Roboquest - Yun and the Yuns
Hello there!

The Autumn Update (v0.2.0) is now live!

Roboquest will be on sale for the Steam Autumn Sales (starting 11/25/2020, 10am Pacific Time).

Before we dive into the highlights of the patch, we wanted to thank you for the huge amount of feedback we received. While we might not always be answering them, we’re reading everything, whether that’d be on Discord, on Steam or through the F10 built-in report system. So keep it coming!
Also, a special thanks to all the playtesters who dived into the playtest branch with dedication and an incredibly good mood, it really motivated and helped us.

Now, here are the highlights of the changes coming into this update:

Patch Highlights
Guardian & Commando
Two “new” loadouts come into play: one is a reworked Guardian (new ability) and the other is a Commando inheriting the previous Guardian ability and a brand new melee attack.
Quarry
The Quarry is a new level reachable in Act 1.

Aqua Station
The Aqua Station is a new level reachable in Act 2.

Gameplay Changes
Numerous changes regarding health, cooperation and weapon abilities but not only.

And that’s it for the highlights, you can find below a comprehensive list of changes for the Autumn update:

Patch Notes 0.2.0
🍉Community Requests & Suggestions

Localization
• Fixed many Portugese Brazilian and Russian typos and over-extended text
🍉 Added new Cyrillic font for stylized texts and titles
• The Italian translation is missing several terms, the community members in charge of those languages are working towards getting them ready as soon as possible.
• As usual but not to forget, we thank Awneeon, Bandicoot, Filippo, Flo, Luciifero, Ria and Tryyton for their translation work!

Interface
• We removed the “Estimated Time before Update” in the landing menu. Not only was it creating unnecessary pressure on our side, it was creating false expectations on yours and made us unable to modulate our schedule
• Clicking off the window in Borderless and Windowed display mode will no longer minimize the game

Levels
Quarry (New!)
• New Level: Quarry added with its own roster of enemies including new unique ones
• The Quarry is an alternative road in the Act 1
Aqua Station (New!)
• New Level: Aqua Station added with its own roster of enemies including new unique ones
• The Aqua Station is an alternative road in the Act 2
Platform Challenge (New!)
• Several platform challenges have been added to the game (overall with bigger scale than before)

General Gameplay
Developer’s note: With the major changes regarding the health system and enemy metrics, the game should feel more challenging than before and health will be a more important resource.
Health (Reworked)
• Enemy damage has been increased
• You no longer loot health pickups on enemies when low on health
• Now, a part of the health you lose when taking damage is stored in a “damage bar”
• Looting cells restores a part of the health stored within your “damage bar”
• The “damage bar” decreases over time
• You will always be able to heal up to a certain threshold of your health
Developer’s note: We felt like health and experience pickups were kind of overlapping and we read several comments going in that same direction. Therefore we decided to rework the health system to promote forward combat more than before and to unify health and experience pickups.
Shield (New)
• Various perks and effects grant you “Shield”
• When taking damage, shield is removed in priority over health
• Shield doesn’t regenerate by itself, each effect granting shield has a condition of replenishment (for instance: using the Repair-o-bot)
Choose One Rewards
• Rewards in platform challenges are now “choose one” rewards, meaning you can only pick one of each type and the rest will disappear
Attribute Changes
• Assault and Technology secondary bonus have been modified
• Assault now increases Explosion size instead of Melee damage
• Technology now increases Elemental damage instead of Explosion size
Key & Door Feedback
• Locked doors now have a visual representation of the key they require
• The keys you can pick up have been made more noticeable
Tutorial Update
🍉 Added a “choose your crosshair” panel (choosing from lowered to centered)
Gamefeel
Critical Spots
• All enemies’ critical spots have been updated and should feel easier to hit
Aim Sensitivity
• Sensitivity values and curve settings have been modified and should be easier to setup and feel more logical
Gamepad
Developer’s note: The gamepad is something we didn’t tweak much, this update brings a few improvements but rest assured that we plan to tweak it more further down the line.
🍉 Various improvements have been made regarding projectile registering and sensitivity modulation
• Sensitivity magnet strength is modulated based on your current velocity
• Mouse acceleration is toggled based on your current velocity
• We plan to add: haptics, mouse acceleration modulation, magnet slider setting, anti big miss system and better sensitivity curves for low-end gamepads

Bosses
• Bosses no longer loot cells when taking damage, instead they loot a lot at the end of the combat
Developer’s note: That mechanic was previously necessary to reload your ability, but it’s no longer the case. In addition, it was necessary to remove that mechanic because of the healing potential. Finally, it feels way better to loot many cells in the end of the combat rather than a few here and there.
Sir Catercoaster (Removed)
• For the time being, you will no longer encounter Sir Catercoaster at the end of the Energy Center
Developer’s note: We tried to rework him for this update but unfortunately we felt like he was still not fun enough and we prefer to polish him more before showing it to you.
Dr. Turret (New!)
• Instead of Sir Catercoaster, you can meet Dr. Turret as the new contender of the Energy Center

Loadouts
Guardian (Reworked)
• The “Guardian” base loadout has been modified and features a different ability (he keeps his melee attack)
Developer’s note: Remember that we plan to add a “Loadout Creator” in the future to mix and match the different abilities and melee attacks, so you’ll get to relive the old Guardian fashion!
Barrier (Ability)

• Hold and release to spawn an energy barrier blocking all incoming projectiles
Perks
• Added new Barrier related perks to the Guardian perk pool
• Removed old Rocket related perks from the Guardian perk pool
Commando (New!)
• The “Commando” is a new unlockable base loadout
• You have to destroy 1000 enemy robots to unlock it
Rocket (Ability)
• The Commando naturally inherits the “Rocket” ability from the old Guardian (their identities were too overlapping and this was mainly due to the Rocket)
Shorty (Melee)

• Unlike other melee attacks, the Shorty is a quick shotgun blast with a short cooldown. We will continue to diversify the “melee attacks” following that direction
• The shorty does bullet damage and has a shotgun-like spread with a short range
Perks
• Added old Rocket related perks to the Commando perk pool
• Added new Shorty related perks to the Commando perk pool
Melee Attacks
• Most melee attacks have received tweaks to their metrics to follow the global system changes
Perks (General)
• Many perks have been removed from the game
• Many perks have been added to the game
Developer’s Note: Perks are something we’re always monitoring and trying to improve. Expect continuous changes and improvements to them.
Reroll Token

• You can now purchase a meta reward granting you “reroll tokens” at the beginning of each run
• You can use these tokens to reroll your perk choices

Weapons
Weapon Abilities

• Weapons no longer have a secondary fire with limited ammunition, instead they have an ability with a fixed amount of charges and a cooldown
• Ammo pickups have been removed from the game
• Tweaked various weapon abilities metrics
Developer’s note: The pace at which we were able to use the weapon abilities was pretty intense when full of ammunition and scarce when not, which did not feel great. In addition, balancing the amount of ammo recovered “per pickup, per weapon” was close to impossible for weapons as different as the assault sentry and the rebel rifle. Limited ammunition regeneration was also an issue when it came to boss fights. Transforming this system into a cooldown and stack based one not only feels better to use and fixes the boss issues, it also harmonizes the loadout and weapon ability systems (which now both use a time-based cooldown).
New / Reworked Weapons
Cryo Launcher

• The Cryo Launcher has received its model and animation set
• In addition, its primary fire has been redesigned to feel better to use and to better suit its visual design
Unreal Gun
• The Unreal Gun is now a Technology / Precision weapon
• Its primary fire has been slightly modified to reflect this change (slower firerate, high crit. bonus and flat damage)
• Its ability (secondary fire) has been rebalanced to shift back some of its power towards triggering the explosion of the ability with the primary fire
Cooling Weapons
• The heat cost of most weapon primary fires have been reduced
• Weapon abilities no longer have a heat cost
• It takes longer to cool down your weapons
Developer’s note: These changes should make cooling weapons feel better to use overall but especially when trying to remain at certain heat levels (it gives more “range” to play).
Affixes
Heavy
• New affix: “Heavy: Reduces movement speed while shooting”
Developer’s note: Several weapons have “Heavy” by default, it felt “right” for these weapons to slow the player down and it made us able to ramp-up their damage in a way that felt more satisfying and logical for such weapons (the Rocket Launcher for example).
System Changes
• Weapons are less likely to have affixes
• Average and maximum amount of affixes on the same weapon reduced
Affix Pool Changes
• Several affixes have been removed from the affix pool (they were either outdated due to system changes or felt too simple, not exciting enough)
• Several affixes have been added to the affix pool
Weapon Rebalance
• Most weapons have received tweaks to their metrics to follow the global system changes

Cooperation
Developer’s note: The game should no longer be as easy as it was in 2-p cooperation.
Local Loot
• Except for cells, all rewards (chests and other interactive objects) are now local, meaning they are all your “own” and you can no longer “steal” them from your brobot (even unintentionally)
• You can drop weapons for your brobot
• You can’t drop cores for your brobot
Enemies
• There are more enemies
• Enemies have a bit less health and their scaling ratios seem more logical (small enemies scale less than big ones)
Revive Rework
🍉 Revive no longer removes a part of both characters’ maximum health, instead it removes half of the current health
• Revive is now called “Reboot” :)

Basecamp
• Basecamp and wrenches have not been reset, if you experience any issue, please reset your account and report it to us
Basecamp Level
• You now have a basecamp level depending on how many wrenches you invested in persistent upgrades
• The basecamp level is now the requirement of several upgrades and grants access to the Engineer loadout (at level 4)
Layout
• The overall layout of the interactive object in the basecamp have changed and should be quicker to navigate
Developer’s note: We plan to do a major overhaul of the basecamp further down the road and this is just a temporary fix.
Wrench Cost
• The wrench cost of most upgrades have increased to tend towards unlocking 1 or 2 upgrades per run and not 3 or 4, effectively increasing the game lifespan but also the pleasure to unlock and experience each upgrade
• The speed at which you collect wrenches at Act 1 has been increased and reduced at Act 2
New Rewards
• Weapon affix rewards have been slightly modified and an additional level is available
• A new “Reroll Token” upgrade is available with 3 levels

Audio
New Sounds
• Many new sounds have been imported (for bosses, enemies, weapons, player movement…)
• Many missing sounds have been fixed (noticeably when dealing damage or destroying enemies using elemental weapons)
• You will notice that numerous game elements are missing sounds for this update, they will be added in the next one
Cooling Weapon Pitch
🍉 Most cooling weapons now properly have their sound pitch more and more as they heat
Juice (Critical, Kill, Xp, Hit)
• Destroying an enemy robot now triggers a specific “frag” sound, fragging several enemies in a row will pitch that sound further
• The sound triggered when collecting cells has been slightly modified to feel a little bit more rewarding
• Hit and Critical Hit sounds have been slightly modified
Improvements
General Mix
• The overall mix has been modified
🍉 Music volume slightly reduced and fade in added in landing and loading screens
Spatialization
• Implemented various missing systems to better determine how sounds should be spatialized, this includes but not limited to: your brobot sounds, your own sounds, projectile impacts and enemy sounds in general
• Non-gameplay elements and non-critical gameplay elements should be less present and important ones should be more perceivable
Concurrencies
• Implemented a better concurrency system to prevent the same sound to play multiple times at the same frame, effectively doubling (or sometimes tripling) its volume

Bug Fixes
• Killing a boss in the same time he kills you will no longer result in a draw, locking you in the boss room in the process. You are declared winner instead now :D
• Fixed an issue that would prevent you from earning Wrenches at the end of the game
• Shooting through the Barrier will no longer make your projectiles pass through the ground if you selected the “Tactical Window” perk
• Battle rooms should no longer lock themselves (with you inside)
• Water slopes in challenge rooms get properly cleansed when you validated the challenge
• The Toybox no longer resets your weapon level
• You should no longer hear a second reload sound when dropping a weapon you just reloaded
• Diggy Mole should no longer leave the arena when going underground
• Critical calculation are now additive instead of multiplicative
Roboquest - Elliot Yun
Hello everyone!

We will be releasing the Autumn Update this Wednesday (on the 11/25).

We're sorry for the delay, this was our first major content release and we took extra time to make sure everything was up and ready for you. In addition, we launched a playtest branch and have been experimenting it for the past two weeks, it has been a success and future updates will benefit from our new workflow (which means it'll be easier to monitor and release the future updates).

We're pretty excited to get that update rolling but it's not quite there yet.
In the meantime, we thought we'd give you guys a really brief overview of what is to come:

Guardian & Commando
Two “new” loadouts come into play: one is a reworked Guardian (new ability) and the other is a Commando inheriting the previous Guardian ability and a brand new melee attack.



Quarry
The Quarry is a new level reachable in Act 1.



Aqua Station
The Aqua Station is a new level reachable in Act 2.



Gameplay Changes
Numerous changes regarding health, cooperation and weapon abilities but not only.



And that's it for the highlights, we hope you guys are as hyped as we are for the upcoming release 🤙
Full patch-note will be released alongside the update.

Have a nice start of the week everyone!
Roboquest - Elliot Yun
Hello everyone :)

We know you are all looking for more content and we're hard at work on that, but it's not here yet.

In the meantime, some community members have been showcasing passion and dedication to bring new languages to the game and we owed you a bunch of hotfixes, so here they are!

We're proud to say that Russian and Italian are now supported languages in Roboquest!

'Awneeon' took care of the entire Russian translation while 'Filippo' and 'Luciifero' took care of the Italian one. We are infinitely grateful to them, big shout out guys!

We won't be adding new languages before the Autumn update but we're not stopping the translation process so if you want to get involved, make sure to hop-in the Discord Community :)

As usual and for consistency's sake, here's the changelist:

Localization
Russian translation added to the game, brought to us by Awneeon
Italian translation added to the game, brought to us by Filippo L. and Luciifero

Bug Fixes
• We believe we should now have fixed infinite client loading
• You should no longer be stuck in a black screen after opening the perk selector while you just killed a boss
Secondary hotkeys now works for the stun QTE (you can unstun using keyboard arrows for example)
Engineer Drones should now be properly teleported to the boss arena with you
• You can no longer "lock" your brobot in the locked room of the Fields safe zone
Coup de Grace (Perk) description now properly states "50% health" and not "0.5%"
• Mouse cursor should no longer randomly takes priority after ending a level
Alt-tabbing has been re-enabled and should no longer makes you lose focus of the game window
• Force fields locking the arenas are now deactivated if one of the players is waiting for revival in the arena
Roboquest - Elliot Yun
Yosh over here :)

We just released a new hotfix to solve a critical issue, here's the changelist:

Localization
• Several Brazilian Portuguese typos fixed
Bug Fixes
• Clients will no longer be stuck in an infinite loading screen in cooperation
• Joining your friend's game at the same time he launches the game won't put you both in a state where you can no longer invite or join multiplayer games
Roboquest - Elliot Yun
Hey everyone!

We released a hotfix to solve minor issues.

Multiplayer connection and performance issues are still being investigated.

Here's the changelist:
Localization
Brazilian Portuguese translation has been added to the game. It was kindly brought to us by Gabriel "Bandicoot" Ribeiro
LinkedIn: https://www.linkedin.com/in/gabriel-ribeiro-a90bb6163/
UI
• Added 100 FPS cap to the list of available FPS limits
Fixes
Ruins music properly loops again
• Shadows will no longer appear when turning them "off"
• Fixed a bug preventing you from opening the invite UI
• The Toy Box will no longer reroll the affixes of the weapon it contains
Roboquest - Elliot Yun
Heyo there!

We've just released a patch to hotfix a few critical and minor reported issues.
Here's the full list:

Alt-Tabbing
Removed "alt-tabbing pauses the game" for now as it was causing a bug with window focus, it will return in a future update
Music
• The music in the Ruins only loops twice, we're investigating the issue and will be pushing a hotfix in the future
Game Fixes
• Added missing rewards in the Junkyard (Ruins' green arena)
• Explosive weapons no longer deal self damage
Cooking Laser (Perk): Now properly triggers at or above 30% (and not 1%)
Bug Fixes
• Weapon Affixes should now be the same on Server and Client
Note: We don't manage to reproduce the issue causing affixes to reroll when dropping a weapon and re-equipping it or when switching levels, we'd be glad if people experiencing this issue could provide additional information about it (such as reproduction steps).
• You should no longer be able to travel to work-in-progress levels ( :'D )
• Scope Overlay is always centered, regardless of your aspect ratio
• Removed hidden 200 FPS limit when setting "no limit FPS"
• You can no longer open or close the perk selector while navigating the main menu
Roboquest - Elliot Yun
Howdy Guardians!

The 0.1.2 update is now out.

While we initially planned to do a small update, we had so many things to pack in that we've decided to release it as a major update.
We're still hard at work to bring you new content to experience and our plan remains the same to release this content in the Autumn update.

For now, we're here with a large set of system changes and experimental features that will improve the gameplay experience. As always you can discuss these changes on Discord or the Steam community forums.

Here are a few highlights of this update:
Powerslide
You've been asking for new movement mechanics for a while now, and here it is!
We decided to opt in for a slide rather than a dash because we needed a lateral dodge which could not be performed mid-air. We already had a very agile (and complex) mid-air movement and we did not want to add more complexity on top of that.
The polish level is low for now, we want to see how this mechanic unfolds before diving further into its implementation.



Weapon Affixes
We pushed the first iteration of the system. It gives random bonuses to weapons you loot. There are over 15 different affixes for now and we plan to add more. We initially wanted to wait a little bit before releasing this feature but we figured out that you'd love to try it out and we'd be glad to hear your impressions and suggestions about it.

Gameplay Changes
We implemented many modifications to existing systems: reworked Recon ability, cooldown-based ability, attribute rework, scope rework and health flow changes being the most important.
You can find a full list of changes below.

Localization
As usual, the localization process has been supported by kind members of the community. This time around, we kindly thank Flo, Tryyton (German translation) and Ria (Chinese translation) for their work!

Patch Notes v0.1.2
🍉 Community Suggestion: These features have been asked or suggested by the community.
🚧 Experimental Features: These features are either a work-in-progress or something we would need your feedback about. They might be reworked or removed from the game over the course of the EA.

Menu and UI
• Added a landing menu before going in the basecamp where you can modify your settings, view news, latest patch notes, incoming updates and reset your profile
🍉 Added new resolution and widescreen support (4/3, 16/10, 21/9, 32/9)
🍉 Added a field of view slider in the graphic settings
🍉 You can now press space to continue in the end and score screens
🍉 Added an option to remove onomatopoeia visual effects nearby the weapon when shooting and reloading
🍉 Added an option to remove camera shakes for people suffering from motion sickness
🍉 Alt Tabbing now pauses the game (in soloplayer) and disable sounds
🍉 An option has been added to enable sounds in background
• The game is automatically paused if you unplug your gamepad or if you open the Steam overlay (in soloplayer)
• Locked loadouts are now displayed and a tooltip explains how to unlock them
• The settings for mouse and gamepad have been split up and reworked
• Weapon tooltips now clearly display affixes and bonuses
• Added a "Reset Profile" button in the settings but you can only use it in the landing menu
• Several settings tooltip and validation window texts have been revisited
• Several Basecamp texts have been revisited
• Added an extra text font to properly display Cyrillic characters (please report any missing character)

Powerslide
🍉🚧 A powerslide has been added to the character movement tools
• You can press "crouch" while moving to trigger it
• It's available from the start (but it's not highlighted in the tutorial)

General Gameplay
Health pickup frequency increased by 50%
Health restored from pickups reduced to 12% down from 15%
🍉 Cells last 1.5 seconds longer
Burn damage calculation has been reworked. Instead of accumulating "stacks" of burn on the same target, you now deal burn damage depending on the base damage of the tool you're using to apply it
Cryo effect has been reworked. You now accumulate cryo "stacks" on the same target up until it's completely frozen (and unable to move)
Shock calculation have been modified and while you shouldn't perceive much changes, the shock power of the different weapons should feel more logical
Homing projectiles now tries to prioritize the target you were looking at when shooting
• You can now reload while sprinting, consequently we've removed the option "sprint cancels reload"
• Arenas now have "invisible walls" on their doors, effectively preventing you and the enemies from shooting through (this means you now have to enter the arena to fight the enemies)
New "toe snapping" system to better snap to edges when trying to jump on them
Ruins key is now acquired by beating the first boss, in multiplayer both players must have the key to open the door
Developer’s Notes: Keys were a little bit too hard to retrieve (or understand what they were about) which resulted in players never finding the Ruins. This was never our intent so we're easing the finding process for that specific key. We'll be monitoring the others as well.
Character & Progression
Abilities
Abilities are now cooldown based instead of regenerating when you gather cells (they now recharge over time)
Skill for Dummies (artefact): Now reduces ability cooldown by 15% (it was previously reducing ability cost by 25%)
Developer’s Notes: While "cell-recharging" was initially one of the ways to promote forward combat, it was really tough to build a sense of "ability rhythm" as the regeneration rate could sometimes be quite irregular. We think this change won't hurt forward combat, will help create that mental rhythm and will make "long-range" playstyles more viable.
Attributes
Assault attribute points now also increase Melee Damage by 2%
Precision attribute points now also increase Critical Damage by 2%
Demolition attribute points now also increase Firerate by 2%
Technology attribute points now also increase Explosion Radius by 2%
Developer’s Notes: The attribute system was all about maxing out one stat. We expect these changes to make players think about what type of secondary stat they want.
Upgrades
Polished Core now also decreases your ability cooldown
Weapon Mastery has been removed and split into 6 other upgrades
• Each of these new upgrades increases a combo of 2 attributes
• When you'd have the choice to pick Weapon Mastery, you now have a random one of these upgrades as a choice instead
Developer’s Notes: Considering the attribute changes, "Weapon Mastery" became far too powerful (granting one attribute of each) and had to be split down into several smaller bonuses.
Loadouts
Mark (Recon)
"Mark" has been removed and replaced by “Stealth”
• Stealth: Instantly stealths you and creates a decoy in front of you. Stealth automatically ends after 6 seconds or upon dealing damage. All enemies you looked at while stealthed are marked when exiting stealth
Marked enemies now take 30% additional damage from all sources instead of taking critical damage from all sources
Developer’s Notes: Mark had many issues, starting with the fact that it wasn't that much fun to use. Also, it was only enabling "longrange playstyle" if you were playing Recon. Finally, it was not really synergizing with critical hits (it wasn't buffing their damage in the end). We shifted the "longrange playstyle" enabler directly on Scopes, modified Mark debuff so that it can scales with Precision weapons and finally tried to find a funnier implementation of the Recon skill.
Taser (Engineer)
No longer requires charging, now instantly releases a pulse dealing shock damage in front of you
• Has a 3 seconds cooldown
• Added placeholder sound
Developer’s Notes: In addition to lacking proper feedback, this melee attack was kind of tedious to use because of its charge time. We decided to make it way simpler to use and to counterbalance its power with a built-in cooldown.
Drone (Engineer)
🍉 Drones now properly follow you, teleporting to you if needed (that’s how much they love you)
• They shoot energy projectiles instead of bullet hitscan
• They persist even when switching levels

Weapons
General
• Many weapons have received small gameplay and value tweaks to follow the new system update and metrics. Considering the amount of micro changes, we won't go over the details this time around, rest assured that we'll be providing more details as the EA progresses and the systems settle
• Most area of effect radius have been reduced by 10% (they were scaling too hard with the new technology area size bonus)
Graviton Launcher: Now has its unique 3D model and animation set
Grandma's Shotgun: Replaced secondary fire by Dual Rockets, it shoots two explosive rockets
Heavy Crossbow: Added secondary fire Marking Blast, it shoots one explosive arrow marking all enemies around the impact point
Heavy Crossbow: Primary firerate highly increased
Handgun: Added an equip animation played in the tutorial, at the basecamp and in the Canyons
Affixes
🚧 Weapons can spawn with random additional affixes
• You’ll have to craft a specific upgrade at the basecamp to unlock them
• Fixed a bug where Swift would apply its bonus twice
Swift no longer grants 5% Speed, instead it grants 7% Movement Speed
Developer’s Notes: Like you, we felt like 5% Movement Speed was too small to notice, but with the previous iteration, buffing the value would also buff Firerate and Reload Speed, which we did not want. Making Swift only buff Movement Speed, makes us able to increase the value without risking to break anything else.
Scopes
• Scope weapons critical ratio reduced by 25%
• Scopes now increase critical damage by 30% (when scoping)
Scopes now automatically gather cells if you kill an enemy with a critical shot (when scoping)
Developer’s Notes: Balancing weapons is a continuous process and we’re carefully following your feedback on that side. And while there were (surprisingly) no clear under or over powered categories, we felt like Precision weapons could feel a bit underwhelming to use at times. With the changes on attributes and cell fade time we expect most precision weapons to already feel better without other changes. Though, scopes still clearly needed some love so we take this opportunity to revisit them a bit.
Enemies
• Average enemy damage increased by 20%
• Flying enemies can no longer be staggered mid-air (and therefore will no longer fall and explode), stunning them with shock damage still works though
• The rate at which enemies spawn in arena has been increased overall
Stunning bosses will effectively stop and stun them for a short duration (but no longer deals extra damage)
• Bosses should no longer chain the same pattern more times than intended
Diggy Mole: Now has a slight delay before going underground after using Shockwave
Sniper Pod (Fields): Projectile speed modified to be dodgeable with a powerslide
Gatling Pod (Fields): Damage increased but projectiles slowed down
Guard Pawn (Fields): His melee attack now targets the player rather than an area (should make him less likely to randomly stun you from behind or upward)

Basecamp
New Upgrades
Weapon Affixes (4 levels): Unlocks or increases the amount of affixes weapons can get
Healbot (3 levels): Increases the amount of health restored by the Healbot by 5%

Audio
General
🍉 General volume reduced by 40%
• Your brobot sounds are 30% quieter than before
• Fixed a bug where some weapon sounds playing in first person view would spatialize, resulting in hearing the weapon shooting “from the side” if you were moving while shooting
🍉 Jetpack overall volume reduced
• Cryo Explosion accumulated sounds nuisance reduced
Music
• “Metal Hero” (landing screen music) now fades in and its general volume has been reduced
🍉 Fixed an issue where musics would fail to loop correctly when transitioning from one state to another
Added Sounds
Assault Sentry - Secondary Fire
• Engineer - Drone - Shoot & Rocket Perk
Reworked / Replaced Sounds
• Enemy Arena Spawn
Ride Spline
Chest Open
• Recon - Slash
Assault Rifle - Primary Fire
Grenade Launcher - Primary Fire
Fire Flower - Primary Fire
Junk Sniper - Primary Fire
Mine Gun - Primary / Secondary Fire

Bug Fixes
(in multiplayer, the 'host' refers to the player inviting his friend to join his game, the 'client' refers to the player joining his friend's game)
• Potential Fix: Clients should no longer spawn outside of the map when switching levels
• Potential Fix: Clients should no longer see invisible enemies after exiting a safe zone
• Potential Fix: Clients should no longer be stuck in the boss safe zone after the boss cut-scene has played
• Potential Fix: You should no longer be stuck in a white screen when trying to play the after-boss cinematic
• Potential Fix: You should no longer be stuck in an arena without any enemy spawning
• Reduced the amount of crashes when restarting a game in multiplayer
• Fixed a bug which would prevent players with non-Latin characters in their nickname to create or join multiplayer games
• Both players now have the same rank calculation at the end of a level (previously, there was a chance for the client to earn a lesser rank)
• You will no longer be stuck in a black screen when opening the perk selector while switching levels
• Enemies can no longer be permanently shielded, even when the enemy providing the shield is dead
• Fixed an issue where the FPS Limitation setting would override the VSync setting (effectively applying a FPS cap lower than your screen refresh rate)
• You will no longer hear an interface sound popping at the end of the loading screen
• Optimisation: traps and other interactive items are now properly unloaded when out of sight
• The 'Difficulty Unlocked' text no longer appears if you already unlocked that difficulty
• Fixed various level design holes and get-out-of-map spots
Roboquest - Elliot Yun
Hello Guardians!
This past month was crazy! Between the launch, the update we're preparing and the amazing suggestions that we're trying to implement, there's plenty of work for everyone here at RyseUp Studios!

And with all this, we haven't really taken the time to keep you informed about our update format and what you can expect going forward into this EA.

So we figured out... now would be a good time to fix this!

The Roadmap


Some of you might have seen it already (on the store page).
During the 8-10 planned EA months, we'll be going through this roadmap pushing two sorts of updates:

Major Update
The "Autumn Update" is the first major update we'll release and you can already see what it is going to feature.

We aim to release a major update every ~2 months.
They will contain one or more of the large "blocks" you can see on the right of the roadmap.
The release order of these blocks is not defined yet and will change based on your feedback and the evolution of the EA (the roadmap will be updated accordingly).
Some of these blocks will also be worked on progressively such as basecamp or FX improvements up until they reach the 1.0 level of completion we’re aiming for.

In addition, we'll always try to implement some of the most-wanted community requests in each update (whether it's a major or a minor one).

Note: As the game design structure is still subject to change, you can expect account resets over the course of the EA. We apologize for the inconvenience and we’ll keep you informed in advance when and if that happens.

Minor Update
We aim to release at least 1 minor update in between each major update.
They will most likely contain bug & crash fixes, balance changes and other quality of life changes. We might also push some experimental changes or mechanics to get your feedback on them.

Community Feedback
Aside from these updates, you can expect us to be pretty active on Discord and the Steam forums (as we already are). We're reading all your feedback, keeping the most relevant and requested ones and we're implementing them as fast as we can.
If you want to get involved in the development, our designers are often up on Discord, hunting for some gameplay feedback. So make sure to tune in if you wish to participate!

Localization Issues
Some languages might become unavailable over the course of Early Access.
While we'd love to keep them up-to-date, the EA will be a place of many iterations.
It's hard to maintain translations in such a fast-changing environment.
We apologize in advance if your language is put on hold during the EA, rest assured that it will be back for full release!

Note: All translations have been made by kind members of the community so far. We likely won't be going over any sort of official translation process before the full release. Please report (and excuse! :D) any mistake, typo or spelling error you might see.

"When it's ready"
We'll always try our best to deliver everything we've talked about, with the quality we expect.
But there are times when iteration takes more time than anticipated. And a specific feature might not be ready... or up to our standards. If that happens, we’ll take more time to polish and test the feature before we release it to the community.
We'd rather deliver quality updates over quantity.

What are we working on?
The team is working hard towards the "Autumn Update". That means new content and tons of community request additions!
We will go over the details of those in our next community update, within the next two weeks.
If you can’t wait until then, we invite you once again to join the Discord or start a conversation on Steam. We're reading all your comments and have dedicated channels for feedback and open dialogue with the team.

And that's it!
Hope you liked this community update!
Whether your did or did not, you can hop in the conversation to tell us why. We're all hear!
We'll be back soon, in the meantime happy robot bashing everyone!
Roboquest - Yun-Kun
Hello there!

Roboquest is featured at the EGX and the PAX festivals from September 12th to September 20th.

A free demo build of Roboquest is available from now on until the end of the festivals:

https://store.steampowered.com/app/692890/Roboquest/

This is an outdated build (the same you might have experienced before).
The demo does not contain many of the latest game improvements, modifications and fixes.

We've created a dedicated section to gather feedback from the demo build here on Steam:
https://steamcommunity.com/app/692890/discussions/7/

If you're currently playing on the Early Access, you have the most up-to-date version of the game.

Cheers and hope to see you soon!

Also, we'd encourage you to join our Discord and interact with the community and developers to get behind-the-scenes information on the game’s development and updates as they happen. We also have a newsletter and active social media accounts - we love seeing all your fanart, screenshots and videos - tag them with #roboquest for a chance to be featured on our official channels.

Roboquest - Elliot Yun
Release Notes 0.1.1

Hello and welcome to the first Roboquest update since the release of the game in Early Access.

The team has been hard at work adding new content and fixing game issues reported by the community - we thank you for the continued feedback and support.

Today we are excited to be releasing our first update containing bug fixes and addressing reported issues. Behind the scenes, we are continuing to work on the content outlined in the Roadmap and it will be ready… when it’s ready 🙂 we may share a few updates between now and then.

Going forward we plan to update the Steam community regularly, and in a few days time, we will share information about the current state of Early Access and our plans to update the game based on your feedback.

We would encourage you to join our Discord and interact with the community and developers to get behind-the-scenes information on the game’s development and updates as they happen. We also have a newsletter and active social media accounts - we love seeing all your fanart, screenshots and videos - tag them with #roboquest for a chance to be featured on our official channels.

We look forward to your feedback on this update, you can leave a comment below, post a feedback in the dedicated thread, join the Discord or continue to report issues using F10 in-game.

Patch Notes 0.1.1
User Interface
  • Added support for resolutions: 1366x768, 2560x1440, 3840x2160
  • VSync now works as intended
  • Gamepad: You can now press "B" to exit the Loadout Selector
  • Removed "Demo Build" image on the landing screen
Gameplay Changes
  • These weapons have been buffed: Assault Sentry, Shock Sniper, Sulfator Shotgun, Grenade Launcher and Grandma's Shotgun
  • The perk Hero Landing has been removed (but might return in the future one way or another)
Bug & Crash Fixes
Assault Sentry
  • Spawned sentries’ health bar now properly disappear when dropping the weapon
  • Now properly scales with either Demolition or Technology (previously did not scale on Technology)
  • The hologram always disappears when you're no longer trying to spawn a sentry
Tutorial
  • You should no longer get stuck in the tutorial arena
  • Added missing collision to the EV Station
Miscellaneous
  • You should no longer be stuck in a black screen after the boss intro cinematic or before loading a level in multiplayer (you may still experience a long black screen when first launching the game, in which case we can only recommend you to let the game load until we fix the issue).
  • You can no longer be stuck in jump pads
  • You can no longer be stuck in "jetpack mode" after finishing a level
  • Fixed missing audio on Diggy Mole introduction cinematic
  • Several sniper weapons no longer have a slight shoot offset (Blast Sniper, Junk Arquebus and Shock Sniper)
  • Fixed various multiplayer crashes when restarting the game
  • Rocket 3D model is now properly attached to the Guardian's arm instead of flying around in third person view
  • Removed various flying turret spots
  • Arena health bar should no longer remain on the screen after clearing it
  • Boss doors will no longer close before crossing them
  • Fixed the line of sight which make it possible to see through the Boss door (in Act 1)
  • Trading the Mine Gun with the other player no longer leaves "flying detonators" behind
...