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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
Friday 1st of July, from 4pm UTC+1!
An hour of jamming with the jammers as SimoneSoundJammer jams with MartinCommunityJammer while DrogninCommunityJammer plays Robocraft. Jam.
That’s right, after a huge number of requests by the community to have Simone on the stream, it’s finally happening! Simone is the sound jammer and is the sole creator of all non-voice audio in the game! That’s music and sound effects!
So come hang out, ask some audio based questions and watch some games!
Click here to go to our twitch page!
Click here to see exactly when the stream starts!
The new update is out now! Log in and try it out!
The new Aeroflak Sentinel offers more options in defending against the skies! The new CPU-To-Power system brings balance and more consistent, enjoyable gameplay across all battles of any CPU! New movement options implemented for Rotors which can now be controlled with the mouse! And so many more balance changes, improvements and bug fixes!
You can find the full patch notes below!
Otherwise, get into Robocraft and try out the patch!
> Aeroflak Sentinel
>> A smaller, more versatile version of the larger Aeroflak Guardian which allows for more freedom of building without being restrained to a single large turret
>> Has a mass of 1380, which is below half the weight of the Guardian
Costs 150 CPU which is exactly half of the Guardian
>> Players now have access to more power with higher CPU robots, and less power with lower CPU robots
>> Robots at 1125 CPU will not see a difference, but higher CPU robots will see an increase and lower CPU robots will see a decrease
>> At the extreme ends of the spectrum, 1750 CPU robots will see an increase of 25% power and power regeneration and 500 CPU robots will see a decrease of 25% power and power regeneration
>> One of the main benefits of this new mechanic is that low CPU games will be less dominated by larger burst weapons, leading to fewer instant deaths and an overall more enjoyable experience
> Rotors are now supported by ‘Camera Steering’ controls
>> You can turn your robot using your mouse and tilt it up and down
>> This also means Rotors now strafe properly
>> Camera relative controls can be activated on the garage bays in the robot select screen
> Aeroflak explosion radius has been reduced by 15%
> Increased the height a robot needs to be away from the ground before
> Aeroflak triggers against it. Most hovers should find they don’t trigger flak anymore, though Megahovers may still do so at max height
> Laser projectile speed has been increased by 100%
> Laser camera shake has been reduced
> Laser projectile spread has been reduced
> [NEW] Lasers no longer suffer from inaccuracy while moving
> Laser attack rate and DPS has been increased, but damage per shot has been decreased (a net buff) which should make the lasers more powerful while also making them feel more satisfying to use
For exact values, see below:LaserChanges
Note that the “Out of Power In” numbers are relative to a 1125 CPU robot. A 1750 robot has 25% more power and power regeneration. For example, a 1750 robot with max Leviathan’s will run out of power in 5.68 seconds (6.68 with a power module).
IMPROVEMENTS AND CHANGES:
> Components no longer need to be destroyed to deal damage to a robot. So a 98 CPU mech leg that has lost half its armor will only be considered as having 49 CPU of ‘health’ remaining for your health bar. This means that defense stacking with high-cost components instead of armor will be less effective
> Reduced the spread of the laser crosshair HUD element to better represent the weapon’s spread
> All game modes are now unlocked at player level 5
> Front-facing lasers now have a turning arc of 180 degrees
> The Power Module now increases power regeneration by 25% relative to existing power regeneration as per the CPU To Power changes. So regeneration will always be increased from 10 seconds to 8 seconds, but will represent more overall power at higher robot CPUs
> Improved camera relative controls for hovers while they’re upside down to stop them from jittering wildly
> Nominal counts are now referred to as “max” in in-game tooltips to better communicate the purpose of that value
> Max weapon counts (previously nominal) no longer have a slight benefit for going beyond them. Once you have as many weapons of a particular type as it’s max states, any more is purely for redundancy (having some left over in case they get shot off) and won’t benefit their damage output
> Added LOD meshes for several of the newer weapons and movement components to improve overall framerate
> The Proto-Seeker is being politely moved to a more appropriate position in the inventory. Right next to the LOML :)
> Modified text in various locations of the game to change “CPU” to “Robot CPU”
> Fixed a bug which caused movement components to be mirrored unevenly when placed directly onto the ground in edit mode
> That strange line in the corner of the edit mode garage is no longer there. Rest well old friend
> Fixed a bug with the rectifier which was causing tall robots to be thrown into the air when the rectifying ended
> Fixed a few locations in some maps where robots could get stuck and were forced to respawn or die to escape
> Identified and fixed a source of frame rate drops caused by the Ion Distorter
> Removed the yellow lines from the Bat Rudder in the loot crate screen
> Fixed a bug which didn’t get rid of the “Extra slot for premium” note in the platoon screen if the platoon screen was open when premium was purchased
> Fixed a bug which caused the hotkey for loadouts (Z) to open the loadouts screen even when queuing for a battle
> Fixed an issue with the shadow rendering on the Neptune 2 map
> Corrected the texture of the Football Electroshield so that it has the correct hex design instead of the striped design
> Fixed a bug which sometimes meant the lense flare on the Earth map wasn’t visible
> [NEW] Fixed a bug which caused Thruster Cheetah Carbon 6 to go slightly slower than regular Thruster Cheetahs
Robocraft 'Terms of Service' http://robocraftgame.com/download/terms-of-service/
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