Core Keeper Codex
1.2.1.5 · verified 2026-09-07

How this site is built

Every number is generated from Core Keeper's own files. This page says exactly how, including what we could not establish.

The source

Core Keeper's dedicated server is a free download requiring no account (Steam AppID 1963720). Inside it, StreamingAssets/Conf/ holds plain JSON that the developer documents in its own README.txt: loot tables with real weights, spawn tables, all 12 talent trees, fishing behaviour and factions. That is a sanctioned modding surface, not datamining.

Item and creature statistics are not in that JSON. They sit on Unity DOTS prefabs named <Name>Entity. Their type information is stripped from the build, so we recover the field layout from the game's own .NET metadata and walk each component's bytes in order.

The damage number we withdrew

This site published a "damage at its level" figure on every weapon page until 2026-09-07. It was wrong, and the way it was wrong is worth writing down.

It came from a formula, base × 21 ÷ (level + 1), fitted against thirty weapons whose displayed values one other site publishes. The fit was genuinely close — largest error 1.5 across all thirty — and that closeness is what made it convincing.

The fit was real and the conclusion was wrong. The expression is near-constant along a tier ladder. It gave the Copper Sword (level 2) 350.0 and the Solarite Sword (level 16) 345.9 — telling a reader the starting weapon out-damages the endgame one. What the expression actually measures is that stored damage rises roughly linearly with level + 1; dividing that back out collapses every weapon onto the same number. Thirty agreeing values could not catch that, because agreeing with one source is not the same as being right.

Before withdrawing it we checked the game's own code rather than another wiki. Pug.ECS.Authoring contains LevelToDamage(a, b) = round(max(1, a) × 20 × b) — real, and read from the compiled assembly, not recalled. But the stored damage values do not fall out of it with clean multipliers (4% land on quarter steps), so it is not the weapon-display formula and we are not going to claim it is.

So the site publishes base damage, and no longer claims to know the tooltip number. Base damage is read straight from the files and rises monotonically across every tier ladder, which is what makes it the right figure for comparing weapons. DPS is base damage over cooldown — both read, the division ours. If you want the exact number the game prints in a live world, we cannot give it to you honestly yet, and that is a better answer than the one we had.

Three kinds of number, and how to tell them apart

Every figure on this site is one of these. The badge appears next to the value itself, not buried in a footnote, because the distinction is the point.

Read from the files the value is in the game's own files, unaltered Derived computed from values that are, by a stated formula Inferred joined by reasoning, with the reasoning written down

The checks every number passes

Two things we corrected rather than shipped

An early read put health at the wrong offset and returned 0 for every entity. A uniform result is a broken measurement, not a discovery, so it was fixed before publication. Separately, a guess that a stored float was durability ÷ 350 predicted 0.2514 where the file says 0.2500; the guess was dropped and the field left unlabelled rather than dressed up.

What we could not establish

Version

Generated 2026-09-07 from Core Keeper 1.2.1.5, build 23543502, released 2026-06-08.