1.9.5 (2024-02-09)
LUNAR NEW YEAR UPDATE
- added dragon cave with new pet
- added lanterns to dome during lunar new year. As always, you can disable seasonal content in the options if you don't like it.
- resurrect will now trigger before auto heal
- assessor reflector can sometimes let spheres through if too close to a wall. This works better now, but can still happen (try to not spawn the sphere within the reflector).
1.9.4 (2024-02-07)
LUNAR NEW YEAR UPDATE
- added dragon cave with new pet
- added lanterns to dome during lunar new year. As always, you can disable seasonal content in the options if you don't like it.
- resurrect will now trigger before auto heal
- assessor reflector can sometimes let spheres through if too close to a wall. This works better now, but can still happen (try to not spawn the sphere within the reflector).
1.9.1 (2023-12-19)
- Added support for mouse controls, configurable and re-bindable via Options
- Added twin stick support for gamepad
- Added various Christmas themed bits:
New unlockable pet and skin for the Assessor (find a gift chamber and win the run to unlock them)
New themed title music
Snow weather happening across all maps
Drillbert skin
As always you can turn all this off via options
- Added sounds for pets when you return to dome
- Improved snow weather effect
- Assessor spheres now also play resource-dependent sounds
- Assessor bundle moves twice as fast when using bundle guidance
- Made some parts of the game easier to mod by making dictionaries variables instead of constants
- added mine view to prestige mode
- fixed long standing bug with external gamepads on steamdeck and with gamepads being detected twice. You need to activate "automatic detection of preferred gamepad" then. Up until now, on some controllers the sticks of the other gamepad would still create input events, messing with the directional control. This is now fixed and should work properly.
- fixed chinese languages having a wrong name in the language selection (referring to the letters instead of the language)
- fixed slots in caves and supplement chamber that take one resource actually also adding this resource to the inventory
- fixed prestige mode accidentally spawning way harder waves in the late waves (most notable at 50+)
- fixed artillery moving to the side when exiting while using mouse
- fixed custom cursor sometimes showing even if turned off
- fixed auto cannon shooting too low when aiming at worm
1.9.0 (2023-11-06)
V3.0.3 LIVE NOW!
Hey, Keepers! The latest update, which includes the Double Dome Update, is now live! SO make sure to update your game. Once updated, your game version number should be 3.0.3.
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.
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.
Read the full changelog below!
CHANGELOG
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
- Made orchard roots explode in short succession after each other instead of all together
- Improved orchard shield destruction effect
- Reduced spire's targeting time from 0.5s to 0.2s (reload time is unaffected)
- Fixed prospection meter not detecting power core chamber or relic switch chambers
- Fixed kept gadget getting lost if not immediately starting a new run
- Auto cannon and stun laser won't target burrowed monsters anymore
- Changed gadget chamber placement to be less predictable
- Prospection meter does not target rooted resources anymore
- Teleport won't trigger if you or the moveable portal are still inside the dome
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
General fixes and improvements
- 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
-Improved visuals of the shield battle ability "electro blast"
- 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
- 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
- Fixed auto repair not working during the final relic hunt battle
- Fixed shield's last stand not preventing the start of the relic bomb
- Fixed a very deep layer being indestructible despite looking like normal dirt
- Fixed relic switch chambers looking inactive on reload, after activating them before
- Cleared known cheaters list
- Added a long panel about fairness, rules and exploits when you start a run in prestige mode while you also got pro mode unlocked
- No points will be deducted in prestige, even if the multiplier reaches a negative value
- 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
Localisation
- Updated localisation
- Better font for vietnamese
- Removed flags from language select
- Language names are now in their respective language, instead of all being in english
1.8.4 (2023-08-23)
Hello, Keepers!
Thank you for your reports around some issues with worlds in palettes. We have two bugs fixed with this patch that could cause you to play the same world over and over again, and also let you play worlds you didn't unlock yet.
Please let us know if you see any other issues like that.
Changelog V.2.6.3
- 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
1.8.3 (2023-08-01)
Changelog V2.6.2
- 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
1.4.1 (2023-01-19)
- fixed monsters not getting hit by laser, if there is a projectile between monster and laser
- fixed destroyed projectiles still catching the laser, allowing projectiles behind it to pass through
- fixed only ever seeing world 1 after unlocking the second one
1.4.0 (2023-01-09)
toned down the stag
1000hp -> 800hp
10 dmg air projectile -> 8 dmg air projectile
100 dmg ground projectile -> 80 dmg ground projectile
toned down the scarab
1200hp -> 1000hp
40 dmg -> 25 dmg
only goes invincible once
increased sword dome health by 25%
reworked the Javelin. The sword now reappears immediately after shooting, and you are never blocked from moving the pad after shooting. The tradeoff is you can no longer control the Javelin in flight. To keep the timing, the charging does take slightly longer. To improve feedback on charging being finished, it no longer charges linearly and ends with a sound and animation.
buffed sword fast stab damage across all upgrades
fixed orchard shield not actually protecting from stag and scarab projectiles
orchard shield now also blocks worm rocks
tree seed won't grow on indestructible tiles anymore
halved the cost increase of buying lift orbs repeatably
fixed gadget duplication exploit via saving and reloading in the right moment
fixed crash when switching between some audio devices
fixed rare crash when reloading save and the squidley cave has been found
fixed stag and scarab projectiles not getting reflected by sword dome
increased damage and size of explosion of projectiles that got reflected by sword dome
fixed scarab getting stuck outside of screen
improved the timing of the scarab losing its arms
fixed stun laser sometimes not targeting stag
fixed stun laser sometimes wobbling in place instead of targeting an enemy
1.3.1 (2022-12-16)
- Added two very strong, late game monsters: the stag and the scarab
- Added a new prestige mode variation named "Miner", where you dig for 20 cycles without monsters
- Added a new world that is exclusive to prestige
- Added seasons to leaderboard. We had so many changes to balance already, and with the new monsters we start season 2. Season 1 scores are still visible in the leaderboard an via steam
- Improved map generation, so that resource distribution is closer to what it was before the last change especially for prestige mode
- Fixed rat animation when he's stuck in a corner
- Stingray will now fly at lower heights, to differentiate more from flyer
- Improved stingray death sound
- Showing friends high scores in prestige by default, but remembering your last choice
- Adjusted final wave balance to be more viable on smaller runs, and slightly increased time between monsters
1.2.1 (2022-12-02)
- 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
1.1.1 (2022-11-28)
- 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
- fixed crash when squid picked up bundled resource
- fixed wave timer not running on reloading game
- 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