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Keplerth update for 16 April 2019

Alpha 17 Update

Share · View all patches · Build 3741010 · Last edited 16 April 2019 – 06:55:04 UTC by Wendy

Patchnotes via Steam Community


Steam Discussion

New Contents:

    • the correct initial plot (and removed some plot-related temporary solutions in the previous version, such as the note left by WM-69).
    • Added the “Schip’s Lab” scene (can be unlocked through the initial plot).
    • WM-69 has provided players with the “Basic Repair” function (unlock this NPC through the initial plot).
    • Added the Discoveries tab, and released some of the discovery items, which they can be obtained through exploration or killing monsters.
    • Added the Achievements system, there are currently 43 achievements for players to unlock (also support synchronization with Steam achievements).
    • Added the new In-Game Guidance system.
    • Added more background music.
    • Added the “Plating Pool” to Workbench Foundry in Schip’s Lab, which can be used to randomly add up to 4 extra stats for equipment (this workbench item is dropped by the boss at the Infected Village).
    • Added an opposition race, the “Grounders,” and its corresponding bosses, humanoid monsters, equipment, accessories, and workbenches (they dwell on underground level 10–14).
    • Added the NPC quests function.
  • – Added two new meals: Weird Food and Mushroom Soup.


    • Now, the enemies’ workbenches are no longer dropped by the corresponding bosses. Instead, each boss will now drop a special item that can be used to unlock the corresponding workbench in Schip's Lab.
    • All lighting placement objects now have a very high chance of preventing monsters from spawning around it.
    • Improved the effect description of food and drugs (such as what kind of buff effect it will generate).
    • Modified the appearance of the Infected Village boss.
    • Increased the cooldown of Goblin King’s monster summoning skill to 40 seconds, and reduced the number of summoned monsters to 3.
    • Globin Knights no longer drop Pet Collar.
    • Added passive regeneration for all pets (approximately 1% health/4 seconds).
    • Optimized humanoid monsters’ AI. Now when they find a player, they will call up nearby companions to attack the player together.
    • Added a simplified visual pattern to the humanoid monsters; they can no longer find players behind the wall, and players can block their vision using obstacles.
    • Slightly reduced non-humanoid monsters’ effective sniffing range.
    • Added Meco Portal to the village.
    • Removed the previous shops and merchants in the village, and their functions are now provided by “Schip’s Lab” instead (can be unlocked through the initial plot).
    • Reworked the Currency system, resulting in the following changes:
      (1) It no longer uses gold and silver coins as currency. The Coinage function is removed, and the previous coins will be replaced by “Tenergy Shards” (Coins from the previous version can be smelted into gold and silver ingots and sold in Schip’s Lab in exchange for the new currency: “Tenergy Shards”).
      (2) Removed the older version Tenergy Shards and all the related functions (The older version Tenergy Shards can be sold in Schip’s Lab in exchange for the new Tenergy Shards).
      (3) Players can now obtain “Tenergy Shards” by selling supplies, opening chests, and killing humanoid monsters.
  • – Weakened the lower-level monsters and strengthened the higher-level monsters.

    • Reworked the damage reduction formula and the related values.
    • Reworked the balance between attack, defense, and other values (please remove and re-wear your armor and accessories).
    • Greatly increased the damage of Punji Sticks and Poisonous Sac Trap.
    • Adjusted the damage of ranged weapons. The DPS of ranged weapons is now slightly lower than melee weapons.
    • Greatly increased the damage of Explosive Arrow. Players’ explosive damage against monsters is now affected by percentage bonuses.
    • Increased the base durability of all weapons and armor.
    • Reduced the consumption of satiety when players wield weapons and tools.
    • The natural regeneration rate when satiety is above 75% is lowered from the previous 0.75% health per second to 0.5% health per second. Greatly reduced the consumption of satiety while regenerating.
    • Adjusted the recovery value of some of the meals. The recovery amount received by pets from food is increased to 3 times of the players’.
    • Bandage’s healing effect is increased from the previous 25% to 35%.
    • Lowered the effect of “Stimulants I” and “Stimulants II”.
    • Increased the number of synthesis materials required for Nano Capsule.
  • -Reduced the number of synthesis materials required for Pet Collar.

    • When synthesizing Leather using Monster Skin, the number of Monster Skin required is reduced from the previous 6 to 5.
    • The number of Leather required when synthesizing Leather Armor is reduced from the previous 8 to 5.
    • The number of Leather required when synthesizing Leather Gloves and Leather Boots is reduced from the previous 6 to 3.
  • – Modified the Racial Traits:
    ① Human: Gathering speed and eating speed both increase by 100%.
    ② Barbarian: Attack increase by 1 point, attack increase by 10%.
    ③ Half-elf: Walking speed increase by 10%, attack speed increase by 6%.
    ④ Elf: Walking speed increase by 15%.
    ⑤ Dark Elf: Attack speed increase by 10%.
    ⑥ Orc: Attack increase by 7% and defense increase by 14%.
    ⑦ Mummy: Restore 1 HP for every two seconds.
    ⑧ Boarman: Defense increase by 3 points, defense increase by 20%.


    • Fixed a bug in dungeon generation, now the overlapping and covering of two dungeons will no longer occur.
    • Fixed a bug that caused too many monsters to spawn on the map under certain circumstances.
    • Fixed a bug that caused the abnormal attack speed of bow weapons.
    • Fixed a bug that caused pets to stay still or behave abnormally.
    • Fixed a bug that caused coordinates below 20 floors to appear on the drop item “Clue”.
    • Fixed a bug that caused no items to be dropped after destroying various saplings.
    • Fixed a bug that caused no Eating indicator to show when animals are eating in the Feeding Trough.
    • Fixed a bug that allowed the players to still go to the upper or lower floor by right-clicking after the corresponding stairs had been destroyed.
    • Fixed a bug that caused monsters to spawn multiple times at a fixed location.
    • Fixed a bug that wrongly identified Blood Mushroom as meat when used as cooking ingredients.

Current Development Content and Progress:


  • [■■■■■] Achievement system (included) * New

  • [■■■■■] Equipment enhancement system (included) * New

  • [■■■■■] New guidance system (included) * New

  • [■■■■■] NPC quests (included) * New

  • [■■■■■] Map & Mini-map system (included)

  • [■■■■■] Trap system (included)

  • [■■□□□] Plots and stories (included, but still improving) * New

  • [■■□□□] Discoveries system (included, but still improving) * New

  • [■■■■□] More background music (included, but still improving) * New

  • [■■■■□] Support of Steam Workshop for other types of mod (included, but still improving)

  • [■■□□□] NPC class differences and corresponding functions (in progress) ★

  • [■■■□□] Interactions with friendly NPCs (working on it) ★

  • [■■■■□] Village decorative placeable objects for atmosphere improvement (in progress) ★

  • [■■□□□] Events system (planning)

  • [■■□□□] Weathers system (planning)

  • [■■■■□] More pet/animal interactions – storage, shearing the goats(planning)

  • [■□□□□] NPC recruit (planning)

  • [■□□□□] NPC working system (planning)

  • [□□□□□] Meco Biotech II content (haven't started yet)

  • [□□□□□] Vehicles (haven't started yet)

  • [□□□□□] Water system (haven't started yet)

- We will try to maintain frequent updates and transparency of our progress. Once again, thank you for all of your support!

Windows 64-bit KEPLERTH x64 Depot 747201
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Windows 32-bit KEPLERTH x86 Depot 747202
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