Most Core Keeper guides split into three separate lists: things to do first, bosses to fight, and tips for building a base. That works until you actually try to follow all three at once and realize your “cozy starter base” has no chokepoint the moment Ghorm the Devourer starts circling nearby. This guide sequences all three together — what to build before you ever leave the Core, how to beat the three relic bosses gating your progress, and how your base needs to change once you have.
Verified against Core Keeper Update 1.2, “Void & Voltage” (released February 25, 2026) [5]. Values and boss lists may shift with future updates — check in-game if something here looks off.
Quick Start: Your First Hour
Do these in order before worrying about anything else:
- Break the wood logs surrounding the Core with your starting Pickaxe and craft a couple of Chests immediately — you’ll drown in loot within ten minutes otherwise.
- Craft and place torches as you dig. Darkness in Core Keeper isn’t cosmetic — it hides enemies until they’re already hitting you.
- Plant your first crop seeds the moment you find them. Wood farms in particular only need planting once; the resource regrows on its own after that [8].
- Cook every piece of food you gather, even basic meals — the hunger meter never pauses, so keeping a steady supply of cooked food on hand matters more early on than you’d expect [8].
- Place a bed near your crafting area, then plan on dropping a second bed once you’ve explored well past your first zone — extra respawn points cut down how far you have to walk back after a death [8].
- Start digging toward open space rather than tunneling randomly. Core Keeper rewards exploring new biomes early, not perfecting one corner of the map [8].

Which Player Are You? Priorities Change the Advice
“Just explore and build” isn’t useful advice on its own — what you should actually prioritize in week one depends on why you’re playing.
| Player type | Prioritize this first | Skip or delay |
|---|---|---|
| New to survival-sandbox games | A single chokepoint entrance and a stocked Chest wall before fighting anything — get comfortable losing to Glurch once without losing your inventory | Don’t chase Titans or the Forgotten Ruins until all three relic statues are lit |
| Casual, limited play sessions | Rail tracks between your base and the nearest relic boss zone the moment you find one — it cuts a long walk down to a quick ride whenever you need to go back [8] | Skip decorative base layout; a functional rectangle with doors beats a pretty base you never finish |
| Hardcore / optimizer | Spike-trap corridors over melee kiting for every relic boss — traps don’t trigger on the player, only on enemies crossing them, so a well-built corridor solo-kills bosses with zero risk [6] | Don’t chase a new armor tier before every relic fight — a full set from whatever you can craft first is enough to start, per boss gear notes below |
| Completionist | Clear and fence every Ground Slime or Chrysalis patch you find near your base footprint now, before it becomes a live spawner you have to backtrack for [6] | Leave the optional Hive Mother fight for later — it’s a side boss, not a gate to anything you need yet |
Build This Before You Ever Leave the Core
Your starting base doesn’t need to be efficient. It needs exactly three things before you go looking for Glurch the Abominous Mass: a door-closeable chokepoint, a place to store loot, and zero active spawners inside the walls.
The chokepoint matters more than anything else on this list. A narrow entrance you can close off with a door stops mobs from wandering in while you’re out exploring — and if you can find a natural bottleneck in the cave system instead of digging one, you save yourself the construction time entirely [6]. If your starting area borders a body of water, use it: monsters in Core Keeper can’t swim, so a lake or dug moat with one or two bridge crossings functions as free perimeter defense [6].
Before you place a single storage chest, walk the perimeter of where you’re planning to build and look for Ground Slime patches or Chrysalis pods. Both are passive monster spawners — leave one inside your wall line and you’ll be fighting the same enemy respawning in your base indefinitely. Clear them out or fence them off now, while it’s a five-minute job instead of a rebuild [6].

The Three Relic Bosses (In the Order Most Guides Get Wrong)
Three bosses stand between you and unlocking the rest of the map: Glurch the Abominous Mass, Ghorm the Devourer, and Malugaz the Corrupted. Defeating each drops an essence that slots into a matching statue around the Core — once all three are placed, the wall blocking the Core opens [1][2][4].
A source note first: a few guides list The Hive Mother as the third relic boss instead of Malugaz. Two independently-fetched sources — including a community-maintained Steam walkthrough — confirm Malugaz is the correct third statue boss, and that the Hive Mother is a strong optional side fight in the same general area, not a progression gate [1][3][4]. If you’re following an older guide that sends you after Hive Mother expecting it to open the Core, that guide is wrong.
| Boss | Where to find it | Key mechanic | How to beat it |
|---|---|---|---|
| Glurch the Abominous Mass | The Undergrounds, ~65 tiles from the Core, in a slime-heavy area — a thumping sound and screen shake signal you’re close [1] | Melee lunges with a gap between each hit | Kite in a wide circle and punish the gap after each lunge [1] |
| Ghorm the Devourer | Clay Caves / Forgotten Ruins, ~190–210 tiles out, endlessly circling a fixed ring [1] | Ignores you until 80% HP, then enrages and drops a damaging slime trail [1] | Line 50–150 Spike Traps across its path — it runs itself to death. Ranged weapons with dodge-strafing work if you’d rather fight it directly [1] |
| Malugaz the Corrupted | Forgotten Ruins dungeon, summoned via a Summoning Idol on the arena’s center rune [1] | Caster-style fight; regenerates HP fast if the fight drags, resists burn/stun/slow effects [1][7] | Bring mobility and ranged damage — melee-only builds struggle with the regeneration [1][7] |
When not to attempt these yet: if you’re still in starter gear with no ranged option and no Spike Trap recipe unlocked, farm the Undergrounds for a full Iron or Stone armor set first. Either covers all three relic fights — don’t burn time chasing a better tier before you’ve even seen Glurch.
Scale Your Base With Your Bosses, Not Before
Here’s the sequencing most competing guides skip entirely: your base’s defensive needs change with each relic boss you clear, and building for the end-state from day one wastes materials you need for exploration gear.
Before any relic boss: one chokepoint, one storage wall, spawners cleared. That’s it.
After Glurch: you’ll have slime drops piling up and a reason to venture toward the Clay Caves. Add a second, forward-facing chokepoint closer to that route rather than expanding your original base — the distances involved make a second small outpost more practical than one sprawling base.
Before Ghorm specifically: this is the point to build your first real Spike Trap corridor — a two-door entrance with traps lined between them. Traps don’t trigger on your own character, only on enemies crossing them, which means the same corridor design that kills Ghorm also becomes permanent passive defense for your base afterward [6].
After all three relics: lay rail tracks connecting your base to the Core and to whichever biome your Titan hunt starts in. The walk between zones gets long fast once the wall opens, and tracks turn that into a non-issue [8].
What Comes After the Relic Bosses
Once the Core is powered, progression shifts to six Titan bosses: Azeos the Sky Titan, Omoroth the Sea Titan, Ra-Akar the Sand Titan, Druidra the Wild Titan, Crydra the Ice Titan, and Pyrdra the Fire Titan [2][3][4]. The recommended order is Azeos, then Omoroth, then Ra-Akar, because each one unlocks the ore tier — Scarlet, then Octarine, then Galaxite — that gears you up for the next fight [2]. Titans hit dramatically harder than the relic bosses, so don’t treat the jump as a small step up [4].
Update 1.2 added a further endgame layer on top of the Titans: the Breaker’s Reach biome in the far north, guarded by two new bosses (S.A.H.A.B.A.R. and Oblidra the Void Lord) and six Titan Shrines that now point you toward whatever’s next in the story [3][5]. That’s a full guide of its own — this one is scoped to getting you through the Core wall with a base that can actually support the trip. For genre comparisons and progression pacing from a similar boss-gated sandbox, see our Terraria progression guide and Terraria beginner’s guide — the chokepoint-and-spike-trap logic here will feel familiar if you’ve played either.
FAQ
Do monsters actually attack an unprotected base?
Yes, if you leave an active spawner (Ground Slime, Chrysalis) inside your walls, or your walls simply aren’t complete. A base with one closed chokepoint and no spawners inside it is functionally safe without needing dedicated turrets or traps — the traps in this guide are for farming bosses and monster kills, not baseline defense [6].
Is fighting the relic bosses in a specific order actually necessary?
No — the order between Glurch, Ghorm, and Malugaz is flexible, and all three drop the essence you need regardless of sequence [1][2]. Glurch is the easiest to reach at ~65 tiles out, which is why most guides (this one included) treat it as the practical starting point, not because the game requires it [1].
Should I build a moat instead of walls?
Only if you already have a lake or river running through your build site — monsters can’t swim, so water works as free perimeter defense [6]. Digging one from scratch usually costs more time than a door-and-chokepoint setup covers for a starter base, so save moats for a permanent base once you know where you’re settling.
Sources
- XGamingServer. Core Keeper Bosses Guide: Order, Locations and How to Beat Them.
- XGamingServer. Core Keeper Progression Guide: What to Do and in What Order.
- GamesOMG. Core Keeper Bosses in Order — Every Summon, Titan Soul & Unlock.
- Steam Community. Core Keeper Full Boss Progression Guide (Complete Walkthrough).
- BisectHosting. Core Keeper Update 1.2: Release Date, Patch Notes, New Biomes.
- TheGamer. Core Keeper: Tips For Building A Base.
- Core Keeper Info. Malugaz The Corrupted creature profile.
- GameRant. The Beginner Tips For Core Keeper.
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
