A challenging physics-based space exploration survival rogue-lite. Armed with a blaster, jet pack, grappling gun, personal landing craft, and his own warp capable refinery ship, Bob thinks he's starting a cushy new life working for Space Salvage Corp. Little does he know; he'll be lucky to survive an hour.
All Reviews:
Positive (30) - 86% of the 30 user reviews for this game are positive.
Release Date:
Feb 23, 2018
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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

What the developers have to say:

Why Early Access?

“Although the main story line and all originally planned gameplay mechanics are already complete, Space Bob's world is so rich with possibilities that it would be a shame not to expand it further. Early Access offers a great opportunity to do that while working together with the community to make the game the best it can be.”

Approximately how long will this game be in Early Access?

“While it is hard to determine exactly how long the game will remain in Early Access, we are planning and expecting a 1.0 release before the end of 2018.”

How is the full version planned to differ from the Early Access version?

“Time in early access will be spent expanding the game's breadth with new planets to explore, new biomes, new enemies, and new things to discover to increase variety and replayability even further. Steam integration is also planned with features such as achievements and cloud saves.”

What is the current state of the Early Access version?

“Space Bob vs. The Replicons has already been through a year of alpha testing, feedback, expansion and improvements. Although we could get away with releasing the current version as a final product, we feel that it would be a shame to rush. A little extra time in the oven will help to fully realize all of our original goals.

The game is stable with the entire main story line complete. It's playable from start to finish.”

Will the game be priced differently during and after Early Access?

“The price will likely increase by 50% before the 1.0 release later this year.

A final decision on this will be made closer to the time. It's also possible that incremental price increases may happen during Early Access.”

How are you planning on involving the Community in your development process?

“Community involvement is critical to the overall success of Space Bob vs. The Replicons and is the primary reason for entering Early Access. Our first game, NeonXSZ, also spent time in Early Access and with the help of the community it became one of the highest rated 6DoF games on the market.

Expect frequent game updates and development logs where we detail what is being worked on while discussing the best and most recent ideas from the community. Where possible the most popular tweaks and suggestions will make their way into the game.”
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Recent updates View all (17)

July 23

Main Update 8 : Linux & Mac Support + More

Linux and Mac support became the primary focus of this update cycle but there's still plenty of tweaks and updates for everyone here.

A huge shout out must go to the redditors from r/linux_gaming and r/macgaming who volunteered to help out and especially to those who sent in their compatibility and bug reports. The Mac port worked flawlessly first time and although we had a few hiccups on Linux we were able to get them resolved and everything is now ship shape and looking great.

Space Bob is now available on 64bit PC, Mac and Linux systems with this build!



Build 0.85 Changelog
During the implementation of Mac and Linux support a number of small hotfix builds went live that also included a handful of other gameplay tweaks. Changes in those smaller updates are included here.
  • Linux and Mac support added.
  • New Antialiasing option added.
      FXAA is now an additional option. This is not as effective as any of the regular 2x, 4x, 8x options which use the far superior MSAA.However, MSAA is hardware dependent and is not supported by many integrated graphics chips. If the MSAA options fail to work the inferior (but far better than nothing) FXAA option is now available.
  • You can now write personal notes for each planet on the system map.
    • Please be aware that the contents of planets are procedurally generated so these notes are not planet specific but planet 'type' specific.
    • If you have two planets in a system that use the same base planet 'type' they will share the same notes.
    • These notes are persistent between games whether you live or die.
  • Significant update to the on-screen scoring UI.
    • New animations and sound effects have been added as the player's score increases.
    • Higher score increases result in larger more impressive score animations and sound effects.
  • Substantial rework of the Bonus Upgrades systems:
    • The chance for Archic Upgrade Dispensers to spawn on small planets and asteroids has been increased by 20%
    • The effect of 'temporary' upgrades has been increased significantly to make them far more useful immediately.
    • Due to the increased effect of temporary upgrades the dispensers now have a 50/50 chance to spawn temporary or permanent upgrades. (Previously 75% chance to be permanent)
    • These upgrades are now all shown in the UI as percentage based increases. Some previously used abitrary numbers that only made sense to the most experienced players.
    • Permanent upgrades are now saved immediately upon activation to prevent being lost if Bob died soon after unlocking them.
    • The Statistics Panel in Bob's main ship has been completely redesigned.
        The data now includes a breakdown of temporary, permanent, and total values for each statistic type.The panel now includes icons for all craftable upgrades that start greyed out but activate as upgrades are crafted or discovered via Archic upgrade dispenser machines.This allows the player to view their upgrade progression in one place.
  • Spider drop pod loot piece salvage materials altered.
  • Destroying the lander during the tutorial now triggers the tutorial fail state.
  • Carbon plant spawn rates increased on many planets and biomes.
  • Crystals and illmenite have been graphically updated with highlights and shadows to match the other recent visual updates.
  • Fixed a bug with the 'Max Framerate' setting on the Video panel not working on many machines.
      The 'N/A' option has also been renamed to 'Max' to be more intuitive.
  • Using the mouse to drag the camera in 'Scan' mode is now consistent across all framerates.
  • Fixed an issue that caused the low clouds to appear infront of trees on one planet.
  • Fixed a bug that could allow the player to see the edge of the game world when first entering Scan Mode.
  • Fixed a typo on the Leaderboards UI panel.
  • Fixed a glitch that happened if Bob was inside his lander when saving someone that would be a spoiler to name.
  • The refinery laser now detects very small objects.
      Small objects, that would previously fall below the height of the laser are now detected and will activate the conveyor belt.
  • Fixed a bug with the permanent Fuel Optimisation bonus stat.
      Due to this previous bug, the permanent value for this stat will be reset to zero when loading this update for the first time.
  • New Audio
    • A new sound effect has been added whenever the player increases their score multiplier.
    • A new sound effect has been added when the UI displays the results of using a Bonus Upgrade Dispenser.
    • New sound effects have been added when changing guns.
  • The on screen multiplier update effect now triggers whenever the player increases their score multiplier via increasing their salvage score by a multiple of 100,000 points.
  • The System map activation button trigger has been tweaked.
      When moving close to the system map on/off button, Bob empties his hand and points his finger at the button automatically. This also causes him to detach any grapples attached to his grapple gun. This can be frustrating while trying to drag grappled objects passed the system map screen. The size of the trigger that causes Bob to point his finger has been reduced and lowered. It's now much easier to jump or jetpack over the button to prevent Bob from pointing at it.



Development Roadmap - Leaving Early Access Soon
There's still 2-3 weeks left in the development schedule for final tweaks and updates, but this update brings us extremely close to what will be the 1.0 build. We're expecting Space Bob to leave early access near the end of September.

The remaining time is scheduled for behind the scenes stuff like updating the Steam page, updating screenshots, creating new trailer/s, new gifs and marketing. It's expected that the next 2-3 weeks at least will be spent on this type of preparation work with any final game updates coming closer to the 1.0 release.

Once the hubbub of the official release is out of the way I'll get back to full-time content development. My goal was always to support Space Bob with new content for at least six months after release and hopefully far longer if I'm finacially able to do so.

Please let me know if you run into any issue with this build, and remind me if you think I've forgotten a previously reported issue, and as always thanks for your continued support and kind words. We're nearly there folks.

Paul.
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July 6

Main Update 7 - Now Live

Let's turn a few recent frowns into smiles.
Main Update 7 brings many difficulty tweaks to the standard game, player controlled difficulty settings, 9 new planets, and a host of other tweaks and changes.

If you've written a review discussing the game's difficulty please take the time to update it after trying out these changes. Let's get that review rating back over 90%.

Here's the TLDR changelog. A full explanation or the new systems and the reasoning behind them, can be found below.

Main Update 7 (Build 0.84) Changelog.
  • 9 new planets added.
  • Difficulty sliders added
  • Collision damage reduced by 30%
  • Additional collision damage reduction with refinery ship, planet surfaces, stalegmites, crystals and illmenite.
  • Per frame damage cap added to particle based damage to help reduce one-shot deaths.
  • Boss 2 laser damage reduced by 20%
  • Act 3 power-cube cave cable damage reduced by 33%
  • Jetpack thrust power increased to lift more.
  • Replicon expansion speed increased
  • Upgrade descriptions updated to be more informative.
  • Damage ring threshold added to show only significant damage.
  • Time between non-critical Dave messages increased by 50%
  • Bubble plant lifting power increased by 60%
  • The 'Play Now' button now reads 'Continue' after exiting via the jump-gate
  • Bob can now slide down steeper slopes without taking damage.
  • Fixed a bug that caused a power-cube cave to be not have a fog-of-war and no jetpack disabling effects.
  • Fixed a bug with archic resource balls giving 2000 micro-electronics rather than fuel or energy. (Leaderboards scores using this bug will be removed)
  • Added a failsafe to prevent a crafting bug exploit.
  • Fixed the cave entrance on one planet that could cause the lander to get stuck.



Patch Notes Full Information and Reasoning
  • Difficulty Sliders Added
    • Space Bob's design philosophy was always to keep things simple and clean and so difficulty options were resisted up until this patch. In hindsight, the benefits of offering the player the choice to change difficulty outweigh the desire to keep things simple. I think the chosen implementation is super clean and intuitive to use while also adding more strategy and depth to the end-game.

      On the game select screen, each game mode start button now has a slider below it which allows the player to alter the difficulty of the game.

      The slider for each game mode has 6 settings. 50%, 100%, 150%, 200%, 250% and 300% incoming damage.
      At 50% damage, the score multiplier system is disabled. This mode is great for practicing the game but not good for setting highscores.
      For each additional 50% damage over the base 100% damage, the score multiplier will increase by 1. So for example at 200% damage you will start the game with a x3 score multiplier.

      A similar difficulty system was used in my previous game NeonXSZ and allows players to tune the challenge to suit their current mood or taste while offering tangible rewards for players who want to challenge themselves.

      Incidentally, playing at 150% incoming damage in this update should feel similar to the damage levels in the last main update. Playing now at 200-250% incoming damage is closer to how damage felt in the original version of the game when it first released to early access.

  • Collision damage reduced by 30%
    • This was first reduced by 50% (many patches ago) then tweaked back to only be a 30% reduction (a couple of patches ago), and now it's back to the 50% damage reduction.

      This is the equivalent of a 30% damage reduction over Main Update 6. This reduction was first applied in the hotfix earlier this week.

  • Collison based damage with certain biome type environments reduced.
    • Desert, grass and savannah surface collisions have been reduced by 50%. Bumping into the walls and ceilings of planets that are supposedly covered in softer surfaces like grass, moss and sand should not do the same level of damage as bumping into the walls of rocky planets or hard metal surfaces. This helps to ease down the difficulty in a more interesting way than a universal damage reduction.

  • Collision damage with stalegmites, crystals, and illmenite reduced by 35%
      The various stalegmites, crystals and illmenite each have different collision damage values based on their type. They have all been reduced by 35%. It's meant to hurt more bumping into these than many other objects because they are considered sharp, but the damage was a little too high in hindsight. It's still not advisable to attach these objects so close to Bob or his lander that they constantly bump into and damage him though. That's just common sense and this type of damage is very easy to avoid.

  • Per frame damage cap added to particle based damage
      Running into the seed of a pink lancher plant causes the seed to explode and this used to be instant death. This was always intentional but although they are super easy to avoid it seemed unfair to insta-kill an inexperienced player with full shields. Dave warns the player about the dangers of things like these plants but some players feel that listening to Dave is a waste of their time. The new maximum damage possible from particles in a single frame now prevents this type of insta-kill unless the player's health is already below 50%.

  • Boss 2 laser damage reduced by 20%
    • It was previously possible to defeat this boss without taking any damage at all.
    • It was previously possible to defeat this boss by upgrading to titanium armor and letting the laser hit you if you were quick.
    • It was previously possible to defeat this boss relatively easily with the carbon armor upgrade.
    • The 20% reduction in laser damage should allow less experienced players to defeat this boss more easily.

  • Act 3 Power Cube caves electric cable damage reduced by 33%
      Contrary to a certain review it is possible to navigate past these cables without taking any damage at all. You need to learn to 'throw' Bob by grappling the ceiling, shrinking his grapple line to launch him into the air, and release the grapple so that he flies through the air at a speed that is faster than normally possible. They are also meant to be hard and require practice before they become easy.However, the cost of making a mistake and landing on the cables was a little too severe so the damage from the cables has been reduced by 33%.

  • Damage from collisions with the refinery ship walls reduced.
      This was already so minimal that Bob would need to bash his head into a wall 100 times in a row to kill himself, yet we still had a negative review complain that this was ridiculous damage and that flying around inside the refinery ship was somehow an unnecessary challenge because of this.To ease this terrible situation Bob can now bash his head into the walls of his refinery ship 200 times before he kills himself. (Seriously people, if you are going to complain and write negative reviews, ease up on the exaggerations otherwise it's hard to take any of your points seriously).

  • Bob's jetpack thrust power increased.
      The game is all about solving the logistics of lifting loot out of caves so making this too easy would be a problem. I've recently been wanting to increase the speed of loot extraction and this is a great way to do it without making any dramatic changes that could spoil the challenge.
      • Default jetpack power increased from 475 to 575. (Previously this was enough power to lift 2 crystals. It now allows lifting of 3).
      • Enhanced jetpack power increased from 575 to 675. (Previously enough to lift 3 crystals. Can now lift 4).
      • Advanced jetpack power increased from 675 to 775. (Previously enough to lift 4 crystals. Can now lift 5).
      NB: Bob's lander has 3500 basic thrust power so if your jetpack isn't strong enough try to figure out how to get your lander closer to the loot you want to lift. If that's not possible then you'll need to winch heavy loot which has infinite lift power. It's all part of the challenge of the game. Winching is slow but always effective. It's not always worth doing it but that's something that comes from experience.

  • Bob can now slide down steeper slopes without taking damage.
      A recent negative review made many highly exaggerated claims like "slightly slanted surfaces did damage to me". This is simply not true. Bob could happily walk up and down slopes at angles up to around 60 degrees off horizontal without taking damage. However, HIGHLY slanted slopes could still do damage to Bob. This is because as he slides down these highly slanted slopes his jetpack can drag against the slope/floor behind him and cause damage. This is intended.This tweak increases this angle closer to 75 degrees off vertical. This causes the jetpack to clip through the walls but makes this intentional damage less common.

  • Replicon expansion speed increased.
      This may seem like a strange one considering this patch is all about making things easier but a recent negative review complained that "Just starting you barely see them ".The player needs time to grab a few resources before the Replicons attack, so the fact that you barely see them at the start is intentional. In the past we had many complaints that Replicons expanded over the game world too quickly so it was slowed down. Now we have a complaint that it's too slow. This tweak puts the expansion speed somewhere in the middle. It's impossible to please everyone but hopefully this finds a happy medium.

  • Upgrade descriptions updated to be more informative.
      The descriptions for the armor upgrades have been altered to stress the strength of these upgrades. Rather than being vague they now state that each upgrade doubles the players defenses/protection.

  • Red Damage Ring Thresholds altered.
      When taking damage, a red damage ring appears at the point of damage. This varies in size based on the amount of damage taken. Previously this would show even minimal levels of damage and I felt this was creating frustration for the player where it was not needed. Taking 0.1 points of damage from 100 points of shield is not worth creating a damage ring for and it's unlikely that the player would notice that they took such minimal damage. They would see a damage ring and become frustrated. This change ensures that if the player sees a damage ring it is due to noteworthy damage being taken.

  • Extended the time between non-essential Dave messages to 6 minutes from 4 minutes.
      Essential messages are considered time dependent or situation dependent. Non essential messages are general small talk etc.

  • The 'PLAY NOW' button on the main menu now changes to read 'CONTINUE' whenever the player escapes through the jump gate.
      This is to make certain that new players understand that reaching the jump gate is not the end of the game but only the end of the first act of the story.



  • No changes to Bob's momentum or fuel usage in the air.
      A recent negative review stated " the character physics were slow..." and "...the character has too much momentum"Too fast and too slow at the same time? I'm struggling to work out how to resolve that issue for you.The same review also claimed that Bob always used fuel while in the air which is also completely untrue. If you want to alter or maintain your momentum in the air or change direction then that requires the jetpack and therefore uses fuel. The jetpack has both horizontal and vertical thrusters. releasing the controls and simply falling uses no fuel. No change required.




Final Thoughts
I hope these tweaks resolve the difficulty related issues a few of you have with the game because if I make it any easier you'll be able to play it with your feet. I'm kidding of course but the game does need to retain a certain level of challenge and difficulty for it to be rewarding and worth playing.

If it can't kill experienced players occassionally then it's too easy. If less experienced players quit out of frustration then it's too hard. Finding the balance is always going to be tricky but hopefully the new difficulty sliders will resolve this for everyone.

A recent negative review simply said that permadeath ruined the game. As permadeath is expected in rogue-lites I can't fix that without 100 others complaining but I'm hoping the reduction in overall difficulty makes the permadeath less common and less frustrating so that it's no longer an issue for you.

Have fun, let me know if you run into any problems, and please share your thoughts on these changes.

Next up: Linux and Mac support. (If you are interested in helping out with this let me know. I'll be putting together a group of testers for this over the next few weeks)

Edit: Build 0.8401 contains a tiny extra fix for one of the exploit fixes in the main update.
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About This Game


Space Bob vs. The Replicons is a light hearted yet challenging physics-based planetary exploration, survival, rogue-lite in the final stages of development for PC (Mac & Linux soon). Expect to die in a dozen different ways before you figure out how to survive for an hour.

Combining hand crafted planets with procedurally placed resources and hazards, you must help Bob to solve the mystery of what is keeping him trapped in a never ending time loop while experiencing elements of survival, platforming, adventure and space exploration along with his companion AI.

Gameplay

Explore dozens of planets, collect resources, salvage what you find to craft upgrades, and fight for your life while trying to uncover the time-bending mysteries of Bob's universe.


At first, something as simple as landing on a planet and recovering some salvage will be a challenge. If the planetary hazards don't kill Bob first he will likely be overrun by Replicons before learning that many things are not worth his time to collect. Managing resources while learning how to maneuver valuable loot around obstacles, and out of deep winding caves, is what the game is all about.

The first objective is to escape through the jump gate and this may feel like the end of the game but nothing could be further from the truth. To truly escape Bob will need to explore further, master his skills and ultimately take the battle to the Replicons directly over three story acts.

Whether you live or die, an average play session is designed to take 30-90 minutes. At first you'll die frequently and struggle to do seemingly simple tasks but with patience, careful resource management, time and practice you'll learn to survive long enough to discover that death is not as permanent as it seems. Dig even deeper and you'll find yourself working with mysterious forces to save mankind from alien obliteration over multiple consecutive games.

This game features a type of permadeath. Death doesn't reset the story but it does rewind time. Collected resources and upgrades will be lost so it's best not to try and do too much before learning how to survive first. Also, contrary to some of the early reviews, the game now allows saving at any time but as is typical with rogue-lites your save point will be lost after death.

Technology

Although the game may initially appear to use traditional 2D sprites, it instead uses polygons. This allows for improved performance but also the ability to seamlessly zoom from viewing an entire planet down to having Bob fill the screen, and all without any pixelation.


All objects are physics enabled creating the corner-stone for much of the gameplay. You'll need to figure out how to efficiently connect objects together and return them to your refinery ship in orbit while managing their weight as they swing around the game's environments. Oh, and don't forget that you'll need to do it while trying to survive an alien invasion. Good luck!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP \ Vista \ 7 \ 8 \ 10 (32 or 64bit)
    • Processor: 2 Ghz Single Core
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4600 or better.
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Additional Notes: Steamworks integration (eg Leaderboards) is not supported on 32bit systems.
    Recommended:
    • Processor: 3 Ghz Dual Core
    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 640
    • Additional Notes: Example: A Geforce 970 can achieve 300+ frames per second at 4k with full 8xMSAA
    Minimum:
    • OS: OS X 10.7 or later (64bit Only)
    • Processor: 2Ghz
    • Memory: 2 GB RAM
    • Graphics: 256 MB NVidia or ATI graphics card
    • Storage: 2 GB available space
    • Additional Notes: Tested successfully all the way back to a 2010 iMac with 60fps achieved.
    Minimum:
    • OS: Ubuntu 10.10 or later (see below for other distros tested)
    • Processor: 2Ghz
    • Graphics: Intel HD4600 or better
    • Storage: 2 GB available space
    • Additional Notes: Tested and working on Ubuntu, Arch Linux, Fedora, Gentoo, Tumbleweed

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