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  <title>Ideas for Core Keeper</title>
  <subtitle>Ideas for Core Keeper as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://suggestions.corekeepergame.com"/>
  <id>brd_qn1eh3rkhn1koxu</id>
  <updated>2026-01-25T01:20:30Z</updated>
  <entry>
    <title>block swapping</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/713996/block-swapping"/>
    <id>sug_nsnbmwygooz4a9x</id>
    <published>2026-05-28T09:33:53Z</published>
    <updated>2026-06-05T08:08:36Z</updated>
    <content type="text/plain">Similar to the feature in terraria, but the ability to swap blocks instead of having to break the original one then place the one you want. Especially for ground tiles because having to shovel the entire ground makes it very hard to move and you constantly have to swap between shovel and blocks just to make a good looking floor.</content>
  </entry>
  <entry>
    <title>Omnidirectional melee</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/714209/omnidirectional-melee"/>
    <id>sug_v61x6vks0xyhl0a</id>
    <published>2026-05-29T11:51:44Z</published>
    <updated>2026-06-05T08:08:36Z</updated>
    <content type="text/plain">I noticed that melee weapons can only attack in the four cardinal directions. This is not a huge issue, but especially with spears, you really need to line your charecter up with the target to hit it. This makes melee battles a little bit more clunky and awkward than they would be if melee weapons could attack in all directions, or even only in eight directions.&#13;
&#13;
This change would make the melee combat a lot more satisfying.&#13;
&#13;
Respectfully, a Core Keeper fan :)</content>
  </entry>
  <entry>
    <title>A Way to Break Down and Place Environment Blocks OR change how water works</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/714376/a-way-to-break-down-and-place-environment-blocks-or-change-how-water-works"/>
    <id>sug_dtphb2fc6h2yagh</id>
    <published>2026-05-30T19:06:49Z</published>
    <updated>2026-06-05T08:08:36Z</updated>
    <content type="text/plain">I've been playing for awhile and, due to how the seeding worked I guess, my Azeos Wilderness is now full of starry water from The Shimmer Expanse. I'd really like to fix this and am in the process of slowly changing it back over to normal water. However, right now, I have to place blocks to get rid of the water in sections, then clear them again for the right type of water to seep in. If there is a way I could either 1) place more blocks and remove more blocks at once to improve speed in this endeavor or 2) a way to change how the water works (just transferring the Azeo's water to the starry water doesn't clear it, the Starry water is "stronger" so it immediately takes over the Azeo's water), it would be much appreciated!</content>
  </entry>
  <entry>
    <title>belt with an on/off through circuitry &amp; a belt or item that counts or reads an item on the belt</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/714702/belt-with-an-onoff-through-circuitry-a-belt-or-item-that-counts-or-reads-an-item"/>
    <id>sug_xvrfnetfa7vnqgt</id>
    <published>2026-06-02T10:05:54Z</published>
    <updated>2026-06-05T08:08:36Z</updated>
    <content type="text/plain">I would like too have the ability to turn on/off the conveyor belt. My thought for the other one is for the conveyor belt to read or count the items on the belt. When I say reading I mean close to sorting. Now when I say counting this is self explanatory but it would be like a tally of items on it to send a signal depending on the amount say 100 wood then it will send them on there way.</content>
  </entry>
  <entry>
    <title>Backpacks and Pouches</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/714946/backpacks-and-pouches"/>
    <id>sug_jpbv0iryuoau7kk</id>
    <published>2026-06-03T19:46:41Z</published>
    <updated>2026-06-05T08:08:36Z</updated>
    <content type="text/plain">Backpacks should hold all pouches that are new to the game instead of just 4 pouches</content>
  </entry>
  <entry>
    <title>Add a saxophone to the game</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/714967/add-a-saxophone-to-the-game"/>
    <id>sug_lws3lzhrg8ah5d3</id>
    <published>2026-06-03T21:33:52Z</published>
    <updated>2026-06-05T08:08:36Z</updated>
    <content type="text/plain">Nothing else, just add that instrument to game bc i do really wanna do covers with that awesome instrument</content>
  </entry>
  <entry>
    <title>An inbetween option between Normal character and Casual character</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/714976/an-inbetween-option-between-normal-character-and-casual-character"/>
    <id>sug_l1zf1n0k6qojgfa</id>
    <published>2026-06-03T23:29:57Z</published>
    <updated>2026-06-05T08:08:36Z</updated>
    <content type="text/plain">Would be nice if we could make an otherwise normal mode character with only "Keeps inventory after death" setting enabled. I'd like to be able to have a character that keeps his inventory after death but doesn't gain any other benefits like the higher parry windows and the lower potion cooldowns. I don't want the game to become easier, I only want to not have to do the walk of shame every time I die.</content>
  </entry>
  <entry>
    <title>Make ancient coins valuables</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/715199/make-ancient-coins-valuables"/>
    <id>sug_ibd1e0e05oparqs</id>
    <published>2026-06-04T17:09:39Z</published>
    <updated>2026-06-05T08:08:36Z</updated>
    <content type="text/plain">The pouches were a fantastic addition introducing player specific storage, ancient coins are a frequently stolen item it would be good to be able to carry them in the valuable pouch, effectively creating a way to keep them out of the hands of griefers :)</content>
  </entry>
  <entry>
    <title>Enable stationary auto-attack state for pets in Pet Shelter</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/712951/enable-stationary-autoattack-state-for-pets-in-pet-shelter"/>
    <id>sug_zhnun6gppo40wz8</id>
    <published>2026-05-21T03:13:27Z</published>
    <updated>2026-05-28T07:44:39Z</updated>
    <content type="text/plain">Pets function normally and attack hostiles when equipped in the active player slot. However, when a pet is unequipped and stationed in the Pet Shelter, its combat logic fails to trigger. The stationed pet plays its ambient/idle animation correctly but completely ignores nearby enemies within its aggro range.&#13;
&#13;
Expected Behavior: Stationed pets should act as active sentries, automatically targeting and attacking enemies that enter the shelter's radius.&#13;
Actual Behavior: Stationed pets remain in an idle state and do not attack nearby enemies.</content>
  </entry>
  <entry>
    <title>Dump and grab all items.</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/713087/dump-and-grab-all-items"/>
    <id>sug_qicwhnvekqtbyt7</id>
    <published>2026-05-21T18:19:29Z</published>
    <updated>2026-05-28T07:44:39Z</updated>
    <content type="text/plain">There are times after exploring and collecting that you just want to put all items in your inventory into a chest and deal with them later, and visa versa, you just want to grab everything to start organizing more thoroughly. So having a "Dump all items" and "Grab all items" as an option for chests would be a bit helpful here.</content>
  </entry>
  <entry>
    <title>Make circuitry electric lines White instead of yellow</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/713128/make-circuitry-electric-lines-white-instead-of-yellow"/>
    <id>sug_uyrlvgrqbb38uxe</id>
    <published>2026-05-22T00:03:17Z</published>
    <updated>2026-05-28T07:44:39Z</updated>
    <content type="text/plain">This is so that coloured glass on top gives accurate colouring to the electrical lines in circuitry and would make it a great add on into creativity.</content>
  </entry>
  <entry>
    <title>Lunacorn flavor text out of date</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/713492/lunacorn-flavor-text-out-of-date"/>
    <id>sug_c06zmdrzqcnzcvb</id>
    <published>2026-05-24T20:56:38Z</published>
    <updated>2026-05-28T07:44:39Z</updated>
    <content type="text/plain">Not really a suggestion but this seemed the best place to mention that the Lunacorn still says it's a crop "for toughness" despite having it's food stat changed from boss damage reduction to minion damage</content>
  </entry>
  <entry>
    <title>Steering options for go karts</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/713505/steering-options-for-go-karts"/>
    <id>sug_rvjsjkn9cztdlpm</id>
    <published>2026-05-24T23:55:29Z</published>
    <updated>2026-05-28T07:44:39Z</updated>
    <content type="text/plain">It actually kind of bothers me that the steering for the boats is directional in relation to the screen and the player's map, but that the go karts are "up is forward". Maybe I'm the only one who struggles with this, but because of the kart steering system I have only tried driving them twice since starting the game in 2024. I would love to see an option, maybe in the gameplay settings, to make the kart steering identical to the boat steering.</content>
  </entry>
  <entry>
    <title>Remove Ancient Waypoints from generating by default.</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/713729/remove-ancient-waypoints-from-generating-by-default"/>
    <id>sug_kykxel8plb2asle</id>
    <published>2026-05-26T20:35:00Z</published>
    <updated>2026-05-28T07:44:39Z</updated>
    <content type="text/plain">I've played on and off since before full release (earliest save was last played mid 2023), and I've had a massive problem with Ancient Waypoints. They are too convenient. While I know many people will tell me, "Just don't use them," understand just not using them doesn't take away the way they affect my gameplay and yours too. Try not using the minimap in games that use map waypoints (the map kind). Try not using a one shot weapon in an rpg. The ancient waypoints are an infohazard, for regardless of whether or not I actively use them, the knowledge of them will affect the way I, and everyone else plays the game. &#13;
&#13;
Additionally I think they may just be bad game design. Prior to release, they were not in the game, and you had far more reason to make use of the minecarts and portals. Now, why would I use either when I can, with relative ease, warp to nearby wherever I need? They encourage a style of gameplay which lessens the need to build outward and explore, which is somewhat made up for with the boss locations, but then hurt by virtue of them existing right next to the boss.&#13;
&#13;
Regardless of whether or not they are outright removed, I think the option for them not to generate should be provided as they, in my opinion, hurt the core gameplay loop by removing the need to build.</content>
  </entry>
  <entry>
    <title>The mage class is lacking</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/713745/the-mage-class-is-lacking"/>
    <id>sug_xogdqs1wmmeqz2x</id>
    <published>2026-05-26T23:03:10Z</published>
    <updated>2026-05-28T07:44:39Z</updated>
    <content type="text/plain">I'm playing mage class for the first time, and I've noticed some issues.&#13;
Issues with weapons:&#13;
I used the Sun Caller for most of my playthrough, starting from just post titans all the way to the Void Lord. It is undoubtedly the best mage weapon, with the +mana upon explosions perk from the "Explosions" skill tree. But way before that, finding a weapon was difficult because they didn't drop all the time from bosses. The player could think that some bosses don't have mage drops, while that might not be the case. Many bosses don't have mage drops, so grinding every boss hoping for a mage drop might not be the best decision.&#13;
&#13;
Issues with armour:&#13;
While you can use a summoner-mage hybrid set, you won't get the set bonus from either sets. With a hybrid set out of the question, there really are not that many armour sets a mage can use. There are plenty early game, with tons dropping upon enemy kill and fishing. But as you progress, only very specific enemies drop mage armour. I remember still wearing Lily Pad armour while fighting to get the Sorcerer armour set. Same with the Sorcerer set. I used it for a long time, way until I got the Arcane Monk set. In the meantime I keep getting melee/ranger drops which always makes me kind of jealous because of how much armour they're getting. I used an armour set from two areas ago to defeat the Void Lord, which is pretty insane to me. Seeing a more balanced and streamlined progression in mage would be nice.&#13;
&#13;
I used the feathers in my off hand for my whole playthrough, so I can't say much about off-hand items. The necklaces and rings were fine enough though.&#13;
&#13;
Conclusion:&#13;
The mage class pales when compared to the gear of melee/ranger. Seeing more gear would be nice, perhaps even adding possible crafted weapons from the ores you find. For every piece of mage gear, there are two or even three pieces of  melee/ranger gear.&#13;
However, mage is undoubtedly very fun. These are just suggestions to improve the experience of a new player.</content>
  </entry>
  <entry>
    <title>Crafting sound effect and an outline around what you're about to break</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/713813/crafting-sound-effect-and-an-outline-around-what-youre-about-to-break"/>
    <id>sug_segmugfsvke0b12</id>
    <published>2026-05-27T11:35:13Z</published>
    <updated>2026-05-28T07:44:39Z</updated>
    <content type="text/plain">So when i craft items it doesnt make any noise so it would be cool if there was one (unless its a bug) and i feel kinda confused sometimes because i dont know what specific wall im looking at and it gets a bit annoing not knowing where im breaking so if there was some kind of outline around the block/wall your looking at it would be handy!</content>
  </entry>
  <entry>
    <title>Native macOS support</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/712454/native-macos-support"/>
    <id>sug_ayu76mn6lj0cmap</id>
    <published>2026-05-18T16:12:35Z</published>
    <updated>2026-05-20T06:55:17Z</updated>
    <content type="text/plain">Please consider developing a native macOS version of Core Keeper. If you check any of the game's official social media platforms, you will see that a Mac port is one of the most frequently requested features by the community. Bringing the game to Mac would open up a huge market of players who want to join their friends on PC.</content>
  </entry>
  <entry>
    <title>Page for Builds / Gameplay</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/707764/page-for-builds-gameplay"/>
    <id>sug_ceq91nsw0grib9u</id>
    <published>2026-04-20T20:44:17Z</published>
    <updated>2026-05-18T08:38:19Z</updated>
    <content type="text/plain">Have a page on discord, fandom, anywhere to show case builds for gameplay, what to use early , mid, and end game. What rings or skill tree points to spend on. Especially when this game has no tutorial, I think this page would be beneficial to many looking for a simple game to play</content>
  </entry>
  <entry>
    <title>Fish/Farming Pets</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/707977/fishfarming-pets"/>
    <id>sug_c6dm7xvh1snrys1</id>
    <published>2026-04-21T18:23:40Z</published>
    <updated>2026-05-18T08:38:19Z</updated>
    <content type="text/plain">Can we possibly get pets that have a sole focus on fishing/farming?</content>
  </entry>
  <entry>
    <title>Torches on Sprinklers</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/708020/torches-on-sprinklers"/>
    <id>sug_r7yhlxlved3feex</id>
    <published>2026-04-21T23:54:32Z</published>
    <updated>2026-05-18T08:38:19Z</updated>
    <content type="text/plain">Ability to mount torches on the center of sprinklers to provide light.&#13;
&#13;
Alternatively, allow light to shine through if a lit floor is placed underneath the sprinkler. Brighter light if the lit floor is painted white.</content>
  </entry>
  <entry>
    <title>Zealot's Scimitar should give you Magic Barrier on hit</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/708152/zealots-scimitar-should-give-you-magic-barrier-on-hit"/>
    <id>sug_u9xu0ewfndk0cn6</id>
    <published>2026-04-22T15:52:30Z</published>
    <updated>2026-05-18T08:38:19Z</updated>
    <content type="text/plain">Zealot's Scimitar desperately need something unique to it to set it apart and make it a unique weapon, because right now it unambiguously sucks. I propose letting it increase the wielder's Magic Barrier on hit. I imagine it would work similarly to the Building anger and Keeping momentum skills: "Gain +7 magic barrier every time an enemy is hit, stacks up to 10 times" or something like that. And the tooltip could be updated to say: "A brilliant sword that channels mana into the blade to increase its power and protect its wielder" or something like that.</content>
  </entry>
  <entry>
    <title>new biome:void island</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/708623/new-biomevoid-island"/>
    <id>sug_kvk7bm8fjjihhxp</id>
    <published>2026-04-24T18:07:08Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">The biome idea is after the canon of the tuff biome, you activate him, break the wall, and reach the new biome, the Void Islands. The biome needs another vehicle, made in the solarite table, which is the jet, and he has 4 types. 1:60 glasses, 125 iron, 10 scarlets, 50 wooden planks, and 15 mechanical parts. 2: 200 glasses, 100 gold, 250 scarlets, 450 octarines, and 75 mechanical parts. 3: 200 liters of galaxite, 700 galaxites, 250 octarines, and 350 glasses; 4: 500 galaxites, 500 glasses, 200 solarites, 120 pandorium, and 1k relucite. Those jets are expensive for 2 reasons: for the player to explore the biomes and to advance in the mineral branch. Furthermore, there are other things to make in the jet table: hooks [50 woods and 50 irons], traditional hooks [100 relucite and 100 pandorium], legendary hooks, and turrets [100 woods, 100 irons, a simple turret, 175 scarlets, and 200 octarines] laser beams. BIOME: mobs: Void form 20k HP,drops:silver blood, second mob: vanguard worm hp 75000,no drops.this is the first part.</content>
  </entry>
  <entry>
    <title>Pets - So much potential - thoughts and suggestions</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/708863/pets-so-much-potential-thoughts-and-suggestions"/>
    <id>sug_finuxmizyeakb4k</id>
    <published>2026-04-25T23:30:11Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">so ive been playing core keeper for a while and the cute little guys got me thinking, everything is based around what class you are going into, whether your picking something that aligns with it or not. so i thought maybe as an extra layer to the pets mechanic (and totally not cause i want to add troops to my pet army) there could be some new pets that have effects that affect the non combat skills.&#13;
&#13;
Like a mining pet, or a fishing pet, or a farming pet? they could do things like a fishing pet to increase treasure catch chance, or a farming pet that has a chance to fertilize crops on planting to increase growth speed, or a mining pet that makes sparkles when chests/generated structures are near.&#13;
&#13;
Additionally i thought it would be cool if there was a pet perch, that you can slot pets into to have they appear in the world without needing to be equipped on a player. Kinda like the music stand but for pets.&#13;
&#13;
If Pets become alot more benifical to the general player outside of combat, i think it would be good to allow equipping pets per load out. but with a toggle to lock pet to all loadouts or unlock and have different pets in each load out.&#13;
&#13;
Just some thoughts...&#13;
&#13;
I know others have suggested similar things but i felt that they were leaning into the skill trees and customization side of things and not pets in a utility.</content>
  </entry>
  <entry>
    <title>Conveyor Belt Counter</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/708910/conveyor-belt-counter"/>
    <id>sug_8ffcjmoqzuirrvt</id>
    <published>2026-04-26T08:39:52Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">Having some kind of device that only lets a certain amount of items go through a counveyor would be great for efficient automatic farming. something like a conveyor splitter that puts X amount of items to one side first, once that has been fulfilled all other items go to the other side, you can then reset the counter by giving it an automation signal.&#13;
&#13;
Another great addition would be limiting how many items a robot arm can pick up, if you have a chest with thousands of one item, the arm just picks all of them up in one big clump, being able to set it to only take clumps of 10 items or 25 items and such could be an incredible feature. or making them always keep one item left in the chest so you can quickstack to chests that gets automatically emptied into systems like a smelter for ores.</content>
  </entry>
  <entry>
    <title>Shouldn't the Oil Grenades require, you know, oil in order to be crafted?</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709004/shouldnt-the-oil-grenades-require-you-know-oil-in-order-to-be-crafted"/>
    <id>sug_cqd79y1wffzqqkh</id>
    <published>2026-04-27T01:35:56Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">With how much ground oil you pick up while exploring Breaker's Reach, you'd think that you'd use that oil in order to craft the Oil Grenades, but no. Oil Grenades have the exact same crafting recipe as the Blast Bundle grenades, simply using Relucite. Which just seems sort of odd.</content>
  </entry>
  <entry>
    <title>trains track</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709203/trains-track"/>
    <id>sug_pp8a6rj6cw2ru6c</id>
    <published>2026-04-28T02:27:52Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">Let the power change the direction of the train tracks, making it possible to choose the direction using only a pressure plate or something similar, like in the movies where the character activates a lever and changes the direction of the track.</content>
  </entry>
  <entry>
    <title>"Reduced damage taken from bosses" could also work against players</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709208/reduced-damage-taken-from-bosses-could-also-work-against-players"/>
    <id>sug_mpxp9celhfsuzvo</id>
    <published>2026-04-28T03:07:50Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">This may be a silly suggestion but the status "X% reduced damage taken from bosses" could also work against players.&#13;
&#13;
Damage in Core Keeper grows a lot while armor doesn't, which works very well in PvE where the bosses can have as much health as needed. But in PvP, players will never have that much health, making a tank/bruiser/melee build very bad against a DPS that can run from you and deal one hit K.O. (critical chance + chance of triple damage).&#13;
&#13;
Taking in count that a Player can deal as much damage (or more) than a boss can, would be a little fair to reduce it damage like it was a boss.&#13;
&#13;
So my suggestion is to change the status to "X% reduced damage taken from bosses/players" for the items:&#13;
- Sentry Helm&#13;
- Stone Chestplate&#13;
- Stone Pants&#13;
- Ancient Guardian Necklace&#13;
- Ancient Guardian Ring&#13;
- Turtle Shell&#13;
    - This could become a shield&#13;
&#13;
This wouldn't make PvP perfect because even with this changes the player would probably still take a lot of damage from others players.</content>
  </entry>
  <entry>
    <title>More music items/mechanics</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709379/more-music-itemsmechanics"/>
    <id>sug_lbjxerrm6zwxcsx</id>
    <published>2026-04-28T23:55:05Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">It would be nice to have more musical items like note blocks or even more instruments. I absolutely adore the music of core keeper and i would love to have more ways to interact with the environment. a nice addition would be a way to change the music in small areas like Terraria's music box, this could help with builds so that the music can always match the vibe. to expand on the note blocks, it can work with the wires, using circuits to help with timing. another change i think would be nice is to change the way music doors work. I have noticed that the notes on the door don't actually translate to actual notes, which stumped me the first time i tried opening one forcing me to just guess and find the notes. It would be nice to have that small change so that its slightly easier to figure out. Furthermore, I'm not sure if the notes are for lore reasons, but i think changing the melody to motifs from songs that play in that biome. An example would be having one of the doors in the dirt biome have the notes for Ancient Blue, or in Azeos' Wilderness having the notes for Light Traveling. This would give a small hint for each door and tie the music into gameplay.</content>
  </entry>
  <entry>
    <title>Paintable Wood/Stone Building Tiles (Walls, Floors, Bridges, etc)</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709382/paintable-woodstone-building-tiles-walls-floors-bridges-etc"/>
    <id>sug_ye2dyg5ofyspoh9</id>
    <published>2026-04-29T00:19:38Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">The basic Wood and Stone building tiles should be paintable, as it'd allow more basic customization for building. This would make it easier to get into the building side of this game, giving us colorful options for brick and plank texture tiles.</content>
  </entry>
  <entry>
    <title>Toggle for mining damage</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709468/toggle-for-mining-damage"/>
    <id>sug_4hleqpopzpbu0s1</id>
    <published>2026-04-29T13:35:33Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">I would deeply appreciate being able to toggle mining damage on weapons. It's probably my only complaint in an otherwise perfect gaming experience. Thanks for making my new favorite game!</content>
  </entry>
  <entry>
    <title>Waypoint - Warp to last Waypoint</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709549/waypoint-warp-to-last-waypoint"/>
    <id>sug_xazxbdcdxoikaxm</id>
    <published>2026-04-29T22:33:09Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">I would like an easy button when at a waypoint to warp to the last waypoint used. I would like to do this without scrolling the map. It would be a nice QOL feature later in the game when you have several waypoints. Also maybe a "warp to core" button when at a waypoint other than the core.</content>
  </entry>
  <entry>
    <title>Gardener Merchant That Allows Renewable Decorative Plants</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709583/gardener-merchant-that-allows-renewable-decorative-plants"/>
    <id>sug_ujhxxbuapyjh7z5</id>
    <published>2026-04-30T05:19:42Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">A new Caveling merchant found in Azeos' Wilderness who allows for the renewal of the game's floral decorations, such as Trees, Grasses, Bushes, etc, as creating new worlds to obtain more can often feel cheaty, something as simple as floral decoration should be renewable.</content>
  </entry>
  <entry>
    <title>Make A bug repel item.</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709585/make-a-bug-repel-item"/>
    <id>sug_bjpgwyfa0m4bs9n</id>
    <published>2026-04-30T05:23:38Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">So, I could use World generated walls and floor, such as alien floors, with out fireflies ruining the vibe.</content>
  </entry>
  <entry>
    <title>Items Such As Sea Shell, Scarab Wing Cover, and Ancient Feather Made Placeable</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709586/items-such-as-sea-shell-scarab-wing-cover-and-ancient-feather-made-placeable"/>
    <id>sug_w6ajfcxsziqlnir</id>
    <published>2026-04-30T05:31:09Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">Items such as these should be placeable, solely because it opens more creative opportunity.</content>
  </entry>
  <entry>
    <title>Chunk Loader</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709784/chunk-loader"/>
    <id>sug_yiroi6ftfj9rnoo</id>
    <published>2026-05-01T04:23:18Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">Add item that can create and customize more chunk loading, I have built an automatic farms but it's not work when I'm far away, that's so inconvenient. I would love to know if you are working on it.</content>
  </entry>
  <entry>
    <title>More Cosmetic Items Please! And maybe item based transmog?</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709846/more-cosmetic-items-please-and-maybe-item-based-transmog"/>
    <id>sug_aqkxbsobuxppnwo</id>
    <published>2026-05-01T15:18:41Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">Void and Voltage introduced the bandana and a few other items which have no stats, their goal is just to be worn via the dresser. This is good, but we simply need more of it. I always use the dresser to not display helmets, but the bandana made me like cosmetic items, my issue is that its only red. My outfits are mostly blue and purple. Bandana in more colours and just more cosmetic items in general would be awesome. &#13;
&#13;
Follow up, item transmog could be really cool too. I don't hate the dresser, but it has a fatal flaw IMO. Which is that when you've got items on in the dresser, you can't see that item change. even when I can see my gear I'm often in the wrong gear, being able to see which gear I'm wearing is vital. So instead of the dresser being an overall character transmog, it would be really cool to have an item like Stardew's sewing machine. You can use 1 item of the same type to reskin another. simple 2 slot interface, produces a new item that has all the stats from 1, but renders the sprites of the other. This would allow players like me to wear whatever we want visually and still have 3 different visual appearances in our loadouts</content>
  </entry>
  <entry>
    <title>Triple Ore Boulders Guaranteed Generation</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/709961/triple-ore-boulders-guaranteed-generation"/>
    <id>sug_1jzhbyewxgu8pez</id>
    <published>2026-05-02T11:04:49Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">From what I've gathered from the internet (across wikis, Discord, and Reddit), the "Triple Ore Boulder" scenes are not guaranteed to generate in a world.&#13;
&#13;
As an example, you can spend hours exploring the entirety of the Sunken Sea biome, looking for the triple octarine ore boulders, and even if you explore every inch of the Sunken Sea, it's possible you won't find them because they simply didn't generate due to bad luck. In this situation, you wind up wasting hours exploring for nothing, *and* have to go start an entire new world if you want the triple boulder for an automation project.&#13;
&#13;
I think that these scenes are some of the most exciting things you can find while exploring in this game, and I think they should be guaranteed to generate.&#13;
(They'll still be rare/difficult to find due to how much you'll have to explore to find them, but at least your efforts will be guaranteed to be worth it *eventually*)&#13;
&#13;
This is surely possible, since there are plenty of scenes that are guaranteed to generate, such as boss arenas and scenes that contain a part of a legendary item. It's just a matter of if these triple ore boulders are considered "worthy" of being guaranteed.&#13;
&#13;
I understand this may be too niche of an issue to be worth addressing, but it's one of the only complaints I have left with this game (especially now that it's leaned more into automation with the Void &amp; Voltage update), and I don't think the game would lose anything or become worse in any way if this was implemented.</content>
  </entry>
  <entry>
    <title>Add a Pyrdra Eye to the Game</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710038/add-a-pyrdra-eye-to-the-game"/>
    <id>sug_7vkb7wcv4dku523</id>
    <published>2026-05-02T23:15:07Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">This is purely for cosmetic purposes, but I wish pyrdra dropped an eye just like the other hydras. I like displaying boss "trophies" like those dropped by the original three or the hydra eyes. So, I (and my OCD) was greatly disappointed when pyrdra didn't drop an eye. I know the purpose of the eyes is to summon the next two bosses, but just like the drops from glurch, ghorm and malugaz, their primary drop becomes "useless" after activating their respective statues. So, it wouldn't be weird to add another drop that is like that.</content>
  </entry>
  <entry>
    <title>Give menu option to turn off glow bug spawn.</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710090/give-menu-option-to-turn-off-glow-bug-spawn"/>
    <id>sug_leogqsxaa0c7lzd</id>
    <published>2026-05-03T13:22:52Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">In my mega build i spend a lot of time trying to control the lighting in order to hide robot arms, conveyors etc.  The natural spawn of glow bugs ruins this.  It would be wonderful if the player could turn them off in the game menu.</content>
  </entry>
  <entry>
    <title>Robotic arm option  that can filter/pick up only stackable or unstackable items</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710121/robotic-arm-option-that-can-filterpick-up-only-stackable-or-unstackable-items"/>
    <id>sug_q5sbosnqv5kvsqk</id>
    <published>2026-05-03T17:45:58Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">I think it would greatly simplify many base automated filtering setups if we could have an option on robotic arms to only pick up stackable or unstackable items. This could make some interesting base filtering setups,  especially where the last step in a base filtering system is a collection of auto-salvagers. No need to have every item go all the way through a base filtering system since most items that end up being salvaged are unstackables.</content>
  </entry>
  <entry>
    <title>Core keeper should update the old stuff</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710352/core-keeper-should-update-the-old-stuff"/>
    <id>sug_jpklvkadyxbzbvq</id>
    <published>2026-05-05T09:12:10Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">so with the newer updates the textures and enemies look way more cooler and difficult. it would be nice to add some new touch to the old stuff like a resprite, difficulty changes, etc.</content>
  </entry>
  <entry>
    <title>Make some sort of barrier preventing on going to the next biomes or is it intentional?</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710353/make-some-sort-of-barrier-preventing-on-going-to-the-next-biomes-or-is-it-intent"/>
    <id>sug_wloxcypjyaulajh</id>
    <published>2026-05-05T09:18:25Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">so im playing core keeper with a friend thats new to the game and he just started skipping biomes, like we are in the azeos and then he just goes to the dessert and gets something OP. im thinking of the valheim mistlands as an inspiration so its not really a barrier just something mostly stopping people</content>
  </entry>
  <entry>
    <title>Game too easy? and bosses being kinda boring</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710354/game-too-easy-and-bosses-being-kinda-boring"/>
    <id>sug_hbmdmwpdvmz7scv</id>
    <published>2026-05-05T09:24:25Z</published>
    <updated>2026-05-18T08:38:18Z</updated>
    <content type="text/plain">Core keeper 5 players and we DECIMATE any boss in the first attempt while playing hard difficulty. maybe do a terraria type fighting, players need time to respawn while theres a boss, hard difficulty should add more attacks, maybe bullet hell stuff, an even harder difficulty maybe???</content>
  </entry>
  <entry>
    <title>Runic Echo Map</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710386/runic-echo-map"/>
    <id>sug_zjug37hfrutilkh</id>
    <published>2026-05-05T15:30:42Z</published>
    <updated>2026-05-18T08:38:17Z</updated>
    <content type="text/plain">While the first Runic Echo map leads to 1 Chipped Blade temple, further uses of the Runic Echo Map should lead you to other Chipped Blade temples. I'm not fully sure how Chipped Blade temples are generated in game, but on multiplayer servers, it feels like the number of guaranteed Chipped Blade temples should increase and be detectable using the Runic Echo Maps. With two players, it feels extra bad that one person doesn't really have to work for a Rune Song, while the other person may need to start a whole new world just to get another Chipped Blade.</content>
  </entry>
  <entry>
    <title>Heavy Melee weapons rework</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710540/heavy-melee-weapons-rework"/>
    <id>sug_yap6rpipe25bwdg</id>
    <published>2026-05-06T12:56:15Z</published>
    <updated>2026-05-18T08:38:17Z</updated>
    <content type="text/plain">I think the melee class, whilst having the most amount of weapons to chose from, is very boring. I love the dagger weapons and the swords are fairly well designed (could look cooler I guess) but the heavier weapons like the clubs and axes feel like they don't have any impact. Imagine how cool it would be if the clubs struck down instead and dealt area damage; this could destroy walls perhaps. A charge ability to do a large sideways slam would be so cool if it stunned and knocked enemies back with a large radius and wall breaking abilities. You could rework the sledgehammer mining tools into these types of melee weapons I think it would make the class feel so much cooler, dynamic and impactful rather than repeatedly swiping with the same weapon.</content>
  </entry>
  <entry>
    <title>More Pouch Slots</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710754/more-pouch-slots"/>
    <id>sug_937cznnp1xtr9gd</id>
    <published>2026-05-07T04:34:04Z</published>
    <updated>2026-05-18T08:38:17Z</updated>
    <content type="text/plain">Following up on the brand new update introducing the 2 new pouch types, it now feels like we have to do a trade off and decide on our current task's implications in deciding what pouches we should equip since there are only 4 pouch slots but 6 total pouches.&#13;
&#13;
I'm suggesting adding 2 more pouch slots so we can have all the pouches equipped at once.</content>
  </entry>
  <entry>
    <title>Smart splitting belts</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710779/smart-splitting-belts"/>
    <id>sug_eqh33i5zwmbvcwm</id>
    <published>2026-05-07T08:29:18Z</published>
    <updated>2026-05-18T08:38:17Z</updated>
    <content type="text/plain">I guess the idea comes from what I've seen on other automation games I've played. The fastest to come to mind with this function is Satisfactory with its smart splitters (in our case, we'd have the conveyor belt splitter but in a smart form), which allows us to filter what items go to the left and what items go to the right, allowing for much cleaner sorting systems (currently there is a way of doing that, via robot arms, but because robot arms have a downtime in which they cannot pick items while turned around to drop the current item, it makes it for a very inefficient sorting system when high throughput exists).&#13;
&#13;
I've attached a mockup of how I'd see the UI for this look like.</content>
  </entry>
  <entry>
    <title>Allow robot arms to interact with the pallet.</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710799/allow-robot-arms-to-interact-with-the-pallet"/>
    <id>sug_mwdqh1byvi3awz6</id>
    <published>2026-05-07T10:12:24Z</published>
    <updated>2026-05-18T08:38:17Z</updated>
    <content type="text/plain">It would be useful to automation and on theme if robot arms could places and pick up from the pallets.</content>
  </entry>
  <entry>
    <title>Have a better option for the `Discord / Bug Reports / Feedback` button</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710839/have-a-better-option-for-the-discord-bug-reports-feedback-button"/>
    <id>sug_ls4ia3ralmuamji</id>
    <published>2026-05-07T14:51:44Z</published>
    <updated>2026-05-18T08:38:17Z</updated>
    <content type="text/plain">Right now, when you click the `Discord / Bug Reports / Feedback` button, it just sends you to the core keeper discord. While it is a good place to interact with the community, it is not the correct place for feedback or bug reports. I think it would be nice if all 3 were separated so they could send you to the correct destination. This could either be through mini buttons at the corner of the menu or, when you click it, a mini menu popup could show that separates the 3.</content>
  </entry>
  <entry>
    <title>Smarter Robot Arms</title>
    <link href="https://suggestions.corekeepergame.com/suggestions/710879/smarter-robot-arms"/>
    <id>sug_shesav7bfs4zfwh</id>
    <published>2026-05-07T19:11:39Z</published>
    <updated>2026-05-18T08:38:17Z</updated>
    <content type="text/plain">What I mean by smarter here is:&#13;
&#13;
Currently the Robot Arm is aware of the contents of the belt/chest/bench it is taking the items from, and does not care what happens in the place it puts these items.&#13;
&#13;
It would be awesome if we could have Robot Arms be aware of the end recipient(*) of the item it drops, have a "pending" state(*) and account for the 9999 stack limit when trying to move the items. Picture this for a better understanding:&#13;
&#13;
Let's say I have a smelting system which consists of a Robot Arm taking raw ore from my chest(1) and dropping it on a belt, belt that later down the road has 7 other Robot Arms connected, filtered to pick up ores from Copper to Galaxite (one Robot Arm for one ore type). I have an additional Robot Arm connected directly to the chest(1) which is filtered to pick up Solarite ores and drop them directly into a Fury Forge.&#13;
&#13;
In my view, the main Robot Arm should be aware of the state(*) of the other 7 Robot Arms which are linked to the belt it drops items to, meaning that if 6 Robot Arms have a state of Running, and the last one has a state of Waiting, it knows not to pick up the ore of the respective Robot Arm until it goes back to the Running state.&#13;
&#13;
The 7 Robot Arms should be aware of the state(*) of the smelters/forges they drop items to, meaning that if its smelter is full (has 9999 raw ores, regardless of how many smelted ones are in it), the Robot Arm goes into a Waiting state, waiting for the smelter to smelt some ores and free up some space for raw ores, and once it does the Robot Arm goes into the Running state, continuing to drop items into the smelter.&#13;
&#13;
* End recipient: the bench/smelter the system leads to&#13;
* "Pending" state: a state of the Robot Arm which tells the Robot Arm to pause all activity (triggered when the Arm has an item and has no free space to drop it).&#13;
* "Running" state: a state of the Robot Arm which tells the Robot Arm to continue all activity (normal state).</content>
  </entry>
</feed>
