Want more mods for Dome Keeper? Explore our entire collection!
Magnet Hands
"Iron, water, gems — they come to you now."

How do I install Magnet Hands?
Download the free ProjectMods desktop app, then install Magnet Hands for Dome Keeper in one click.
</>What does Magnet Hands do?
Magnet Hands turns the dirt-pile-of-loot moment into an effortless one. Mine anywhere, the resources fly to your inventory automatically — no more backtracking to scoop up the iron you left behind because the next gem was too tempting. Plays well with Drill Sergeant for a maximally efficient cycle, or with Resource Dump if you'd rather skip the loot loop entirely.
</>What is Magnet Hands?
Magnet Hands is a ProjectMods mod for Dome Keeper that extends resource auto-pickup to game-wide range. Mine through iron, water, and gems without ever backtracking — every drop flies to your inventory automatically. One toggle, zero loot-loop micromanagement, and it pairs cleanly with Drill Sergeant or Resource Dump for a fully streamlined dig cycle.
</>Common questions about Magnet Hands
What does Magnet Hands do in Dome Keeper?
Magnet Hands is a ProjectMods mod for Dome Keeper that extends the resource auto-pickup range from the tiny default radius to the entire play area. Any iron, water drop, or gem you mine — anywhere on the screen — flies straight into your inventory the moment it pops. You no longer need to retrace your tunnels to scoop up leftovers when the next gem catches your eye. There's one toggle, Enabled, and that's the whole mod. Flip it on and every resource you free during a dig cycle ends up in your bag before the threat phase starts, no exceptions.
Does Magnet Hands change which resources I can collect, or just the range?
Just the range. Magnet Hands does not unlock new resources, multiply yields, or skip any Dome Keeper progression — iron is still iron, gems are still gems, and water is still water. What the mod changes is the pickup radius. In vanilla Dome Keeper the keeper has to be almost on top of a dropped resource to vacuum it up; with this ProjectMods mod the radius effectively covers the whole map, so anything you mine is collected. Drop rates, resource types, and the upgrade economy are untouched. You're playing the same loop, just without the backtracking tax.
What does the Enabled toggle in Magnet Hands actually control?
Enabled is the master switch for the Magnet Hands behavior in Dome Keeper. When it's on, the auto-pickup range expansion is active and every resource you free flies to inventory immediately. When it's off, the mod stops applying its range override and Dome Keeper reverts to vanilla pickup behavior — you'd need to walk over each resource the normal way. There are no sliders for range strength or pull speed; ProjectMods kept this one deliberately simple because the use case is binary. You either want game-wide magnet pickup or you don't, and you can flip it mid-run without restarting.
Why would I use Magnet Hands instead of just walking back for resources?
Speed and rhythm. The default Dome Keeper loop forces you to interrupt mining momentum to backtrack for stray iron, which gets brutal on harder difficulties where threat timers are tight. Magnet Hands lets you commit fully to the dig — chain through veins, chase the deep gem, and trust that everything you freed is already counted. It's especially useful for streamers and content creators who want a cleaner on-screen flow without dead minutes of cleanup walking. It also pairs naturally with Drill Sergeant for a faster mining tempo, since the bottleneck shifts entirely off pickup logistics.
Does Magnet Hands stack with other ProjectMods mods for Dome Keeper?
Yes. Magnet Hands is built to play nicely with the rest of the ProjectMods Dome Keeper lineup. Pair it with Drill Sergeant for accelerated mining so the whole dig cycle becomes near-instant, or stack it with Resource Dump if you'd rather bypass the loot loop entirely. It coexists cleanly with Turbo Legs, Ghost Walker, Glass Cannon, Ironclad, Time Warp, and Dome Daddy — none of them touch pickup range, so there's no overlap or conflict. Enable whichever combination matches the run you want; each mod has its own Enabled toggle and they can be flipped independently mid-session.
What options does Magnet Hands include?
Enabled
Master switch. Turn off to go back to normal reach.
Range
How far your magnet hands reach. Higher = wider vacuum.
Magnet Hands is a ProjectMods mod for Dome Keeper that extends resource auto-pickup range to the entire screen, so iron, water, and gems fly to your inventory automatically while you mine.
What features does Magnet Hands include?
- Pulls iron, water, cobalt, and gems to you from anywhere on the map so nothing gets left behind
- One toggle on, one toggle off — no fiddly radius sliders or per-resource setup
- Stacks with Drill Sergeant for max mining throughput or with Resource Dump to skip the loot loop entirely
Best For
- Late-game waves when you're juggling turret repairs and can't stop to chase a single iron drop
- Deep digs where loot scatters across multiple tunnels and backtracking eats your prep time
- Co-op runs where one player mines while the other defends — resources find whoever's closest

Glass Cannon
Massive damage output, paper-thin defense. Every shot a one-tap, every incoming hit a run-ender.

Dome Daddy
Your dome is invulnerable. Monsters can hit it forever and it won't drop a single point of health.

Ghost Walker
Phase through dirt, stone, and obstacles. Mine in straight lines, ignore tunnel geometry, and reach what you need in seconds.














































































































