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Dome Keeper News

Mining and base defense game Dome Keeper got a huge upgrade

Dome Keeper was already pretty great. Giving you a mixture of mining, exploration, base-building and tower defense and now it's quite a lot bigger with a free update out now.

Read the full article here: https://www.gamingonlinux.com/2023/10/mining-and-base-defense-game-dome-keeper-got-a-huge-upgrade

v3.0.2 Fixes, Balance and Improvements

Hey Keepers,
time for another hotfix! Despite resolveing some issues, we are also listening to your feedback on the new domes. Tesla is at a slightly strange spot right now, where it can be very very strong later on, but initially does not feel great, especially if you don't combine all abilities. It just got a slight rebalance with this patch.
Artillery on the other hand is great fun to use already for many people, but a bit too strong. We are seeing winrates that are a good bit above the other domes. While that is not forbidden in general, the domes should be a bit closer together in balancing, so this is an attempt to improve it.
We'll continue to listen for feedback on balance, and improve as much as we can. Likely the next patch won't be in october, as right now it seems we better wait for some more feedback, prestige runs and telemtry data.

[h3] Changelog V3.0.2[/h3]
  • fixed a very deep layer being indestructible despite looking like normal dirt
  • tesla reticle slowdown only sets in right before finishing the charge
  • tesla now has a second quickshot upgrade and two instead of three perfect timing upgrades. This makes perfect timing less important and quickshot more useful. Second quick shot upgrade deals 120% of base damage, from initial 60%.
  • slightly increased tesla base damage to compensate for lower buffs from perfect timing
  • limiting maximum size of tesla dome's electro orbs. They can still be charged higher to remain for longer, but their size is hard capped now (still very large).
  • reduced spire's targetting time from 0.5s to 0.2s (reload time is unaffected)
  • reduced artillery mortar damage by 10% on later upgrades
  • reduced direct hit damage bonus on artillery splash upgrade line
  • slightly reduced rate of fire on artillery machine gun
  • better visibility for artillery mortar aim line
  • fixed prospection meter not detecting power core chamber or relic switch chambers
  • made orchard roots explode in short succession after each other instead of all together
  • fixed electro orbs not doing damage while keeper is outside of dome
  • updated localisation
  • better font for vietnamese
  • fix small visual error of tesla dome in loadout stage
  • no points will be deducted in prestige, even if the multiplier reaches a negative value
  • fixed relic switch chambers looking inactive on reload, after activating them before
  • fixed kept gadget getting lost if not immediately starting a new run
  • removed small arc effects from the reticle after auto aim is bought
  • added custom supplement order for prestige pro mode
  • vignette will show up later the deeper the map is
  • whitelisted three mods for prestige (Ste - Prestige Quick Restart, Nanimonull - Tech Tree Loop Select, Kana - Hello There)


I sometimes share a little thing from behind the closed development doors. This is a concept for a panel that could be shown before the first run to explain the game a bit more and establish some lore (one of three). I never got quite satisfied with the concept, so for now it went on hold. I hope we can eventually get around to make migration mode and add a lot more story panels into the mix.


Thank you and have a great autumn!

Tower defence delight Dome Keeper is on sale with a big free update


Hello friend! Have you been suffering from a pronounced lack of domes in your life of late? Are your videogames dispiritingly dome-less? Well, good news - the "small, but perfectly formed tower defence game" Dome Keeper has just received a big free update, adding two new domes to its roster together with a dome supplements system, that you may dome like you've never domed before. Domes!


Read more

v3.0.1 Hotfix for Worlds and Modding

Hey Keepers,
René here, i made a big mistake! I accidentally omitted the fixes we made vor v2.6.2 and v2.6.3 from yesterdays v3.0. That means that some of the things that were fixed before broke again. I now pulled the fixes over to the current build and got v3.0.1 ready.
Please let me know if you experience any issues. Best reported on our Discord Server, as it's easiest to share files there.
Generally this is important:
  1. if you experience crashes especially when the game tries to start, first try to unsubscribe from all mods. They might not be compatible yet.
  2. if you continue a savegame from v2, it might not work correctly



Apart from pulling in the old fixes, i fixed the invulnerability effect of the artillery dome being misplaced. I also updated the localisation from crowdin. The new dome tutorials were not completely translated yet, but now are in some more languages. If you ever want to help out make the localization of your language more complete or simply better, check out our community translation project :)
https://crowdin.com/project/dome-keeper


Just for completeness, these were the fixes from before.
[h3] Changelog V2.6.2[/h3]
  • Fixed achievement "Thorough" for mining map completely not triggering
  • Fixed assessor not being able to pick up dropped gadgets inside dome
  • Fixed music cycles being one-off
  • Fixed prestige score hud showing 0 as total when multiplier was zero (for countdown)
  • Fixed prestige score hud adding a plus sing in front of negative changes (like +-2 instead of -2)
  • Fixed exploit around friendly mode
  • Fixed some false positives of cheat detection in countdown mode
  • Modding: updated mod loader to v6.1
  • Modding: fixed existing upgrades appearing twice if they were changed through a mod
  • Modding: better support for adding your own game modes
  • Modding: whitelisted HelloWorld-RunLogger and Ste-Petmagotchi for prestige runs

[h3] Changelog V2.6.3[/h3]
  • fixed worlds already showing up in relic hunt that you hadn't unlocked yet
  • fixed getting stuck playing the same world and palette over and over again after some specific game loading situations
  • if some mod content was used in the loadout screen and the mod was later unsubscribed to, it should revert to default options instead of showing an empty space now

V3 “Double Dome” Update is out now!

[previewyoutube] [/previewyoutube]
Greetings, Keepers! The Keeper’s Guild is thrilled to announce that the Double Dome Update is live and available now! This means that you now have access to not one but TWO new domes: the Tesla Dome and the Artillery dome, as well as the new Dome Supplements system.

Quick warning: if you played with mods before, your game might crash with this update due to the mods not being updated for 3.0 yet. The safest route is to unsubscribe from the mods via steam and then test what mods are already working.

The Artillery Dome wields the greatest fire power of any dome to date, and is sure to make short work of any monster when used right. It comes equipped with a mortar firing high explosive shells as well as a fast firing anti air machine gun.

The Tesla Dome is nothing short of electrifying, literally, and it is the only dome that allows you to aim freely in both dimensions. With this dome you can place Electro Orbs around your dome for defense and zap those monsters before they even reach your dome.

Did you ever wish that you could use Dome Hardening on the Sword Dome instead of the Laser dome? With Dome Supplements, you can! We’ve removed some of the dome upgrades from the Tech Tree, and replaced them with “Supplements” which are additional upgrades that can go into already existing upgrade tracks for your dome. You find these supplements by uncovering a new chamber containing a power core, similar to how you would find gadgets.

This update is, of course, packed with a lot more than the headliners! (You can read more about the domes and the dome supplements in our previous dev diary by the way!) We have several fixes in the mix and our Prestige players will be happy to know that with this update we also move into Season 5 of Prestige Mode. There is a full changelog further down in this post with all of the details, of course.

Oh and another thing: if you’ve changed your dome ability control key bindings you might find that they have reverted back to the default after updating. Since we added the Artillery Dome we needed to make room for the secondary fire ability in the keybindings, and if the keybindings have been changed from the default that could cause a conflict.

[h3]Changelog[/h3]
New Content Domes
  • Added Artillery Dome
  • Added Tesla Dome
  • Added custom sprites for all primary gadgets per dome
  • Replaced cobalt branches in dome tech trees with a new system, the dome supplements
  • Added a new chamber type, the power core chambers. Retrieve the core inside to receive a supplement.
  • Added 6 dome supplements
  • Added run modifier that lets you get 3 dome supplements instead of only one
  • Added "mine view", where you can watch the mine you dug out after finishing a run and even show the resources you missed
  • Added run modifier that lets you play completely without monsters
  • Added classic "Dome Romantik" palette (orange, blue, purple)
Gadgets
  • Improved how orchard shields are spaced across domes, adapting better to different dome shapes and sizes
  • Orchard root explosion won't remove other roots anymore
  • Improved orchard shield destruction effect
Improvements
  • Gamepad auto switch option now also works for steam deck, resolving some issues of inputs being unresponsive
  • Improved positions where domes are shot at
  • Relic switches can now be activated immediately after uncovering, no need to wait for the animation
  • Stingray is back to the old animation, does not look squished anymore
  • Assessor can now collect again when in cellar
  • Changed gadget chamber placement to be less predictable
  • Prospection meter does not target rooted resources anymore
  • Auto cannon and stun laser won't target burrowed monsters anymore
  • Teleport won't trigger if you or the moveable portal are still inside the dome
  • Improved visuals of the shield battle ability "electro blast"
  • Updated localisation
  • Improved some sound effects
  • Changed run modifier "double iron" to simply increase the iron in the underground by 50% and no increase in upgrade cost
Balance
  • Cycle time: increases slightly slower the larger the dugout mine is
  • Orchard: halved how quickly moving uses up the orchard buff
  • Orchard: increased initial buff strength and decreased growth time
  • Orchard: slightly buffed orchard shield hp (120->130)
  • Shield: very slightly decreased max strength (6.6%)
  • Scarab: slightly increased health
  • Repair: depends slightly less on dome health
  • Auto repair: is not a standalone upgrade anymore but instead comes for free with the inventory upgrade
  • Engineer: buffed drill strength of the last drill upgrade
  • Engineer: slightly buffed the speed upgrades
  • Engineer: slightly buffed the second carry strength upgrade
  • Assessor: buffed the sphere base damage to be a more viable mining option, especially in the deeper layers
  • Assessor: slightly buffed the upgrades for minimum speed when carrying or collecting
  • Assessor: slightly decreased effectiveness of contact mining, with the last stage being weaker and rock hardness still having a small impact. It was faster than the engineer in deeper layers, but really spheres should be the main mining tool for the Assessor
  • Assessor: slightly changed costs of some upgrades, 2 iron more or less
Fixes
  • Fixed stag shooting too much if hit by sword and stunned while walking
  • Fixed some resources not getting revealed initially when picking up scanner from cave
  • Fixed vignette not showing up for cobalt bomb, if you disable the vignette in the mine
  • Fixed all worlds showing up in some cases, irrespective of unlocked ones


That’s all for now, Keepers! We hope that you’ll enjoy playing these new domes as much as we do. Bippinbits - Dome Keeper