I've been playing Robocraft since July of 2014 shortly after it was released from beta, and I can honestly say that this game is one of the most fun games that I have ever played; I just keep coming back to it! The concept is simple: make a block out of armor cubes, stick it to a pilot seat, and slap some wheels and guns on it, too. Just like that, you have a working robot that you can use to drive around and fight other players and their robots. You start out small, but eventually you level-up further and further until you can make huge, complex crafts with shields, wings, hoverblades, "triforced" armor... Tons! Each robot takes real-time damage during battle, which means that parts of your robot will fall off once enough damage is dealt to them; this adds a whole new dimension to combat and thought when building a robot.
Recently, the game has gotten a lot of flak because of the implementation of the new MOBA gametype "Battle Mode," in which your team must fight the opposing team to capture and control 3 towers on the map to aid in destroying the enemy base. Older players grew accostumed to playing "Classic Mode" (now called "Team Deathmatch") and complained about the new addition of Battle Mode, failing to realize that CLASSIC MODE (TEAM DEATHMATCH) STILL EXISTS. Whereas in Battle Mode, players respawn after being killed and focus on taking/retaining towers for their team, Team Deathmatch is a game mode which consists of no respawns, ~10v10 combat, no towers, and -- if you are in a high enough tier -- a MEGA bot on each team. Mega bots are HUGE robots that players can build eventually. So yes, Robocraft has two awesome gametypes that you may choose to play at your whim with the high chance of additional gametypes being added in the future.
One of the biggest strengths of Robocraft is how responsive the development team is. It is worth noting that the game is still in its alpha stage, and FreeJam is a pretty small team. Despite this, FreeJam is very active on Twitter, Reddit, and the Robocraft forums and open to discussion with their playerbase on how to improve Robocraft. Yes, FreeJam made some mistakes (limiting building capacity for each tier, ruining artbots, nerfing hoverblades, for instance) but they have ALREADY ACKNOWLEDGED these issues and have promised to fix them. Though FreeJam can't fix every mistake immediately, they are extremely aware of what the Robocraft playerbase feels is wrong. Some examples when FreeJam did RIGHT was: when the servers got clogged with an explosion of new players (last summer) they got more servers within a week, they implemented an anticheating software program when hackers became an issue which significantly reduced the amount of cheaters in games, they implemented a CPU restriction to each tier to prevent "overtiering" in matches which a lot of new players were complaining about -- not an example of a GREAT solution but definitely an active, attentive solution (this update made it so a lot of artbots had to be deleted). So yes, sometimes FreeJam makes a mistake with an update, but they are always aware of the mistakes and actively trying to fix them. I want to reiterate that the game is still in alpha and that FreeJam is a small indie team. Despite this, FreeJam has already recognized the issue and has promised a solution to make artbots possible again.
I think a current issue that some new players may face is the brief tutorial the game offers. I would recommend watching a youtube video to learn how to properly play/make a good robot/learn the controls in the garage bay.
Overall, I think Robocraft is a spectacular game even in its alpha state with a lot of promise for the future. The developers actively listen to their playerbase's concerns and always deliver solutions to their problems. I could not recommend this game anymore to anyone!