Dome Keeper lets you pick a keeper before each run. The keeper is your on-foot character who digs, fights in the mines, and returns to defend the dome. Your choice sets the rhythm of the whole run, because each keeper moves, attacks and supports the dome differently.
The four keepers
Dome Keeper ships with four keepers, each with a distinct feel:
- Engineer — the first keeper and the most balanced. Reliable digging and combat make it the default pick for learning the game.
- Assessor — the second keeper, built around a different combat and support profile that rewards planned dives.
- Beastmaster — an arcane keeper that traverses the mines with agile tentacles, leaning on summoned help over raw gunplay.
- Infiltrator — a nimble keeper who moves swiftly using rope and skillful jumps, trading raw power for speed and repositioning.
How a keeper changes the run
The keeper decides two things at once: how fast you gather resources in the mines, and how well you can cover the dome during a wave. A slow, heavy keeper may mine more per trip but struggle to chase gaps in the dome wall; a nimble keeper covers the dome easily but may bring less back per dive.
Pairing keeper with dome
Your dome is the other half of the loadout. The four domes are the Artillery, Laser, Sword and Tesla domes, each with its own attack pattern. Pair a keeper whose movement style complements the dome’s coverage — a dome that already covers the front pairs well with a keeper that dives deep, while a dome with gaps wants a keeper who can sprint back to plug them.
Which to start with
If you are new, the Engineer plus the Artillery Dome is the most forgiving opening: steady mining, steady defence, and an obvious place to stand during waves. Branch into the Beastmaster or Infiltrator once the basic loop is comfortable.