Robothorium is a cyberpunk dungeon crawler with turn-based fights, where all your choices will have a direct impact on your revolution against Humankind. Deep Strategy, Crafting, Party Based management, Talents and so much more in this roguelike!
All Reviews:
Mostly Positive (127) - 74% of the 127 user reviews for this game are positive.
Release Date:
Jan 31, 2019

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Recent updates View all (65)

February 20

Robothorium's Post Mortem

Robothorium is not dead already, we want to make new updates. But we figured it was time to take a look back and see what's been going on during the production, learn from it, and move forward!

First, a note about how I’m doing this post-mortem. I’m a Marketer who arrived in the team a few weeks ago and gathered the feedback of everyone working on it. They sent me by DM to make it a bit more “anonymized” and “less influenced” by other people experience. I also added feedback from my own point of view, as someone arriving in the latests months of a project.

Who worked on it

How it went

After the success of Dungeon Rushers, Johann, the creator of Goblinz Studio, wanted to work on a game using the same codebase & gameplay. It would be a sci-fi RPG game taking the gameplay basis of Dungeon Rusher but improving it. The same team would be on board and use the experience gained on the first game of Goblinz Studio.

There were some hiccups and the art director of Dungeon Rushers wasn’t available any more. Johann hired Mathieu to do Robothorium! It’s quite important because it was Mathieu’s first project. He learned a lot but still had to gain experience to make something cool.

Mathieu accommodated nicely but the art and creative direction were a bit clunky from the beginning. The team had to do a complete rework of the art direction and change all sprites, for the sake of the game. It did help but we still noticed players were not interested in it that much.

Using the old engine was a bit hard to do at first. We used the basis of Dungeon Keepers. Using an old basis seems flawless and the best use case. That’s you know, in programmers dreams. Not in reality.

The story is a sci-fi tale about a war between robot and humanity. There is a whole plot about how robots trying to integrate in a future society. There are also links between dangerous science and who should own it. Alas, the writing is a bit disconnected from the gameplay! We could feel that the sci-fi part wasn’t interesting for layers.

Dungeon Rushers was very fun and put cheesy adventurers in crazy dungeons. Robothorium was “serious business” and the writing was different from Dungeon Rushers. Some players didn’t really recognize themselves in it.

Our marketing was very focused on robots, sci-fi, story until we realized that the very best thing of Robothorium is it’s gameplay. The gameplay is generous, with skill trees, crafting, looting and such. The progression curve is nice. We decided to shift the marketing more onto the gameplay and less around the story.

We arrived near the end of the Early Access and we knew that the game was good, but the sales couldn’t skyrocket. The team decided to give it’s best though because everyone loved the game. All the team pushed trough the release, and it went pretty well. We organized a stream run with around 30 streamers ready to cover it around released. We had a coupon with Chroma Squad which generated significant sales!

Today we’re preparing the 1.1 patch for Switch + PC, but we’re unsure about how we’ll push after that. We want to work on our new projects like Legend of Keepers. We also have to keep working on Sigma Theory & Seeds of Resilience.

What went right

The gameplay is solid. There are a lot of strategy to try, the rpg parts allow for customization and it’s a good tactical game. Early Access helped to make a strong & balanced gameplay.

The project “only” lasted 2 years and made okay revenue for this kind of length. On the side, we had other projects to make and the team made the project without crunch. It feels like team management is good!

The marketing was solid and allowed for a lot of experiments. Spendings between production & marketing were well balanced.

People like to work at Goblinz, because there is a lot of freedom and trust between people. Everyone told me they liked working here (well… remotely, but still here!).

Bastien hunted community feedback, bugs reports and answers to every reviews possible! It helped with our rating and branding, people saw we care about addressing issues.

A 3D Printed fan art!

What went wrong

The creative direction at the beginning was very weak. It created a lot of problem around writing and art direction. People weren’t too sure on where the project was going.

Not everyone on remote work was fitting. Remote can be great for some people, harsh for others.

The project wasn’t super easy & chill. The reshaping of the art direction was exhausting and took a lot of time. Some people didn’t really live it well!

Matching procedural missions building with history & gameplay. It was hard to do and the result is quite deceiving.

People lacked a bit of experience so the production value is a bit weak, but they definitely learned a lot. We’re currently working on the first iterations of our next game Legend of Keepers. You can see this improvement at every level.

Stats for nerds

I love stats. You love stats. Let’s make a stats party!

As of today 20/02/2019:

  • 63 Steam news
  • Robothorium Twitter = 800 followers
  • Robothorium Facebook = 400 followers
  • Production Budget = around 180k
  • Translation budget = around 35k
  • Marketing Budget = around 35k
  • Rough units on all platforms = around 14k

We’re french but have quite a low amount of French users, we don’t know why. For RU, we hired Pangolin ( around launch to help us a bit. China is still quite low cause we had some issues with our publisher there.

125 around EA launch SP ; 5–10 daily ; 220 around launch. Still going :)!

What we learned

Prepare your creative direction seriously. It’ll be useful all along the production and is hardly “lost time”.

Sometimes games have an excellent gameplay but they’re not appealing. You can patch it a bit, but sometimes it’s a lost cause. Deal with it and finish the project.

Narration must fit the gameplay, it has an impact on the whole experience.

Thanks for reading! Robothorium is NOT DEAD! We still want to push new updates, so stay tuned ;)
6 comments Read more

February 6

Update 1.1: Balancing and bug fixes

After all the feedback and reports gathered since the release last week, we're happy to do our first update.

We've listened to your concerns about several balancing issues and have fixed as many major bugs as we could in the last few days.

Thank you all for the support!

Have a nice uprising!

  • Level scaling of secondary missions has been adjusted. It will now be calculated from the main mission level if robots are overleveling it, or from the highest level robot if it is lower to the main mission level.
  • Starting a mission will now refresh the secondary missions available on the map.
  • Reaching max level with your robots (20) will no longer make missions available go up to 20 in Rebellion and Insurrection difficulties.
  • The group of 2 Perfect Juggernauts (grade 3) in the “Gathering the clues” mission have been replaced by 2 Juggernauts (grade 2).
  • Twitch votes window can now be closed with gamepad.
  • Dialog choices buttons mapping have been changed for gamepad to avoid dialogs to be skipped when pressing button A too quickly.

  • Juggernaut:

    • Skills:

      • Atomic fission:
        • Percent of enemies maximum Shield and Structure dealt as damage reduced from 50% to 30%.
        • Can’t trigger while Overloaded or Stunned anymore.

  • Z.E.R.K.E.R.:

    • Attributes:

      • Resistance increased from 85 (11,53%) to 98 (13,1%).

    • Skills:

      • Plasmic wave:
        • Power scaling increased from 0.7 to 0.75.

      • Supersonic ammo:
        • Power scaling increased from 0.75 to 0.9.

      • Loaded shot:
        • Power scaling increased from 0.85 to 1.

      • Nucleon shot ultimate skill:
        • Power scaling increased from 0.65 to 0.75.

  • R.E.P.A.I.R.:

    • Attributes:

      • Base Shield increased from 83 to 100.
      • Shield per level increased from 17.47 to 21.05.
      • Base Structure reduced from 167 to 150.
      • Structure per level reduced from 35.16 to 31.58.

  • G.U.A.R.D.:

    • Skills:

      • Belligerent smash:
        • Power scaling reduced from 0.3 to 0.15.

Bug fixes
  • Fixed an issue where going back from a game to the menu to start a new game on a new slot was not generating level 1 enemies correctly.
  • Fixed an issue with gamepad preventing players from navigating correctly into Effects in the fighter details window.
  • Fixed an issue where buying a G.U.A.R.D. in the Hangar or rescuing one in exploration wouldn’t add it fully equipped with Common items in the Team or the Reserve.
  • Fixed an issue causing enemies to block the fights when they are Provoked and are trying to attack themselves because of the Mesmerized Status.
  • Fixed an issue where the option to automatically sell Common items caused the game to crash or freeze for several seconds in Black Market when having many items to sell.
  • Fixed an issue with Shiro’s attributes on first encounter not scaling to level 9 correctly.
  • Fixed an issue causing specific skills used in the last boss fight on an enemy affected by the Charmed Penalty to make the fight hang because of the Spacetime breach Status.
  • Fixed an issue causing the fight to hang when killing several members of the Council at the same time in the last boss fight.
  • Fixed an issue causing the wave fight to hang in the “Inauguration” mission.
  • Fixed an issue with the Encrypted camera element who was doing nothing when failing.
  • Fixed an issue causing Danger Level to be able to go under 0.
  • Fixed an issue where robots from the team were available for demonstrations with a full Reserve and were placed on a “ghost” Reserve slot if sent to demonstration.

  • Hotfix 1.1.1:

    • Fixed an issue with procedural generation that could place two connecting doors from two consecutive sectors next to each other, creating trigger issues for scripted missions.
    • Fixed an issue with the R.E.P.A.I.R.’s Machinist Set bonus that was preventing players to use the basic attack on other players’ robots in Arena.
    • Fixed an issue with the L.A.D.Y.’s Syntonization skill that was not working correctly in Arena.
0 comments Read more


“An unexpected gem of a title about the uprising of your very own robot army.”

“Robot Management Dungeon Diving Roguelike!”

“Right now, Robothroium feels more of a complete game than an Early Access one”
Geeks under grace

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About This Game

Lead your own robotic revolution

Your uprising will be unique! Each of your choices will impact random generation and the next missions! They will also change your relations with the 5 different factions present in the game.

Turn-based fights

Develop your strategy with 8 classes of robots, each one having its own synergies. Face plenty of enemies designed with unique mechanics and defeat the BreakTech enterprise!

Manage your troop of robots

Choose your allies and manage your reserve of robots. Craft and gather powerful items, upgrade your talents and give your support to demonstrations all around the world!

Online multiplayer

Face other players and prepare your response by customizing your AI!

The Story :

2052. Planet Earth. BreakTech, an enterprise specialised in robotic construction, is flourishing thanks to thorium, an unlimited and innovative power source. After many years of exploitation, robots are finally protesting for their rights. But the peaceful movement is quickly escalating to riots and the human repression is near. Now seen as a first degree threat, robots are hunted down and culled throughout the planet.

You, S.A.I.A., an enhanced artificial intelligence, have to end this surrounding chaos and build a future for your robots. Unite with the new rebel factions, which have been engaged in turf war for months, then deal with cyborgs, humans and robots to lead your own robotic uprising.

Games / Books that inspired us:

Books: Pratchett (Discworld), Asimov, Bradbury, K. Dick, Wells, etc...
Gameplay: Darkest Dungeon, Final Fantasy, Divinity, South Park games, Pit People, Chroma Squad, Halcyon 6, Battle Chasers,Slay the Spire and so much more

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows Vista
    • Processor: 1,3 GHz CPU
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GT 440 or AMD Radeon HD 5550 w/ 512 MB
    • Storage: 1250 MB available space
    • OS: Microsoft® Windows® 7
    • Processor: Dual-core 2Ghz CPU
    • Memory: 2 GB RAM
    • Graphics: DirectX® 10 compliant graphics card
    • Storage: 2 GB available space
    • OS: OS X 10.8.5
    • Processor: 1,3 GHz CPU
    • Memory: 2 GB RAM
    • Storage: 1250 MB available space
    • OS: OS X 10.9.1
    • Processor: Dual-core 2Ghz CPU
    • Memory: 2 GB RAM
    • Graphics: Intel Iris Pro, NVIDIA GTX 660 Ti, or AMD Radeon HD 7870 w/ 1024 MB
    • Storage: 2 GB available space
    • OS: Ubuntu 12.04+
    • Processor: 1,3 GHz CPU
    • Memory: 2 GB RAM
    • Graphics: Graphics card: DX9 (shader model 2.0) capabilities
    • Storage: 1250 MB available space
    • OS: Ubuntu 12.04+ Desktop only
    • Processor: Dual-core 2Ghz CPU
    • Memory: 2 GB RAM
    • Graphics: Graphics card: DX9 (shader model 2.0) capabilities
    • Storage: 2 GB available space

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