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ShorekeeperNewsv0.8.0 is here! Procedural Mines, Passing Out & QoL Improvements
Major update

v0.8.0 is here! Procedural Mines, Passing Out & QoL Improvements

Shorekeeper · published 15 Sep 2026, 23:04 UTC

All newsPlayers around this dateRead on Steam

Hi everyone! It has been over three months since the last update, and I have been working really hard on v0.8.0. This update brings a massive overhaul to the mining system, introduces a new passing out mechanic, and adds lots of quality of life improvements. Here is what is new in Shorekeeper!

The Procedural Mine Update

  • The old static mine has been completely replaced with a 40 floor procedurally generated mine that regenerates every morning at sunrise.

  • You can now find 9 different ores and gems including the newly added ones: Amethyst, Copper, Diamond, Emerald, Gold, Iron, Quartz, Ruby and Silver.

  • Elevators are placed at every 5 floors so you can fast travel and resume your descent from any milestone floor you have reached.

  • The mining economy and node health values have been rebalanced for a much smoother progression.

  • Mining visuals for ore nodes, ingots and UI icons have been completely refreshed.

  • Players loading an old save file from inside the legacy mine will be safely teleported back to the surface.

Passing Out & Daily Routine

  • Staying up past 2 AM will now cause you to pass out from exhaustion.

  • If you pass out, you will wake up safely the next morning but with only half of your maximum energy.

  • A late night warning notification will now let you know when it is time to head to bed.

  • Dying or passing out now respawn the player at the tent once it's been visited, instead of always the main world spawn.

  • Dying or passing out now triggers a proper wake up animation.

Quality of Life & Visuals

  • Mission tutorial pointers are now fully dynamic and will update live to point you directly to targets like specific crops or ore nodes.

  • Important tutorials and warnings are now shown using a new popup system that pauses the game so you never miss reading them.

  • Added a much needed confirmation popup before overwriting a save with a New Game, plus an exit confirmation when leaving the mines.

  • The crafting menu will now hide the All tab if only one category is currently active.

  • Updated the 3D models for the vendor stall and the shipping bin.

  • Added a built-in bug report button directly to the pause and main menus.

Bug Fixes

  • Fixed a UI layering issue where popups would open behind the inventory or overwrite each other.

  • Fixed an input bug where using a gamepad and virtual cursor would double activate buttons.

  • Fixed an issue where pathfinding would get blocked by destroyed resource nodes.

  • Resolved a bug where claimed quest rewards would get stuck upon loading a save.


As always, thank you so much for playing the demo and sharing your feedback with me. I can't wait to share the next major features with you soon!

Cheers,

Gullfrazie Games

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