Released
Feb 29, 2024
Platforms
WindowsmacOSLinux
Last updated
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Updates & announcements

20 posts
  1. Developer post

    KeeperRL 1.3 "Child Catcher" update is here!

    In the spirit of the upcoming Halloween, KeeperRL is getting an update today featuring a playable witch character! Straight out of classic folk tales, she uses her witchcraft to terrorize the peace-loving inhabitants of the world. The witch is a solitary character, living in a hu

  2. Developer post

    1.2.6 hotfix patch

    Fixed a bug preventing AI from using any consumables or casting spells while blind. Fixed telepathy and night vision AI to use them only when blind/in darkness. Fixed incorrectly assigned equipment restriction groups. Fixed crash caused by incorrectly assuming that a companion is

  3. Developer post

    1.2.5 hotfix patch

    Fixed issue with game not starting if keybindings were modified. Fixed bug that prevented tricking Death. Allowed medium-sized creatures (such as dwarves) to push Sokoban boulders. Added a message when a creature is too small to push a boulder.

  4. Developer post

    1.2.4 hotfix patch

    Immobile automatons will immediately drop crafted items. Fixed a UI glitch that showed creatures having multiple weapons equipped, when in fact they were holding only one.

  5. Developer post

    1.2.3 hotfix patch

    Fixed an issue preventing immobile automatons from performing tasks. Fixed a crash preventing dungeonretirement.

  6. Developer post
  7. Developer post

    1.2.1 hotfix patch

    Fixed an AI bug that caused creatures to get stuck when applying the "bypass allies" ability.

  8. Developer post

    KeeperRL 1.2 “Polish the Polish” is out!

    Development of KeeperRL is still going strong, even 1.5 years after the 1.0 launch. I’m always thinking about how to make the game accessible to a wider audience, which is why, over the past few months, I’ve added localization support to KeeperRL’s engine. The game now features a

  9. Developer post

    Announcing upcoming KeeperRL QoL livestream!

    Hello folks! I'm back after taking a break for a few months. I'm working on a new patch for KeeperRL, which is going to contain a lot of small quality of life improvements (among other things). I thought it could be a great opportunity for our small community to get together for

  10. Developer post

    KeeperRL 1.1.10

    Made the game respect a flag that prevents certain creatures from copulating with succubi. Fixed a minor issue with animal fence not having desired effect. Thanks to CSeven and chaoticandy for pointing out the bugs.

  11. Developer post

    Happy 2025!

    Since the launch of v1.0, I've been focused on fixing bugs and releasing content patches. As 2024 comes to a close, I wanted to do something fun and share a few facts and stories from KeeperRL's 11-year journey. Let's start from the beginning. In late 2012 I quit my programming j

  12. Developer post

    KeeperRL 1.1.9 - Christmas Update

    Hi everyone, I wanted to leave you all with a little Christmas gift before the holidays. This year KeeperRL finally went 1.0 and you’ve all shown such incredible support for me and the game. There’s more in store for KeeperRL next year but for now I hope you’ll enjoy this Holiday

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  14. Developer post

    KeeperRL 1.1.7 is out

    Added torture table and gallows to the church faction. Fixed application of bleeding and other effects to steeds, which were previously incorrectly applied to the rider. Fixed tracking of who killed creatures that bled to death (or died from other debuffs). Games will be saved to

  15. Developer post

    A small cleaning in Steam Workshop mod versions

    I know that a lot of players have been confused by the newest mods being tagged as Alpha37, which was actually an unfortunately named tag used by the 1.0 builds. Since I don't intend to break mod compatibility from now on, I've marked all pre-1.0 mods as incompatible in the Works

  16. Developer post

    KeeperRL 1.1.6 is out

    It looks like I'm in an unlucky streak of urgent bug fixes, this time it's to stop crashing in mods that use the previously removed InferniteEffect() macro.

  17. Developer post

    KeeperRL 1.1.5 is out

    This fixes another two other issues found in 1.1.3. If you find that any other enemies are too hard or too easy to kill with recent changes, please let me know. Made it possible again to cut off hydra's heads. Only up to 20 body parts will count towards Necromancer's abominations

  18. Developer post

    KeeperRL 1.1.4 is out

    The previous patch caused excessive limb injuries required to kill living creatures, which this should fix. Thanks to Tooca for bringing up the issue.

  19. Developer post

    KeeperRL 1.1.3 is out

    Some more bug fixes and gameplay improvements incoming. Please note that some of them will only take effect after starting a new game. Coffins will now heal body parts of sleeping undead creatures. Scoring critical hits against undead will require that the target has less than 40

  20. Developer post

    KeeperRL 1.1.2 is out

    This patch contains a few minor gameplay improvements and fixes. Ghoul will receive temporary, stackable damage and defense bonuses for eating corpses, instead of permanent stat increases. Added special handling of a scenario where Black Mass is held after Adoxie he has already b