

Core Keeper
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.


01About Core Keeper
Awaken in a mysterious cavern and carve out your own path through a changing underground world in Core Keeper. Gather resources, craft tools, build a base and explore varied biomes. Gardening, fishing, crafting and Titan battles round out the adventure, alone or in online co-op for 2–8 players. Steam player reviews: 92% positive from 50,684 reviews. The interface is available in Simplified Chinese, Traditional Chinese, English, Thai, German, Japanese, Korean, Spanish, French, Italian, Portuguese-Brazil, Russian, and Ukrainian. Released August 27, 2024.
Credits
Lowest recorded in 36 months
$6.762026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Thai | Yes | — | — |
| German | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Spanish | Yes | — | — |
| French | Yes | — | — |
| Italian | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
| Ukrainian | Yes | — | — |
Steam PC edition data · 2026-10-16
02Before you buy
Play modes
The Steam PC version supports single-player and online co-op for 2–8 players.
Controller
The Steam PC version has full controller support.
Languages
Interface languages include English, German, Simplified Chinese and Traditional Chinese; listed languages do not have full audio.
03Frequently asked questions
What do you do in the game?
Mine resources, craft tools, build a base, explore caves and fight monsters and Titans.
Can I play with others?
Yes. Steam PC supports drop-in/drop-out online co-op for 2–8 players.
Is there more to do than mine?
Yes. The description includes gardening, fishing, cooking, and raising and caring for animals.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
This game is quite a bit of fun and very enjoyable. I'm 75 and my friend, who also plays, is 76. Maybe our age makes it more enjoyable and we do balance our expectations with our abilities which are quite reduced from 50 years ago. As of today, we have played 175 hours and plan on playing again tomorrow. I believe that anyone can play this game as long as you consider your abilities and balance your expectations with that in mind.Show moreShow less
It was a neat game right up until they patched out scrap repairing because idiots on Discord wanted more pain and less fun. Now you have to grind hard to keep all your weapons and tools repaired and have a finite amount of resources available to do so in multiplayer. There is also a massive grind for farming as harvesting doesn't have a 100% seed return and your farm will slowly dwindle away unless you keep killing mobs for drops. If they are gonna keep patching in grinds.Show moreShow less
This is 10% Stardew Valley 20% Valheim 15% Don't Starve 5% Factorio 50% Terraria Which is a 100% reason to buy this gameShow moreShow less
Core Keeper has such a strong start that everything after that feels like a wasted opportunity. The game feels like it could have been amazing, but because of a lack of polish in its game design and a lack of content it’s just *passable*. The basic foundation of the game is great — fun co-op, great art style, decent enough combat. But then you pull on almost any thread and start to see the issues: - The weapons and armors are all incredibly shallow, it feels like there’s 3 weapons per class all just palette swapped. Magic is just a worse ranged option and both magic and ranged are just bullets with different sprites. There’s one or two interesting weapons but that’s it. Legendary weapons from pre-1.0 were untouched and totally fall behind in the powercreep, so you can spend hours and hours hunting the parts for these Legendaries only to be rewarded with junk you’ll never use. - Every “end-game” biome they added is so incredibly boring and empty with shockingly thin enemy variety. There’s about 2 enemies per biome and you just fight them over and over again. This would be fine for an Early Access release, but on 1.0 it feels like they completely gave up towards the end of development. Who thought a big open desert with nothing in it would be fun to explore? Oh and the ocean, it’s just a desert with water instead of sand! The bone biome? Surprise! More desert. - The POI design they have means you just have to wade through thousands of bland tiles hoping you’ll stumble on something interesting. Why is there no detector that you can use? They just want you to wander, for hours, in any direction, hoping you’ll find something? Why aren’t there things like radar towers? Anything to point you in some direction of meaning. - Why is skill exp using such a stupid system? One exp per hit with no scaling for attack speed, one exp per wall with no scaling for wall hp — so it promotes super fast weapons or mind numbingly destroying dirt rather than rewarding you for progressing. - Skills are uninspired and are stuffed with horrible filler choices, not to mention they have almost no interesting effects on gameplay. Your choices should transform how you play and they do nothing but make some numbers slightly higher (which is the exact same as their weapon and armor design — very little interesting weapons, spells, or guns; just number slightly higher). It means how you play in early game is almost the same how you play in end-game. Compare early game Terraria to end-game Terraria — completely different experiences. - Minions and pets are terrible and trying to rely on them to do anything of note is a waste of time. - Why is your inventory constantly filled up with decorative garbage that has no use, sells for nothing? Why do these things even drop normally?? If we want a decorative object, maybe make us use a special tool (i.e., like a silk touch pickaxe in Minecraft) - Why is your inventory constantly filling up with valuables whose only purpose is to be sold? Why not just give us the money directly? It appears to be an excuse to just clog your inventory. Why did they waste all these dev and artist hours making these sprites? Combined with the above point, 80% of what you pick up is often trash. - Why is there no spawn or item cap on the world? The game just continues spawning enemies and never culls any dropped item or spawn, making your long-term game slowly lose performance. This gets worse the weaker your rig is. Classic indie development with no consideration for performance or optimization. They can’t just assume you have infinite memory and performance and take no responsibility for their own spawning mechanics. - Why is there a 10 minute delay on portals that you craft? Why are there no Wormhole potions that let you warp to your friends? QOL around exploration and teleportation is sorely needed. Again, the basics are here, but the devs have totally failed any sort of thorough or well executed design. You end up just having to walk or minecart rail if there’s no portal — again, just like the first few hours of the game. No special movement, no interesting mobility, no new options. You can’t slide, sprint, jump, hookshot, fly, hover, charge, nothing. - Why are the end-game bosses locked off by rare RNG drops? You have to farm ♥♥♥♥♥♥♥ gems to summon them, and good luck if you’re missing one! Hope you like checking the wiki or trying to make some horrible, barely working mob farm or wasting hours of your actual life praying for a stupid ruby to drop, just to continue playing the game. - Automation! Why? Just because! There's no reason for it to exist. Speaking as a Satisfactory fanatic, I love automation. But you need to use game design to promote this entire feature set, otherwise it's just something you can do, that's just weirdly there. So many areas of the game make you feel like not only did the designers not think twice, but they didn’t try to think about interesting choices at all. Just whatever was the easiest, quickest option, requiring the least amount of work so they could move on to something else. They just made a choice and never evaluated whether it was a good choice or not, leaving you with an experience whose first ten hours are amazing and everything after that is just a slow descent into mind-numbing mediocrity. They're working on a 2D Terraria clone next, and the problems with this game make me especially wary of what their design choices will be in that one. I'm praying they'll hire an actual game designer.Show moreShow less
This is 10% Stardew Valley 20% Valheim 15% Don't Starve 5% Factorio 50% Terraria And 100% reason to buy this gameShow moreShow less
I loved the game and would recommend it if they fixed a bug that renders the game unplayable. As a disabled player I use a controller+mouse system since only my right hand fingers work. The controller stick has been remapped to output WASD keys. I push the stick with my left hand wrist to move around and this far this system has worked for all other games except Core keeper. Even though the controller has been disabled in the game settings, Core Keeper still detects it and removes the mouse cursor every time I move so I can't aim with slingshot or sword and will die to mobs very easily. It also makes interacting with ingame objects difficult. I gave up playing after countless deaths months ago and this far all my feedback and bug reports have gone unnoticed. ***I will change this review once this bug has been fixed and I can finally play the game***Show moreShow less
My friend who I play Core Keeper with said if I post a review on Core Keeper and it gets 100 likes and 20 Awards that he will buy me a case of beer and some vodka So im just gonna leave this here. ⠁⡼⠋⠀⣆⠀⠀⣰⣿⣫⣾⢿⣿⣿⠍⢠⠠⠀⠀⢀⠰⢾⣺⣻⣿⣿⣿⣷⡀⠀ ⣥⠀⠀⠀⠁⠀⠠⢻⢬⠁⣠⣾⠛⠁⠀⠀⠀⠀⠀⠀⠀⠐⠱⠏⡉⠙⣿⣿⡇⠀ ⢳⠀⢰⡖⠀⠀⠈⠀⣺⢰⣿⢻⣾⣶⣿⣿⣶⣶⣤⣤⣴⣾⣿⣷⣼⡆⢸⣿⣧⠀ ⠈⠀⠜⠈⣀⣔⣦⢨⣿⣿⣿⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣅⣼⠛⢹⠀ ⠀⠀⠀⠀⢋⡿⡿⣯⣭⡟⣟⣿⣿⣽⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠀⡘⠀ ⡀⠐⠀⠀⠀⣿⣯⡿⣿⣿⣿⣯⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠋⣉⢽⣿⡆⠀⠀ ⢳⠀⠄⠀⢀⣿⣿⣿⣿⣿⣿⣿⠙⠉⠉⠉⠛⣻⢛⣿⠛⠃⠀⠐⠛⠻⣿⡇⠀⠀ ⣾⠄⠀⠀⢸⣿⣿⡿⠟⠛⠁⢀⠀⢀⡄⣀⣠⣾⣿⣿⡠⣴⣎⣀⣠⣠⣿⡇⠀⠀ ⣧⠀⣴⣄⣽⣿⣿⣿⣶⣶⣖⣶⣬⣾⣿⣾⣿⣿⣿⣿⣽⣿⣿⣿⣿⣿⣿⡇⠀⠀ ⣿⣶⣈⡯⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠋⣹⢧⣿⣿⣿⣄⠙⢿⣿⣿⣿⠇⠀⠀ ⠹⣿⣿⣧⢌⢽⣻⢿⣯⣿⣿⣿⣿⠟⣠⡘⠿⠟⠛⠛⠟⠛⣧⡈⠻⣾⣿⠀⠀⠀ ⠀⠈⠉⣷⡿⣽⠶⡾⢿⣿⣿⣿⢃⣤⣿⣷⣤⣤⣄⣄⣠⣼⡿⢷⢀⣿⡏⠀⠀⠀ ⠀⠀⢀⣿⣷⠌⣈⣏⣝⠽⡿⣷⣾⣏⣀⣉⣉⣀⣀⣀⣠⣠⣄⡸⣾⣿⠃⠀⠀⠀ ⠀⣰⡿⣿⣧⡐⠄⠱⣿⣺⣽⢟⣿⣿⢿⣿⣍⠉⢀⣀⣐⣼⣯⡗⠟⡏⠀⠀⠀⠀ ⣰⣿⠀⣿⣿⣴⡀⠂⠘⢹⣭⡂⡚⠿⢿⣿⣿⣿⡿⢿⢿⡿⠿⢁⣴⣿⣷⣶⣦⣤ [Update]: For those wondering if I received the drinks, i got themmm!!, along with some snacks too! It took a while to get the drinks because we're broke af, but hey, I got them few days later after I posted this. We never expected people to interact with this because the idea is just crazy, to our surprise it even exceeded our expectations. I also want to thank everybody for interacting and my friend for keeping his promise, I could never do it without you guys. We will never forget this legendary wholesome moment, maybe when I have the money, I should pay him back with some drinks & stuff. (About the game it's really fun with friends especially when you have a lot of crazy things to do)Show moreShow less
Its okay. But that is the issue, it is just okay. If I could try and summarise the game at this state, its well polished mediocrity. Imagine the most generic 2D dungeon crawler survival voxel indie game you can think of. Basic harvesting, farming, combat, building. The game hits all the standard tropes of its kind. Slime enemies, wooden, copper, iron swords, pickaxes and equivalent tiered workbenches to boot. It runs well, and there aren't a ton of bugs even. The experience is smooth, yet... Stale. There are zero attempts to deviate or innovate from established genre cliches, and when you finally meet something that piques your interest slightly more, its over too soon without any form of followup. The first six or seven (coop) or ten hours (solo) involves you trying to open the world up. There is an unbreakable wall that encircles your vicinity, and all but one of the game's biomes exist within this zone. You open this prison up by doing world bosses, each exists in their own unbreakable arena, and you summon them with a crafted item which in turn gives you an item to place in a statue at the centre to craft boss loot. There are five or so biomes as of this review, and within each biome there are two or three enemy types. The enemies in each biome could drop a unique weapon or trinket that is themed for that biome, but there are no general loot drops or items that motivate you to explore and loot. Sometimes you fight through a concentration of enemies to reach a chest that gives you maybe 3 pieces of bread and a wooden fishing rod. Think about that. You are by now a fully clad knight or wizard in boss loot crafted armor, and the game rewards you with... Tier zero loot. After you finally open the wall up, the game expands massively, you can now freely explore everywhere else. Except.... Imagine a vastly proc-generated biome that is just one singular biome with two or three enemy types, the same small structures, no vast, unique exploration points of interests. There is absolutely no reason to explore 30 or 40 minutes North, because you will just be breaking walls down and digging through vast stretches of the same environment. The early 4 or 5 biomes we mentioned before reaching this purgatory? Well, they do not spawn here. You will run out of resources. You will run out of food. This is literally unfinished content stretched on by a procedural machine that missed its expiration date that was hours ago. Sure, the game IS in Early Access. YES. The devs promised more, and an ending. However, there are zero attempts to create any form of hook to this game. Every mechanic, enemy, biome in this game exists in almost every other game in its genre, and in other games, these are all just basic foundations that aren't even the main interesting points that other games have. There are no plans to change this direction, if it even has any at all. The visuals are pretty, not breathtaking, but pretty. Lighting is pretty decent. There is a charm to its top down aesthetics. It looks good. That's it. By the tenth hour, I have lost all interest in pushing through metric bucketloads of thick grass in order to get through to scarlet ore to craft a lantern. Boss fights are only fun because the devs did not attempt to playtest the game enough, so all the bosses are easily cheesed and exploited until this one boss that forgets that scaling to four players does not mean just scaling literally every number in the arena by four times. The game keeps you playing through forcefully extending your grind. Skills are gained at such a mediocre rate that you can play for an entire forty or so minutes and you get only one skill point to level up an extremely basic skill tree that has only two options for the most part. The simplicity here is not the problem. Rather, the skill system again mirrors everything else in the game. It does nothing unique, or interesting. Nothing new. Again. There IS potential. The game's one and only unique point is that the entire map is an underground system. You CAN build rail tracks and ride minecarts on them to speed up the hundreds of back and forth you are going to do from the core and back, except this system is barely ever used to its potential. Its there, it works. Yeah its done lets pack up. There could be amazing machines that promote charting and ease construction of complex transportation networks to play in with the whole underground theme of the map. Yet.... Nothing. Nothing. Just hours. And hours. And hours. AND HOURS. Of pushing through purgatory only to end up in the same room you were in just now except with a few rocks and branches positioned differently. SOMEBODY GET ME OUT. HELP. But hey. It's 12 bucks right? I mean.... Oh, you repair everything by crafting and breaking wooden tools, so yes. You repair top tier whatever ore swords with wood. I guess its an okay game.Show moreShow less
no one gonna read this anyway, i'm gay.Show moreShow less
This is one of those situations where I wish I could pick a 'neutral' or 'maybe' rating. I like the fundamentals here. It's a core gameplay loop that will be immediately familiar to you if you've played any mining/harvesting/gathering/combat combo-sim in the last two decades. But it's a very uneven experience, and today I ran into a design choice that has me giving up on it, which is a shame, because my understanding is that later on you get to set up a lot of task automation, and I was looking forward to that -- it's a new twist on an old formula that sounded great. I think early resource availability is weird -- I found Iron and Gold long, long before I found Tin, in spite of actively looking for it. I'm sure that's owed to the procedural generation component, as is the likelihood that you're going to wander around cutting endless tunnels in search of enough ore to cobble together the crafting stations you need in each tier, and then all of their items -- but the tiers nevertheless felt very brief and sort of unsatisfying. All of your time is spent getting the materials to make things, and very little time is actually spent using the things that you make -- it's hard to describe, and I'm sure I'm doing a poor job of it. And then... And then I ran into this mechanic today where breaking an enemy's line of sight, even just around a corner or a single pillar of earth, causes them to do insane amounts of healing. I spent ten minutes trying to plink down a huge enemy with a huge club that was capable of breaking terrain, wondering why it just would NOT die -- dancing around, kiting it in a loop, and I died three times (because I need ore out of its biome to make my next set of armor, but it two-shots me in the armor I have), only to realize it wasn't immortal -- it just SEEMED immortal -- because I was being punished for using the barely-useful terrain to buy myself breathing room. After I died the third time and woke back up in bed at my base with all of my equipment durability completely destroyed, I decided this might not be the game for me. It's not that I can't handle a challenge, either! I've 'finished' Terraria a dozen times. I'm a Fromsoft super-fan. I play Dwarf Fortress and even more obscure roguelikes than DF, too. You could call me a glutton for punishment and it would probably be a fair assessment. But there are certain kinds of 'difficulty' that I find exasperating and a little bit cheap, and this is one of those. If this was only ever relevant for boss fights, or if it only ever came into play in situations where you have one enemy to deal with, that would maybe be another story...but it applies all the time, and you will frequently get mobbed by things with ranged attacks at the same time that you're trying to deal with a huge juggernaut of a thing. Forbidding breaking LOS without losing combat progress feels sort of bad. It makes me sad, because there's a lot I like -- the visuals are charming, the music is really lovely, and the notion of automation was really alluring, too -- but I just do not see the value in punishing players for using terrain to their advantage in a game where the challenges created by that terrain are already numerous: by default the environment is cramped, full of randomly-placed impassable tiles, and extremely dark. That said, if you aren't bothered by the above, there's probably a very cute game in here.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.