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Dome Keeper News

Holiday Fan Art Fest 2022

Dome life gives Keepers their own unique perspective on the worlds they’ve seen. Their PDAs and notepads filled with sketches can be found around most every Dome. The Guild has seen some pretty fine work pinned up around the walls and figures this holiday, as part of Rawcember, let's celebrate the art these Keepers create.

Starting now and running through 12 December we’re inviting Keepers to share their Dome Keeper art with us as a reply in this Twitter thread this Twitter thread. Then on 13 December we will select 10 entries to receive a copy of Dome Keeper ready to gift to a friend and a special Discord role as “Fan Art Fest 2022 Winner.”

Winning entries will capture the best look and/or references of Dome Keeper, decided by a jury of people from the game team. Beyond that, the format is anything that your creative vision desires.

Please see Raw Fury General Competition Terms and Conditions for details on this information.

Patch #2 for Caves and Critters

[h2]Greetings Keepers[/h2]
we fixed a few more things, following your reports. The most important one, which is also the reason we didn't want to wait until the next bigger update, is a crash that can happen with the scanner cave. The game would crash if you'd activate the scanner cave quickly after adding the last resource. This was due to the resource still existing and trying to move into the right slot, but the slot being deleted as soon as the cave is activated. The deletion happened to free some resources, as the slot is not needed after the cave was used.

We also added a small fun thing we wanted to do for a long time: more variation in the initial animation, with the monster that gets landed on. I hope we can add more in the future. I consider it our version of a simpsons couch gag ;) (and yes, maybe also an option to turn that off).

[h3]Changelog v2.1.17[/h3]
  • fixed crash when scanner cave was used while drop was still being placed into socket
  • added new intro monsters getting landed on
  • fixed worm spawning outside of map
  • fixed shield overcharge being white. It's now back to the way it was before.
  • fix lag spike when fog in the overworld would spawn


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

Dome Keeper adds new cave types and little critters to make exploration more interesting

Dome Keeper is one of my favourite indie releases this year, blending together casual underground mining with frantic base-defence and a new update just rolled out making it even more interesting.

Read the full article here: https://www.gamingonlinux.com/2022/11/dome-keeper-adds-new-cave-types-and-little-critters-to-make-exploration-more-interesting

Hot Fix for Caves and Critters issues

[h2]Greetings Keepers[/h2]

yesterday we launched the Caves & Critters update, spicing up the underground a bit. Thanks to your reports and feedback, we have a nice hot fix ready now, which also solves some other issues. Thank you for all the support! :)


[h3]Changelog v2.1[/h3]
  • fixed crash when squid picked up bundled resource
  • fixed wave timer not running on reloading game
  • never switching to mouse and keyboard controls, when playing on Steam Deck
  • fixed drone cave turning into a rock tile after reloading the savegame twice
  • fixed squids moving into rock and sometimes getting stuck, when the scanner cave was activated before


And to keep things interesting for those of you who actually these posts, here is a little sneak preview. Don't tell anyone :D


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

Caves & Critters Update Available Now

One of our favorite parts of being a Keeper comes from that moment while digging when the next piece of buried treasure becomes visible. It could be that sigh of relief from a cobalt deposit to make dome-saving repairs. Then there are the unknown gadgets and the anticipation bringing them back to see what we have found. And then there are caves. Their unexpected rewards add another incentive to mine one more block because who knows what might be there.

Caves hold so many fun opportunities (well, at least only fun ones for now…muhahaha) that we figured, hey, let’s mix it up and add some more fun things to the game. Now, you might ask, “wait, why not make these new gadgets?” Gadgets have multiple elements to them that can be developed in unique ways in the tech tree. This also makes them figure into your resource use decisions.

Caves, on the other hand, are a power up (note to us, quad damage cave…mmm!). When you discover a cave, you get its reward and that instantly becomes part of your moment-to-moment play, while not changing the upgrade path you’re on.

[previewyoutube][/previewyoutube]

So, yeah, four new caves are waiting to be discovered. With the new caves you can

  • make tunnels in all directions
  • expand your vision
  • improve your bedrock scanner to see beyond
  • unleash a caged squid


While you’re down there spelunking away (always wanted a good reason to use spelunk!) you will also find some other new denizens. These critters have been there since before you arrived and they’ll be there after you’re gone. They won’t really bother you, at least, not so far as we can tell. And if you’re adverse to them altogether there’s an option to turn them off.

There you go, new caves and critters await beneath your dome. Have fun finding them and playing with the new toys. We have more cooking for you before the end of the year along with continued tuning and quality of life updates. But more on that another time…

[h3]Changelog v2.1[/h3]
    added 4 new caves
    added critters, small creatures roaming the mines. They can be disabled via options.
    shield can now be overcharged during battle
    changed how double laser affects movement speed and damage
    improved Assessor movement
    smaller Assessor rebalances: spheres reload a bit faster, some upgrades are a bit cheaper, re-arranged some upgrades to access sphere split earlier. Deeper changes will come in a later update, thank you for all the feedback!
  • improved all icons for Assessor
  • Assessor now always shoots at full force
  • Assessor can now pick up things from caves with the pickup button. Not ideal yet, but slightly more consistent.
  • translated thousands of words across many languages
  • fixed dome sometimes being destroyed before invulnerability on shield depletion was able to take effect
  • shield hud now also shows overcharge status and ability duration
  • fixed last bomb upgrade for sword long stab not having an effect
  • divers will now spawn again
  • fixed butterflies only coming from the left side
  • improved all monster energy projectile sprites
  • improved resource distribution in maps slightly, in preparation of bigger maps


Happy Keeping,
Guild Council