<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Fireshine Games &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
	<atom:link href="https://gamingbolt.com/tag/fireshine-games/feed" rel="self" type="application/rss+xml" />
	<link>https://gamingbolt.com</link>
	<description>Get a Bolt of Gaming Now!</description>
	<lastBuildDate>Tue, 03 Mar 2026 15:42:55 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.9.4</generator>
	<item>
		<title>Denshattack! Launches on June 17th as Stylish New Trailer Confirms Switch 2 Release</title>
		<link>https://gamingbolt.com/denshattack-launches-on-june-17th-as-stylish-new-trailer-confirms-switch-2-release</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 03 Mar 2026 15:42:51 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Denshattack!]]></category>
		<category><![CDATA[Fireshine Games]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Undercoders]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=638390</guid>

					<description><![CDATA[A free demo will be available for Nintendo Switch 2 later today, while an extension has been announced for the PC version.]]></description>
										<content:encoded><![CDATA[
<p>A subway train surfing on train tracks and battling other monstrous trains in a dystopian Japan with a bombastic <em>Jet Set Radio</em>-style presentation &#8211; at this point, how does Undercoders&#8217; <em><a href="https://gamingbolt.com/denshattack-is-a-skateboarding-game-where-you-play-as-a-train-in-dystopian-japan-out-in-spring">Denshattack!</a></em> not look like the coolest thing ever? Fortunately, we&#8217;ll be able to get our hands on it soon, as the latest Indie World Showcase confirmed a June 17th launch date (and Nintendo Switch 2 version).</p>



<p>Switch 2 players can go hands-on with the demo later today, but that&#8217;s not all. If you missed out on the Steam Next Fest, Undercoders has <a href="https://store.steampowered.com/news/app/2524850/view/510730583362503768" target="_blank" rel="noreferrer noopener">announced</a> an extension for the PC demo. There&#8217;s no end date, and considering it was one of the most popular demos throughout, it&#8217;s well worth trying.</p>



<p><em>Denshattack!</em> is also coming to Xbox Series X/S, PS5, and PC, but what is it about? Essentially, the future, colorful as it is, is ruled by the oppressive Miraidō. As part of a rebellious group, you start as a newcomer who must master the art of train skating to ultimately defeat them.</p>



<p>Throughout your journey, you&#8217;ll learn new tricks, rack up high scores, and even face different rivals. They can go far beyond the average trains through, with castles transforming into moving weapons, massive worms, and much more. Check out all of them in the trailer below.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Denshattack! – Indie World Showcase 3.3.2026" width="500" height="281" src="https://www.youtube.com/embed/TRWwQY199Yk?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">638390</post-id>	</item>
		<item>
		<title>Denshattack! is a Skateboarding Game Where You Play as a Train in Dystopian Japan, Out in Spring</title>
		<link>https://gamingbolt.com/denshattack-is-a-skateboarding-game-where-you-play-as-a-train-in-dystopian-japan-out-in-spring</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Fri, 09 Jan 2026 00:30:47 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Denshattack!]]></category>
		<category><![CDATA[Fireshine Games]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Undercoders]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=634556</guid>

					<description><![CDATA[In Denshattack!, players will ollie, kickflip and grind their way through Japan's cities and landscapes to take on epic boss fights.]]></description>
										<content:encoded><![CDATA[<p>Developer Undercoders and publisher Fireshine Games have unveiled a new skateboarding-styled game with a unique twist. Dubbed <em>Denshattack!</em>, the title has players control a gravity-defying train as they grind along a dystopian Japan that has been taken over by the shady Miraidō megacorporation. It was announced with a trailer, which you can check out below.</p>
<p>Typical gameplay in <em>Denshattack!</em> will revolve around players making use of their extreme bus’s capabilities to pull off skateboarding moves like ollies, kickflips and grinds along the rails that make up the levels. Along the way, they will also have to take on a bizarre line-up of reimagined Japanese trains as they slowly but surely earn the respect of a network of underground gangs and rebels. There are also some epic boss fights to take care of, including gigantic magical girl mechas and a <em>Dune</em>-styled giant worm made up of mechanical parts.</p>
<p>Levels in <em>Denshattack!</em> will take players on a journey across Japan, from major cities like Osaka and Tokyo that have been sealed under giant domes, to the beautiful snowfields of Hokkaido.</p>
<p>The trailer, which weighs in at over 3 minutes in length, shows off plenty of the wacky hijinks that players will get to engage in. Among other things, players will get to grind their trains against ferris wheels which can then be ripped off their foundations to then be ridden down a mountain.</p>
<p>The Brazil-based studio Undercoders has spoken about how it was inspired to make a game based on Japan’s trains going all the way back to its developers’ first trips to the country in the late 1990s. During their travels, the developers also fell in love with the local culture, the architecture, the folklore, and the landscapes, among other things.</p>
<p><em>Denshattack!</em> is being developed for PC, PS5,and Xbox Series X/S, and will be out in Spring 2026.</p>
<p><iframe title="Denshattack! Exclusive Look | New Game+ Showcase 2026" width="500" height="281" src="https://www.youtube.com/embed/DBLzuO368OQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">634556</post-id>	</item>
		<item>
		<title>Core Keeper Launches on January 28th, 2026 With New Void and Voltage Update</title>
		<link>https://gamingbolt.com/core-keeper-launches-on-january-28th-2026-with-new-void-and-voltage-update</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 01 Dec 2025 14:01:47 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Core Keeper]]></category>
		<category><![CDATA[Fireshine Games]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Pugstorm]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=632606</guid>

					<description><![CDATA[New weapons, enemies, tools and a massive boss await for free while the Switch 2 version brings numerous visual improvements.]]></description>
										<content:encoded><![CDATA[
<p>While Pugstorm continues chipping away at its 2D side-scroller <em><a href="https://gamingbolt.com/core-keeper-developer-unveils-new-side-scrolling-game-kyora" data-type="post" data-id="606489">Kyora</a></em>, it has a free new update, Void and Voltage, for <em>Core Keepe</em>r launching on January 28th, 2026. It also marks the survival crafting title&#8217;s debut on Nintendo Switch 2. Check out the announcement trailer below.</p>



<p>Void and Voltage adds Breaker&#8217;s Reach, a new biome with a boss and enemies. You can craft new weapons like the Flamethrower and Minigun or craft new tools with the Advanced Automation Table, including the Robot Farm Arm, Seed Extractor Machine, Shredder, Critter Catcher, and more.</p>



<p>The Switch 2 version offers 60 FPS performance alongside various graphical improvements for the lighting, particle effects, shadows, and more. It also allows for up to eight players in a single co-op session, up from four on the Switch 1, but don&#8217;t worry &#8211; you can engage in cross-play if a Switch 2 player is hosting.</p>



<p>Stay tuned for more details and check out <a href="https://gamingbolt.com/core-keeper-review-subterranean-sojourn" data-type="post" data-id="597656">our review</a> of the base game.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Core Keeper - New update Void &amp; Voltage | PS5 &amp; PS4 Games" width="500" height="281" src="https://www.youtube.com/embed/irh4JYsO_vM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">632606</post-id>	</item>
		<item>
		<title>A.I.L.A. Review &#8211; How Scary Can An AI Be?</title>
		<link>https://gamingbolt.com/a-i-l-a-review-how-scary-can-an-ai-be</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Thu, 27 Nov 2025 18:03:46 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[a.i.l.a.]]></category>
		<category><![CDATA[Fireshine Games]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Pulsatrix Studios]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=632259</guid>

					<description><![CDATA[A.I.L.A. sets up an incredibly interesting premise for its horror story, but how well can the game actually deliver on these promises?]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">O</span>ver the last decade or so, the horror genre has been going through something of a renaissance thanks to the efforts of smaller-scale developers and indie studios. While the AAA market has decided to largely avoid the genre altogether aside from Resident Evil, Silent Hill, and more recently Alan Wake, the genre largely tends to see new releases from little known developers like Pulsatrix Studios, whose newest title – <em>A.I.L.A.</em> – does some interesting things with the horror genre, especially with its core premise.</p>
<p><em>A.I.L.A.</em> has you take on the role of a game tester, Samuel, who works for the software development arm of “The Company”. As part of his job, Samuel has to regularly help with the QA testing for any new game that might be under development. His latest job, however, is an incredibly strange one. Samuel is sent a development kit for a new VR-based software – the titular A.I.L.A. – that he has to test out to make sure that it can then be shipped to customers at a larger scale. As you set up the development kit, you realize that A.I.L.A. isn’t just another piece of software or hardware to test, it’s a full-fledged game creation tool The Company can use to build personally tailored experiences for every individual player.</p>
<p><iframe loading="lazy" title="A.I.L.A. Review - A Unique Horror Game With A Lot of Potential" width="500" height="281" src="https://www.youtube.com/embed/WjlttgbD9_o?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p><p class="review-highlite" >"Getting back to A.I.L.A. itself, plugging it into your test bench and booting it up also introduces you to the eponymous AI, who gives you the rundown behind what makes it tick."</p></p>
<p>All of this takes place in the year 2038, with plenty of environmental storytelling implying that the game’s core setting is definitely a dystopian cyberpunk one. Samuel lives in a relatively large apartment that also happens to have several doors locked that he can’t get into. Along with this, there are also notices about him running behind on his bills, which locks him out of several important smart home-styled features. Interestingly, the apartment also didn’t seem to have any way to actually get out, though this might just be one of the mysteriously locked doors.</p>
<p>Getting back to A.I.L.A. itself, plugging it into your test bench and booting it up also introduces you to the eponymous AI, who gives you the rundown behind what makes it tick. Essentially, it will put Samuel through a number of different experiences, and with each one, it will learn more and more about our protagonist. Armed with this knowledge, A.I.L.A. will be capable of creating even more interesting and immersive experiences that are tailor-made for Samuel in particular. This premise already has excellent potential, and A.I.L.A. makes good use of its core conceit of examining the character of Samuel through the kinds of horror experiences he likes. It’s also interesting to note that, in the story, A.I.L.A. isn’t supposed to generate just horror experiences.</p>
<p>The opening level once where you get the A.I.L.A. development kit is the one that was presented in the title’s demo, and while it’s an excellent example of how the game in general is able to build up and release tension, it’s also something of a mixed bag. Dubbed the Impossible House, the level has you largely exploring just three rooms and a hallway. It even has a unique gimmick with a TV and a remote that allows you to change the state of the Impossible House House, which can further aid in exploration by unlocking and locking different doors. This creates an incredible first impression, and you’ll constantly be on the edge of your seat as you explore the different rooms in their various states.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-632264" src="https://gamingbolt.com/wp-content/uploads/2025/11/aila-1.jpg" alt="aila 1" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/11/aila-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-1-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><p class="review-highlite" >"A.I.L.A. will be capable of creating even more interesting and immersive experiences that are tailor-made for Samuel in particular."</p></p>
<p>However, this opening level also provides quite a few examples of my biggest gripes with <em>A.I.L.A.</em>. Among other things, there just isn’t much in the way of guidance for what you’re supposed to be doing. While it does add to the sense of surrealist horror that the title is sometimes aiming for, a lot of the puzzle solutions feel outright nonsensical. This especially comes to a head when you have to tediously go back and forth between a room and a hallway to find the exact corpse whose finger you need to cut off to then get access to an entirely new room that is otherwise locked with a fingerprint scanner. You’ll be collecting other similarly grotesque puzzle pieces along the way, including eyeballs, and other body parts.</p>
<p>Now, I’m not asking for objective markers that plainly point out the puzzle solutions for me. Rather, the fundamental puzzle design throughout the game feels deeply unintuitive. While other games would use item descriptions, and maybe even give you maps to help you navigate larger spaces, <em>A.I.L.A.</em>, at best, gives you vague hints through things like hand-written notes on the wall using blood that you shouldn’t let a particular door close, for example.</p>
<p>While these puzzles might be hit or miss depending on how much you vibe with the more surrealist aspects of the game, the more action oriented levels where you’re constantly moving forwards and making progress feel a lot better in terms of pacing as well as gameplay. Speaking of general gameplay, <em>A.I.L.A.</em> doesn’t really do anything new but it gets the job done. You can obviously move around, crouch, interact with objects, and attack things with weapons. In this regard, there isn’t really much to complain about since the overall experience feels satisfying while the general scarcity of ammo will never really ease the tension you’re feeling.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-632263" src="https://gamingbolt.com/wp-content/uploads/2025/11/aila-2.jpg" alt="aila 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/11/aila-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-2-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><p class="review-highlite" >"Speaking of general gameplay, <em>A.I.L.A.</em> doesn’t really do anything new but it gets the job done."</p></p>
<p>It is worth noting that, while there are some elements of surreal horror every now and then, <em>A.I.L.A.</em> is quite content in making use of classic horror tropes, be it inducing the uncanny valley effect with the use of strategically-placed dolls and mannequins, or even just having you be on the run from a large axe-wielding man. As is often the case with horror, whether or not these tropes work depends entirely on your tastes in the genre; I personally found it to be hit or miss, with some of the jump scares working quite well, but the use of things like mannequins often feeling overwrought.</p>
<p>Gore is also a major thing throughout the title; even the prologue kicks things off with the protagonist’s palm getting split in two thanks to an axe attack. I would even go as far as to say that <em>A.I.L.A.</em> might have an over reliance on gore, with things often veering into torture territory thanks to scenes like having to pick out glass shards from your feet or needing to chop off your own fingers. Enemies that you get to fight in various levels also have the tendency to die in rather gory ways, from having their limbs sliced off to straight up exploding depending on your weapon of choice.</p>
<p>While the experiences A.I.L.A. creates for Samuel are interesting, the game feels at its strongest and most coherent in the moments between them. Samuel feels like a far more interesting character to explore, and his conversations with the AI shed a great deal of light on who he is. Unfortunately, the narrative doesn’t really go far beyond that, and each of the levels tends to be its own self-contained thing that might have some hints about Samuel’s personality and his past.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-632262" src="https://gamingbolt.com/wp-content/uploads/2025/11/aila-3.jpg" alt="aila 3" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/11/aila-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/11/aila-3-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><p class="review-highlite" >"While the experiences A.I.L.A. creates for Samuel are interesting, the game feels at its strongest and most coherent in the moments between them."</p></p>
<p>When it comes to visuals, <em>A.I.L.A.</em> is quite an impressive sight. The use of modern tools like Lumen and MetaHuman becomes immediately apparent the moment you start walking around the apartment. Even smaller details are quite easy to spot thanks to the overall high visual fidelity. The performance was also quite decent; I was able to run the title on the High preset with an average frame rate of around 110 FPS on a PC powered by an AMD Ryzen 7 7800X3D CPU, an AMD Radeon RX 7800 XT GPU, and 32 GB of DDR5-6000 RAM. On the audio side of things, there isn’t really much noteworthy to say; the sound effects and atmospheric sounds all sound satisfying, but nothing too interesting or new for the horror genre.</p>
<p><em>A.I.L.A.</em>’s interesting premise does wonders when it comes to creating a strong first impression. However, spending even a couple of hours with the horror title makes its flaws seem more and more obvious. Most of the levels, while quite interesting in their own right, tend to feel quite incongruous with the larger narrative at play owing to how self contained they tend to feel when compared to the overarching plot about Samuel’s state of mind and the gradual breakdown of the A.I.L.A itself. And when it comes to gameplay, the action feels just fine while the puzzles feel downright nonsensical at the best of times. The general lack of guidance throughout levels are also indicative of issues with accessibility, especially in the more puzzle-heavy zones. With all that said,<em> A.I.L.A.</em> is undeniably a phenomenal-looking game, but ultimately, it feels like it holds far more potential than what its full horror experience actually delivers.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PC.</strong></em></span></p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">632259</post-id>	</item>
		<item>
		<title>Core Keeper &#8211; Bags and Blasts Update is Now Live</title>
		<link>https://gamingbolt.com/core-keeper-bags-and-blasts-update-is-now-live</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 11 Mar 2025 12:24:37 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Core Keeper]]></category>
		<category><![CDATA[Fireshine Games]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Pugstorm]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=614020</guid>

					<description><![CDATA[Over 35 pieces of equipment, new Pouches for storing materials, Mage and Warlock improvements, and much more await for free.]]></description>
										<content:encoded><![CDATA[<p><em>Core Keeper&#8217;s</em> first major post-launch update, <a href="https://gamingbolt.com/core-keeper-bags-and-blasts-update-arrives-on-march-10th-adds-largest-boss-fight-yet">Bags and Blasts</a>, is finally here and packed with tons of explosive content. Players will discover the Oasis, a new sub-biome in the Desert of Beginnings, and a massive new boss fight.</p>
<p>You&#8217;ll find her in a new dungeon alongside new cicada enemies (which also pop up in the Azeos Wilderness) and a variant of the Bomb Scarab. Four new bombs are available, while grenades have been added as a new throwable item, allowing you to stun, poison, charm, and even ignite enemies. There are more than 35 new armor pieces, accessories, and weapons to earn.</p>
<p>If that weren&#8217;t enough, new Pouches for storing ores, blocks, seeds, crops, fish and valuables have been added. The Mage and Warlock have also received some new features, while Summons can look forward to more aggressive minions. You can even detonate them using the new Minion Detonator.</p>
<p>Check out all the new features below and full patch notes <a href="https://store.steampowered.com/news/app/1621690/view/536595207289833896" target="_blank" rel="noopener">here</a>. <em>Core Keeper</em> is available for Xbox One, Xbox Series X/S, PS4, PS5, PC, and Nintendo Switch.</p>
<p><em><strong>Core Keeper &#8211; 1.1.0 Major Update &#8211; Bags and Blasts</strong></em></p>
<p><em><strong>Gameplay:</strong></em></p>
<ul>
<li><em>New boss: Nimruza, Queen of the Burrowed Sands. Found in The Desert of Beginnings biome.</em></li>
<li><em>New cicada enemies added in Azeos Wilderness and in Nimruza&#8217;s dungeon.</em></li>
<li><em>New enemy variation of the Bomb Scarab. Found in Nimruza’s dungeon.</em></li>
<li><em>New sub-biome: Oasis. Found in The Desert of Beginnings biome.</em></li>
<li><em>New cattle: Drohmble.</em></li>
<li><em>Drohmbles roam in the Oasis and eat crops to produce Blasting Dung.</em></li>
<li><em>A total of over 35 new pieces of equipment, including armor, accessories, and weapons.</em></li>
<li><em>Added 4 new bombs:</em></li>
<li><em>Mouse Bomb;</em></li>
<li><em>Blunder Bomb;</em></li>
<li><em>Proximity Bomb;</em></li>
<li><em>Void Bomb.</em></li>
<li><em>Added new types of explosive throwable consumables: “Grenades”.</em></li>
<li><em>Grenade;</em></li>
<li><em>Stun Grenade;</em></li>
<li><em>Fire Grenade;</em></li>
<li><em>Poison Grenade;</em></li>
<li><em>Charm Grenade.</em></li>
<li><em>Added an “Explosives” skill tree with 8 new skills.</em></li>
<li><em>New inventory-management feature that can come in different sizes: Pouches.</em></li>
<li><em>Ore and Block Pouch;</em></li>
<li><em>Seed and Crop Pouch;</em></li>
<li><em>Fish Pouch;</em></li>
<li><em>Valuable Pouch.</em></li>
<li><em>Mage &amp; Warlock playstyles have been expanded with new features as part of our ongoing improvements, with more to come in future updates.</em></li>
<li><em>New pet: Arcane Symbiote.</em></li>
<li><em>New multi-purpose weapon: Corrupted Meteor Staff</em></li>
<li><em>New offhand: Minion Detonator</em></li>
<li><em>Minions have been made more aggressive: they will now actively pursue and attack enemies.</em></li>
<li><em>New armor sets</em></li>
<li><em>Desert Guardian armor set</em></li>
<li><em>Lily Pad armor set</em></li>
<li><em>Blast armor set</em></li>
<li><em>Tassel armor set</em></li>
<li><em>New seed placement tool: Garden Trowel.</em></li>
<li><em>Added a Content tab to the World Info menu. In this menu, players can opt-in to add new content to their existing worlds created in 1.0 or later, even if doing so may overwrite already explored areas in these worlds. This can, for example, include new boss dungeons that appear in existing biomes. Worlds that don’t opt-in will not see any changes to already explored areas, but might miss out on some of the new content.</em></li>
<li><em>New hotbar swapping feature. The hotbar can be swapped to other rows in the inventory by clicking the new arrows to the left of the hotbar or using the shortcuts.</em></li>
<li><em>Quick stack to nearby chests has been added as a button to the player’s inventory UI. A shortcut can be used to quick stack items to all nearby chests while the UI is closed too.</em></li>
<li><em>New inventory item locking feature. Items in the player’s inventory can be locked using the new lock button in the player inventory UI. Locking an item will block it from being sorted and quick stacked.</em></li>
<li><em>New Workbenches:</em></li>
<li><em>Laboratory Table. Craftable in the Scarlet Workbench.</em></li>
<li><em>Pouch Workbench. Bought from the Bearded Merchant.</em></li>
<li><em>New biome-specific explosive wall variations.</em></li>
<li><em>2 new paintable decorations:</em></li>
<li><em>Tapestry</em></li>
<li><em>Banner</em></li>
<li><em>5 new achievements.</em></li>
<li><em>Floracadas are less aggressive towards players until they have been damaged.</em></li>
<li><em>It is now possible to break, pick up and place Cicada Burrows.</em></li>
<li><em>Minion Detonator’s description is now rewritten to reflect how it actually works, by avoiding the word explosion to not confuse it with explosion-type damage.</em></li>
</ul>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">614020</post-id>	</item>
		<item>
		<title>Core Keeper &#8211; Bags and Blasts Update Arrives on March 10th, Adds Largest Boss Fight Yet</title>
		<link>https://gamingbolt.com/core-keeper-bags-and-blasts-update-arrives-on-march-10th-adds-largest-boss-fight-yet</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 07 Mar 2025 10:13:08 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Core Keeper]]></category>
		<category><![CDATA[Fireshine Games]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Pugstorm]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=613730</guid>

					<description><![CDATA[The free update also adds a new sub-biome in the Desert of Beginnings, Pouches, new bombs, a new skill tree, and much more.]]></description>
										<content:encoded><![CDATA[<p>Following its critically acclaimed launch out of early access last August, Pugstorm&#8217;s <em>Core Keeper</em> will receive a massive free update, <a href="https://store.steampowered.com/news/app/1621690/view/501690406746980493" target="_blank" rel="noopener">Bags and Blasts</a>. Going live on March 10th for all platforms, it features the largest boss fight yet – Nimruza, the Queen of the Burrowed Sands. Check out the announcement trailer below.</p>
<p>Players can also discover a new sub-biome, the Oasis, within the Desert of Beginnings. It features the camel-like Drohmble, whose material is the base for new mid-to-late game weapons. A new skill tree catered around Explosives and new bomb types are also coming. The former includes eight new skills, while the latter encompasses Void Bombs, Blunder Bombs and even grenades as a new weapon type.</p>
<p>The “Bags” part of the update adds Pouches for carrying seeds, fish, ore and valuables in a separate inventory, thus saving space. You can also choose the inventory row appearing in your hotbar.</p>
<p>New tools (including Garden Trowels), armor sets, weapons, off-hand items, and workbenches like the Laboratory Table are also on the way, so stay tuned. <em>Core Keeper</em> is available for Xbox One, Xbox Series X/S, PS4, PS5, PC, and Nintendo Switch. Check out our review for the base game <a href="https://gamingbolt.com/core-keeper-review-subterranean-sojourn">here</a>.</p>
<p>While <em>Core Keeper</em> is getting new updates, Pugstorm is also working on a new side-scrolling sandbox title, <em><a href="https://gamingbolt.com/core-keeper-developer-unveils-new-side-scrolling-game-kyora">Kyora</a>.</em> It&#8217;s slated for early access, but a release window is unknown.</p>


<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="CORE KEEPER BAGS &amp; BLASTS - COMING MARCH 10TH (ESRB)" width="500" height="281" src="https://www.youtube.com/embed/C0WfnRSzUlM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">613730</post-id>	</item>
		<item>
		<title>Core Keeper Hits 3 Million Players</title>
		<link>https://gamingbolt.com/core-keeper-hits-3-million-players</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 16 Sep 2024 19:59:51 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Core Keeper]]></category>
		<category><![CDATA[Fireshine Games]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Pugstorm]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=599037</guid>

					<description><![CDATA[Pugstorm and Fireshine Games' sandbox survival title launched in full for PC and current-gen consoles in August, with last-gen and Switch versions coming later this week.]]></description>
										<content:encoded><![CDATA[<p>After spending over two years in early access, <em>Core Keeper </em>launched in full for PC and current-gen consoles last month, and given how well it has been received, and how well it did over the course of its extended early access period, it&#8217;s no surprise that the game has got off to an impressive start.</p>
<p>Taking to Twitter, <em>Core Keeper </em>developer Pugstorm has announced that the sandbox survival title has surpassed 3 million players. In November last year, while the game was still in early access, it was announced that it had <a href="https://gamingbolt.com/core-keeper-is-coming-to-playstation-and-xbox-in-summer-2024-sells-more-than-2-million-copies-on-pc">sold 2 million copies</a>. Following its console release, the game also became available via Game Pass, which is why Pugstorm and Fireshine Games are now reporting player numbers rather than sales. Either way, <em>Core Keeper </em>is continuing to attract a sizeable audience. </p>
<p>In our review of <em>Core Keeper</em>, we awarded it a score of 8/10, saying, &#8220;<span style="color: initial;">While the likes of <em>Terraria</em> and <em>Valheim</em> continue to hog headlines, <em>Core Keeper</em> offers strong competition. Its compelling gameplay, excellent art style, and extensive range of content make it worth diving in.&#8221; Read the full review <a href="https://gamingbolt.com/core-keeper-review-subterranean-sojourn">through here</a>.</span></p>
<p><em>Core Keeper </em>is available on PS5, Xbox Series X/S, and PC, and launches for PS4, Xbox One, and Nintendo Switch tomorrow, on September 17.</p>


<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
https://twitter.com/CoreKeeperGame/status/1835673037242339811
</div></figure>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">599037</post-id>	</item>
		<item>
		<title>Core Keeper Patch Buffs Minions, Improves Vehicle and Boat Handling</title>
		<link>https://gamingbolt.com/core-keeper-patch-buffs-minions-improves-vehicle-and-boat-handling</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 09 Sep 2024 10:01:21 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Core Keeper]]></category>
		<category><![CDATA[Fireshine Games]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Pugstorm]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=598387</guid>

					<description><![CDATA[Slippery movement should be less painful to deal with. It also costs less to summon the Giant Slime, Hive Mother, and Ghorm.]]></description>
										<content:encoded><![CDATA[<p>Pugstorm&#8217;s<em> Core Keeper</em> exited early access last month for PC, Xbox Series X/S, and PC, adding new playstyles like summoning and content like a new end-game area and final boss. However, the developer promised more updates post-launch, including quality-of-life improvements. Patch 1.0.0.6 is <a href="https://store.steampowered.com/news/app/1621690/view/4580811814109976003" target="_blank" rel="noopener">available now</a> and provides some much-needed buffs for minions.</p>
<p>Alongside doubling their lifespan, they also cost less mana to summon, meaning less time spent running around, waiting for your meter to recharge. The cost of summoning idols for the Giant Slime, Hive Mother, and Ghorm the Devourer have also been reduced.</p>
<p>Perhaps the best changes are those made to slippery movement, whose effects have been reduced (making The Sunken Sea less painful). Vehicle and boat handling have also seen improvements. Check out the full patch notes below for more details.</p>
<p><em>Core Keeper</em> is coming to PS4, Xbox One, and Nintendo Switch on September 17th. Check out our review for version 1.0 <a href="https://gamingbolt.com/core-keeper-review-subterranean-sojourn">here</a>.</p>
<p><em><strong>Patch notes 1.0.0.6</strong></em></p>
<p><em><strong>Game balance:</strong></em></p>
<ul>
<li><em>Doubled the lifespan of minions.</em></li>
<li><em>Reduced the mana cost of minions.</em></li>
<li><em>Reduced the time it takes to combine Crystal Skull Shards.</em></li>
<li><em>Reduced the cost of the Giant Slime, Ghorm and Hive Mother summoning idols.</em></li>
<li><em>Reduced the effect of slippery movement.</em></li>
<li><em>Improved boat and vehicle handling.</em></li>
</ul>
<p><em><strong>Performance:</strong></em></p>
<ul>
<li><em>Detecting which circuit elements need to update each tick is now much more efficient and runs on multiple threads if available. This can give a significant performance boost in worlds with very large circuitry setups.</em></li>
<li><em>Fixed a bug that caused the entire game world to get loaded when entering a world, instead of only loading parts that are nearby to an active player. For large worlds, this fix both improves performance in the moments after the world is loaded, and reduces the memory requirements while the world is open.</em></li>
</ul>
<p><em><strong>Bug fixes:</strong></em></p>
<ul>
<li><em>Enemies and objects are now correctly marked as destroyed if they reach zero health just as they are about to get unloaded because they are too far from any active player. This would previously cause several issues, including invulnerable enemies and ore boulders flashing on/off after having their resources exhausted.</em></li>
<li><em>Fixed an issue where worm-like enemies couldn’t be hit while their head was inside a wall.</em></li>
<li><em>Starting a session with crossplay enabled should no longer decrease the audio quality when a bluetooth headset is in use.</em></li>
<li><em>Scrolling through the hotbar is now disabled while quick-swapping to a torch, to avoid unintentionally rearranging items on the hotbar.</em></li>
<li><em>The Glurch waypoint no longer spawns within view of The Core.</em></li>
<li><em>The client now correctly predicts health after damaging walls, which previously could cause a visual glitch where the player was inside the wall for a few frames.</em></li>
<li><em>Fixed an issue where pets would not gain experience from range player attacks.</em></li>
<li><em>Fixed an issue where pets would not gain experience from minion attacks.</em></li>
<li><em>Amoeba bombs no longer cause double explosion effects.</em></li>
<li><em>Hatching an egg no longer shows the wrong inventory sprite for one frame.</em></li>
<li><em>Leashes no longer go crazy when the player teleports using the rift offhand item or enters a minecart.</em></li>
<li><em>Dynamite explosions now chain correctly.</em></li>
<li><em>Dynamite Packs no longer drop several times after being destroyed by Ghorm.</em></li>
<li><em>Fixed mannequin position glitch.</em></li>
<li><em>Stone Turrets no longer spawn facing the wall in desert mazes.</em></li>
<li><em>Entering the game while guest mode is active no longer makes the player immune to damage.</em></li>
<li><em>Players added as admins no longer have inventory restrictions when guest mode is active.</em></li>
<li><em>Dropped items are no longer attracted to guests while guest mode is active.</em></li>
<li><em>Connecting with a new character to a server with guest mode enabled no longer breaks the intro sequence.</em></li>
<li><em>Added missing “user connected” message translations.</em></li>
<li><em>Trying to recreate the game ID before the backend Playfab login was successful no longer causes an error.</em></li>
<li><em>Fixed an error when a client got disconnected while the player stats window was open.</em></li>
<li><em>Added missing UI when receiving certain network errors.</em></li>
<li><em>Fixed a bug where the connection error popup sometimes would not be displayed.</em></li>
<li><em>Fixed a crash when trying to place some invalid objects.</em></li>
<li><em>The Great Wall no longer reappears in some very old classic worlds.</em></li>
<li><em>The Tome of the Dead item description no longer incorrectly claims that minions are targetable.</em></li>
<li><em>Doors now correctly revert to their open/closed state if it is mispredicted by the client.</em></li>
<li><em>Switching from mouse to gamepad while in a menu no longer leaves the menu with no selected option.</em></li>
<li><em>Cattle are no longer visually behind the Feeding Tray when eating.</em></li>
<li><em>Sledge hammers are now affected by the self-mending alloy skill.</em></li>
<li><em>Fix some mods making the game unable to start.</em></li>
<li><em>Steady Feet talent now correctly reduces slippery movement.</em></li>
<li><em>Pets and minions now correctly attack vulnerable hydra bosses</em></li>
<li><em>Removed loot drop delay from destroying single hit objects and enemies.</em></li>
</ul>
<p><em><strong>Other:</strong></em></p>
<ul>
<li><em>The game audio now keeps playing if the game window loses focus, except when using the non-borderless fullscreen display option.</em></li>
<li><em>Fixed several text and translation issues.</em></li>
<li><em>Dedicated servers now accept general text as world seeds. They are treated identically to the seed you specify when creating a world in the normal game client.</em></li>
<li><em>Updated dedicated server README with instructions for creating a world with custom world generation parameters.</em></li>
</ul>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">598387</post-id>	</item>
		<item>
		<title>Core Keeper Review &#8211; Subterranean Sojourn</title>
		<link>https://gamingbolt.com/core-keeper-review-subterranean-sojourn</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 06 Sep 2024 17:12:24 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Core Keeper]]></category>
		<category><![CDATA[Fireshine Games]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Pugstorm]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=597656</guid>

					<description><![CDATA[Pugstorm's sandbox action RPG has finally left early access and offers one of the genre's best experiences with plenty of content.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">S</span>everal names come to mind when you think of survival titles this year, from <em>Palworld</em> and<em> Nightingale</em> to<em> Enshrouded</em> and <em>Sons of the Forest</em>. However, only a few titles offer an experience that could truly be billed as “<em>Terraria</em>-like.” It&#8217;s not easy to break down – <em>Valheim</em> arguably fits into the category while presenting a unique premise, base-building mechanics and perspective.</p>
<p>However, PugStorm&#8217;s <em>Core Keeper</em> succinctly encapsulates it – and several others – while presenting its own procedurally generated twists and turns. Available now on all platforms after entering early access years ago, the premise is simple. As part of a group of explorers, you discover a mysterious unknown object – interacting with it results in a trip down the cavernous depths of who-knows-where.</p>
<p><iframe loading="lazy" title="Core Keeper Review - The Final Verdict" width="500" height="281" src="https://www.youtube.com/embed/oJ8BiQDoFsM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p><p class="review-highlite" >"Once you&#8217;ve secured some materials, set up some torches, and crafted some chests for your ever-burgeoning collection of goods and wares, <em>Core Keeper</em> provides the most basic guidance for what you should do."</p></p>
<p>From there begins the journey to escape, as you progress from basic survival to base-building and establishing your presence in these seemingly unending catacombs. Meanwhile, the Core at the center of the map continues quietly pulsing, watching your every move and seemingly waiting for&#8230;something.</p>
<p>The genre isn&#8217;t known for its story-telling, so don&#8217;t expect to be inundated with cutscenes. Yet <em>Core Keeper</em> does present extensive lore through its various item descriptions – of other explorers who somehow ended up in this predicament or long-gone civilizations and their devices, seemingly flourishing in the depths. How it all ties together is somewhat fun to piece together, but the basic plot is very straightforward, with a twist that you may see coming from a mile away. As such, those expecting a narratively rich experience should look elsewhere.</p>
<p>The gameplay loop is simple: Mine, uncover resources and materials, craft gear and weapons to boost your survival, and repeat. Once you&#8217;ve secured some materials, set up some torches, and crafted some chests for your ever-burgeoning collection of goods and wares, <em>Core Keeper</em> provides the most basic guidance for what you should do. Three biomes await, each with a unique boss. Defeat that boss and return their key item to the beginning.</p>
<p>Do that, and the Core will awaken, allowing you to access the Outer Wall. Once you arrive at the outskirts of the map and break through, the game begins in earnest. The objective is to take down six Titans and harness their Souls. Multiple new biomes open up throughout – Azeos&#8217; Wilderness, with its disarming beauty that hides snipers and dangerous plants; The Sunken Sea, with its mix of threatening tentacles and the Forlorn Metropolis with its hostile mages; and the Desert of Beginnings, where Bomb Scarabs and assassins await. Throughout the experience, you cross paths with different hostile Cavelings, each with unique fighting styles, whether it&#8217;s brute force and magic or nimble dagger strikes.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_03.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-598172" src="https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_03.jpg" alt="Core Keeper_03" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_03.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_03-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_03-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_03-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"Whether you&#8217;re dropping bombs to stop Ghorm the Devourer from running around the map or navigating a hellacious inferno against Malugaz the Corrupted, the bosses provide some hefty challenges."</p></p>
<p>Of course, there are several other threats to beware from Shroomans and Larva to various kinds of Slimes. Defending yourself means embracing different combat styles, from axes and swords to ranged weapons like bows, crossbows, and staves. It&#8217;s also possible to dip into summoning, conjuring bats and ghouls to fight on your behalf. This is where the “feel” of <em>Core Keeper&#8217;s</em> gameplay shines, with attacks and traversal feeling responsive. Parrying feels crisp, and though movement options are initially limited (the top-down perspective means you can&#8217;t jump or fly around), you eventually unlock off-hand equipment for dashing and short-range teleports.</p>
<p>As you hack and slash through the hordes, setting down different tiers of crafting tables, stronger equipment is available to leverage, including gear sets. They&#8217;ll unlock different bonuses depending on the pieces equipped. Every action performed also unlocks points for passive skill upgrades, be it increased melee and ranged damage, adding a percentage of mining damage to your melee attacks, etc. The combat is pretty good, and while the average enemies can make for a harrowing experience – sometimes a little too excessively, even with decent armor – the bosses shine.</p>
<p>Whether you&#8217;re dropping bombs to stop Ghorm the Devourer from running around the map or navigating a hellacious inferno against Malugaz the Corrupted, the bosses provide some hefty challenges. That only becomes more apparent when dealing with the Titans, especially the Hydras, as each subsequent fight results in another head to deal with. Perhaps the only downside to the Hydras is how annoying they are to track down, especially if you haven&#8217;t spent the better part of that biome mining out paths to intercept where they might pass.</p>
<p>You also have optional bosses, even if four are different variants of giant Slimes. Perhaps the standout among them is Urschleim, who resides in The Passage since the fight constantly has you on the move to avoid being run down while targeting its weak spots. It&#8217;s perhaps the most challenging boss in the game, even compared to the final boss (which still provides a noteworthy but somewhat sobering conclusion to the story).</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_01.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-598174" src="https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_01.jpg" alt="Core Keeper_01" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_01.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_01-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_01-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_01-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_01-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_01-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"Alongside the gameplay feel, the presentation keeps me coming back, from the gorgeous 2D visuals to the soundtrack, alternating between happy-go-lucky synth and epic orchestral tracks."</p></p>
<p>That brings us to one of the biggest issues with <em>Core Keeper</em> – it&#8217;s seemingly over too soon. Comparisons to <em>Terraria</em> may crop up, especially since the latter offers much more content, but it&#8217;s also been around for much longer. Even while taking my time to gear up, fishing around, constructing admittedly annoying-to-control Go-Karts, and spending hours finding pitiful amounts of materials to craft boss-detecting items, I still got about 40 hours of enjoyment from the experience.</p>
<p>Note that this is without defeating all optional bosses, constructing the Legendary sword, opening those odd indestructible doors, or cooking every recipe in the book. There&#8217;s also a frighteningly extensive automation element to the game – that could potentially drain tens of hours or more, though it&#8217;s far from necessary for success.</p>
<p>Some elements, like the skill progression, could be improved. After the final boss fell, there were still multiple late-game skills that I had yet to unlock, not for lack of killing, cooking or mining things. Nevertheless, it&#8217;s nice to see quality-of-life features like Quick Trash (only discovered after finishing the game, ironically enough) and crafting from storage, though the chest must be situated next to the crafting table in question.</p>
<p>Alongside the gameplay feel, the presentation keeps me coming back, from the gorgeous 2D visuals to the soundtrack, alternating between happy-go-lucky synth and epic orchestral tracks. The use of lighting is incredible, as you mine through caves, and the glow from your equipment naturally illuminates fresh passageways. Each biome is also visually distinct, utilizing various colors that pop without overwhelming too much. Also, the Core&#8217;s eye visibly tracking your movements as you walk past it is a nice touch.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_02.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-598173" src="https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_02.jpg" alt="Core Keeper_02" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_02.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_02-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_02-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/09/Core-Keeper_02-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"If nothing else, the only real downside is that the experience leaves you craving more."</p></p>
<p><em>Core Keeper</em> is an interesting anomaly in the sandbox genre – it doesn&#8217;t reinvent the wheel but still offers a fresh approach to the formula, complete with exceptional boss battles, great combat, memorable biomes with solid world generation, and gorgeous visuals. It may not unseat<em> Terraria</em> right out of the gate, but it does provide a compelling experience to sink dozens of hours into.</p>
<p>Whether you&#8217;re designing the perfect base with decorations from all over the map, trying to piece together the mysteries surrounding the Core, or methodically upgrading equipment, <em>Core Keeper</em> is a polished, addictive title. Perhaps the best part of it all is that never-ending sense of wanting to see what each new section of the map holds, even when your end-game path is set. If nothing else, the only real downside is that the experience leaves you craving more.</p>
<p><span style="color: #ff6600;"><strong><em>This game was reviewed on PC.</em></strong></span></p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">597656</post-id>	</item>
		<item>
		<title>Core Keeper Interview &#8211; 1.0 Release, Future Plans, and More</title>
		<link>https://gamingbolt.com/core-keeper-interview-1-0-release-future-plans-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 05 Sep 2024 14:30:05 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Core Keeper]]></category>
		<category><![CDATA[Fireshine Games]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Pugstorm]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=598114</guid>

					<description><![CDATA[Pugstorm's CEO and game director Fredrik Präntare speaks with GamingBolt about Core Keeper exiting early access, and what the future holds for the sandbox survival title.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">A</span>fter having spent over a couple of years in early access, <em>Core Keeper </em>has now launched in full and become available for console players, too, and it&#8217;s fair to say that what was already a dangerously addictive game has become even more so following its 1.0 release. From new areas to explore and new enemies to fight to entirely new mechanics to dive into, <em>Core Keeper </em>has added quite a bit upon exiting early access, and to learn more about that and what the future holds for the game, we recently reached out to its developer. Below, you can read our interview with Fredrik Präntare, CEO and game director at Pugstorm.</p>
<p style="text-align: center;"><span style="color: #ff6600;"><em><strong>NOTE: This interview was conducted prior to the game&#8217;s 1.0 release.</strong></em></span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/03/core-keeper-featured.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-511542" src="https://gamingbolt.com/wp-content/uploads/2022/03/core-keeper-featured.jpg" alt="core keeper featured" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/03/core-keeper-featured.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/03/core-keeper-featured-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/03/core-keeper-featured-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/03/core-keeper-featured-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/03/core-keeper-featured-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/03/core-keeper-featured-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"The Early Access period was crucial in shaping <em>Core Keeper</em>. Community feedback directly influenced key design decisions, guiding us in refining mechanics and expanding the game’s content."</p></p>
<p><strong>How has the Early Access period benefited the development of <em>Core Keeper</em>? Has the dialogue and feedback from the community influenced the direction the game took in a major way?</strong></p>
<p>The Early Access period was crucial in shaping <em>Core Keeper</em>. Community feedback directly influenced key design decisions, guiding us in refining mechanics and expanding the game’s content. The game’s success also allowed us to broaden its scope significantly. Players’ interactions with the game provided invaluable insights, particularly in balancing and setting priorities for updates.</p>
<p>As we approached 1.0, our focus naturally shifted to finalising the core progression, but we also made sure to enhance the entire gameplay experience—from early game to late game. This includes adding more varied items and tools, as well as introducing new areas to explore. Our goal has been to keep the journey through <em>Core Keeper</em> fresh and engaging throughout. We believe the improvements in 1.0 significantly enhance the depth and diversity of the experience, making progression more rewarding at every stage.</p>
<p><strong>What new content and features can players expect in the 1.0 release compared to Early Access?</strong></p>
<p>The 1.0 release is packed with new content and features that expand the game in exciting ways. Players can look forward to exploring new areas, including The Passage, a biome that introduces some experimental elements. We’ve also added new tools, materials, and crafting options that encourage more creativity and strategic play, such as magic and new playstyles. Additionally, there are new enemies and bosses to challenge players, along with fresh narrative elements that further enrich the lore of the game.</p>
<p><strong>Will players’ progress from Early Access carry over into the 1.0 release?</strong></p>
<p>At the 1.0 launch, all Early Access worlds will transition over to what we are calling &#8216;Classic Worlds&#8217;. While Early Access players will still be able to access their Classic Worlds after the 1.0 update, we strongly recommend starting a new game, as much of the 1.0 content will not be accessible in Classic Worlds.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/11/Core-Keeper-Desert-of-Beginnings.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-535344" src="https://gamingbolt.com/wp-content/uploads/2022/11/Core-Keeper-Desert-of-Beginnings.jpg" alt="Core Keeper - Desert of Beginnings" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/11/Core-Keeper-Desert-of-Beginnings.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/11/Core-Keeper-Desert-of-Beginnings-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/11/Core-Keeper-Desert-of-Beginnings-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/11/Core-Keeper-Desert-of-Beginnings-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/11/Core-Keeper-Desert-of-Beginnings-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/11/Core-Keeper-Desert-of-Beginnings-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p><p class="review-highlite" >"The 1.0 release is packed with new content and features that expand the game in exciting ways."</p></p>
<p><strong>This 1.0 release also marks your launch on consoles. How was the experience of developing for consoles different from PC development for a game like this?</strong></p>
<p>Developing <em>Core Keeper</em> for consoles brought its own set of challenges and opportunities. One of the key differences was optimising the game to maintain a stable and high frame rate across various hardware specs, ensuring a smooth experience on all platforms. These challenges also presented opportunities to refine and optimise the game, which has positively impacted the PC version as well. We’ve enhanced the visuals with improved graphics and lighting, including the use of path tracing without requiring an RTX graphics card, while increasing frame rates for all players.</p>
<p><strong>What kinds of things do you have planned for the game’s future? Should players expect a continued rollout of new content for the game following its 1.0 release as well?</strong></p>
<p>While our focus is on delivering the best possible 1.0 launch, we’re committed to supporting <em>Core Keeper</em> well beyond its release. We see 1.0 not as the end, but as an important milestone. The community’s creativity and enthusiasm continue to inspire us, and we plan to build on the game’s foundation. The adventure in <em>Core Keeper</em> is far from over—we’re excited to see where it takes us next.</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">598114</post-id>	</item>
	</channel>
</rss>
