed orchard root explosion not dealing damage
  • fixed being able to start challenge mode of assignment if regular mode was not completed
  • assignments now always play on brutal difficulty
  • fixed assignement "restart run" issues with keeper positions
  • fixed additional drills not passing through unminable blocks
  • fixed exploit when leaving the game right after finishing a wave
  • fixed mushroomfarm weird green particles on station
  • fixed driller die animation leaving white pixels
  • fixed cobalt bomb leaving pixels on screen
  • fixed relic cables turning on again afterload
  • double-ensured player cannot get out of bounds in loadout
  • fixed teleporter particles active after aborting
  • fixed remote station upgrade ui not fully disabled correctly
  • fixed repellend overcharge not correct on reload
  • fixed orchard overcharge not correct on reload
  • fixed doublelaser positioning after load
  • fixed teleporter missing charge vfx
  • disabled achievements in new loadout
  • fixed die animations of tormentor
  • fixed run stats showing stats they should not show
  • fixed artillery tutorial fonts
  • fixed relic hunt end popup font
  • fixed label style for changed properties in tech tree


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!

Dome Keeper - A Keeper’s Duty Public Beta is LIVE NOW!



The Dome Keeper - A Keeper’s Duty Public Beta is LIVE! As of right now all Keepers can opt in to the beta and access the full scope of the update. We invite you to play around with everything new with an understanding that this is not final. To answer some initial questions about the Beta and how to join it, please check our recently posted FAQ on Discord and Steam.

If you missed the news about this update, please check our last fancy news post about it.

The new "Tormentor" putting his name into practice.

There will be bugs, balance will need tweaking and you may encounter stability issues. If you do, please use the proper bug report and feedbacking channels on Discord or post to the Steam forums. At the end of the day, gathering such feedback and we appreciate all of you who choose to do so!

Let’s repeat what you’ll find in the update:
  • Twice as many gadgets as before (from 11 to 22)
  • Extremely strong supplement upgrades for all gadgets and weapons
  • New game mode ”Guild Assignments” with 16 different assignments
  • New loadout menu (Multiplayer preparation!)
  • Prestige overhaul with “Provocation” replacing “Fixed Cobalt”
  • New world & monsters
  • Balancing and improvements on existing content
We’re grateful to all of you who choose to join us in the public beta and help us make Dome Keeper the best it have ever been!

Dig into the new Dome Keeper update in our Public Beta!



Dome Keeper: A Keeper’s Duty is coming and is shaping up very nicely. This is our most ambitious update by any measure you throw at it and we’re thrilled to bring Keepers of every ilk a much improved replayability through new gadgets with over 100 new upgrades, supplements for all gadgets and weapons, a new prestige variant, a bunch of new monsters with a new world, big balancing changes and improvements on existing content and the brand new Guild Assignment game mode.

Assignments are interesting challenges, feeling quite different from regular runs and often need a smart build.

Add to this an engine update from Godot 3 to Godot 4, a daunting task but one we’ve deemed necessary to ensure Dome Keeper is set for the future as this, among other things, enables us to add Multiplayer and you’ve got A Keeper’s Duty.

What is hopefully made clear by reading this is that we’re bringing a lot of (positive!) change to Dome Keeper all in one go and while that is incredibly exciting, it inadvertently WILL also bring problems big and small. With more than doubling your options in each run, game balance will be all over the place. The engine upgrade can also bring a lot of technical issues that only happen on specific hardware.

We have thus reached the conclusion to iron out the bulk of these issues together with you, our Keepers! Starting June 20th all players will be able to access the A Keeper’s Duty content through a Beta Branch on Steam. The main game app will remain as it is for some time but players who opt in to the Public Beta will have the full update available to them from that day. The update is content complete so all the things we’ve spoken of before are in place; what might not be is our usual level of balance and stability. We will add some smaller things in the next weeks too, like icons and new achievements.

Tired of carrying resources? The new primary gadget "droneyard" got you covered.

Let’s recap what is included in the update! This list is a little short now, but we’ll provide a full changelog when the update is fully released later this summer.

[h2]What’s new:[/h2]
  • Twice as many gadgets as before (from 11 to 22)
  • Extremely strong supplement upgrades for all gadgets and weapons
  • New game mode”Guild Assignments” with 16 different assignments
  • New loadout menu (Multiplayer preparation!)
  • Prestige overhaul with “Provocation” replacing “Fixed Cobalt”
  • New world & monsters
  • Balancing and improvements on existing content
  • New and improved map generation
New monsters will pose new challenges to your defense.

[h2]What to expect from the Public Beta:[/h2]
  • Mods WILL break.
    • Currently the very fundamentals of Godot 4 are incompatible with how mods have been made in the past. This means that currently there is no known process for how modders can bring over their mods to the latest version of the game. We are however working actively with our modders and contributors of the engine to figure out how we can make this work as we really love mods. At this very moment we don’t know for certain how this will develop even for the full release of the update.
  • Updated language support
    • The move to Godot 4, among other things, will enable us to implement localization from languages that in the past were not possible, for instance Arabic which has a 100% complete (fact check) translation ready and made by fans. Read more about the fan localization project here: [Link Coming Soon]
  • Current run save games will not transfer between versions
    • If you have a run going on you want to finish, best do so before switching to the beta branch, as run save games will not work. We disabled that intentionally, as we had some issues in the past with migrating ongoing runs (remember the unusable relic chambers with black rectangles around it?).All of your meta progression should be safe and your saves in each branch is retained in the files, in case you wish to hop between versions you CAN, all you have to do is rename your save file to be recognized by the game when you switch between versions. Click here for the FAQ.
  • Mac Support
    • We are on it, but right now we haven’t been able to export a running build for Dome after the Engine Port. It is supported in principle, so we are confident we’ll get it to work eventually, but we need a bit more time.
  • General bugs, balance issues and instability
    • We’re very proud of the new update but bringing it to public beta is not for naught. The game is entirely playable but we urge you to expect balancing to be a bit off, bugs to occur and the possibility of things not being entirely stable. Please help us by giving us feedback and reporting any bugs you encounter. We listen closely to your feedback and now is really the best time to advocate for changes.
    • This also means that balance can change a lot during the beta. Because of this, prestige highscores might become unbeatable at some point, so we might have reset the prestige leaderboards after the public beta ends. Just as heads up :)


With Godot 4 we got some new options for map generation and made use of it for more interesting shapes. On the left is a maze map, on the right a large map for relic hunt.

You may notice that this announcement has a Start Time & Date and an End Time & Date. While we're planning on releasing the public beta sometime on the 20th the release timing is placeholder and the End Time & Date are also currently placeholder.

It will be entirely possible to jump between the main app and the Beta at your leisure. When you switch to the beta branch, your save files are backed up in the save folder like "savegame_full_backup_2024_6_18_12_53.json". If you remove the date part and switch back to the public branch, you can recover the old state.

We hope you’re as excited as we are to play with the new content as we are in this Public Beta.

A KEEPER'S DUTY

Big News, Keepers!

Big news from Guild Headquarters has arrived: the largest content update yet is on the horizon, and is packed with loads of new content, adjustments, fixes and so much more!

The most common desire from players and frankly from us devs too is to increase run variety and replayability. For many players, runs eventually start to feel quite samey, which is natural considering the limited breadth of content and loadout options. The main goal of this upcoming update is to increase replayability and run variety way beyond what you’ve seen so far.

Major Changes:
    New gadgets and supplements
    New game mode: Guild Assignments
    New loadout menu
    Prestige mode overhaul
    New world & monsters
    Balancing and improvements on existing content


[h3]New gadgets and supplements[/h3]
Armed to the teeth - with new gadgets & supplements

Gadgets are a key ingredient in changing how your run plays out. Therefore, we really wanted to offer more gadget variety, but also make them more powerful and meaningful. The goal was always for the run to feel different after getting a new gadget, and that wasn’t true for each one.

We're thrilled to introduce a whole bunch of new gadgets to the game, roughly doubling the amount you can find. Some will help you in combat, some with mining, and some with resource transportation. You’ll now have multiple gadget options for each slot, including the lift and spire slots. This variety should make for more interesting decisions!

The old gadgets also got some big improvements to freshen them up.

Can’t take everything with you? No problem with the all new resource packer gadget

In addition to the new gadgets, you can uncover during runs, we have also added a new primary gadget to accompany the selection of Orchard, Repellent and Shield: the Drone Yard. It is focused on helping you transport resources, filling a very different roll than the other primary gadgets. And of course it comes with its own battle abilities!

Choose your supplement wisely

We are also adding supplements to each gadget. You might recall dome supplements, which offered upgrades like “Scrap Repair” or “Resurrection”. To get a supplement upgrade, you had to find its chamber in the mine and bring it up to the dome, similar to the gadgets themselves.

Each gadget will now have a really powerful supplement upgrade, like removing the lift’s orbs and enabling it to transport all resources at once

As the old gadgets get a facelift, you may notice some changes to their upgrade trees. Some previous upgrade options have been removed and converted to supplements. This enables them to be even more powerful! For example, transporting resources with the Teleporter was cool, but had to be balanced so that ability didn’t completely negate the poor old Lift. But now, as a supplement, it can be made much more powerful! But that power comes with a tradeoff: there are limited supplements in the mines. Choose which gadget to supplement carefully!


[h3]New game mode: Guild Assignments[/h3]
The new uild assignment mode gives you very specific conditions for a challenging run

Right now, you can build your own self-imposed challenge runs in many different ways. While this is fun for some players, we understand it is not for everyone.

Many prefer proving their skills in challenging, pre-made setups. For these players, we added a new game mode called “Guild Assignment”. You can now tackle missions with special conditions! For example, landing on a planet that only has flying monsters, or mining in a world that has a very large area with soft rock and rare-but-large resource deposits.

For us this is also exciting because it lets you utilize the gadgets to their fullest. For example, if the resource deposits are rather sparse, you really have to make the most out of the gadgets that help you locate resources to win the run!


[h3]New loadout menu[/h3]
Now you can test your dome of choice before the run

You might not have noticed, but the current loadout screen was never intended to make it to release. The original goal was to have more of a central hub where you are already in control of a keeper, and can physically visit different locations to pick your loadout. This wasn’t feasible before release, as there were many more important things to work on.

Early concept for how a hub world in dome keeper could have looked

We are now taking one step toward this. The current loadout was already at its limits in terms of flexibility when picking game modes. The new loadout gives us full flexibility and is also more playful. For Guild Assignments to have the mission constraints already visible in the loadout, this new screen was necessary.

This is also the first glimpse of how multiplayer will work. The new loadout supports multiple players choosing their individual loadouts, but also allows them to share the dome.


[h3]Prestige mode overhaul[/h3]
The updated mode selection at the game menu, including the revamped Prestige mode

After playing Prestige extensively, I decided to revise the current modes in close coordination with our Prestige player community on Discord. If you’d like to chat to other Prestige players, share strategies or give feedback that will directly influence how Prestige works in the future, join our Discord Server.

These were the main concerns the community and I had with the current Prestige variants:
  • Endless mode runs are too long, with the top runs going for up to 10 hours
  • Fixed Cobalt mode—while different in theory—ended up with the same strategies as Endless mode, where players wante to upgrade as fast as possible, and then only cared about avoiding damage as much as possible.

We will continue to tweak Prestige mode as the seasons progress, so things are still flexible if you want to give feedback. Here are the current changes:
  • removed Fixed Cobalt
  • added Provocation Prestige Variant:

    Your score multiplier is falling with each cycle and can only be raised by increasing the wave strength. You start with 100 base per wave and can only raise it a bit. If your multiplier reaches negative values, the game is over. The idea is to challenge you to play on the edge of what you can handle monster-wise.
  • changed the difficulty curve so that the ceiling of what you can handle in endless is reached earlier, preventing players from getting to wave 90+ (this is also connected to tesla dome being very strong, but that’s a separate thing…)


[h3]New world & monsters[/h3]
A terrifying Tormentor attacking a poor keeper inside his dome

You can never meet enough interesting monsters, so we’ll introduce a whole bunch of new ones together with a new world to mine! Our goal is to add a bit more variety to your strategies, but also pose new challenges in the endgame. We are eager to hear your feedback on them!


[h3]Balancing existing content[/h3]
Balancing Dome Keeper is not easy, because every player is different. Some play Prestige for hundreds of hours and push every piece of content to its limits (and way beyond what I can do). Some players prefer a more relaxing experience, and do runs while watching something on a second screen. There are many more types of Dome Keeper players, and that is something we really love - that this little game can be enjoyed by so many.

Tesladome has been hitting the gym!

Thanks to all of your feedback, we have made a lot of balance changes to already existing content. The Tesla dome in particular needed some changes. While being the most powerful dome by far (see the Prestige high scores if you don’t believe me!) it also somehow simultaneously feels quite weak to play. With the upcoming update, this will change.

The Laser dome will also see some changes. The double laser upgrade will instead be a supplement option, showing how much impact the supplements can have. This allows us to buff the damage of the laser, so that it will be stronger overall.

With the wealth of changes and new content, the gameplay balance may be off in some areas after the update. As usual we’ll keep our eyes and ears peeled and compile your feedback into a balancing patch afterwards. So if you notice something doesn’t feel quite right, fret not! Just let us know in the forums or on Discord.


[h3]Playtest[/h3]
We are running playtests on our Discord, which is the best place to give feedback. I’m reading everything that is shared there, and carefully think about it. If you want an early look or help make the new things even better, come to the playtest section!


[h3]Engine upgrade[/h3]
We also ported Dome Keeper from Godot 3 to Godot 4. This was a massive amount of work and should improve a lot of things in the game. One thing I’m most excited for is the support for right-to-left type, which means Dome can now properly support Arabic. The translation for Dome Keeper is primarily done on Crowdin, with a mix of paid and community translators. The Arabic translation community is the biggest and has put in so much effort over the past year to keep Dome 100% translated, even though the game didn’t support it yet!

Thank you everyone who helps to translate Dome, especially for languages with fewer speakers. If you want to participate,or improve some iffy translations you’ve spotted, please
join Dome Keeper on Crowdin.

Crowdin dashboard overview: community translations

The engine port—together with some very big refactors of the code base (multiplayer preparation, yay!)—also means that every mod will probably break. If you are a mod developer, please join our Discord - we’ll do our best to help you port the mod. We know all the changes to the codebase and engine, so we can really speed up the process.


[h3]That’s it![/h3]
We are really excited to finally share this huge, huge update with you. Some of you might remember that, once upon a time, we had updates like “Springloaded” that added 3 new gadgets, or the “Hard Pressed” update adding two new monsters and a world. This update is gonna be much bigger than those two combined, and will very much change how you think about strategies and loadouts for your runs.

We’ll take some more time to balance it all and make it very stable. You can expect the update to go live in early Summer.

Follow our Twitter and join our Discord to stay up to date with all things Dome Keeper. Thank you for all your support and kind words, but also the critical words as well. It really means so much for us to be able to continue making this game!

Best Wishes,
René