Roboquest - Elliot Yun
Hey everyone :)

We’re sure many of you are wondering… when is the next update? What are we working on? What can you expect?

So here we are, to walk you through some of our design intentions for the next update and to talk about some of the fancy things you can expect.

The next update will land in March. We usually like to release an update every month or so, but this time around we needed more time to deploy the changes we’re aiming for.

The main goal of our next update is to settle many of the game systems in order to be able to serenely inject new content in the future. We’re basically setting the stage for all the incoming updates in terms of content.

But before we dive in, we wanted to say a few words for the overwhelmingly positive reviews you posted. Few days ago we reached over a thousand reviews, this is a huge milestone for the game and our studio in general. We’re humbled by your support and it gives us even more motivation to make Roboquest the best it can be. We can literally boost our morale by simply going on Steam and reading all the positive things you have to say about Roboquest… Big thanks to everyone, thank you!

So… what are we working on?



Classes
We’re looking to improve the classes for a long time now. We weren’t fully happy about them, mostly because they don’t feel unique enough right now. So in the next update, we’re looking at giving them more flavor, more personality and most important of all, give them a more distinct playstyle.

Quick Attack
One of the first things we wanted to do was to open up more design rooms for melee attacks. We therefore decided to rename them “quick attack”. More than a simple name change, it allows us to make them more alike “secondary skill” and consequently makes us able to create more synergy between them and the rest of the character class kit.

Unique Mechanics
To create those synergies, we thought we needed something more for classes, something unique. We decided to opt for unique class-mechanics, mechanics we can use in abilities, quick attacks or even in perks. This gives more depth to each class and helps make their gameplay feel unique.
As an example, let's talk a bit about the Recon. It still has the Stealth and the Slash abilities you’re used to, but we tied them together with a “combo points” system. These points are earned by using Stealth or by destroying enemies and Slash consumes them to deal increased damage. While it might seem simple on the surface, it makes us able to create perks and effects which trigger off of, regenerate, modify or play around with these combo points. This ultimately makes the recon feel different to play from the other classes and give more uniqueness to the build you’re going for.

Artifacts
We think Artifacts play a large part in what makes trial and error and replaying fun and we’re working at improving the amount of content you can experience on that side.
We’re therefore currently testing and implementing a lot of different artifacts. Without spoiling or giving too much details, we can give you the example of a “Third Jump” and a “Glasscannon” artifact which we expect to spice up your runs.

Weapons
Whether it’d be their balance, their progression, their names or the affix system, weapons are kinda “all over the place” right now. We’re looking at improving all of this to reach several goals: encourage picking up new weapons, obviously making more weapons viable, turning the act of leveling up weapons a positive and more logical experience (regardless of RNG) and finally make us able to drop a larger variety of weapon at each level (without breaking the balance).

Progression
Currently weapon “stars” is a misleading concept, most players think it improves their weapons’ damage. So we’ve decided to do exactly that, each star now increases the damage your weapons deal. Each star corresponds to one “weapon level” and you’ll find higher level weapons the further you progress in the level.
Stars are now disconnected from the weapon affix system and any weapon has a chance to obtain random affixes. Not only does it make “leveling up” weapons a more positive experience (like mentioned before) it also makes people who wish to keep their weapon able to do so.

Quality of Life
We’re cleaning up many of the weapon systems who weren’t quite “up to the level” compared to the rest, noticeably a better shotgun hit and damage system, a reworked warmup system (which instantly start shooting but increases its rate of fire as you hold the button) and other quality of life things such as being able to cancel your reload using your weapon ability.

Levels
Not all levels are receiving the updates we’re talking about here, it will be an incremental implementation but we can already start talking about our intentions regarding them.

Verticality
We’re adding another layer of verticality (the same one you can find in the Oasis or Haven-City right now) to some “flatter” levels (starting with the Canyons). It increases the number of angles you can negotiate the hostile encounter from and puts the lights on mobility artifacts such as the jetpack.

Randomness
Several people have been asking us if the level design was actually randomized. The short answer is “yes it is” but we’re missing some parts to make it clearly varied. We’re hard at work to provide you more diversity on that side (starting with the Oasis).

Encounter Diversity
We’re not directly talking about “enemy diversity” (in the sense of more enemies) but rather the way enemy encounters are built-up (what enemies they contain). We’re improving the systems and implementing new ones on top of it to generate more varied enemy encounters, which we internally call “bouquet of enemies”. This makes the tactical approach of each encounter more interesting and reduces the likelihood of fighting the exact same bouquet several times in a row.

Environment
Finally, we’re applying some “polish” pass to several levels (starting with the Canyons, the Oasis and Haven-City) to finally give a more flavorful touch to each of them. We hope you’ll be enjoying your time more than ever there :)


And that covers some of the important things we've been and are still working on.
We also just released a hotfix to some of the more gamebreaking issues such as being unable to play the game :D. We're sorry for the inconvenience these issues have caused and we thank everyone involved in reporting and sharing their "crash dumps" and "corrupted save game" with us!

You can find the patch-note of the hotfix here:
https://steamcommunity.com/games/692890/announcements/detail/3034832842295249993

We wish you all a great week-end and happy robot bashing!
Roboquest - Roboquest_Dan
The Winter update for Roboquest is now live on Steam. Watch JAYRAW from the Roboquest community play and see for yourself the updates including new levels Haven-City, new weapons and tons of gameplay changes.

This stream is a replay and broadcasted in French,

Read the full list of changes in the patch notes.
Roboquest - Elliot Yun
Hey everyone!

While we're hard at work on the next major update, we're also trying to fix those pesky bugs preventing you from playing with your buddies (among other things).

So here's a little hotfix that should (hopefully) make things better or at least help us finding out where these bugs come from.

Bug Fixes
• We tried a solution to fix the issue resulting in people unable to join each other (in Coop play), we're not sure it will fix all of them so we're still closely monitoring that
• If you're still having a hard time joining your buddy, please try to check if you're both on the same Steam Download Region (Steam/Settings/Download/DownloadRegion). If it's not the case, please retry after setting it to the same regions
Others
• We added more logs into the game to help us track down issues
Localization
• Fixed some French and Russian typos
• Added missing German translations

And that's it for the hotfix.
Regarding the crashes resulting in "corrupted" save games making you unable to play unless you reset your progress, we're still investigating this. Sorry for the inconvenience and thanks for your patience.

Happy robot bashing everyone :D
Roboquest - Elliot Yun
Hey there!

We just released an unversioned patch note fixing some of the issues you've been reporting during our holidays :)

Changelist
• Elite enemies in Haven-City are now properly scaling (some of them did not receive proper level scaling)
• We corrected the main source of crash (coming from projectiles and the fragmentation perk), some are still present though (but those we fixed were at the origin of 80% of the crashes you've been reporting)
• The perk "Chain Lightning" now properly scales at level 3
Roboquest - Roboquest_Dan
The Winter update for Roboquest is now live on Steam. Watch the Roboquest community stream live and see for yourself the updates including new levels Haven-City, new weapons and tons of gameplay changes.

Read the full list of changes in the patch notes.
Roboquest - Elliot Yun
Howdy ho!

The Winter Update (v0.3.0) has just landed!

This update was a bit special for us because we won’t be able to release any fix as fast as we did for the previous updates. We will (finally!) be taking some rest and going on holidays for two weeks after the update lands so we had to make sure everything was as stable as it can be from the get go.
Once more, the playtesters have shown up and helped us tremendously in that area so a big shout out and thanks to everyone involved!

Also, we won’t be as present as usual on our related social channels but rest assured that we will be actively following and reading your feedback nonetheless (whether they’d be on Discord, on the Steam community or through the F10 ingame system).

When it comes to this Winter update, here are the highlights:

Patch Highlights
Haven-City
Haven-City is a gigantic, tortuous level with lots of verticality to play around with.


New Boss
But we won’t reveal anything here or in the patch-note below ;)

New Weapons
5 new weapons have come into play: Firegun, Rifle Crossbow, Dual Guns, Militia Rifle and Throwing Knife.

Progression Changes
Several changes to the player progression mechanics with the most noticeable being leveling-up your perks!

CPU Performance Gain
We’ve made an optimization pass, but it’s not the last and we will obviously need more to make the game as fluid as we’d like. But for now, your CPU should no longer tank nearly as much as before and you should experience a better and more stable framerate overall (if your CPU was bottlenecking the performance, and not your GPU).

And here we go. Hope you liked these highlights. If you want to know more, check out the meaty Winter patch notes down here:

Patch Notes 0.3.0
🍉Community Requests & Suggestions

Localization
• Some translations are missing from the game, and they’ll be added over time
• As usual but not to forget, we thank Awneeon, Bandicoot, Filippo, Flo, Luciifero, Ria and Tryyton from our awesome Discord community for their translation work!

Gameplay
Jetpack impulse has been modified and should allow more vertical mobility while preserving its hover potential
Jetpack now starts regenerating automatically after not using it for a split second (it was previously waiting for you to hit the ground once)
🍉 Shield values are now based on a flat amount rather than a percentage of your maximum health
• Every trap damage has been reduced (-20% in average)
🍉 We disabled the “Mouse Smoothing” Unreal option and did not notice significant changes but we’d love your feedback about this
• Several new challenge rooms and others tweaked
• When your brobot is taken down by the enemies, he now has a red highlight and a better compass indicator to locate his wreck

Gamepad
• Added a Gamepad Magnetism slider in the settings, it controls how strongly your crosshair snaps to the target you’re aiming at
• Added a Gamepad Acceleration slider, it controls how fast your sensitivity increases when you keep aiming in the same direction

Loadouts
• You can now level-up your perks instead of picking a new one
• The perk display has been modified to better showcase the values and their progression

• Upgrades (bonus attributes) granted every two levels have been removed from the game as a result (they weren’t needed anymore with the addition of perk level-ups)
• To follow-up with these changes, many perks have received modifications, others have been deleted and new ones have come into play
Developer’s Note: Like we said in the previous patch note regarding perks, the content is going through continuous improvements and we’re always looking at replacing what we deem the “least” exciting of it.
Shorty base damage has been decreased
• The base damage of all other melee attacks has been increased
Assault points now increase your movement speed instead of the size of your explosions

Weapons
New weapons have been added to the game:

Rifle Crossbow
Assault/Precision - Tier 1
• Automatic crossbow with the ability to scatter shot to thin out the enemy waves.


Throwing Knife
Precision - Tier 1
• High-risk, high reward throwing dagger with pinpoint accuracy and high critical damage.


Firegun
Demolition - Tier 1
• Pocket fire peeker to hurl homing fireballs at your enemies.


Dual Guns
Assault - Tier 2
• Steady mid-range dual guns to swiftly hop in and out of enemy shots.


Militia Rifle
Assault - Tier 3
• Evenly balanced assault rifle capable of handling enemies both at close and long range.


Other Changes
Junk Colt and Flare Gun added to the weapon starter pool (you can find them at the start of your runs)
• New weapon affixes have been added to the game, some have been deleted
Developer’s Note: Like we said in the previous patch note regarding perks, the content is going through continuous improvements and we’re always looking at replacing what we deem the “least” exciting of it.
• Several weapons have received gunfeel and usability upgrades (no major balance changes)
• Some of the new weapon affixes "cost" 2 stars (and therefore a 3 stars weapon can end up with 2 affixes)
Warmup times have been reduced across the board
Firerate bonus calculation has been modified to make it more logical and allow us to crank up the values a bit more
Heavy affix movement speed reduction decreased to 30% (down from 40%)
• You can now find Weapon Consoles in secret and other areas to print new affixes on your weapons (please note that the UI for this is placeholder)
Graviton launcher gun feel improved: new shoot sound, added better camera shake, added onomatopoeia and added HUD shake when shooting

Enemies
New and unique enemies added in the new level, some enemies present in this level are still placeholders and will be replaced later on
• Projectile amount for shotgun-like attacks have been reduced to 3 (down from 5) and their spread pattern has been modified to make it possible to powerslide below
Gatling Pods’ (spam-like turrets in Fields) rotation speed and firerate decreased but projectiles speed highly increased
Dr. Turret has received several improvements to its attack patterns, he should be harder overall and his attacks more threatening, forcing you to move more often
Dr. Turret now has its own sound set
Diggy Mole rocket flurry attack pattern has been tweaked and should hit you a bit less randomly
Reduced slow effect on frozen enemies but increased duration
• The hitbox detecting the boots' bump has been improved
• Some boss attack patterns have an "extreme" knockback effect added

Basecamp
Artifacts are now unlocked like other persistent rewards (you don’t have to find a blueprint to unlock them beforehand)
• As a result, “blueprints” have been removed from the game
• You now unlock the different artifacts by reaching specific Basecamp levels
• You now have access to your artifact rack in the starting area of the first level


Levels
Haven-City is a new level available after the Energy Center
Developer’s Notes: No story has been injected into the game though. We’ll be injecting more later down the road.
• Added “Under Construction” panels to doors leading to work-in-progress levels

Bugfix
• You should no longer be stuck in the “slow” state from the Heavy affix when playing client
• The pink stun lasers in Energy Center are no longer floating in the air or going in the wrong direction
🍉 Putting a weapon in the Toy Box while scoping will no longer leave you in a permanent scoped state
🍉 Switching weapons with “last weapon used” will no longer swap to your third weapon after picking up a new gun when playing with the bag pack
• Diggy Mole no longer shoots in a odd direction when you stealth in
🍉 Music in the basecamp no longer resets when you walk out of its perception range
• Being stunned while using jetpack now properly interrupts your jetpack
• Fixed several memory leaks impacting CPU performance
🍉 Gathering rewards on Bosses no longer generates extra annoying sounds
• Fixed occurrences where the game would roll twice the same weapon for the same chest under certain circumstances
• Horizontal laser projectiles now only deal damage once
Roboquest - Elliot Yun
Hey ho!

We had a couple issues to be solved, so here they are :)

Patch Note v0.2.1
Localization
• Portuguese Brazilian and Italian missing translations added

Interface
• The current difficulty is now displayed ingame and on the end-game screen
• Added your game timer on the end-game screen

Gameplay
• Easy difficulty has been retweaked to better fit the new gameplay changes (it was no longer "easy" and needed some changes)

Bug Fixes
• Fixed occurrences where Dr. Turret's burning areas were not properly positioned
• Client players are now able to properly interact with the Quarry code door
• Killing an enemy with the Collector weapon affix and Burn damage now properly collect the cells
• If your brobot falls dead in a battle room after you left it, you will now be able to walk back to it
Roboquest - Elliot Yun
Hello everyone!

For the fourth consecutive year, the Steam Awards are coming in December!

For those unfamiliar with the process, Valve has chosen several categories in which each game can be nominated.

Any registered Steam user can vote for one game in each category.

Once votes are casted, Steam will gather the results and announce the winner by the end of December. The 5 most voted games in each category will be highlighted and advertised by Valve themselves (for the record, here's the previous Steam Awards winner announcement).

It is the occasion for you to show us how amazing you think Roboquest is! If you think we are worthy of receiving your vote for any of the categories, please be sure to cast it!

We opted for the "Best Soundtrack" category as the highlighted choice. We think that the action-pumping tracks from Noisecream are a masterwork worthy of receiving that title. If you think we should be in another category, you can choose another one.

We wish you a happy December month, and we hope to see numerous votes!

Roboquest - Roboquest_Dan
The Autumn update for Roboquest is now live on Steam. Watch the Roboquest community stream live and see for yourself the updates including new levels Aqua Station and Quarry, new loadouts Guardian and Commando and tons of gameplay changes.

Read the full list of changes in the patch notes.
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
...