A Robot Named Fight! - MattB
Hey guys! Happy to announce that A Robot Named Fight will be featured in MAGFest's indie videogame showcase at Super MAGFest this year!

My wife (Kayla) and I (Matt) will be at the Gaylord National Hotel & Convention Center January 4th - 7th showing off the game. If you're already a fan stop by and say hi! You can yell at me about how crumby homing bolts are. I'll probably spill the beans about some in-game secrets.

In the meantime, enjoy this sweet banner art, my friend Zack T. Jones made for the event.

A Robot Named Fight! - MattB
Hey guys! Happy to announce that A Robot Named Fight will be featured in MAGFest's indie videogame showcase at Super MAGFest this year!

My wife (Kayla) and I (Matt) will be at the Gaylord National Hotel & Convention Center January 4th - 7th showing off the game. If you're already a fan stop by and say hi! You can yell at me about how crumby homing bolts are. I'll probably spill the beans about some in-game secrets.

In the meantime, enjoy this sweet banner art, my friend Zack T. Jones made for the event.

Dec 26, 2017
A Robot Named Fight! - MattB
The holidays have been crazy for me and there were a few new bugs that snuck into the last version as it was a little rushed. I just put up a new build that fixes some of the reported issues.

-Fixed overflowing text in controls menu
-Fixed issue with older saves syncing achievements
-Fixed issue where nanobot explosions damaged player
-Definitely didn't add a new secret seed that only Patrons know
Dec 26, 2017
A Robot Named Fight! - MattB
The holidays have been crazy for me and there were a few new bugs that snuck into the last version as it was a little rushed. I just put up a new build that fixes some of the reported issues.

-Fixed overflowing text in controls menu
-Fixed issue with older saves syncing achievements
-Fixed issue where nanobot explosions damaged player
-Definitely didn't add a new secret seed that only Patrons know
Dec 21, 2017
A Robot Named Fight! - MattB
Hey guys! I just released a small patch that should fix some of the issues people have experienced since 1.1.1.12 came out. I've been super swamped over the holidays so there's not a lot of new content this time around. There's one new item and a few new rooms, but otherwise its just bug fixes. Next major update should be coming torwards the end of February, but it might be sooner or later depending on how carried away I get.

Full Patch Notes are here

As always, if you enjoy free updates, consider donating to the Patreon. Patrons are getting a little christmas present before the months up.
Dec 21, 2017
A Robot Named Fight! - MattB
Hey guys! I just released a small patch that should fix some of the issues people have experienced since 1.1.1.12 came out. I've been super swamped over the holidays so there's not a lot of new content this time around. There's one new item and a few new rooms, but otherwise its just bug fixes. Next major update should be coming torwards the end of February, but it might be sooner or later depending on how carried away I get.

Full Patch Notes are here

As always, if you enjoy free updates, consider donating to the Patreon. Patrons are getting a little christmas present before the months up.
A Robot Named Fight! - MattB
Bug Fixes:
-Fixed bad tiles in BuriedCity1x1TheTraitor01
-Fixed bad minor item hiding spots Factory2x2AllExits06
-Fixed camera bounds exception in Factory2x2AllExits06
-Fixed issue where the first time you expand the map stats didn't show
-Flipping with Viridian Shell no longer flips gravity
-Hard enemies will no longer spawn on the surface until at least 2 traversal items have been collected
-Gibs get recycled if they exit the current room
-Vorbs don't chase gibs out of rooms.
-Vorbs will consume gibs sooner, rather than chasing them slowly
-Fixed bug where fragment shots would sometimes die immediately
-Tutorial Smith effects determined by seed
-Fixed bug where certain projectiles could damage enemies 2 to 3 times in the same frame
-Assigned fallback shaders for palette shaders. This fixes the issue where mac users have had the foreground disappear. However, on older macs, palettes and blood splatter are not currently working.

New Items:
-Machine Gun

New Rooms:
-Surface1x1AllExits04
-Cave2x1NoUp01
-Factory2x1NoDown03
-BuriedCity2x1LeftRight01

Other Changes:
-Modified alternate cave tileset.
-Selecting Restart Game during a seeded run wil now restart with the same seed.

Balance Changes:
-Nanobots' explosions actually deal damage (equal to the %120 of player's projectile damage per second)
-Nanobots' impact deals damage equal to half the player's projectile damage
-Nanobots ignore any enemy invulnerability frames
-Scatter Gun Damage increased from 0.5 to 1 (to account for projectile bug fix)

Rudeboys:
-Flipped a rude sine fish boy in Factory2x2AllExits04
-Moved rude shelled creeper in Factory1x2AllExits03
A Robot Named Fight! - MattB
Bug Fixes:
-Fixed bad tiles in BuriedCity1x1TheTraitor01
-Fixed bad minor item hiding spots Factory2x2AllExits06
-Fixed camera bounds exception in Factory2x2AllExits06
-Fixed issue where the first time you expand the map stats didn't show
-Flipping with Viridian Shell no longer flips gravity
-Hard enemies will no longer spawn on the surface until at least 2 traversal items have been collected
-Gibs get recycled if they exit the current room
-Vorbs don't chase gibs out of rooms.
-Vorbs will consume gibs sooner, rather than chasing them slowly
-Fixed bug where fragment shots would sometimes die immediately
-Tutorial Smith effects determined by seed
-Fixed bug where certain projectiles could damage enemies 2 to 3 times in the same frame
-Assigned fallback shaders for palette shaders. This fixes the issue where mac users have had the foreground disappear. However, on older macs, palettes and blood splatter are not currently working.

New Items:
-Machine Gun

New Rooms:
-Surface1x1AllExits04
-Cave2x1NoUp01
-Factory2x1NoDown03
-BuriedCity2x1LeftRight01

Other Changes:
-Modified alternate cave tileset.
-Selecting Restart Game during a seeded run wil now restart with the same seed.

Balance Changes:
-Nanobots' explosions actually deal damage (equal to the %120 of player's projectile damage per second)
-Nanobots' impact deals damage equal to half the player's projectile damage
-Nanobots ignore any enemy invulnerability frames
-Scatter Gun Damage increased from 0.5 to 1 (to account for projectile bug fix)

Rudeboys:
-Flipped a rude sine fish boy in Factory2x2AllExits04
-Moved rude shelled creeper in Factory1x2AllExits03
A Robot Named Fight! - MattB
Hey there! Just updated the game again! Below are some notes about what's new. For full patch notes click here.

Seeded Runs!
The big new addition is seeded runs. Seeded runs will allow you to replay previous runs you've enjoyed and share them with friends for things like racing. The seeds are 24 characters long, which I know is a bit cumbersome, but its as small as I could get them and still store the information necessary to keep runs the same. Unlike other rougelites with similar features, the item order generated in ARNF directly effects the way the map is laid out and what achievements you have directly effects the item order. So that was a fun little puzzle to solve. Currently the bonus items and shop contents may differ between players based on their achievements.

Scrap rebalance and a new ally!
Two new achievements will give you more to do with all that scrap you accumulate over a run. "Ally Bot" will ensure all allies stock 3 items and "The Traitor" will cause a new shop keep that offers mystery items to appear in the buried city. Beyond this, many items recieved price adjustments and enemies are more likely to drop scrap even if you've used energy.

Chrome Dome and The Vorbs
To complement the new ally stuff, the Chrome Dome item has been added. It reduces the cost of items forged by allies. 3 new orbs that devour gibs and poop out drops have also been added.

The Rest!
You can look up and down by holding up and down. Things are bloodier. The UI is friendlier. A bunch of bosses are tougher. Hunter Killer doesn't act so stupid. You can have a triple shot mondo huge laser beam. Probably some other stuff I'm forgetting.

A Warning!
There was a nasty factory room in previous builds that could cause soft locks. It's been changed in this build to prevent that, but the change my cause you to hit a dead end in runs continued from the previous build. To accomodate users that encounter this you can switch to the 'previousbuild' branch to complete your run. Sorry for the inconvenience.

As always, if you like these free updates consider throwing a dollar torwards my patreon.

Tight on cash? Leave a positive Steam review or help out with the wiki!
A Robot Named Fight! - MattB
Hey there! Just updated the game again! Below are some notes about what's new. For full patch notes click here.

Seeded Runs!
The big new addition is seeded runs. Seeded runs will allow you to replay previous runs you've enjoyed and share them with friends for things like racing. The seeds are 24 characters long, which I know is a bit cumbersome, but its as small as I could get them and still store the information necessary to keep runs the same. Unlike other rougelites with similar features, the item order generated in ARNF directly effects the way the map is laid out and what achievements you have directly effects the item order. So that was a fun little puzzle to solve. Currently the bonus items and shop contents may differ between players based on their achievements.

Scrap rebalance and a new ally!
Two new achievements will give you more to do with all that scrap you accumulate over a run. "Ally Bot" will ensure all allies stock 3 items and "The Traitor" will cause a new shop keep that offers mystery items to appear in the buried city. Beyond this, many items recieved price adjustments and enemies are more likely to drop scrap even if you've used energy.

Chrome Dome and The Vorbs
To complement the new ally stuff, the Chrome Dome item has been added. It reduces the cost of items forged by allies. 3 new orbs that devour gibs and poop out drops have also been added.

The Rest!
You can look up and down by holding up and down. Things are bloodier. The UI is friendlier. A bunch of bosses are tougher. Hunter Killer doesn't act so stupid. You can have a triple shot mondo huge laser beam. Probably some other stuff I'm forgetting.

A Warning!
There was a nasty factory room in previous builds that could cause soft locks. It's been changed in this build to prevent that, but the change my cause you to hit a dead end in runs continued from the previous build. To accomodate users that encounter this you can switch to the 'previousbuild' branch to complete your run. Sorry for the inconvenience.

As always, if you like these free updates consider throwing a dollar torwards my patreon.

Tight on cash? Leave a positive Steam review or help out with the wiki!
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