MindKeeper 0.6 is out
Hi everyone!
The last update came out in May 2025, and version 0.6 holds everything built since then. The biggest change is time. How long you stay awake, how you spend your hours and what time it is when night falls now shape every run. There are also three new buildings, 20 new talents, line of sight for your defenses and Steam achievements.
New buildings
Neurovoltaic Tower: zaps every enemy close to it with electric bolts. Its range is short and its damage is high, so place it where enemies bunch up.
Insight Amplifier: enemies in the direction it faces take double damage. Point it where your other towers already shoot.
Time Tower: lets you speed up or slow down time. Upgrade it to stretch time further.
Line of sight
Attack buildings now cover a real shape. Crossbows, Solar Mirrors and Sacred Towers cover a cone, and Watchtowers and Neurovoltaic Towers cover a circle. Walls and other buildings block that shape, so placement decides what each tower can reach.
The Solar Mirror has new rotations and only burns enemies during the day. Enemies that can't see it won't attack it, so keep it hidden.
Some building upgrades now increase range.
Time is more relevant now
Sleep and fatigue, rebuilt
After 18 hours awake you start getting tired, and each extra hour makes it worse. Sleeping less than 8 hours leaves you tired too. Fatigue slows you down and makes your buildings less accurate. Each hour of sleep heals you and takes fatigue away. You can now set your rest time to the minute, and a fatigue meter stays on screen.
Pay with your time
Once you finish the tutorial and survive your first day, the shop gets a second currency: the hours left before midnight. Anything you buy with time works exactly like something bought with dopamine. Every hour you spend moves the clock forward, so night arrives sooner and you stay awake longer. A few hours in the morning can give you a head start. Spend too many and the night will find you unprepared. Repairs, rerolls and Mind Expansion still cost dopamine.
Nocturne Mode
Night Mode is now Nocturne Mode. The clock no longer stays frozen at midnight. Runs start at 12 AM, the sun rises at 7 AM and night falls at 6 PM, so nights are long and days are short.
Night pays more
Enemies drop 15% more dopamine at night, in every mode.
20 new talents
The talent tree now has 60 talents. The new ones are:
Runner: gain 1 dopamine for every 25 units your character travels.
Tunnel Vision: Crossbows deal up to +100% damage to targets in the center of their cone.
Emotional Buildup: your projectiles deal +5% damage for each unit they travel.
Early Bird: buildings attack 20% faster from 4 AM to 8 AM.
Morning Person: +10% dopamine from all sources between sunrise and noon.
Night Owl: +20% range for all buildings at night.
Morning Prayer: the first card you play each morning triggers twice.
Heliophilia: Solar Mirrors deal 300% more damage from 12 PM to 2 PM.
Random 3 AM Motivation: +300% dopamine drop rate from 3 AM to 4 AM.
Multishot: your weapon has a 50% chance to fire an extra projectile that deals 50% damage.
Plant Based: Plants generate +1 dopamine per wave for each upgrade level.
Synaptic Cascade: Neurovoltaic Tower shocks jump to nearby enemies and keep chaining with no limit.
Thin Body: you fall 70% slower.
Religious: enemies inside the Sacred Tower's area are slowed by 60%.
Numb: collecting dopamine makes you briefly invulnerable.
Open-Minded: cone buildings get +12° on their arc.
Hyperfocus: cone buildings lose 75% of their arc but gain +30% range and +100% attack power.
Last Resolve: when only one building remains, it gains +20 armor.
Hypervigilance: Watchtowers have +20% max HP.
Self-Care: buildings heal 4% of their max HP every hour.
Card changes
Stoicism now gives every building a revival for each stack.
Temperance now increases building range. It used to add attack power.
Nerd now widens the arc of all cone buildings. It used to discount Mind Expansion.
Verve now stacks up to 4 times.
Weapons
Weapons now have weight. Each point above 1 costs 6% movement speed and 5% jump height, up to 50% and 40%. The lightest bows are free to carry, and the Bazooka is the heaviest. The weapon store shows each weapon's weight.
Guns have muzzle flashes.
The Hammer hits each enemy only once per swing.
Bazooka fixes and balance changes.
Bosses
Bosses have more HP.
Despair has stronger attacks, and its hands move much faster during its frenzy.
Repairs
Repairs take time. The more damage a building has, the longer the repair, and speeding up time speeds up repairs too.
If you can't afford a full repair, you can repair as much as your dopamine covers.
Steam achievements
15 achievements are now on Steam, from clearing your first wave to defeating Despair. Steam tracks your kills, waves and days survived, so you can follow your progress toward each one, and the progress in your existing save counts.
Other changes
A new stat system for you and your buildings, including attack speed and accuracy.
Banner buffs now apply per tile.
Rooftops at the same height next to each other now connect, so buildings and banner effects can cross between them.
Bug fixes
Balance changes
