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Patch Notes1 min read

Core Keeper 1.2.1.0 - Minor Update Patch Notes (6th May 2026)

Core Keeper's 1.2.1.0 update is live today, delivering chest labels, a new Casual mode, and two new storage pouches.

Nathan Lees
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Yesterday we flagged that 1.2.1 was incoming, and 1.2.1.0 is now live as of today. s are the ones players have been asking for: chest labelling is finally in, and the new Casual character type gives you inventory-on-death persistence, reduced hunger drain, and more forgiving parry and potion timings. If you've been bouncing off the survival loop, that character type could change how the game feels.

The two new pouches, Potion Pouch and Critter Pouch, are a smart quality-of-life addition. Dedicated storage slots for critters and potions means less inventory juggling mid-run, which anyone who's tried to manage a full pack during a boss fight will appreciate. Crafting tooltips now also pull material counts from nearby chests alongside your inventory, so you're no longer guessing whether you have enough mats scattered across your base.

On the bug fix side, the fix for bosses sometimes failing to drop loot when you died during their death animation is one I'm glad to see addressed. That's a frustrating edge case. Full patch notes below.

Full Patch Notes

1.2.1.0 - Minor Update

Gameplay

  • Added the ability to label chests.
  • Introduced a new Casual character type that:
  • Keeps inventory after death;
  • Has a reduced hunger drain;
  • Has larger parry windows;
  • Has shorter healing and mana potion cooldowns.
  • Added Potion Pouch and Critter Pouch to provide dedicated storage for critters and potions.
  • Meadow Milk can now be cooked.
  • The Locked Solarite Chest can now be found in the waters of the Shimmering Frontier.
  • Biome-specific terrariums and aquariums are now paintable.
  • Planter Boxes and Decorative Pots are now paintable.
  • Crafting tooltips now display the total number of materials available in nearby chests, combined with what is in the player’s inventory.

    Graphics

    • Updated the icon shown when chest and sign label visibility is toggled off.
    • Updated the loot sprites for the boss scanners.

    Modding

    • QuantumConsole is now accessible to mod developers and can be switched on by setting MenuManager.enableConsole to true. It can then be opened in-game via CTRL + X.
    • All Graphical Prefabs which have a component that inherits from IPoolable will now automatically be pooled. In order to adjust the size of pooling or to disable it, modders may create a PooledModGraphicalObjectBank ScriptableObject via the Create menu.
    • The mouse cursor has been upgraded to use a SpriteAsset, which can now be modded via ScriptableData Editor Window.
    • CraftingAuthoring now uses a ModdedObjectID string when ObjectID is set to ObjectID.None, which will be converted to an ObjectID during runtime. Modders may use this change to add modded items to workbenches and similar items.

    Miscellaneous

    • The name and save icon of an existing world can now be changed in its world settings screen.
    • Added some new scenes to already existing biomes.
    • The scene that contained the Ruins Arc stone slate can once again naturally spawn in the world.
    • Organized the items in Creative Mode by splitting up categories and moving them into more appropriate locations.
    • Updated some of the icons and names of categories in the Creative mode UI.
    • Added descriptions to some large destructible objects.
    • Improved clarity of the titles in the Ancient Hologram Pod.
    • Updated some of the Core's dialogues to better explain the next tasks for the player.
    • Improved the names and descriptions of certain items, to better follow conventions and improve clarity.
    • Improved texts and fixed some localization issues.
    • It is now possible to copy a world's seed with a single click in the world settings screen.

    Bug Fixes

    • The Metal Industrial Box and the Reinforced Industrial Box no longer erroneously render in front of Wall Light Bulbs.
    • Critters no longer clip through walls behind them.
    • The Abiotic Factor scene now correctly shows any hoed ground as Stone hoed ground (it will no longer show hoed Turf ground on top of Stone ground). This fix will only be applied to worlds where this scene was not generated prior to the fix.
    • The Scrap Minigun can no longer be charged up when at 0 durability.
    • The Pajama armor set now ensures the player has had the set's buff applied for 3 seconds before making the player sleep, rather than only accounting for how long the player has been still regardless of them wearing the set or not.
    • Items no longer lose durability while the player is in God mode in a Creative world.
    • Putting pouches into non-consecutive slots no longer makes it impossible to navigate between them when using a gamepad.
    • Holding an item and closing the inventory while using a gamepad no longer results in a noticeable delay before the character can move again.
    • Fixed an issue where bosses sometimes failed to drop their loot if the player died or left the area during the boss' death animation.
    • Fixed a bug where bridges would sometimes be invisible after wall blocks placed on top of them were broken.
    • Fixed a bug where inventory slots added by pouches would sometimes not show the background icon indicating which item type can be placed there.
    • Fixed some rare game crashes during the Urschleim boss fight.
    • Fixed an issue where shockwave attacks from enemies and bosses were not correctly blocked by blocks that were in line of sight.
    • Fixed an issue where Flamethrower Turrets would fail to damage nearby enemies when the player was too far away.
    • Fixed an issue where identical combat text from multiple sources in the same frame would only display once.
    • Fixed an issue where PvP teams would sometimes show the wrong color after toggling PvP on and off.
    • Fixed an issue where items would sometimes fail to be automatically pulled toward the player when standing near walls.
    • Fixed an issue where some visual effects would not play in the final boss' second phase.
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    Written by

    Nathan Lees

    Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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