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KeeperRL News

KeeperRL v1.0 is released!

I'm very proud to announce that KeeperRL v1.0 is out! In addition to being the most important milestone for the game, this is also a huge update with major gameplay additions. These include a much larger and more interesting world map, a longer difficulty curve and player progression, more content, and achievements. You can read more about these changes here here and here.

[previewyoutube][/previewyoutube]

I'd like to thank all community members who have been involved in this project over the years. Without your support I wouldn't have been able to make KeeperRL in its current state. Therefore it's also your game and I congratulate you for reaching this milestone. We did it! :)

Even though KeeperRL is an eleven year project, the last year saw very rapid development and big changes. I've done my best to test as much as possible before the launch (and so have you), but it's very possible that there are some bugs and balance issues present. I'm committed to fixing them as soon as they are reported, so that you can have a flawless playing experience.

This is a huge moment, but it's not the end of our journey together. I'm planning to work on a 1.1 version of KeeperRL and release it later this year. It will contain more content and gameplay that didn't make it to the 1.0, including another playable keeper faction. I'll write more about it soon.

I'll skip the patch notes this time, because they would be way too long for this patch.

Have fun and don't burn all the elves!

KeeperRL v1.0 is available for testing

An unofficial v1.0 build is out on the BETA branch. Check it out if you're an experienced player and want an early glimpse of all the new stuff!

Please post your feedback in the comments below.

If you are new to KeeperRL, it is strongly recommended that you stick to the official Alpha 36 patch until February 29th, as this build is very unstable, and I'm still making last minute changes and adding fixes.

Please also note that until the patch is officially released, the save file format may change at any moment, and you saves may be lost. (although I'll do my best to avoid this).

To opt into the build, please go into the game's properties, BETA tab, and choose the "dev" branch.

More news on the upcoming v1.0 patch

KeeperRL will leave Early Access in exactly three weeks. The last major patch was released one year ago, so you can imagine that this will be a pretty huge update. In the August blog post I revealed the major features that will be introduced. Since then, my work was more focused on testing, balance, and adding content.

[h2]Minor villains[/h2]



One of the many advantages of the new world map is that it adds lots of space for low-key content. You'll stumble upon shops, stables, forges, cottages, and various mystery locations. Some of them can boost your game in a major way, some are there just for flavor, and others will get you killed. Overall they add a lot of excitement when you extend your influence and explore new areas.

[h2]New workshop tiers[/h2]



There will be four new workshops available in the game: magma forge, magma jeweler, enchanted workshop and enchanted laboratory.

Building them will be restricted to certain locations: the magma variants will have to be built next to a magma tile, and the enchanted variants next an enchanted pool.

They are not intended as major upgrades, but rather add a small variety of things you can craft, and a bit of excitement when exploring deeper Z-levels. The magma forge and enchanted workshop will produce moderately improved equipment compared to their regular counterparts. In the magma jeweler you will be able to create basic glyphs to improve your weapons and armor. The enchanted lab offers potions of mutation that can be used to add an edge to your army’s power.

In addition to its new tier, the regular forge will continue to offer items made from the rare materials: adamantium, adoxium and infernite. Their stat bonuses will be greatly increased compared to Alpha 36, so finding the ores and craftsmen with appropriate skill will be one of the major quests on your way to world domination.

[h2]New items, and item scaling[/h2]

As the difficulty and power curve got much longer, the game needed to scale all the loot that you can find in high level areas. After all, finding a +5 armor is no longer exciting after defeating a dragon with +150 attack. Therefore I’ve added automatic adjustment of item power to the difficulty of the location. This includes shops, mentioned in the previous paragraph, to ensure that you’ll keep finding nice stuff even towards the end of the game.

Things that you will be able to find will include equipment made from all the available materials in the game, a new tier of longer-lasting potions, new rings and amulets, and a few new, powerful artifacts.

[h2]More sound effects[/h2]

The last time I worked on sound in KeeperRL was almost eight years ago, so it was time for a bit of update. I’ve added UI sounds, ambient sounds made by various animals, as well as water and magma, workshop sounds, the sound of torture, and more. I’m very happy with these additions and hoping to add some more in the coming weeks.

[h2]A small adventurer overhaul[/h2]



I’ve merged the adventurer and keeper modes together, so the adventurers are actually just keepers that start with a small house as their base. This lets them use more of the game’s features, such as buying horses at stables, and the auto-pillaging feature. They also have a place to come back to and heal, restock their gear, etc.

The old adventurer class was removed, and now you can play as an evil wizard, dark knight or white knight, known from the classic keeper bases.

To make things clear, the adventurer will continue to be a small part of KeeperRL, just an alternative way to experience its universe. Turning it into a fully fledged RPG is beyond the scope of the game, which I know may disappoint some players.

[h2]Improved White Knight[/h2]

I’ve tweaked the population control mechanic of the White Knight to rely on horses, instead of farm animals. After steeds were introduced to the game, horses became almost a necessity for the White Knight’s base, so it made little sense to require two extra animals for every minion. This should reduce clutter and potential lag in highly populated bases.

I also added a simple promotion system to obtain knights. The immigration list now offers squire minions, instead of knights, which can be knighted, one per your Keeper’s level gain.

[h2]Duels[/h2]



Even though I was more focused on balance and content, I couldn’t resist adding one fun feature. For extra entertainment of Your Evilness, some villains (namely – the Duke) will challenge you to a duel. The stake will be your lives as well as automatic conquest of the loser’s base. Accepting will spare you having to slaughter all of his knights, at the expense of the risk of losing your Keeper. Choose wisely!

KeeperRL v1.0 will be officially released on February 29th 2024

I have important news for you today. KeeperRL version 1.0 will be officially released on February 29th! More details about the patch will follow, and for now let's celebrate this upcoming milestone with this short clip 🙂

[previewyoutube][/previewyoutube]

Alpha 36 hotfix 17

  • Fixed a crash caused by a blind attacker (such as a black dragon) being spawned on a water tile and immediately drowning.