THE ULTIMATE GUIDE TO CORE KEEPER GAMEPLAY

The Ultimate Guide to Core Keeper Gameplay

The Ultimate Guide to Core Keeper Gameplay

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I chose this role because it looked cute, but the food-related stat bonuses are delightful. A certain type of spicy flower grants faster running, for example, and looks a bit like a burrito when cooked. Eating food is also key for filling up your “hunger” bar and staying alive.

feels like a dungeon crawler that you’re creating. You gather materials by mining square tiles, and for most of the game, you’re surrounded by walls that conceal explorable areas.

I think the biggest praise I can give to the game is that I cannot wait to dig into it with a few friends over the coming weeks. It's the kind of game you can slowly chip away at over several evenings and the hardcore mode even offers some replayability down the line.

Early on, I adored this simplicity, even as a solo player. It was ideal for a two-screen PC setup with YouTube or Netflix playing on the side. Toward the end — and admittedly, in Early Access, there isn’t really an “end” — I started to feel tapped out.

So I'm surprised how comfortable it is being perpetually underground in Core Keeper. Part of it is the charming art and animation, along with the dynamic lighting effects. The game begins in the gloom of the Core chamber, but place a few torches and clear out some dirt walls with a pickaxe, and soon the room is bathed in warm light.

After travelling out to touch and drop the unbreakable barrier wall, players can return to speak to The Core for a second time. This yields a brief description and approximate compass direction for the first outer biome: Azeos' Wilderness.

My character’s level-ups were too few and far between, the enemies and biomes became overly familiar, and the trips back out to the edge of the world took too long even with a minecart.

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Minecart goes on tracks, riding it beats walking and maybe it doesn't need a complicated system of switches and sidings to get the job done. The underground world of Core Keeper stretches on for functionally forever, filled with chasms, monsters, resources beyond measure and even an underground sea. There's a huge amount of ways to play with it all and sometimes that's more than enough.

Minimap: This shows you the map of the area immediately around you. Icons for bosses that you have located will also show up on this map, giving you an idea of which direction you need to go in order to reach them.

Roots pelo longer continue spawning in explored areas in the crystal biome. Environmental objects will no longer continue to spawn right next to the world edge. Fixed an issue where objects would not be rendered after the player was killed by a hydra boss.

Boss order and world exploration are theoretically quite flexible, given this is a sandbox game. There is currently only one solid gate to progress: defeating the first 3 bosses. Which separates this guide into two parts.

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