Dome Keeper is a roguelike where every run gives you a new, randomly built mine. You dig for iron, water, and cobalt, then head back to your dome to hold off waves of monsters. Gadgets are add-on devices that help with defending the dome, digging faster, and hauling resources home. Primary gadgets are picked before each run and sit in your dome, while additional gadgets are found in the mine and brought back for a choice.
Gadget Group
Primary
Droneyard
Sends drones to carry mined resources and can add combat support.
- Role
- Utility
- Slot
- Primary
- Battle Abilities
- Battle Grid, Parasitic Drones
- Base Stats
- Drone speed: 40; transport drones: 1.
- Gadget Supplement
- -
Orchard
Grows fruit that briefly boosts the keeper’s movement and mining strength.
- Role
- Buff
- Slot
- Primary
- Battle Abilities
- Snare Roots, Vine Canopy
- Base Stats
- Buff duration: 0.30 cycles; mining strength buff: 0.20; growth time: 1.50 cycles; movement speed buff: 25.
- Gadget Supplement
- -
Repellent
Sprays a monster-repelling liquid that delays the next wave.
- Role
- Defensive
- Slot
- Primary
- Battle Abilities
- Wither, Debilitate
- Base Stats
- Production time: 1.50 cycles; wave delay: 0.25 cycles.
- Gadget Supplement
- -
Shield
Absorbs a set amount of dome damage, then recharges automatically.
- Role
- Defensive
- Slot
- Primary
- Battle Abilities
- Electro Blast, Invulnerability, Reflection
- Base Stats
- Strength: 40 hp.
- Gadget Supplement
- -
Gadget Group
Additional
Auto Cannon
Automatically fires bullets at monsters approaching the dome.
- Role
- Combat
- Slot
- Dome Surface
- Battle Abilities
- -
- Base Stats
- Bullet damage: 4; rate of fire: 100%; time between shots: 2s; movement speed: 0.45; bullet spray: 0%.
- Gadget Supplement
- Fast Firing Cannon
Blast Mining
Makes portable blast charges that clear a small area of rock.
- Role
- Mining
- Slot
- Cellar
- Battle Abilities
- -
- Base Stats
- Blast charges: 1; production time: 1 cycle; explosion radius: 2.70 tiles.
- Gadget Supplement
- Triple Charges
Buzz Saw
Patrols the dome cupola and damages nearby monsters.
- Role
- Combat
- Slot
- Dome Surface
- Battle Abilities
- -
- Base Stats
- Damage: 8 per second; movement speed: 0.45.
- Gadget Supplement
- Double Buzz Saw
Condenser
Slowly produces water in the cellar for the dome’s upgrades and abilities.
- Role
- Producer
- Slot
- Cellar
- Battle Abilities
- -
- Base Stats
- Production time: 1.80 cycles; water storage: 1.
- Gadget Supplement
- Auto Overcharge
Dome Armor
Adds health capacity and can reduce damage from melee and projectile attacks through upgrades.
- Role
- Armor
- Slot
- Dome Surface
- Battle Abilities
- -
- Base Stats
- Health capacity: 900 hp.
- Gadget Supplement
- Reactive Pulse
Drillbert
Digs a straight tunnel until it gets tired or reaches a wall it cannot break.
- Role
- Creature
- Slot
- Cellar
- Battle Abilities
- -
- Base Stats
- Drilling hits: 200.
- Gadget Supplement
- Brave Friends
Drilling Rig
Automatically drills a shaft below the dome and can add a side driller.
- Role
- Mining
- Slot
- Mine Shaft
- Battle Abilities
- -
- Base Stats
- Side extension speed: 20; side driller time per tile: 4s.
- Gadget Supplement
- Additional Side Driller
Furnace
Burns iron to delay the next wave; an upgrade slows monsters with its fumes.
- Role
- Defensive
- Slot
- Cellar; Dome Backside
- Battle Abilities
- -
- Base Stats
- Iron delay: 6s; iron burn time: 2 cycles; maximum iron stack: 2; base delay: 8s.
- Gadget Supplement
- Numbing Fumes
Iron Worms
Extracts extra iron from a nearby vein over time.
- Role
- Production
- Slot
- Cellar
- Battle Abilities
- -
- Base Stats
- Additional resources: 1; worm production: 0.85 cycles; extraction duration: 2s; worms produced: 1.
- Gadget Supplement
- Lair Implosion
Lift
Carries mined resources from the bottom of its shaft back to the dome.
- Role
- Transportation
- Slot
- Mine Shaft
- Battle Abilities
- -
- Base Stats
- Resources per orb: 3; orbs: 4; orb speed: 20.
- Gadget Supplement
- Gravitational Lift
Missile Launcher
Fires a manually triggered homing missile at monsters.
- Role
- Combat
- Slot
- Dome Backside; Secondary Combat Ability
- Battle Abilities
- -
- Base Stats
- Damage: 40; rockets: 1.
- Gadget Supplement
- Restock Rockets
Mushroom Farm
Grows portable mushrooms that temporarily boost the keeper’s movement and mining.
- Role
- Buff
- Slot
- Cellar
- Battle Abilities
- -
- Base Stats
- Growth time: 1.50 cycles; movement speed buff: 20; speed buff duration: 10s.
- Gadget Supplement
- Stacked Mushrooms
Probe
Uses a pulse to mark nearby resources, then recharges at the station.
- Role
- Recon
- Slot
- Cellar; Keeper Suit
- Battle Abilities
- -
- Base Stats
- Charges: 1; range: 4 tiles.
- Gadget Supplement
- Stationless Probe
Prospecting Meter
Shows how close the keeper is to nearby resources.
- Role
- Recon
- Slot
- Keeper Suit
- Battle Abilities
- -
- Base Stats
- Range: 5 tiles; scan delay: 1.80s.
- Gadget Supplement
- High Performance Meter
Resource Converter
Trades among resources and can turn iron into more iron with its supplement.
- Role
- Producer
- Slot
- Cellar
- Battle Abilities
- -
- Base Stats
- Iron per water: 4; iron-to-water conversion time: 0.80 cycles; water to iron: 3.
- Gadget Supplement
- Iron Refinement
Resource Packer
Bundles resources to reduce the keeper’s carrying slowdown.
- Role
- Utility
- Slot
- Keeper Suit
- Battle Abilities
- -
- Base Stats
- Charges: 2; bundle size: 4; recharge duration: 25s.
- Gadget Supplement
- Masterful Packing
Shockwave Hammer
Triggers shockwaves from two dome hammers that damage and stun monsters.
- Role
- Weapon
- Slot
- Dome Surface; Secondary Combat Ability
- Battle Abilities
- -
- Base Stats
- Cooldown: 8s; damage: 5; stun duration: 1s; stun strength: 1.
- Gadget Supplement
- Deadly Wave
Spire
Automatically shoots down enemy projectiles approaching the dome.
- Role
- Defensive
- Slot
- Dome Backside
- Battle Abilities
- -
- Base Stats
- Shots before recharge: 1; recharge time: 5s; targeting time: 0.20s.
- Gadget Supplement
- Projectile Slowdown
Stun Laser
Automatically targets and stuns monsters, then recharges.
- Role
- Combat
- Slot
- Dome Surface
- Battle Abilities
- -
- Base Stats
- Cooldown: 4s; fire time: 3s; speed: 0.50; stun strength: 1.80.
- Gadget Supplement
- Area Stun
Suit Blaster
Fires a radial blast that clears surrounding rock.
- Role
- Utility
- Slot
- Keeper Suit
- Battle Abilities
- -
- Base Stats
- Charges per cycle: 1.50; maximum charges: 1; blast radius: 1.50 tiles.
- Gadget Supplement
- Directional Charge
Teleporter
Connects the dome to a movable portal for returning from the mine.
- Role
- Transportation
- Slot
- Cellar
- Battle Abilities
- -
- Base Stats
- Carry slowdown: 28%; teleport duration: 6s.
- Gadget Supplement
- Teleport Resources
Underground Station
Lets the keeper operate the dome weapon from an underground mobile station.
- Role
- Utility
- Slot
- Mine Shaft
- Battle Abilities
- -
- Base Stats
- -
- Gadget Supplement
- Cartography
How Primary Gadgets Work
Before each run, you pick a primary gadget, and it sits in the main gadget spot in your dome for the whole run. Each primary gadget has battle abilities, the active powers you use during monster attacks once you've unlocked them. Shield offers Electro Blast, Invulnerability, and Reflection. Repellent offers Wither and Debilitate, Orchard offers Snare Roots and Vine Canopy, and Droneyard offers Battle Grid and Parasitic Drones.
Your primary gadget is the tool you lean on from the first wave, so it shapes how you fight from the start. Think about how you want to fight before you commit to one.
Finding Additional Gadgets in the Mine
Additional gadgets don't come with the start of a run. You find them in gadget chambers, which are 2x2 spaces hidden behind tougher tiles with a distinct pattern. These chambers appear in every biome, so you can find one no matter where you dig. When you mine one out and bring it home, you get to pick from the gadgets offered or take the cobalt instead.
That choice matters more than it looks. A new gadget gives you another tool, but it also needs room in your setup. Cobalt mostly goes toward repairing the dome after monster attacks, while iron is the main resource for upgrades. So taking the cobalt is a real trade-off, not a free pick.
Why Gadget Slots Limit What You Bring
Gadgets have to fit into specific slots: the primary spot in the dome, the dome surface, the dome backside, the cellar, the mine shaft, and the keeper suit. Primary gadgets only use the primary spot. Additional gadgets take up room in the other slot types, and some take up more than one slot.
Slots are limited, and gadget spawns are limited too, so you can't collect every gadget you find in a single run. That makes each pick a trade-off. A strong gadget can still be the wrong choice if it takes the space you need for something else, so check which slots it needs before you commit.
Overcharging, Upgrades, and Supplements
Each primary gadget can be overcharged with water for a short boost, which lasts only through the next wave or cycle. Since the boost ends so quickly, you have to spend water again each time you want it.
Upgrades work differently. They're the lasting way to make a gadget stronger, and the resources you mine pay for them. Each additional gadget has a supplement of its own, and supplements come from their own chambers in the mine. You need water to open a supplement chamber after you dig it out, and like gadget chambers, a supplement comes with a choice when you carry it home: take one of the supplements offered or the cobalt.
Dome Keeper Gadget Types and What They Do
Some gadgets are dome weapons. Auto Cannon fires automatically while you're working at the dome computer, and Buzz Saw damages nearby monsters as it runs along the dome. Stun Laser aims on its own and stuns monsters, while Missile Launcher and Shockwave Hammer fire only when you trigger them.
Dome Armor and Spire protect the dome itself. Dome Armor raises the most damage the dome can take, and Spire shoots down incoming enemy projectiles. Armor makes the most sense when the dome takes steady damage, and Spire helps when projectiles are the main threat.
Furnace is about buying time. Its smoke delays the next monster attack, and you can feed it iron to add more delay. That's useful when you're mid-dig and the next wave is coming before you're ready.
Some gadgets are built for digging. Blast Mining has you craft charges to take into the mine and detonate, clearing a circular area. Drilling Rig is a central drill that goes deep into the mine and can add a side driller, and Drillbert digs in straight lines as a companion, though it sometimes naps when tired. Suit Blaster clears rock around you, and Iron Worms latch onto iron clusters and extract them over time.
Hauling gadgets get what you mine back to the dome. Lift uses orbs to carry resources up, and Resource Packer bundles resources together to make trips easier. Teleporter links a station in the cellar with a portable portal, so you can move between the dome and the mine quickly.
Probe and Prospecting Meter help you find resources. Probe pulses to reveal hidden iron behind walls, but it only recharges at base. Prospecting Meter is a readout that shows how close you are to the nearest resources.
Some gadgets make resources or boosts. Condenser slowly makes water in the cellar under the dome. Resource Converter trades one resource for another, like water for iron, and Mushroom Farm grows mushrooms you plant in the mine for speed and mining boosts.
The best way to choose is by the weak side of your run. If the dome keeps taking damage, weapons, armor, or Spire are worth a look. If digging or finding iron is slow, look at the digging helpers and finders, and if trips back to the dome eat your time, look at hauling.
FAQ
Can a primary gadget stay overcharged all the time?
Yes, if you get the Condenser's Auto Overcharge supplement. It keeps your primary gadget permanently overcharged without using up water. The trade-off is that the Condenser's water production is delayed after each overcharge, so you give up some steady water for constant boosts.
What does Underground Station do?
It's a mobile station that runs on a rail under the dome. Step into it and you can control the dome's weapon from inside the mine, so you can defend the dome without leaving the mine. Its Cartography supplement adds a minimap of the mine whenever you enter the station, covering explored areas and some rock just beyond them.
What happens if you don't want either gadget offered?
Take the cobalt instead. It works as a fallback when neither gadget fits your open slots, or when the dome has taken enough damage that repairs matter more than another tool.
Does the Teleporter move resources too?
Not in its basic form. The basic Teleporter takes you back and forth between the dome and a portable portal.Its supplement pulls nearby resources into the portal and sends them to the dome automatically.

