PetKeeper
Version 0.1.14 · Windows
Download PetKeeper
Installing
- Unzip PetKeeper-Setup.zip anywhere.
- Run PetKeeperLauncher.exe — it downloads the game and keeps it up to date.
- Press Play.
What's new
PetKeeper — latest update
• All twelve pets are new animated creatures, each element a line that grows wilder with every tier:
Water — Puddlefin, Glub, Glubbering, Leviathan
Fire — Ember Wyrmling, Cinder Rex, Magma Fiend, Phoenix Drake
Earth — Mushnub, Spikecap, Crowned Goleling, Mushroom King
They walk, fly, bite, punch and gather with their own animations; flyers hover off the ground. Abilities and stats are unchanged.
• Your boats now show on the minimap and the world map (M). When a boat is off the minimap, its icon sits on the edge pointing the way, with how far it is.
• The raft is now a proper wooden rowboat: a curved plank hull with a raised bow, seats, floorboards, a bow lantern and a cargo chest at the stern. Its oars row as you move.
• Monsters now actually play their animations (they were sliding around in a frozen pose).
• Monsters face the way they move (slimes, rats, toads, wasps and skeletons walked sideways or backwards), and Rime Skeletons are half the size.
• You stand still on the raft while it moves instead of running on the spot.
• Scattered plants that were hovering beside paths now sit on the ground.
• New monsters! Every regular enemy is a fully animated creature now: Bog Slimes and Briar Rats in the Blightwood, Tide Toads and Brine Serpents on the Drowned Coast, Dune Vipers and Sand Wasps in the dunes, Ember Bats and Ash Drakes in the Cinderfall, and Rime Skeletons and Ice Crawlers in Frostreach. They play their own death animations instead of vanishing.
• Veilfall's water now flows down the falls (it was running uphill), and the foot of the falls is a churning plunge pool: foam boiling out from where it lands, rings rolling away, a crown of spray and low mist.
• Fixed your character slowly tipping over and sinking into the ground after lots of dodge rolls.
• Waystones rebuilt: an octagonal stone dais with flagstones and an inlaid rune ring, a carved obelisk with glowing rune grooves, a crystal cradled in stone prongs, and four corner rune stones. Once attuned, a glyph glows on the floor, shards circle the crystal and motes drift up.
• Weapon and equipment drops stay on the ground with their name floating over them in their rarity's colour, under a light beam (taller and brighter the rarer it is). Press E beside one or click its name to pick it up; hover the name to see its stats.
• Veilfall's waterfall is real falling white water now (it showed as a glowing white board), and it falls clear of the rock.
• Lava pools, Mount Cinder's crater lake and the lava flows use scanned lava with glowing seams.
• Barrels around the world can be smashed with any weapon, tool, fist or spell. Each spills a few random materials from its land (driftwood and shells on the coast, sulfur and ember ore in the Cinderfall…) and is back a few minutes later. Barrels you build for storage are safe.
• Quiver trees in the Sunscorch Dunes can now be chopped for wood and fibre, and you can walk right up to their trunks.
• Trees block you at the trunk instead of a wide circle around them.
• Walls between you and the camera now fade almost completely, timber beams included.
• New mining sounds: real pickaxe-on-rock hits and crumbling breaks, the same for every rock. Ore veins sound heavier the higher their tier, and crystals crack like glass.
• New chopping and tree-fall sounds, and a softer sound when you pick things up.
• Trees no longer throw gold "coin" flakes. Charred trees spit embers, dead trees splinter and cacti burst green.
• Waystones: a fast-travel stone in every region. Walk up to one to attune to it, then press E at any waystone to travel between the ones you've found.
• Earth staffs: the boulder now rolls up and down hills instead of breaking on the first slope.
• New staff and wand cast sounds: an airy whoosh for arcane, a rumble of stone for earth and a rushing splash for water.
• Sound and music! Combat, gathering, footsteps, menus, pickups and more now have sound effects.
• Ambient sound for each area: birds by day, crickets at night, wind in the snow, waves by the sea, crackling fires and bubbling lava.
• Music that fits where you are, with battle and boss music when monsters come for you.
• New Music, Effects and Ambience volume sliders in Settings.
Earlier:
• Dodge roll: press Space to roll the way you're moving (or facing). You can't be hit for most of the roll.
• Pets are no longer hurt by area attacks (boss slams, waves and breath).
• You can sleep with monsters much closer: only one within 6 m keeps you awake (was 14 m).
Also new recently:
• Redfang Isle, south-west across the sea: a war camp with raider guards and their warlord, Skarn the Redfang.
• Dungeons match their land, outside and in: crypt, barrow, sandstone tomb, ice cave, sea grotto and magma catacomb.
• Veilfall's waterfall, Mount Cinder's lava lake and lava flows, new campfires, the rebuilt Ember Shrine.
PetKeeper — latest update
• All twelve pets are new animated creatures, each element a line that grows wilder with every tier:
Water — Puddlefin, Glub, Glubbering, Leviathan
Fire — Ember Wyrmling, Cinder Rex, Magma Fiend, Phoenix Drake
Earth — Mushnub, Spikecap, Crowned Goleling, Mushroom King
They walk, fly, bite, punch and gather with their own animations; flyers hover off the ground. Abilities and stats are unchanged.
• Your boats now show on the minimap and the world map (M). When a boat is off the minimap, its icon sits on the edge pointing the way, with how far it is.
• The raft is now a proper wooden rowboat: a curved plank hull with a raised bow, seats, floorboards, a bow lantern and a cargo chest at the stern. Its oars row as you move.
• Monsters now actually play their animations (they were sliding around in a frozen pose).
• Monsters face the way they move (slimes, rats, toads, wasps and skeletons walked sideways or backwards), and Rime Skeletons are half the size.
• You stand still on the raft while it moves instead of running on the spot.
• Scattered plants that were hovering beside paths now sit on the ground.
• New monsters! Every regular enemy is a fully animated creature now: Bog Slimes and Briar Rats in the Blightwood, Tide Toads and Brine Serpents on the Drowned Coast, Dune Vipers and Sand Wasps in the dunes, Ember Bats and Ash Drakes in the Cinderfall, and Rime Skeletons and Ice Crawlers in Frostreach. They play their own death animations instead of vanishing.
• Veilfall's water now flows down the falls (it was running uphill), and the foot of the falls is a churning plunge pool: foam boiling out from where it lands, rings rolling away, a crown of spray and low mist.
• Fixed your character slowly tipping over and sinking into the ground after lots of dodge rolls.
• Waystones rebuilt: an octagonal stone dais with flagstones and an inlaid rune ring, a carved obelisk with glowing rune grooves, a crystal cradled in stone prongs, and four corner rune stones. Once attuned, a glyph glows on the floor, shards circle the crystal and motes drift up.
• Weapon and equipment drops stay on the ground with their name floating over them in their rarity's colour, under a light beam (taller and brighter the rarer it is). Press E beside one or click its name to pick it up; hover the name to see its stats.
• Veilfall's waterfall is real falling white water now (it showed as a glowing white board), and it falls clear of the rock.
• Lava pools, Mount Cinder's crater lake and the lava flows use scanned lava with glowing seams.
• Barrels around the world can be smashed with any weapon, tool, fist or spell. Each spills a few random materials from its land (driftwood and shells on the coast, sulfur and ember ore in the Cinderfall…) and is back a few minutes later. Barrels you build for storage are safe.
• Quiver trees in the Sunscorch Dunes can now be chopped for wood and fibre, and you can walk right up to their trunks.
• Trees block you at the trunk instead of a wide circle around them.
• Walls between you and the camera now fade almost completely, timber beams included.
• New mining sounds: real pickaxe-on-rock hits and crumbling breaks, the same for every rock. Ore veins sound heavier the higher their tier, and crystals crack like glass.
• New chopping and tree-fall sounds, and a softer sound when you pick things up.
• Trees no longer throw gold "coin" flakes. Charred trees spit embers, dead trees splinter and cacti burst green.
• Waystones: a fast-travel stone in every region. Walk up to one to attune to it, then press E at any waystone to travel between the ones you've found.
• Earth staffs: the boulder now rolls up and down hills instead of breaking on the first slope.
• New staff and wand cast sounds: an airy whoosh for arcane, a rumble of stone for earth and a rushing splash for water.
• Sound and music! Combat, gathering, footsteps, menus, pickups and more now have sound effects.
• Ambient sound for each area: birds by day, crickets at night, wind in the snow, waves by the sea, crackling fires and bubbling lava.
• Music that fits where you are, with battle and boss music when monsters come for you.
• New Music, Effects and Ambience volume sliders in Settings.
Earlier:
• Dodge roll: press Space to roll the way you're moving (or facing). You can't be hit for most of the roll.
• Pets are no longer hurt by area attacks (boss slams, waves and breath).
• You can sleep with monsters much closer: only one within 6 m keeps you awake (was 14 m).
Also new recently:
• Redfang Isle, south-west across the sea: a war camp with raider guards and their warlord, Skarn the Redfang.
• Dungeons match their land, outside and in: crypt, barrow, sandstone tomb, ice cave, sea grotto and magma catacomb.
• Veilfall's waterfall, Mount Cinder's lava lake and lava flows, new campfires, the rebuilt Ember Shrine.