Core Keeper progression runs on two rails twisted into one road: a material ladder that decides how far you can dig, and a boss order that decides when the world lets you climb it. Every wall that refuses to crack and every boss that flattens you carries the same message: your current tier ends here. This guide lays out the whole route in order, from lighting the Core in the opening ring to the Core Commander at the end of the main story, with the gear gate guarding each stage, the optional bosses you can slot in along the way, and the three post-game bosses waiting beyond it. Whenever you ask "what do I do next?", find your current tier: the next boss is the one standing on it.
Quick answer
The main line in one sentence: Power the Core with the relics of Glurch, Ghorm and Malugaz, cross the Great Wall, work through the three ring Titans (Azeos, Omoroth, Ra-Akar), then the three later Titans (Druidra, Crydra, Pyrdra), and finish with the Core Commander
Your ceiling at any moment is a material: Iron before the Core wakes, then Scarlet, Octarine and Galaxite around the ring, Solarite in the Shimmering Frontier, and Pandorium in the Passage
Optional bosses are detours, not roadblocks: Seven of them can be slotted in whenever your gear matches their home biome
The game continues after the final boss: Nimruza, S.A.H.A.B.A.R. and Oblidra are post-game bosses, fought after the Core Commander
At a glance
Main story: 10 bosses, from Glurch the Abominous Mass to the Core Commander
Optional bosses: 7, including the Hive Mother, King Slime and the Atlantean Worm
Post-game bosses: 3, all fought after the Core Commander
Named bosses in total: 18+, across all categories
Material tiers: 9, running Wood, Copper, Tin, Iron, Scarlet, Octarine, Galaxite, Solarite, Pandorium
Workbenches: 8, ending at the Solarite Workbench; Pandorium has no workbench of its own
Hard gate: Iron is the gear ceiling until the Core is powered and the Great Wall opens
Players: Solo, or online co-op for 1–8 players
1. Two rails, one road
The material ladder and the boss order check each other constantly. A new workbench tier gives you the pickaxe that cracks the next biome's walls, the ore inside funds the next tier of gear, and that gear is what the next boss demands. Bosses are the locks on the ladder: the three relics that power the Core sit on the first three bosses, and the outer world stays sealed behind the Great Wall until the Core wakes. The table below is the whole game on one screen.
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| Stage | Gear tier | Target bosses | What it opens |
|---|---|---|---|
Opening ring | Wood, Copper, Tin, Iron | Glurch, Ghorm, Malugaz | The powered Core, the Great Wall opening |
Titan ring | Scarlet, Octarine, Galaxite | Azeos, Omoroth, Ra-Akar | Boat travel, the sea and desert routes, the road outward |
Late Titans | Solarite | Druidra, Crydra, Pyrdra | The Passage, Pandorium gear, the final approach |
Endgame | Pandorium | Core Commander | The post-game bosses and the open sandbox |
Two habits make the road smoother. Treat every new biome as a mining trip before it is a boss trip: dig the new ore, go home, smelt it, and only then look for the arena. And build travel infrastructure as you go: waypoints, portals and rail lines turn a long route into short hops you will retrace many times.
2. Stage one: power the Core
The opening ring is a closed loop of four tiers: wood from the roots around the Core, copper in the Undergrounds, tin in the Clay Caves, and iron in the Forgotten Ruins, with gold usable at the iron tier. Iron is the ceiling: no higher material can be dug and no higher workbench built until the Core is powered, so the ring's three bosses are fought in iron-era gear at best, and the wiki's recommended tiers mark the intended order. Full fight guides live in their own articles; here is what each boss does for your progression.
Glurch the Abominous Mass
The giant slime waits in a clearing roughly 65 tiles from the Core, announced by ground tremors and heavy thumping. Tin gear is the wiki's recommended entry point. Glurch drops the Glurch Eye, the first of the three relics, and its statue at the Core becomes your early boss-scanner station.
Ghorm the Devourer
Ghorm circles the Core forever on a ring track roughly 250 tiles out, ploughing through the Clay Caves and the Forgotten Ruins. You intercept it on the track rather than chase it, in iron gear. Its relic, Ghorm's Horn, fills the second statue.
Malugaz the Corrupted
Malugaz holds a throne room in the Forgotten Ruins, summoned by assembling crystal skull shards into the Skull of the Corrupted Shaman. His relic, the Stolen Crystal Heart, completes the set of three. With all three statues lit, the Core powers up, gives you your next heading, and the Great Wall opens onto the outer world.
3. Stage two: the Titan ring
Past the Great Wall, the ladder resumes: each Titan's biome carries the ore of the next tier, and each Titan is the gear check at the end of it. The three ring Titans run in a fixed material order, Scarlet to Octarine to Galaxite, because each tier's pickaxe is what the following biome's walls require.
Azeos the Sky Titan: the Scarlet tier
Azeos' Wilderness is usually the first outer biome you settle, and its Scarlet ore is the first post-Core tier. Scarlet ore needs the Smelter Kiln, a station built back at the Iron Workbench, so set up smelting before you haul ore home. Azeos is summoned in its arena with a Large Shiny Glimmering Object. Clearing this tier also unlocks the Boat Workbench, your ticket to the next stage of the ring.
Omoroth the Sea Titan: the Octarine tier
The Sunken Sea replaces digging with sailing: water covers most of the biome, the slippery shallows slow you on foot, and a boat is required equipment. Its ore, Octarine, feeds the Octarine Workbench, and this tier also brings the Fury Forge, the furnace that smelts every high-end ore from here on. Omoroth waits out in the water, a test of the gear the sea itself provided.
Ra-Akar the Sand Titan: the Galaxite tier
In the Desert of Beginnings, Galaxite ore hides inside sandstone walls, and only a current-tier pickaxe bites into them at a sane pace. Work the desert in stages: mine, retreat, smelt, upgrade, then push deeper toward Ra-Akar's arena. With the Sand Titan down, the ring is cleared and the road bends toward the late game.
4. Stage three: the later Titans and the end of the main story
Three Titans remain after the ring: Druidra the Wild Titan, Crydra the Ice Titan and Pyrdra the Fire Titan. The sources list them as a group of late-game Titans rather than a strict internal sequence, so treat them as one final Titan tier: while hunting them, your gear climbs out of Galaxite and into the ladder's last two materials.
The Solarite tier: the Shimmering Frontier
The Shimmering Frontier runs as a band around the outer biomes, with smaller pockets embedded deep inside them, and yields Solarite alongside Gleam Wood. Its crystal walls demand late-game digging equipment. Solarite Workbench, built at the Galaxite Workbench, is the eighth and final station of the main crafting line, and its anvil closes the weapon and armour ladder.
The Passage and Pandorium
The outermost region, the Passage, holds Pandorium, the final material. Its fossil blocks also require late-game digging gear, and Pandorium breaks the earlier pattern: it has no workbench and no anvil, and its equipment is produced at special stations such as the Rift Statue. A full Pandorium set is what the main story steers you toward for its final fight.
The Core Commander
The Core Commander is the current final boss of the main story, the tenth name on the main line. Everything before it funnels toward this fight: nine bosses, nine materials, eight workbenches. Beating it completes the main chain, and it is also the starting gun for the next section.
5. Detours: optional bosses and the post-game
The main line is a chain of gates, and everything off that chain can be scheduled around your gear rather than the story. The seven optional bosses each belong to a biome era, and the natural moment to fight one is the moment you are living in its home biome anyway.
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| Boss | Home ground | When to slot it |
|---|---|---|
The Hive Mother | Larva Hive, inside the Clay Caves | Early: once Malugaz's statue is lit, craft the Ancient Hologram Pod there and make the Hive Mother Scanner; iron gear recommended, around 330 tiles from the Core |
King Slime | Slime territory | Early to mid game, as a detour from the slime zones you already farm |
Ivy the Poisonous Mass | Azeos' Wilderness | Scarlet era, while you are mining the Wilderness anyway |
Morpha the Aquatic Mass | Sunken Sea | Octarine era, once you have a boat and sea gear |
Igneous the Molten Mass | The molten areas | Desert era or later, when fire-side trips are routine |
Atlantean Worm | Sunken Sea waters | Later sea era: it needs a bait pillar setup and a fast boat, so treat it as a project, not a passing fight |
Urschleim | Slime territory, late game | Late: a primordial slime best left until your gear sits several tiers above the early slime bosses |
Three more bosses sit beyond the main story entirely. All three are classified as post-game bosses: the Core Commander comes first, and these are what the game offers once the main chain is done.
Nimruza, Queen of the Burrowed Sands
Nimruza waits in a dungeon inside the Oasis, a sub-biome of the Desert of Beginnings, summoned by placing Corrupted Sap on her rune circle. She arrived with update 1.1 and is the most accessible post-game fight: a return trip to a known biome with endgame gear on your back.
S.A.H.A.B.A.R.
S.A.H.A.B.A.R. is a giant mechanical boss in Breaker's Reach, the northernmost biome, which lies beyond the Passage and came with update 1.2. It is activated by placing a Profane Override on its summoning circle. Breaker's Reach runs on its own late material, Relucite, an extension tier beyond the main ladder.
Oblidra the Void Lord
Oblidra is a Hydra-type boss that wanders Breaker's Reach with no fixed arena, summoned near its position with the Wind Organ of Void. The wiki describes it directly as a post-Core Commander boss. It shares a biome with S.A.H.A.B.A.R., so one expedition north can cover both fights.
6. Stuck? Read the symptom
Progression stalls almost always trace back to one of three causes, each with a mechanical fix.
The wall will not crack. Your pickaxe tier is below the wall in front of you. Go back one biome, finish that tier's workbench and tools, and return. Grinding a too-hard wall with an under-tiered pickaxe is the slowest road in the game.
You cannot find the boss. Bosses sit far from the Core in very large biomes, and wandering is the expensive way to search. The statues at the Core and the Ancient Hologram Pod exist to fix exactly this: craft the scanner for the boss you are hunting and follow the reading.
The boss flattens you. Your armour tier is one step behind the fight. Bosses are tuned as the final exam of their material tier, so complete the tier first: full armour set, current-tier weapons, cooked food for buffs. If a Titan still flattens you in its own tier's gear, mine the next tier's upgrades and return, since the game happily lets you over-prepare.
Common progression mistakes
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| Mistake | Fix |
|---|---|
Digging at a wall that will not crack for minutes at a time | The wall is a tier message: finish the previous biome's workbench and pickaxe, then come back |
Sailing the Sunken Sea before the Scarlet tier is complete | The boat comes from the Scarlet workbench line, so clear Azeos' Wilderness tier first, then take to the water |
Hunting a boss by wandering its biome | Craft the boss's scanner at the Core statues or the Ancient Hologram Pod and follow the reading |
Saving the Hive Mother for the late game | She is an early optional boss tuned for iron gear, and her scanner unlocks as soon as Malugaz's statue is lit |
Treating the Core Commander as the end of the game | Three post-game bosses wait beyond the main story, in the Oasis and Breaker's Reach |
FAQ
Can I fight the bosses out of order?
The optional bosses, yes: slot them in whenever your gear matches their biome. The main line, only within limits. The Core cannot be powered without all three relics, the Great Wall stays shut until it is, and each Titan biome's walls assume the previous tier's pickaxe. You can over-prepare and clear a stage fast, and the later Titans can be approached as a group, but the gates cannot be skipped.
Does skipping optional bosses hurt my progression?
No. Optional bosses are not required to advance the story, and the Hive Mother is the clearest example: older guides treated her as a main-line boss, but in the current version she is optional, and her relic is not one of the three the Core needs. Skipping one costs you its drops and achievement progress, nothing structural, and every one can be fought later.
What is there to do after the Core Commander?
Three post-game bosses: Nimruza in the Desert of Beginnings' Oasis, and S.A.H.A.B.A.R. and Oblidra in Breaker's Reach, the biome beyond the Passage. Past that, the game keeps growing as a live title: the official roadmap names update 1.4, Trials of the Depths, as an update pitched at veteran players seeking a harder challenge, and 1.5, Beyond the Breach, which opens a new biome beyond Breaker's Reach. Neither has an announced date.

