Dome Keeper cover artGame file / ROGUE BY ROGUE
One more run.

Dome Keeper

Strategy & tacticsAction combatCo-op adventure

Defend against waves of alien monsters in this unique roguelike action miner. Dig for resources, collect useful gadgets, and upgrade equipment to increase odds of survival – just hurry back before your dome is destroyed!

ROGUE BY ROGUEV1

Our score

75.3/ 100
Overall rank #57
Our review / RBR V1

Why this score?

Original text · Simplified Chinese

把时间变成挖矿与防守共享的资源,是易理解又持续有效的决策循环;开局重复与生成资源波动限制更高分。

01

Core gameplay

Weight 25%8.0 / 10
Original text · Simplified Chinese

根据资料评估:下矿采集和及时回防互相牵制,持续制造清楚的时间决策;起步采矿偏慢,两种玩法切换也可能打断节奏。

02

Builds & strategy

Weight 25%7.5 / 10
Original text · Simplified Chinese

根据资料评估:资源用于采掘效率、防御或修理有明确机会成本,装置与穹顶组合能改变分配;后期自动化有时收敛为固定最优路径。

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03

Replayability

Weight 20%7.5 / 10
Original text · Simplified Chinese

根据资料评估:生成矿层、装置和挑战修饰要求调整采矿路线,熟悉升级顺序后常规局的变化仍会减少。

Sources01 ↗
04

Randomness & fairness

Weight 20%7.0 / 10
Original text · Simplified Chinese

根据资料评估:回程距离和敌潮给出可以规划的风险,资源稀疏矿层与遗物位置偶尔令合理计划难以挽回。

Sources01 ↗
05

Polish & usability

Weight 10%7.5 / 10
Original text · Simplified Chinese

根据资料评估:清爽界面和基础运行表现的快照反馈较好;教学不足、少量崩溃与极后期掉帧保留扣分。

Sources01 ↗
Reviewer
Original text · Simplified Chinese
Rogue by Rogue · AI 资料评测
Version reviewed
Original text · Simplified Chinese
具体构建未知;以所引资料描述的版本为准

Scope and limitations

Original text · Simplified Chinese

基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。跨平台性能反馈混合,未实测;合作等后续内容不作为未经核实的当前优势计入。

Review sources 02

  1. 01
    Archived material
    Original text · Simplified Chinese

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的具体玩法优缺点(Tier list Part 4 (2025))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。

    View archived external material ↓
  2. 02
    Web source
    Original text · Simplified Chinese

    Dome Keeper — Steam 官方商店页

    2026-10-08 访问。确认了攻击间隙挖矿、运送资源、程序矿层和采矿防御升级之间的分配。该页不作为实测性能或缺陷已修复的证据。

    View original ↗
YOUTUBE + BILIBILI / VIDEO

Video reviews

2 videos

Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.

Review sources

Other voices, for reference.

Excluded from our score

Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.

Community discussion

A 2D roguelite from Bippinbits (published by Raw Fury) where you dig underground for iron, water and cobalt between monster waves, then rush back to a dome to upgrade it and personally shoot down attackers.

Players like it a lot: about 92% positive on Steam across roughly 22.5k reviews (Very Positive), with a long tail of players logging hundreds of hours. Critics were warmer than lukewarm but more reserved, landing at Metacritic 76 and OpenCritic 78, with a 71% critic-recommend rate and Eurogamer as the one outright no-recommend. The shared verdict is a tight, addictive short-session loop with great atmosphere that is repetitive and thin on content, particularly solo after roughly 10 hours. It is a finished 1.0 game that has kept receiving free updates: a Godot 4 migration with many new gadgets, later co-op multiplayer (local and online), a paid character/content DLC line (Engineer Gear Pack, The Lost Keepers), and an Xbox Series X/S release in December 2025.

What players praise

  • Risk/reward tension of mining: every second underground is a second away from defending the dome, and players say that pull never goes away
  • Simple, readable, low-friction design that works for a quiet 30-minute run and is praised as a Steam Deck fit (clean UI, stable 60 FPS)
  • Atmosphere: pixel art, monster design and a sparse, crystalline sound design and soundtrack that reviewers and players both single out
  • Replayability from modes, relics, gadgets, multiple domes and keepers, map sizes and modifiers, plus meta-progression and challenges
  • Multiplayer/co-op added later is frequently described as a big upgrade and a great family or friends game
  • Approachable difficulty that scales, so newcomers and veterans can both find a setting; runs are short
  • Runs well on modest hardware and Steam Deck, with native Linux support
  • Ongoing developer support with free content updates

What players criticize

  • Repetition: runs play out near-identically (dig, return, upgrade, fight), and the same optimal upgrade paths get picked each time (Shacknews, many Steam reviews)
  • Limited content at launch price: few unlocks, only two base keepers with more behind paid DLC, and some players report everything unlocked in 10 to 40 hours
  • Mining/defense split can feel like each half interrupts the other; Eurogamer said it struggles to make either a success in its own right
  • Late-game automation (drones, automated turrets) can make runs trivial, reducing the need to defend manually even on hard difficulties
  • Sparse tutorial; many mechanics and early challenges are opaque and players turn to the wiki
  • Technical complaints in Steam reviews: crashes on some setups, language-change bugs, a Steam Deck launch failure report, and frame-rate drops in Endless Prestige past about wave 35
  • Reports of RNG cave generation producing dense blocks with few resources, which can soft-lock a run or challenge
  • Some consider full price ($17.99) high for the content depth

Distinctive features

  • Reverses the tower defense formula: no building dozens of towers, you personally operate the dome's laser between digging trips
  • Comparisons to Motherload-style mining combined with wave survival and a roguelite meta layer
  • Three-resource economy (iron, water, cobalt) with transport by carrying, so logistics and depth decisions drive every run
  • Win conditions beyond survival, including relic hunts, scenario modes, guild challenges and endless modes
  • Multiple keepers, domes and worlds that each add a twist, plus up to 4 local or 8 online co-op players and cross-platform multiplayer

Divided opinions

  • Whether the dig/defend switch is the charm or the flaw: some love the tension, others find the fun part constantly interrupted by the boring part
  • Difficulty and depth: many praise scalable challenge, while others say as long as you keep busy you always win and automation trivialises later runs
  • Value: players who log hundreds of hours call it a bargain, while ones who finished in under 10 to 40 hours call it thin for the price
  • Repetition is seen by fans as a cozy loop with hidden depth and by critics as predictable

Repetition and friction

  • The early game of each run: slow hauling of resources, no meaningful upgrades yet, and a travel-heavy return trip for each wave, described as a chore
  • Having to go back to the dome constantly because waves come quickly, which some call more chores than stress
  • Progression gating: inter-run progress tied to guild challenges, some of them considered nearly impossible early and frustrating when a loss yields nothing
  • Searching blindly for the relic or specific ore; challenge runs like mazes or iron quotas can drag
  • Multiplayer tends to split into one tower babysitter and everyone else mining, with chores visible and little variation

Hoped-for improvements

  • Bigger late game: larger maps, more resource types, more weapons, base mods and artifacts (repeated by critics and testers)
  • A way to shorten or vary the opening, such as modifiers or unlocks that start you with basic upgrades or random early tech, since the opening is identical every run
  • More run variety and surprises from mining (more randomness, more enemy types) and some balance work on essential-upgrade builds
  • Better multiplayer progression: a shared token or upgrade pool and cheaper second gun so one player does not hog resources or babysit the tower
  • Free reroll on gadget choices and more forgiving resource generation to cut unlucky runs
  • Performance optimization for long Endless/late-wave runs and better onboarding for new players

Released Sept 27, 2022 (Steam, Win/Mac/Linux) after an itch.io origin; launch reviews were favourable but not glowing, mostly praising the addictive simple loop and criticising content depth. The 2024 announcement of a major content update (new gadgets roughly doubling the set, Godot 3 to 4 migration) was followed by free multiplayer, which Steam reviewers credit with lifting the game from average to top-notch for groups. Additional paid content (Engineer Gear Pack, The Lost Keepers) exists, and some reviewers dislike characters sitting behind DLC. Xbox Series X/S version launched Dec 9, 2025 and mobile versions are listed as in development; Metacritic also lists an iOS entry. Estimated sales: SteamSpy owners 2-5 million, and steam-revenue-calculator estimates about $10.75M gross and about $3.17M net (Boxleiter-based, not audited). Steam reviews are recent and still coming, which indicates continued activity, with about 400 concurrent players in the local data.

Archived creator commentary 1

Third-party summaries based on automatic captions may contain transcription or interpretation errors.

Tier list Part 4 (2025)

Dome Keeper is a niche digging roguelike where each run you land on a planet, mine ore to buy upgrades, and periodically return to defend your dome from monster waves. He calls it a hidden gem that few people talk about and loves its chill-yet-stressful vibe and the way new gadgets and domes keep runs feeling different. The main drawbacks are slow, repetitive early game and runs that drag on when you cannot find the relic. He lands it at a high B for now, hedging toward low A, and says he may revisit it.

What the creator praises

  • Two distinct loops (digging and defending) that create tension when you must return from deep to defend
  • Huge variety from many gadgets, different domes (sword, turrets, guns, lasers) each with unique upgrade paths, and a new character with a different playstyle
  • Selective upgrading: you cannot max everything in a run, so choices depend on what you find and the challenge at hand
  • Unlocking new gadgets and starting gadgets drives replayability; every run feels like its own game
  • Minimalistic, peaceful audio with sparse music, plus satisfying visual effects and ore sounds that make the loop relaxing
  • Exciting discoveries underground, like unique interactables that reward figuring them out

Issues raised by the creator

  • Early game is slow and repetitive since you always start very weak
  • Digging can get repetitive and runs are long, especially when luck keeps the relic hidden (an hour and a half for some runs)
  • Excitement may fade once all gadgets have been seen
  • Permanent progression is not held onto as strongly as in other roguelikes
  • Personal gripe with the hard 1% health remaining achievement

Design observations

  • Challenge runs, not random runs, are the core and they unlock the permanent progression, which is rare for roguelikes
  • Defense is deliberately simple so the digging and discovery remain the focus
  • Hybrid of digging exploration and base defense with two very different paces

Updated opinion

Provisional placement: he says 'for now' and that he will think about it later; he hedges between low A and high B.

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