Antewise

Dome Keeper Tips and Tricks — Edges That Compound

Updated 31 Oct 2026 Source : Lift, Teleporter, Probe, Prospecting Meter, Condenser, Resource Converter, Drillbert, Furnace By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

Short trips beat big hauls

Two quick trips produce more than one overloaded one, and they keep you home before the wave. The walk back is the cost that ends runs — never the depth you reached. A Lift (Shaft slot) or Teleporter (Cellar slot) collapses that distance: the Lift rides a shaft you build with the Drilling Rig or Drillbert, and the Teleporter links a cellar station to a portable portal for an instant return.

Recon before you dig

A blind tunnel wastes the day. Install the Probe (reveals iron within 4 tiles) or the Prospecting Meter (distance to iron within 5 tiles) and dig toward what they show. See the exploration guide for the full recon setup.

Dig to a shopping list

Decide the upgrade you are about to buy, mine exactly that resource, then go home. Targeted days beat greedy ones, and the resources guide explains why water is the linchpin of a stable economy.

Convert everything

Bank nothing overnight. The Condenser makes water and the Resource Converter turns it into iron (1 water → up to 8 iron on the efficient path), so idle resources should become upgrades, not storage. Unspent ore did not help you survive the night.

Use delay when a dig runs long

If a wave is coming and you are still underground, the Furnace (+10s, +6s per iron) or Repellent buys the time to get home. Delay is the habit that saves greedy days — see the defense guide.

Use the databases

Do not hold 26 gadgets and 8 domes and keepers in your head. The gadget database and dome database are the planning tools that make a set workable — filter by slot, pick the conflicts, build around them.

Frequently asked questions

What is the single best habit?

Keep your route home short. Distance is the cost that kills runs, and a Lift or Teleporter removes most of it.

How do I plan a gadget set faster?

Filter the gadget database by slot first. That shows the conflicts before you build around them.

More Dome Keeper guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.