💡 Tips and beginner guide

Learn the rhythm of mining, hauling and returning, and distinguish equipment, upgrades and active battle abilities.
⛏️ Learn the mining rhythm

Switch between mining and defense at the right time

Dome Keeper alternates collecting resources underground with returning to defend the dome. Learning when to return before an enemy wave is the essential skill. Getting absorbed in mining and returning late can quickly end the run.

Dig efficient routes

Aimless digging adds travel time. One main shaft with side passages provides a useful T-shaped route. Identify resource clusters and plan a short path to reach them.

Distinguish cave finds from the mode’s relic

Gadgets and supplements found in caves must be returned to obtain or select them. The Relic Hunt relic is an objective, not a stack of upgrade cards. Check the find and its return route separately.

🔧 Choosing gadgets and a keeper

Choose keeper and dome separately

Engineer and Assessor are base keepers. Do not confuse them with weapon choices such as Laser Dome. First learn mining, carrying and defense with one keeper and dome. A complete comparison of DLC keepers is outside this scope.

Choose gadgets for how they work together

Choose according to the current mining, transport or defense shortage. Some options compete for the same slot, including Lift alternatives; check occupied slots as well as effects. Matching categories do not guarantee stackable benefits.

Maintain dome health and a repair margin

On returning, check whether the dome can withstand another wave and whether repair resources remain. Do not treat 50% HP as a universal safe threshold. Reassess damage and the next defense, repairing and filling defensive gaps before destruction.

🔮 Using upgrades and abilities

Consider battle abilities before danger escalates

Primary gadgets such as Shield have battle abilities. Distinguish passive effects and purchased upgrades from abilities activated in combat. Plan targets before enemies begin attacking, checking current use counts and recharge conditions.

Read upgrade trees and supplement effects in advance

Weapons, keepers and gadgets have different upgrades. Supplements are retrieved from exploration, so do not confuse them with ordinary purchasable branches. Read their roles before spending resources or choosing them rather than during a dangerous defense.

💡 Dome Keeper details to remember

Distinguish world visuals from the underground map

The official v4.0 announcement describes worlds as a visual change. Choose routes in the generated mine from found resources, caves, rock hardness and return distance.

Learn the basics before changing mode or difficulty

Relic Hunt, Prestige and Guild Assignments have different objectives and rules. Establish consistent mining and defense in one setup, then read the next mode’s goals.

❓ Frequently asked questions

Q. What is Dome Keeper’s basic loop?

A. Alternate mining and defense. Dig underground for resources, return them to upgrade the dome and weapons, then defend against waves of aliens. Learning this rhythm and balancing trips against defense is central.

Q. Are keepers and domes the same choice?

A. Engineer and Assessor are base keepers; Laser, Tesla, Sword and Artillery Domes are separate armed-dome choices. Learn mining and defense with one setup first; check DLC and platform additions separately.

Q. How do underground finds and supplements work?

A. Return finds from caves in the generated mine to make choices at the dome. Gadgets occupy slots; supplements upgrade weapons or equipment. Distinguish their role from the Relic Hunt objective.

Q. Is Tesla Dome a gadget added during a run?

A. Tesla is a dome weapon choice. Official v4.0 moved perfect timing to a supplement; distinguish it from ordinary upgrades in the current tree. This is separate from keeper and primary-gadget choices.

Q. What should I do when dome health drops?

A. Check health and repair costs on returning, allocating resources before the next wave destroys the dome. Health upgrades and Shield effects differ; distinguish weak weapon damage, protection and repairs.

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