Dome Keeper is a unique rogue-lite mining game in which players battle increasingly powerful waves of shadowy monsters. During short breaks between the increasingly intense waves of attacks, players mine for resources in the depths beneath to upgrade their dome defenses.

The game has two phases: a mining one and a combat one. During the mining part, you go below your dome and try to find resources: iron, water and cobalt. Using those resources you can upgrade your keeper, dome and gadgets. When the mining cycle time is up, the combat stage begins. During combat, monsters begin spawning and you have to protect your dome from them. (Read more...)


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Dome Keeper is a 2022 tower defense game developed by Bippinbits and published by Raw Fury. It was released for Windows, macOS and Linux on September 27, 2022.[1][2] In the game, players must defend themselves against alien creatures attacking their glass dome. After the current wave of enemies is defeated, the player may spend a limited amount of time to mine for resources underneath the dome, which they can use to upgrade their defenses and better fight against the next onslaught of enemies. The game received generally positive reviews on release.

Dome Keeper is a tower defense game with roguelike elements.[2][3] Players control a character managing a glass dome, which acts as their spacecraft. After the spacecraft crashes down onto an extraterrestrial landscape, the player must defend their dome from the native aliens intent on destroying it.[3] The player character moves around using a jetpack, and can mine through the ground using a drill.[2][3] The main resources that the player must acquire are iron, cobalt, and water, which can be mined for beneath the dome and spent on upgrades.[2][3] A timer indicates the amount of time left before the next wave of enemies, and the character must return to the dome with as many resources as possible before the aliens arrive and begin damaging it. The main weapons the player uses to fight are a laser beam that rotates around the dome, or a sword-like appendage that can be extended to hit enemies.[3][4] Both weapons can be improved to have greater damage or attack strength, while the character can also spend resources on themselves to increase their movement speed or drill power. The goal of the player in the default game mode "Relic Hunt" is to fight off the waves of enemies and continue mining for resources in-between, while digging deep enough to find an ancient relic used to eradicate the aliens.[3]

Drill tunnels beneath your dome in search of precious materials or to uncover powerful hidden artifacts. Watch the time, you need to get back to the dome and be ready when the next wave of attack comes. How deep will you get this time? How much can you carry back?

Once there, defending the dome is less about twitch reflexes and more about prioritizing targets and abilities alongside the prep work you have done with your choice of upgrades. Different upgrades work better for different types of enemies. Mistakes will be felt over time and can impact your mining strategy.

The main mode of Dome Keeper has you hunting a relic buried deep underground, and finding it is the only way to win. Meanwhile, hordes of shadow monsters throw themselves at you in waves, leaving you just enough breathing room to dig deeper in your search. The catch is, without you, your dome is defenseless. You have to use your free time carefully and be sure to return in time to defend it.

Your starting dome has a laser weapon, but you can also unlock a dome that uses a sword. The playstyles between both differ greatly. They both offer separate and unique upgrade paths. Other aspects can also be unlocked. For example, you start with a shield, but you can also unlock monster repellant or an orchard that grows fruit that can buff you while also using vines to impede the monsters.

You have to strike a balance between upgrading your dome, gadgets, and yourself. A more powerful weapon is needed for stronger hordes, but without a stronger drill, mining will take forever. Without increased carry weight it can take too many trips to bring home the goods. I was delighted to find that every artifact, such as Drillbert also has its own upgrade tree. Each one has a pretty big impact on the game.

At the same time, if you have a sword dome and a reflector shield, it might make more sense to handle the monsters in your face first. Several different environments can be unlocked, and they all differ slightly when it comes to enemy types, so different configurations can fare better or worse. To some degree, the initial challenge is simply piecing together your priorities for each one.

The cracking glass of the dome, the zap of the laser, and the pop of exploding enemies look and feel equally as strong. It just goes to show that 2d pixel art games can look and feel as great as any other game, just in different ways.

Dome Keeper is an enjoyable game with an intriguing duality that feels equally cozy and chaotic. The repetition sets in faster than I would like. However, the fact that new domes, gadgets, and modes are unlocked one at a time after each run means there is a steady drip feed of new toys to try over time.

As players of Image & Form's excellent SteamWorld Dig games will know, there is something innately calming about chiselling your way through a hunk of rock. In both of those western-themed platformers, you were hunting for gem-like treasures to take back to the surface so you could get bigger and better equipment to begin the dig cycle anew. Now imagine that surface is constantly under threat from waves of alien attacks and that's pretty much Dome Keeper in a nutshell, a moreish, meditative mining game that sees you balance digging for resources and hunting for all-important relics while defending your eponymous dome from being smashed to smithereens.

Having first clapped eyes on Dome Keeper back at PAX East earlier in the year, I was instantly struck by its gorgeous pixel art and impressive sense of scale - neither of which have dimmed on its final release. The alien worlds you visit during each run are frequently stunning to behold, and I often wished I could break free of the bounds of my protective little dome and go exploring. Not that I'd survive very long, mind, as the black, beady-eyed monsters inhabiting these lands pack a surprising punch. As the health of your dome depletes after repeated bashings, its glass surfaces splits and cracks where it's suffered the most damage, providing an instant, visual reminder of how long you've got left before it shatters. You do have a more traditional life bar to keep tabs on as well, I should add, but it's a pleasing visual detail nonetheless that helps to make the perilous nature of your situation feel all the more fragile and precarious.

Sometimes you'll choose the latter so you can finish an all-important upgrade to your dome's defences, which currently extends to either a laser or an extendable sword that can slice or be javelined outwards to hit longer-range enemies. The sword is by far the more challenging of the two, requiring a bit more dexterity to reach its pesky, ghost-like flyers, but both dome types feel pleasingly distinct from one another, and have a satisfying range of upgrade paths to choose from that helps to keep things fresh on repeat runs.

Personally, I'm wholly satisfied with what Dome Keeper is offering here - especially considering the size of its tiny husband and wife dev team. While a bit more variety in the types of underground locales you visit perhaps wouldn't have gone amiss, I've also been playing this practically non-stop all of last week, gobbling up its small, 30-minute maps as well as luxuriating in its large, 90-minute plus ones. It took me the best part of six hours to unlock all of its starting domes, modes and gadgets, and I'm excited to see how the promised 'assessor' keeper that's supposedly 'coming soon' switches things up further from the default astronaut.

Some will no doubt chafe against the fact there's not more to do here, but for me Dome Keeper is fast becoming my new Dorfromantik - which is ironic considering its original Ludum Dare prototype was formerly known as Dome Romantik. Ultimately, it's a chill, calming survival game with just the right frisson of tension to keep things interesting between waves, and navigating its myriad upgrade options against the increasing escalation of its beautifully paced danger levels is always a thrilling treat. It's the type of game I can see myself booting up to unwind with at the end of the day, especially when it plays so well on the Steam Deck, too. It's really sunk its claws into me over the last few weeks, and just like its morass of creepy shadow monsters, has smashed its way right into my heart and completely disarmed me. It's a real keeper, all right.

Finding iron, water, and cobalt is only part of the mining story; I also have to carry those resources back through the mine shafts to my dome, where they are processed for use. At the beginning, the game limits how many resource units I can carry, resulting in a cap to how quickly I can mine. Over time, I can upgrade this carry limit, so the efficiency improves. That visible sense of progress feels good as I play, and it further feeds into the value resources have.

Over time, bigger and bigger monsters approach, in greater numbers, so you must upgrade in order to survive. The laser can be made more powerful, and the dome can be improved with greater health and resistance to damage. These upgrades cost the same resources that you use to build up your mining efficacy, so there is a constant tug and pull of when to upgrade your mining to get resource faster and when to upgrade your defense so you can continue to survive.

After Belthasar was transported through time in 12000 BC by Queen Zeal, he ended up in 2300 AD. At first, the Keeper's Dome can only be reached by going through the Abandoned Sewers, but the party can later get to it by simply flying the Epoch there. When the party enters the dome, they come across Belthasar and an apparently robotic Nu referred to as the Strange Construct. At the back of the main room, there is a sealed door that the party cannot get to until visiting 12000 BC and charging up Marle's pendant with the Mammon Machine. After doing this, the party comes back to the Dome to obtain a time machine, and when they arrive, only the Strange Construct is at the Dome, sleeping by a computer. After opening the back door with the pendant, the group learns many things that Belthasar knew. After going through a final door at the end of this room, Crono and friends come across the time machine Gaspar spoke of, Belthasar's Wings of Time. The Construct comes in the room and puts the final part of the machine on it, also revealing that it is Belthasar's consciousness in a robotic body. After christening the machine the Epoch, the party heads back to 12000 B.C. After Crono is killed by Lavos, the party comes back to the Keeper's Dome with the Chrono Trigger, seeking advice on how to raise the dead. Belthasar tells them to get a clone of the person to be revived from the magician Norstein Bekkler, who is found at the Millennial Fair in 1000 A.D. When the crew report back, Belthasar gives them three Poyozo Dolls and tells them to head to Death Peak, also telling them to turn off his robotic body. The Keeper's Dome has not visited again in the game. 9af72c28ce

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