Playing games in Early Access is a natural risk. What’s even riskier is playing a game in Early Access as soon as it drops; in its buggiest, most unbalanced, infantile state possible. But you know what… I’m feeling risky. Besides, I was planning to do this when Forever Skies dropped on Steam, so I might as well get used to it. Let’s see if Core Keeper has any potential to be a really great game.
In Core Keeper, you end up getting teleported into a sprawling cave, with a mysterious object at its center. With nothing better to do, your goal is to power it up and see what it does.
Like Grounded and Minecraft, that’s all there is to the story of Core Keeper; what matters is the gameplay. Right off the bat, the game is more like the latter than the former, because it’s set in a procedurally generated world. No two save files are exactly alike, allowing for a lot of replay value. However, this means you can have bad luck finding the biome that you want.
Before we go into what biomes you want, let’s discuss the actual gameplay. If you’ve played Minecraft or Terraria, then Core Keeper will be easy to jump right into. And if you haven’t played them, then prepare to swim in the deep end with no floaties. There is next to no tutorial about how anything works, which might be a nice change of pace for “true gamers,” but a hindrance to others.
Fortunately, the mechanics are simple and follow expectations for this kind of game. Ores can be smelted, seeds can be planted, food can be cooked, and equipment can be forged and repaired. As you unlock better workbenches, you’ll be able to make potions, railways for fast travel, and more.
The problem is getting there. Every game like this has an early-game hurdle in one way or another, either because you need to go to a place where the enemies are really strong for the point you’re at, or because an essential resource is scarce in the areas you’re realistically capable of handling. Core Keeper‘s case is the latter. Tin is one of the most important resources in the game, because it is needed to craft a Tin Workbench that unlocks most of the essential mechanics of the game… which also need tin to craft. If you can’t find the specific biome it’s common in, you’ll be hoping RNG spawned enough wooden crates containing it. If you think that’s stupid, then this type of game is not for you. The big hurdle for me personally is scarlet—which I still have yet to find. Both tin and iron were in biomes adjacent to the starting area, but I’ve done a lot of exploring and still haven’t found any scarlet ore.
In any case, I’m not particularly fond of ore distribution. It’s nice that hidden ores have a sparkly effect to push you in a general direction, but having them tied to specific biomes feels kind of bleh to me. Technically, it’s better because that means less pockets of your inventory will be taken up by several varieties of items. I dunno… maybe I’m just being picky.
As if the game isn’t grindy enough, it has the Quest 64 skill system. In case you have never heard of that game, here’s what it boils down to: you level attributes by using those attributes… a lot. Core Keeper gets even grindier because you need to level up an attribute five times to get ONE point to invest into that attribute’s skill tree. The upgrades are worth it; however, it seems that there are finite attribute level-ups, which is also kind of crappy. Pick your upgrades wisely.
Also, the game’s Early Access-ness REALLY shows. While there’s a lot of fully-fleshed mechanics, it’s very… archaic. For example, everything you use can ONLY be used on the quick select; if you want to plant seeds, they gotta be in quick select, and so does your watering can if you want to water them. Also, crafting of any kind requires items to be on-hand; no pulling from storage. I’m going to hope that they intend to add the necessary quality-of-life features in future patches. Another thing I hope is rebalanced is durability. The armor durability seems manageable enough, but I feel like it’s not generous enough with tools. I have the third tier of pickaxe and it loses durability VERY fast for what it is; in most games like this, the third tier is the first point where you don’t have to worry about durability too much.
Difficulty-wise, Core Keeper is actually about as punishing as Terraria or Minecraft. Even with good armor, mobs can end you as quickly as they respawn. The bosses are very tough; in fact, I almost died at the first one, and I have no idea how you’re supposed to go about fighting the giant worm. There are also situations where a horde of enemies can go out of their way to hunt you down from well off-screen. As obnoxious as that sounds, the worst ones are the larva enemies simply because they destroy items such as torches; you’ll need to rely on glow buffs to explore those areas with any sense of visibility.
Fortunately, Core Keeper is very generous compared to other games of its kind. If you die, your stuff will still remain in that location, but it’s ONLY the stuff that’s NOT on your quick-select. Because of this, you’ll still have your armor and tools, which mitigates those annoying situations where you can soft-lock yourself out of getting important equipment back because you had to go into dangerous territory naked while the mobs that killed you camp your corpse. Please don’t change this, Core Keeper people!
Sadly, the game oozes the intention to play with multiple people. While the combat seems balanced enough, there is an almost excessive amount of stuff to do. From exploring, to expanding your main base, to building tracks for fast travel… this will easily go beyond a hundred hours for a solo player, and whether or not that’s a worthy timesink will be entirely up to you. With that being said…
Current Verdict: 8.5/10
Core Keeper has potential to be a really great, and addicting, game. It’ll also be a lot of bang for your buck, especially if you go solo! However, it doesn’t really do anything new. I admit that, for me, it’s currently just scratching an itch while I wait on Forever Skies, and further updates for Grounded. I’ll continue to slowly work toward beating every boss to power up the core, but there’s no guarantee I’ll accomplish that. They’re going to need to roll out quality-of-life updates in order to keep my interest.