Dome Keeper
by Bippinbits · 27 Sep, 2022
177 downloads
About the Game
Dome Keeper is a roguelike action-miner from Bippinbits that splits each run into two distinct loops — when no monsters are attacking, you're underground digging through procedural rock for resources and relics; when the warning siren goes off, you sprint back up to the surface dome and turret-defend whatever's at the entrance. Survive the wave, dig deeper, repeat, until you either reach the relic you're hunting or the dome falls.
The roguelike layer hands you upgrade choices between runs, and the gadget system lets you spec into vastly different builds — cannon-heavy defense, repair drones, expanded carry capacity, faster drilling. The September 2022 release has been stable for years; this download is build 22893852 with all content patches and the assistant Keeper variants included.
Packaged with CSF + Goldberg, fully offline. 977 MB installed. Single-player only.
Screenshots
8 images
Version Information
Steam Patch Notes
Official update history
Hope everyone is enjoying multiplayer still. Who is your favourite keeper currently? We're curious!
We've just rolled out Patch v.5.0.5 and its a biggie! Here's the notes:
MAJOR CHANGES
- Improved performance of catgoblins, especially for larger maps
- Second Station now is available in multiplayer games right from the start, but with its weapon disabled. The weapon can be enabled via the same upgrade as before. This change allows multiple keepers to buy upgrades at the same time.
- New modifier for Versus, which enables the second station's weapon right from the start.
- New modifier for coop Relic Hunt, which enables the second station's weapon right from the start.
- New modifier for Relic Hunt, which enhances the monsters damage.
- Added the option to unbind keybindings.
- Reworked the network synchronization for Drops, which should improve the network stability greatly and fix several issues around drops in multiplayer.
- Improved performance for longer runs and larger maps.
MINOR CHANGES
- Updated some music tracks.
- Catgoblins will flee the dome when it gets destroyed.
- The Orchard Buff now also depletes while a wave is active in multiplayer.
- Various text adjustments.
- Damage from Electrified Hull now is tracked in the run statistics.
BUGFIXES
- Fixed keeper selection to not be stored between game starts.
- Fixed Underground Station revealing always Team1 resources in multiplayer.
- Fixed resources mined by Assessors Exploding Spheres and Drillbert not tracked as mined resources in the run statistics, which was especially relevant for Prestige Miner Mode.
- Fixed catgoblins revealing tiles that should remain hidden.
- Fixed the interaction with the Sidedrillers when multiple players tried to interact with it at once.
- Fixed drones flying on the worlds surface in Versus mode.
- Fixed gadget and supplement dropping when using the One Way Teleporter with the Infiltrator.
- Fixed Orchard Canopy and Shields to properly sync in loaded multiplayer savegames.
- Fixed the Beastmaster dropping resources in multiplayer unintentional.
- Fixed several interaction cases between Lift and Infitrators Kunai Carrier.
- Fixed Auto Repair in the 'Brutal Monsters' assignment.
- Fixed the timer showing false values for the Client when loading a multiplayer savegame of some Assignments like 'Iron Contribution' and 'Logistical Nightmare'.
- Fixed Infiltrator's Rope Camera.
- Fixed the Resource Packer upgrades not scaling as intended.
- Fixed synchronization issues with Drillbert and other gadgets.
- Fixed issues with continue multiplayer savegame when a peer changed the keeper selection.
Thanks as always for your continued support!
Team Dome
Hey Keepers
we have been reading your plentiful reports and feedback, thank you so much!
We got a proper chunky patch out now, read all about it below.
As you can see we are slowly doing more quality of life improvements, like the ability to play your DLC character even if the host does not have the DLC.
What's next:
- more small improvements, for example always having the second station so that you can at least buy upgrades even if you do not have a second main weapon
- a complete rewrite of how we handle resource drops over the network, which should massively improve performance related to that
- buggixes of course!
We are also getting ready to work on the enabling mods again for multiplayer, and generally improving mod support. If you have modded dome before and found some friction or things that were hard to mod or colliding with other mods, now is a great time to tell us so we can improve it.
Patchnotes for v5.0.4
MAJOR
MINOR
- instead of the orchard buff lasting super long with multiple players in a team, the fruit grows much faster instead
- interaction between infiltrator rope and side drill removed
- beastmaster tentacle wobble improvements
- Don't stop Steam users from hosting Steam or LAN games just because their Playfab connection failed. Gracefully disable crossplay on host in such scenarios. Also removed crossplay checkbox from join for Steam users as it adds friction with no benefit.
- Infiltator's Rope Camera will now follow the keeper once it's finished pulling, preventing the keeper to get off screen.
- Enabled punisher waves in Survival of the Fittest
BUGFIXES
- fixed infiltrator wall slide when tile below is destroyed
- fixed most beastmaster and infiltrator music not looping correctly
- fixed iron tiles in dense iron assignment still being super hard after being dug out by catgoblins or iron worms
- fixed infiltrator gadget drop direction
- fixed teleport cancelling for infiltrator and beastmaster
- fixed gadget slot visualization in gadget selection popup not working
- fixed icons missing from emergency guild assignment
- fixed infiltrator carried gadget droping on drone
- reduced how much the infiltrator throws the teleporter
- fixed infiltrator sometimes carrying gadgets to inside the dome
- fixed infiltrator chain inside tesla dome
- fixed a potential crash when a keeper4 leaves during loadout
- invisible tentacles on teleport cancel fix
- fixed probe to take two cellar slots in multiplayer if selected twice
- fixed damage dealt and damage received not properly displayed when finishing a saved game
- fixed transport drones to continue collecting resources when game is over
- fixed custom supplement order from prestige getting transferred into other game modes
- fixed visual bug with orchard fruit not showing the correct remaining buff duration
- fixed orchard fruit not depleting with mining when loading a saved game
- fixed ending music suddenly stopping
- fixed cobalt cave replenishing with loading a saved game
- fixed spawning redundand keepers when client continues
- fixed some slider labels in the options to not properly update
- fixed first iron tile in multiplayer not granting the intended iron amount
- fixed keeper getting stuck in multiplayer when loading probe while other player picks probe supplement
- fixed random gadgets getting spawned with save games
- fixed portal caves sometimes not adding drops to the inventory
Best Wishes,
René
Also please note that we provide patches early on the staging beta branch. There is no code required to access it. It was code-protected at first, so the first time you switch to the branch you probably need to re-install the game (don't ask me why, it's a Steam thing). It won't wipe your save.
Hey Keepers
Thank you for the continued stream of feedback and bug reports! We are still working hard to fix and improve what we can, and will continue to do so.
Also please note that we provide patches early on the staging beta branch. There is no code required to access it. It was code-protected at first, so the first time you switch to the branch you probably need to re-install the game (don't ask me why, it's a Steam thing). It won't wipe your save.
Patchnotes for v5.0.3
BALANCE
- infiltrator orchard + mushroom combo nerfed
- time based assignments down to 15% less time per player instead of 20% (multiplicative)
- acid rain dow to 25% extra damage per player instead of 30% (multiplicative)
THE LOST KEEPERS
- correct Beastmaster 'Mining problem' challenge techtree
- catgobling loadout error on keeper switch fix
- infiltrator relic delivery visuals fix
- catgoblins now collect resources from the converter
- kunai carrier are not destroyed anymore when the resource they are attached to on another kunai carrier gets released
- replaced three songs in the beastmaser OST. We are still improving that one a bit :)
CONTROLS
- twin stick now optional again for Infiltrator
- focus on reroll option in gadget choice will not switch when rerolling
- always show keybindings for all keepers, as you can also play them without owning the DLC
BUGS
- fixed assignment limitations sometimes affecting relic hunt runs
- fixed rare null pointer on local player disconnection
- fixed 'gamertag' issue on rejoin
- fixed burrowers spawned for team 2 not respecting minDistanceToDome for when they should burrow
- fixed versus iron delivery costs on iron inflation
- fixed permanently locking PowerCoreChamber when goblin carries water near it
- goblins now render behind everything properly while in cellar
- fixed shuriken cooldown happening when paused
- increased the size of the mine in loadout to accomodate the new assignments and xbox icons in the assignment leaderboard
- fixed infiltrator triggering supplement on enter mobile station
- fixed infiltrator interaction with side drill after kunai carrier thrown
- fixed beastmaster tentacle stretch on telepor
- fixed kunai carrier auto throw when inside battle station
OTHER
- updated localization and credits
- updated loc credits
Best Wishes,
René
Hey Keepers
Thank you for the continued stream of feedback and bug reports! We are still working hard to fix and improve what we can, and will continue to do so.
For this patch, apart from the bugfixes, we discovered that the game was overscaling difficulty quite a bit. That meant in some assignments the monsters were a bit crazy, and more importantly the rock hardness generally was too high in multiplayer. Together with the non-shared upgrades, this led to way slower gameplay than intended.
This is much softer now and should feel like a way better progress, without the game outscaling your ability to dig.
Also please note that we provide patches early on the staging beta branch. There is no code required to access it. It was code-protected at first, so the first time you switch to the branch you probably need to re-install the game (don't ask me why, it's a Steam thing). It won't wipe your save.
Patchnotes for v5.0.2
BALANCE
- removed additional hardness of tiles scaling with the amount of players
- slightly reduced the monster modifiers on upside down assignment challenge mode
KEEPERS
- catgoblins will now take resources out of kunai carriers
- fixed catgoblins crashing the game in the loadout screen if summoned
- fixed catgoblins grabbing resources at an invalid distance
- fixed kunai carrier eventually slowing and stopping when using rocket carrier supplement
CONTROLS
- fixed some inputs only working on the first gamepad
- fix infiltrator stuck in loadout start area if first entering a multiplayer game
- fix infiltrator multiple gamepad trigger jumps
- fixed beastmaster dropping carryables when using speed boost from mushroom farm, and separate impulse values for the type of drop held to pull stronger for slower carryables
BUGS
- fix running regular assignments overriding challenge assignment progress.
- fix terrible GPU artifacts (random textures / sprite sheets) on some integrated graphics.
- fix eggs being shredded when carried to the dome by Infiltrator (what an evil bug!)
- kunai + sidedriller save file corruption fix
- do not allow to remove all split
- screen players
- fix MineralTrees assignment for multiplayer
- fixed infiltrator entering tiles during rope retraction
- properly position orchard Vine Canopy on both teams.
- don't show drop player button when there is only one player on a team
- fixed crash when picking up seed after destroying its targetedTile
Best Wishes,
René
We've been genuinely blown away by the incredible response from the multiplayer & Lost Keepers DLC release at the start of the week!
Thank you so incredibly much for all of your comments & feedback - they really do help us make things even better for you. We are closely reading all your feedback and reports.
Saying that, here's a big juicy patch with some changes that should do just that.
MULTIPLAYER
- After joining a multiplayer session, the correct loadout will be loaded when going back to singleplayer.
- Fixed that a temporary buff became permanent when rejoining a multiplayer session.
- Fixed players spawning in the wrong dome in Versus.
- Fix goblins spawning Beastmaster players that aren't present when a save is continued.
- Fix client side kunai resource shredding sometimes leaving a phantom resource.
- Fix other players not seeing your drill animation on your last hit of the tile as keeper1 - which is of course worse when you can one hit the tile.
- New icon for the additional dome station upgrade.
- New icons for the versus upgrades.
{STEAM_CLAN_IMAGE}/40568463/31f1e687b4d672fdf161f35fdd14b4c86d3209bb.gif
BEASTMASTER
- Improved catgoblin pathfinding. They should now be smarter when selecting which hole to enter the mine with.
- Catgoblins now have much less impact on performance.
- Beastmaster should not drop the carried things anymore.
- Added more soundtracks for the Beastmaster.
- Improved the mining sounds for the Beastmaster.
- The carryables do not drop randomly anymore.
- Changed the drill buff to be the intended faster speedup and improved it to shift to extra damage once a high speed is reached.
{STEAM_CLAN_IMAGE}/40568463/3ee402211a611ae03779dc9bdf8b0891d14bd152.gif
INFILTRATOR
- Fixed the Input for the Infiltrator, so that it now also is able to throw kunais even if you hold the throw action beforeaiming.
- Fixed jump triggering twice on right trigger use.
- Mouse and twin-stick controls are now always on. This is the intended way to play but it was possible to have a configuration in the options with which this keeper was essentially broken.
- The Infiltrator will not pick up bundled resources that are still flying nicely.
- Fixed interaction with the sidedriller so that it properly locks into a single row.
- Improved the Infiltator sounds for multiplayer.
- Fixed Infiltrator falling through the ground or being stuck in the dome wall in certain versus mode configurations.
{STEAM_CLAN_IMAGE}/40568463/d8e85959d58b15e35b8ce159865e8d5d14949f2c.gif
OTHER
- Fixed the Iron Worms to properly attach to iron tiles from all directions.
- Removed the global input settings. Input settings are now individual for each keeper. This was optional before, but allowed too much bad configurations and the defaults were not good anyway.
- Updated the engine build on windows to prevent certain crashes during Steam instability or when exiting the game.
- Fixed a destruction race condition that resulted in a crash on exit.
- Fixed the autonomous weapon received from guild rewards and run modifier and also included the Buzzsaw to be affected.
- Hide buff visuals when inside the dome.
- Improved Engineer carry lines for the Tesla Dome.
- Reduced shake duration on dome landing
- The tutorial videos for the Infiltrator are now in correct order
- Updated localization
- Fixed vignette, especially for the darkness assignment.
- Your camera will not shake anymore if another keeper is mining close to you.
Thank you again everyone, and keep the chatter coming!
With this patch out, we are already working on the next one. Key things we are looking into right now is erroneous cheat detection, more performance optimization as well as the graphical glitches that happen on some hardware.
Team Dome Keeper
Hey Keepers,
in the past we've seen a few cases of progress being lost if the system crashed or was turned off while the game was saved, for example due to a power outage. We added an improvement to the save system that prevents the complete loss of progress and will fall back to the previous save, if a file got corrupted due to a crash.
We also added some improvements to the modding and moddability of the game.
Here is what's new for v4.2.2:
Balance and Changes
- implemented rolling save files. If your save file gets corrupted while writing, this means the game will fall back to the previous save and avoid losing the complete progress
- improvements and fixes to modloader
- fixed several bugs around side driller resource transportation
Bugfixes
- made loadout more resilient to remnant data from uninstalled mods
- fixed iron worms misbehaving in some cases when handled by assessor
- fixed lunar new year cave capturing mouse inputs, preventing keeper controls
- fixed badly formatted separators in hint popup and added hint about exiting battle mode to loadout only
- fixed probe supplement carrying over into next run
- fixed condenser visuals on reload
- fixed shredder stopped shredding after reloading run
- stag projectiles won't have particles now, if running with option "reduced particles". This means
much better performance on some Mac Systems when the Stag shows up.
Thank you again for playing <3
Hey Keepers,
I started out only wanting to do a tiny sneaky hotfix for some performance problems on mac related to particles. Many days later i found myself with 26+ fixes and improvements, thanks to your regular reports and suggestions. Thank you for that!
It really became quite a nice patch, with some small and some big things. Fonts for some languages broke this summer or autumn, but they should be back in shape now. They were mixing characters from two fonts, as the remapping of fonts did not work anymore. Remapping just means using different fonts for different languages, as no font has all the characters of every language.
Also important is the "reduced particles" graphics option. Some hardware does not run particle effects on the GPU, but on the CPU. This meant a fps drop when lots of particles were around, like with Assessor bundles. At least some older Mac hardware is affected by this and it should drastically improve your game to reduce particle efffects.
{STEAM_CLAN_IMAGE}/40568463/d787af88293a0e33c169e5741271888e71f8dd13.gif
This animation was planned and drawn for the condenser, but we didn't have time to integrate it before release. The intention was for the condenser to be more visible once it had some iron produced. Just now we randomly saw it again and used the opportunity to update the condensor sprites.
In case you missed it:
- Today will be a really cool stream, where Nikoheart plays Dome Keeper with a drill as the controller -Read about it here.
- We officially announced the mod jam -> Find out the details here.
{STEAM_CLAN_IMAGE}/40568463/74ddbe5bf09e7cc12fb03cef391fce271c98a8c7.png
Concepts Anne made for the transport drone back for v4.0. A lot of cute ones, but the jellyfish one won :)
Changelog
Here is what's new for v4.2.1:
- added graphics option "reduced particles". This will massively improve performance for some systems that cannot run particles on the GPU, like older Mac's. This can also positively affect low end devices. Reduced particles affects mining, Assessor bundles and some monsters.
- fixed many broken fonts, especially with diacritics. They displayed incorrectly, mixing characters from two different fonts.
- many improvements and fixes for the modloader
- fixed maze map not being generated correctly and probably a lot of maps being wrong to some degree
- shredder won't slow down on last drops of large delivery
- probe now recharges individual charges with supplement
- added proper HUD element to repellent, now that its progress is not shown in wave timer anymore
- fixed dome ambience not actually playing
- added a lot of rain to world 7 and improved weather system by removing strange breaks between the same type of weather
- reduced performance impact of some audio effects
- fixed straight walls on Mac
- extractor less likely to push out resources if extracting quickly
- fixed dome collision settings that were allowing some drops to leave the demo, especially on tesla dome
- fixed error with sword fins on loading
- fixed several cases of resources staying asleep although the should fall down. Sleeping resources are a performance optimization and means they are not participating in physics
- avoid stuck input when switching form gamepad to keyboard
- slight loc improvement
- fixed keeper becoming invisible when sitting in station while wave is starting
- fixed seasonal chambers being generated in loadout mine
- added workaround for steam verification issue
- fixed loc changing twice when language is selected
- fixed world ambience playing in mine in loadout, if never entering dome
- droneyard now applies overcharge during battle to battle grid
- added missing condenser sprite
- fixed keepers not dropping drops when being removed, sometimes leading to strange situations in loadout
- fixed orchard root explosion reporting huge damage numbers
Have fun :)
Hey Keepers,
it's time for probably the last patch of this update. It is more on the maintenance side with small improvements and bugfixes. We found a big performance issue on the cables of the relic in relic hunt. With this patch, the framerate on low end systems can be up to twice as high if the cables are active.
Secondly we did a lot of improvements for the mod loader. Read more about the plans for modding here: https://steamcommunity.com/games/1637320/partnerevents/edit/4471606502586583905
On a sidenote, work on multiplayer is progressing well. There will be a playtest early next year, but definitely not in january. We'll tell more as soon as we have some reliable dates to share :)
Changelog
Here is what's new for v4.2.0:
- game is now not exported in DEBUG mode
- fixed and improved many things with modding and the ModLoader
- improved performance significantly for the light and the relic cables
- squidley now gathers resources that are closest to the dome (transport drones always did so)
- rocketlauncher now will restock, if getting the restock supplement during combat
- updated loc, improved some assignment descriptions
- fixed issue when changing locale inside loadout
- fixed cellar gadgets overlapping after reload if stationless probe was used
- fixed assignment map being identical if restarted after losing run
- fixed condenser water colors for double storage
- fixed spire supplement making its upgrade tree messy
- shield invulnerability upon depletion does not trigger again if shield is overcharded during battle
- added shorten cycles upgrade to provocation mode
- cleaned leaderboards, updated bans
- fixed wrong collision layer in assessor sphere explosion
- improved moddability by replacing some uses of preload with load
Have fun :)
Hey Keepers,
It's been a while since "A Keeper's Duty" released and we've been closely watching the feedback. We incorporated this into some improvements and a lot of balance changes.
Prestige
Because of the big changes to balance, we are starting season 7 for prestige now. Please keep in mind the warning about fairness that you see ingame: People who use exploits to gain the highest scores (top 100) will get banned. Don't worry about accidental use - the cases that are bannable are excessive and very structured with the exploit usage.
Some parts of cheat detection are automated, sometimes i go over it manually and delete scores and possibly ban people. If you want to appeal for a ban, contact me. But i don't have time for a "ok i cheated but now i will stop" scenarios, as this is time that i don't spend making the game better for everyone.
Modding
With the port to Godot 4, the ways the game can be modded changed a lot engine side and that required a lot of work on our end. Modding is now supported properly again, with improvements to the modding popup ensuring compatibility. We have some plans to push modding a bit in the future. One part of that is making a more mod-friendly modding EULA. If you are a modder and have an example of a EULA you like, please share.
Future Plans
Don't expect exciting content in the near future. As explained with the last update, we don't have any content lined up now. Our efforts will go into two things now: multiplayer and consoles. We can't confirm any consoles yet and don't have a date for multiplayer. Just know that we are on it, it's our focus now.
Changelog
Here is what's new for v4.1.0:
Additions, Improvements and Changes
- started season 7 for prestige after vast balance changes
- massively improved performance. Also added option to render game at half resolution, which looks very similar but should run much faster.
- improved modding and made it compatible with v4 of Dome. You'll now get info in the modding popup about mods being incompatible due to not being updated to the latest version.
- added restart button to pause menu
- Anti Stall should work properly now
- drones don't bug out when resources are unreachable
- added overcharge tutorial
- improved visual clarity of tesla reticle
- brightness setting now works again
- fixed cases of extractor and converter pushing resources out of the map
- shredder now shreds faster when there are a lot of resources
- improved map generation for chambers, as sometimes they were placed too far from their ideal place, heavily affecting the runs difficulty
- chambers are a light source now too and can be seen through the vignette
- a ton of other bugfixes
Balance
- Engineer: changed Power Drill a bit. Slightly lower speedup than before, and the hardness mechanics is changed by simply buffing drill against hard rocks instead of treating the hard rock all as medium density rock.
- Assessor: Split has lower cooldown again. Spheres also get a global speed buff with the supplement.
- One way Teleporter: cooldown from 20s -> 5s. It now can also teleport items, gadgets and supplements.
- Laser: DPS increase, last stage 180 -> 210
- Tesla: changed base damage being higher early and lower late, last stage 180 -> 155. Slightly reduced quick shot strength and orb stun strength.
- Artillery: increased stun size of deafening blast a bit
- Repellent: Growth time 1.5 cycles initially, going to 0.9 with upgrades.
- Orchard: Growth time going to 0.9 cycles with upgrades. Increased buff strength and duration.
- Droneyard: Slightly higher upgrade cost. Slightly fewer battle drones overall.
- Furnace: increased wave delay, decreased how long resources last in burning.
- Spire: added supplement that slows down monster projectiles globally by 40%
- Chainsaw: increased damage, last stage 65 -> 80. Also fixed speed upgrade not doing anything.
- Drillbert: buffed drill strength. Drillbert won't get scared anymore during battles, if you have the supplement.
- Mushroom: Added upgrade to automatically consume mushrooms on flyby. Added upgrade to make mushrooms grow quicker in the dome.
- Resource Packer: 5s longer recharge by default. Upgrades now also make the packs shrink more. Added supplement that brings cooldown to 1.5s
- Shockwave: More expensive, slightly less damage and stun strength. Supplement cooldown addition 5s -> 8s and +1 stun strength
- Lift: now also speeds up the keeper when going downward inside it
- Missiles: Damage increased, last stage 200 -> 250
- Gadget Chambers in prestige don't go quite as deep
- Mineral Tree grows much faster
Thank you for playing <3
Update
I just pushed a hotfix:
- fixed a lot of prestige runs ending up on the cheater board erroneously
- fixed stage not showing up properly that explains if there is an issue connecting to steam and thus the game can't run
- fixed mods not showing up properly on Mac
- fixed bug that would cause some mods to not load completely
Hey Keepers,
It seems we are reaching more stable territorry now, with the fix and change list becoming shorter. Thank you all for the plentiful reports!
I was pushing this forward really quickly because i'm trying to take a few days off this week, before Gamescom madness starts. So if i'm replying less you'll know why, but i'll read everything eventually and keep my eyes open for critical bugs.
Here is what's new for v4.0.4:
Balance and Changes
- added frames around icons for damage dealt statistic
- now differentiating between tesla quick shot, orbs and normal damage in damage dealt statistic
- anti stall is now disabled for defective weapon assignment
- added auto cannon to list of damage dealt entries
- auto cannon will only lead shots where appropriate and better deal with ticks
Bugfixes
- fixed mining summary popup being behind run finished popup
- fixed tech tree popup overlaying HUD with health bar
- fixed potential crash when having no pet selected in loadout
- fixed battle zooming in when anti stall was triggered, even though there were still monsters around
- fixed probe restoring charges on reloading
Thank you again for playing <3
Hey Keepers,
thank you so much for your feedback. I hope you can see that we really value that.
You might have noticed the fast patch pace. It's the weekend, no QA works at the moment. This means i can fix a lot of stuff, but also some things that i break are not caught before they reach you. So i really appreciate your plentiful bug reports. I'm around :)
Two big things are in this patch:
- assignment challenge mode is easier now, closer to what it was on v4.0.0
- fonts are not blurry anymore
Here is what's new for v4.0.3:
Balance and Changes
- challenge assignments are back to "brutal" difficulty from "YAFI". The impact was too high. Feedback appreciated!
- lowered assignment difficulty on some assignments
- lowered final wave strength for most assignments
- fonts should generally not be blurry anymore
- changed anti stall mechanic. Instead of restarting the wave, the countdown to the next one will begin.
- battle grid drones will now spawn even if bought during battle
- drones can now pick up resources from converter and are a bit hardened against drops that are at invalid positions
Bugfixes
- fixed shopping bag achievement not triggering
- fixed repellents toxic fumes not dealing damage any more
- fixed converter achievement not triggering when automated conversion is used
- fixed primary weapon tech tree being available even when no primary weapon is installed in the dome
- actually fixed converter not behaving well with 0.5 iron input
- wave meter now properly initialises if there is a wave delay ongoing
Thank you again for playing <3
Hey Keepers,
thank you for the plentiful reports. I pushed a lot today and was able to at least catch up with the bug reports and make a lot of fixes. This is basically a hotfix, so i need to rely on you a bit for feedback again, if i broke anything with the patch. Can definitely happen, but i can fix it quickly :)
I investigated a bit and found many nodes that were not properly cleaned up, similar to a memory leak. This could greatly impact performance over time (but would reset on reload).
Buzz saw was broken, not taking the supplement and vanishing on reload. That's fixed now.
Lastly, Tesla orbs were messed up. Instead of doing 25 damage, they did base damage * 2500%. This meant a ton of damage, but also that they vanished immediately. This is fixed now.
Here is what's new for v4.0.2:
Balance and Changes
- fixed many nodes not being cleaned up properly, which could lead to really bad performance over time
- chosen difficulty is now remembered per assignment
- converter now spits out resources more slowly, gives them an impulse and makes them float so they don't drop down into the mine
- dome resurrection will now trigger before auto repair
- invulnerability from dome resurrection now shows proper effect
- improved minimap colors for resources in remote station
- made resource teleportation via teleporter quicker
- added resource teleportation cooldown to upgrade stats
- made hornet pause a less long mid air, when flying towards the dome
- improved layout of upgrade icons and numbers in damage dealt statistic
- removed bolter from projectile hell, removed breeder from heavy hitter assignment
Bugfixes
- fixed chainsaw going missing on reload
- fixed tesla orbs accidentally doing way too much damage
- fixed breeder immensely lowering the difficulty of a wave by limiting how many monsters can spawn
- fixed egg not hatching if it was not visible on screen for long enough
- fixed modloader exception when disable_all_mods is called when transitioning to godot4
- iron worms now account for shortened cycles in prestige
- fixed options always showing game options instead of last shown category
- fixed bug in cave tree seed when destroying tile it was rooting
- fixed issue when picking up cave bomb as assessor
- fixed resource teleportation not working for assessor bundles
- fixed battle drone release sound playing on master bus, ignoring all sound settings
- fixed iron worms bugging out when the tile they are attaching to is destroyed
- fixed damage statistics not being scrollable with controller
- fixed water from water cave not spawning at the right position
- fixed water cave having graphical error when moving far to the sides
- fixed crash in loadout when fighting monsters
- fixed bug with saving probe markers
- fixed side driller behaviour when in combat and when paused
- fixed hornet stabbing the dome from a distance if it was stunned on the last leg of its flight
- improved hitbox of phaser to play nicer with laser dome
- iron worm cage won't attach to tiles if it is carried
- improved shield position on arty dome
- fixed relic hunt run without monsters not ending properly on relic retrieval
{STEAM_CLAN_IMAGE}/40568463/7d03969a0d4eea33b44451b63f989e7afbc367f7.png
Have you seen this awesome assessor artwork?
Thank you again for playing <3
Current Release
Build 23672262
Uploaded Jul 16, 2026
System Requirements
How to Install
domekeeper.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
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1.3 GB
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View AllDownload Dome Keeper for PC with a direct link or via torrent. Get the full version of Dome Keeper for free. Dome Keeper is a Action released by Bippinbits.