https://store.steampowered.com/app/1621690/Core_Keeper/
Also available on GamePass as of today!
Launch Trailer:
https://www.youtube.com/watch?v=BDeKh18TLSI
Patch notes for 1.0:
quote:
The Full Game
This is it! Core Keepers main story arc is now complete and available to play through in its entirety. Thats not to say there wont be further updates were still thinking about new content and all the possibilities for the future of Core Keeper but if youve had the game on your Wishlist while you were waiting for it to come out of Early Access, nows the time to start your adventure.New Content for 1.0
Weve added a whole host of new content to Core Keeper 1.0, both early and late game. The first thing youll probably notice is our new and improved world-generation system and world seed functionality. This allows players to customise certain parameters when starting a world to determine its features. You can change settings such as the number of caverns, ore density, and even biome chaos (which impacts the way individual biomes overlap).Our Early Access players will spot some changes to the Core and surrounding areas upon spawning in. Weve given the Core a little touch up and replaced the Hive Mother statue with a statue of Malugaz the Corrupted. Dont worry though, the Hive Mother is still waiting in the Clay Caves but, to balance the early-game experience, she is now considered an optional boss battle. As you progress through the Dirt Biome and early game, youll encounter new enemies, like the Shrooman Brute, plus tonnes of new loot and equipment!
Delving deeper into the underground, youll uncover our brand-new Mage & Summoner combat styles and talent trees, which introduce a magic system for Core Keeper, new to 1.0. Your journey will take you far and wide, but fear not, our new Waypoint system allows for easier travel across the worlds many corners and caverns. 1.0 worlds have also shifted over to a finite model, which means, if you travel far enough, youll make it to our new endgame biome The Passage an area that enshrouds the underground, full of primordial creatures, threats around every corner, and mysteries to uncover.
All this plus our new PvP functionality, three new hydra bosses, new cuddly companions, cattle, and more! For a full look at whats been added to 1.0, make sure to check out our patch notes here.
Will I Still Be Able to Play My Old Worlds at 1.0?
Early Access worlds have been re-named Classic worlds at 1.0 and, while you will still be able to access these, we strongly recommend that players start fresh new worlds going forward.1.0 worlds will be the only place to experience significant 1.0 content, including The Passage biome, and these will be the main focus of development now that weve hit full launch.
We know that many of you have been playing in the same worlds for a long time, and weve done our best to ensure that players can still enter and experience their Classic worlds now the game has launched in full, but for technical reasons, there are new 1.0 features that Classic worlds are unable to support.
Please note that any new worlds created during our Steam Free Weekend are 1.0 compatible and you will be able to continue playing these now that the game has launched in 1.0
What Happens if I Played Core Keeper During the Steam Free Weekend?
If you played Core Keeper for the first time during the Steam Free Weekend, you will be able to pick right back up where you left off if you go on to purchase the full version of the game. For Early Access players who started new worlds during the Steam Free Weekend, these worlds are considered 1.0 worlds, and you will be able to continue exploring beyond the wall now that the game has launched in full.Whats Next for Core Keeper?
Weve said it before and well say it again, we will be continuing to add to Core Keeper beyond 1.0. As a sandbox game, you can enjoy Core Keeper long after youve experienced the games main story arc, and well be building on this wonderful underground world with new content, quality-of-life improvements, and more! Well have lots more to share with you soon, but for now we can tell you that were looking into making more objects paintable (doors, anyone?) and considering some updates to everybodys favourite Sky Titan.Its been an incredible journey developing Core Keeper and we cant believe what an amazing and passionate community we have. Were very excited to welcome a whole new batch of Explorers to the underground and, if its your first time here, make sure you head over to our X page or our official community Discord to join the conversation, meet your fellow Explorers, and get involved in all things Core Keeper. We cant wait to hear what you think of 1.0!
Gameplay:
3 new Hydra bosses. Defeat them all to gather the remaining soul powers
Urschleim, The Passage boss. A challenge to be overcome.
The ??? boss. The final boss of the current chapter of our story.
Added two new combat playstyles: Mage and Warlock. These have been added to the game through new equipment, weapons, skills, talents and character backgrounds targeted towards these new playstyles.
Fighting with a mage oriented setup focuses around consuming mana to deal great magical damage whereas the warlock playstyle engages in combat by summoning minions to fight their enemies!
New biome: The Passage.
The Passage is a dangerous place to enter at the edge of the world with roaming enemies and a big looming threat that will consume any adventurer in its path. But any adventurer that can survive the Passage will find great rewards to be obtained.
New world generation.
The game has a new world generation that will be used for any new worlds created and we strongly recommend players to create new worlds to get the full experience the game has to offer both during the 1.0 launch and moving forward.
Old worlds can still be played as of now but are not intended to be supported long term. Following are the more significant improvements new worlds will offer:
New worlds are no longer infinite, and even the outer biomes will have a maximal extent.
This makes the world more dense with content and makes exploration more rewarding. It also allows the world to be more easily expanded with new areas in future updates.
New worlds are now created using a seed.
Worlds created with the same seed will contain the same generated terrain, and boss arenas and unique items will appear in the same locations. The exact location of non-boss dungeons and custom scenes may differ even if the same seed is used
When creating new worlds there is now a new world generation parameters option that gives players control over key features, such as the amount of water and ore that is generated, how chaotic the biomes should be, and more.
This will allow players to tune the world to their preference but also to create interesting challenges, can you defeat a sea world?
The world layout has been improved with more structured tunnels, rivers, chasms etc to create a more interesting journey through the world.
PvP. PvP has been added as an option that players can enable through the pause menu while playing a game. Teams can be assigned for every player in the pause menu as well to allow for team battles. Who will conquer the world of Core Keeper?
The Hivemother statue has been replaced by a statue of Malugaz the Corrupted who is now the third story boss, while Hivemother has been changed into an optional boss.
Along with this change the difficulty of Malugaz has been adjusted as well as the crafting options unlocked in the statues.
Waypoints. These are a new method to teleport through the world. Can be occasionally found in key-locations.
53 new pieces of equipment.
8 new weapons.
1 new legendary weapon.
3 new Summoning Tomes that allow summoning different types of minions.
Along with all the new items we have also changed the stats on some of the old items such as equipment, weapons and food to utilize the new stats that come with the new mage and warlock playstyles.
3 new items that permanently give more max health.
5 new fishes found in the Passage:
Terra Trilobite.
Litho Trilobite.
Greenhorn Pico
Pinkhorn Pico.
Riftian Lampfish.
2 new pets:
Pheromoth. The eggs can be found in the mold biomes within Azeos Wilderness.
Snugglygrade. The eggs can be found in the Passage.
1 new cattle:
Dodo. Dodos roam in the forests of Azeos Wilderness and eat insects to produce Eggs. The Eggs can be used to cook delicious Cakes.
1 new critter:
Drape Ray. The Drape Rays can be found flying around in the Passage.
4 new enemies:
Shrooman Brute. Located in the Dirt biome.
Caveling Mummy. Located inside temples in the Desert of Beginnings.
Sulfur Worm. Located in the Passage.
Colossal Amoeba. Located in the Passage.
9 new figurines for the new enemies and bosses.
3 new materials found in the Passage:
Pandorium Ore.
Calcified Shell.
Cytoplasm.
80+ new hand made scenes can be found in the world. Big thanks to our creative community in the creation of a large portion of these scenes!
7 new achievements.
Two additional colors have been added to the paint brushes: Peach and Teal.
Mining skill Self-mending alloy replaces Night vision
Breaking a wall containing ore will replenish some durability of the mining tool.
Gardening skill Feast for the eyes replaces Bottomless watercan
Harvesting plants restores some hunger.
New potions: Arcane Potion and Pact of Power Potion, increases magic damage and minion damage respectively. Can be crafted in the alchemy table.
The fishing minigame has been removed to improve the experience based on player feedback. We will refine the fishing mechanic in future updates, with this as an interim step. Stats related to the minigame have been updated to other fishing stats, and opening the inventory will no longer disrupt fishing.
Fishing skill Chewy Bait replaces Throwing Expert
Bait has a chance of not being consumed when fishing.
Fishing skill Anglers advantage has been changed to give increased chance of higher rarity fish to bite instead.
A Giant Bug Brain now drops from RaAkar which can be used to craft the new Hydra Altar in the Solarite Workbench. The Hydra Altar allows crafting items to engage the new Hydra bosses.Graphics:
Improved the visuals of The Core and the statues surrounding it.
Improved the visuals for tree trunks.
Improved the visuals of multiple hairstyles while a hat is equipped.
Improved the visuals of seeds by adding a bit of color to them to make them more distinguishable.
Improved the visuals of the character creation UI.
Added Integer Scaling display setting. When enabled, the game image is resized to perfectly align with display pixels, making everything super sharp ("pixel-perfect").
Implemented a new indirect lighting solution that should be more accurate, faster and nicer looking.
Upgraded screen-space ambient occlusion to have a softer look and a smaller performance impact.
Improved the smoothness of the game camera when moving.
Added Integer Scaling display setting. When enabled, the game image is resized to perfectly align with display pixels, making everything super sharp ("pixel-perfect").
Implemented a new indirect lighting solution that should be more accurate, faster and nicer looking.
Upgraded screen-space ambient occlusion to have a softer look and a smaller performance impact.
Improved the smoothness of the game camera when moving.Balancing:
Food buffs that have a duration of 5 minutes have generally been increased to 10 minutes.
Increased the duration of Enrage Potion, Keen Potion and Unusual Potion to 1 min.
The health and damage reduction on walls as well as the mining damage done by mining tools has been balanced throughout the game so that it generally takes fewer hits to destroy walls in order to make the game feel less grindy.
Reduced the amount of hits required to max out the mining skill.
Reduced the amount of catches required to max out the fishing skill.
Changed starving and well fed buffs to no longer affect movement speed and the damage and max health conditions has been merged into one condition to make it more readable. Max health reduction from starving is also reduced to be less punishing.
Increased the damage gained from the Taking a step back and Charging in talents.
Reduced the values gained from the talents Meticulous miner and Poison coated weapons.
Increased the value gained from the Not so picky talent to make it more balanced versus the Healthy diet talent.
Increased the amount of materials and potions gained from chests throughout the world.
Increased the visibility distance of ores on the Core Iris offhand since the talent with the same effect has been replaced.
The drop chance for valuables that are common to find has been reduced throughout the whole game to avoid bloating the player inventory too much and also to increase the chance of finding useful items such as equipment or crafting materials.
Nature and Mold Walls no longer drop any valuables or other loot to avoid bloating player inventory.
Increased the drop chance of the Cipher Parchment from Igneous the Molten Mass.
Adjusted several items in the game such as the Glow Tulip, the Scholar set and the Fireball Staff to use magic related stats instead.
Some weapons projectiles now bounce a few times on walls, objects and creatures causing the projectiles to deal damage and then change direction instead of being destroyed.
Sticky Stick projectiles now bounce up to 3 times.
Galaxite Chakram projectiles now bounce up to 4 times.
Throwing daggers have a windup attack that adds up to 10 bounces.
Moved some of the crafting options between the Alchemy Table and Distillery Table to allow accessing Keen Potion earlier in the progression and to group together the explosives crafting options. Also adjusted the materials required for some of the potions.
Increased attack speed overall on equipment and consumables to be a more competitive stat.
Reduced charge up time of portals to be half of its previous duration.
Recall idols now drop from more destructibles throughout the world.
Buffed damage of all melee weapons to make them more competitive with range weapons.
Slightly increased the minimum amount of items bosses are dropping.
The stack size has been increased to 9999 per item slot.
Reduced the amount of hits it takes to max out the melee skill.
Reduced the amount of melee damage gained from the Miners equipment set bonus.
Mimites now have a very small chance to drop Jungle Emeralds, Desert Rubies and Ocean Sapphires. This is intended to allow players to get these gemstones even if they have fully exhausted the crystal biome in their world as the world is now finite.
Small Sun Crystals now also have a very small chance to drop Jungle Emeralds, Desert Rubies and Ocean Sapphires in their respective biomes.
Adjusted the durability of weapons and tools to better match their attack speed. An implication of this is that weapons and tools from old saves may become reinforced or not have full durability when starting the game after the update as they keep their current durability while the max durability has changed.
Reduced amount of seeds dropped by destructibles in Azeos Wilderness and Desert of Beginnings.
Increased amount of seeds dropped by enemies and crates in the Dirt biome.Audio:
Increased the volume of several ambient sounds.
Changed the sound effect for harvesting crops.
Improved audio for hitting explosive walls.Bug Fixes:
The game now uses a server-authoritative networking model with client-side prediction. This solves a slew of multiplayer bugs, especially when multiple players with poor network connectivity interact with the same objects.
Fixed a bug where the text from the Core speaking would sometimes appear behind objects adjacent to the core.
Fixed an issue where the shortcuts window would not show the shortcuts correctly in Thai.
Fixed a bug where quick moving non-helm items using shift click would appear in the wrong slot for a few seconds in Skeletons before being corrected.
Fixed a bug where the A Good Life achievement would trigger for other players instead of the player feeding the cattle.
Fixed a bug where Mold Tree received its own shadow when under ceiling light.
Fixed a bug where certain objects (mostly pillars and other square, shadow-casting objects) appeared very dark when under ceiling light.
Fixed a bug where boss damage reduction would have no effect on some projectiles shot by bosses.
Fixed a bug where no error message was shown when a non-existing Game ID was provided.
Fixed a bug where a Game ID that was too short caused an error.
Hoed nature ground no longer appears on the map just like other hoed ground types.
It is now possible to open cracked eggs by right-clicking on them in the hotbar.
Fixed an issue where map markers would sometimes not be positioned on a pixel perfect position causing them to render a bit weird.
Fixed an issue where the wrong colors on player clothes would be shown when eating a Spooky Pop Candy.
Fixed an issue where enemies would sometimes attack murals with melody signs.
Fixed an issue where breaking the Crystal Snail shell would not drop any ore in casual mode worlds.
Fixed a bug where players could dodge and parry at the same time causing unexpected behavior. Parry now takes priority over dodge.
Players are no longer stunned if parrying an attack that would otherwise stun the player.
Fixed a bug where conditions on creatures would show up while hovering them in the players inventory while in creative mode.
Conditions that are triggered when mining wall blocks such as the Pick and run! talent no longer triggers if 0 damage is dealt to the wall block.
Fixed a bug that made some areas in the Wilderness spawn with normal tilled dirt ground instead of tilled grass.
Fixed a multiplayer issue that happened when players would use rotated beds, causing them to look like they were sitting on the bed.
Removed an evil stray pixel that was present in the Lava Rock Block sprite.
Fixed a bug that would cause certain tiles to be visible through water in the Water Well and in the Mold Well.Other:
The Cloaked Merchant no longer sells the Flintlock Musket but instead sells the summoning item used to resummon the ??? boss. This becomes available for purchase after defeating the ??? boss once.
Can export and import worlds via mod.io.
A loading indicator was added to the bottom right of the screen that appears whenever the game is loading.
Credits have been updated.
The wall category in creative mode has been renamed to block and the base building walls have been moved to the base building category.
The craftable Skeleton decor now also has 2 slots like the Deceased Explorer.
Added an inventory sort button to the players inventory UI.
Players will now unlock the souls UI directly when talking to the Core after activating the statues and dont need to wait for the full dialogue to finish.
Shrooman enemies no longer attack cattle.
Added Ancient Coins to the creative mode under Other/Currency category.
The scene containing the Thread of Fate is now guaranteed to spawn in the Desert biome for new worlds.
Beach Blocks and Desert Blocks can now be put into the Glass Smelter.
Improved the ordering of items in the creative mode UI.
Implemented rumble on controllers to be triggered by several sources in the game.
Items in the hotbar can now be used/consumed by right clicking on them.
Made Glowbugs placeable on pits.
Changed the tiles that the Grubzooka and Burnzooka can destroy.
Ping value will show only the network round trip time to the host or server instead of the full processing and network delay.
Reworked the pick-up system for a more stable animation when players pick up items.
Added the option to show keyboard numbers on hotbar in the UI Settings.https://store.steampowered.com/news/app/1621690/view/4247544173389770568?l=english
My own thoughts about the game:
After playing through the existing content and spent 100+ hours on it on single- and multiplayer: it's great! Really good on the busywork crafting fighting genre. Me and my friend did a hard mode run (which I don't recommend for a beginner) and I continued on normal mode afterwards when they released the new crystal biome.
The basic premise is simple; you're stuck underground, gradually dig your way around the starting point, unlock new materials, upgrades, enhance your base, etc. You can automate some processes, like put drills working on a big resource node, and then set up a conveyor belt which delivers all the ore to your base (and cranes to store it in a chest too). You can set up railway tracks and ride a minecart (useful in some bosses too) and later on teleports. They will be adding a lot of new stuff on 1.0 so things are subject to change, I'll be personally wanting to try out magic skills. It supports multiplayer for 1-8 players.
There are unique structures and POI's in the maps and legendary items which are pretty extensive scavenger hunts, some puzzle rooms that require you to do a musical puzzles and even hidden bosses. You can also easily re-summon bosses if you want to grind for a certain item. Boss fights are fun and come with various gimmicks and there are multiple ways to tackle a fight.
One annoying thing is there wasn't craft directly from all storage, don't know if they'll be adding it, but if your crafting bench will be adjacent to a chest, it will pull from it. IMO it's somewhat inconvenient but very workable since a lot of crafting tables can be put next to a big chest. And there are not that many that matter, the anvil and repair table are the most important.
You can set up your base to have different biomes inside it, so you can farm the various plants and fish the fish that only grow in certain areas. Making food is pretty important and the epic quality foods have some nice bonuses.
TeaJay f*cked around with this message at 17:02 on Aug 27, 2024