Roboquest - Elliot Yun
Howdy Guardians!
It’s been a month since our Spring Update Spotlight and we wanted to keep you in the loop about where we’re at.

As you might guess, we’re hard at work to deliver it. We’re aiming at the end of March but we’re keeping the possibility to delay it a bit to make sure it’s as entertaining as we want it to be.

As we’ve said in our previous news, we’re reworking many aspects of the classes and we’re spending a lot of time playtesting and iterating to make sure the new classes are as unique as they can be.

In the same time, we’re working hard on balancing the game and we're adding some new weapons and enemies!

But we’ve already discussed this a bit more thoroughly in the previous update, so what else?

Basecamp Upgrade Reset
We’ve been adding several new basecamp upgrades and reworked others. It’s not a full basecamp update yet, but it’s different enough that we have to reset the upgrades you’ve purchased and the artifacts you’ve unlocked.
We’d like to give you compensation for that, but unfortunately, we have no way to track the Wrenches you spent for now and therefore we can’t refund them. We’re sorry about this and we’ll obviously be adding a tracking system so we can refund you the next times we need to reset such progression.
We won’t reset the amount of Wrenches you currently have in stock, the difficulty levels and the classes you’ve unlocked (so you get to keep all of that!).

Playtest Branch
Now, on to the fun stuff: we’ll be conducting an open playtest branch accessible to each and everyone. The date at which we’ll be opening this playtest is yet to be defined but it will last between one and two weeks. We’ll be back with more information about this!

VFX Update
A few months back, Dmitry joined our crew at RyseUp as our only VFX artist. And today we're glad to say that with his help, we're finally coming up online with VFX adapted to our artistic direction. For now, this mainly means adding more juicy effects to everything related to the player, whether it'd be perks or class visuals. Of course these neat additions will spread to the all the other aspects of the game over time. You can expect constant upgrades on that side from now on.
Here's a sneak peek of one of the new effect:



And that’s going to do it for this news!
As usual, we remind you that you can step on our Discord server or Steam forums if you want to participate in the conversation, we would be glad to have you on board!

We wish you a good start of the week and a happy robot bashing!


Illustration by Igor
Roboquest - RyseUpStudios - 1
Bug Fixes

• You will no longer be stuck in an infinite black screen on the first initial loading (the issue was coming from a corrupted save game)
• You will no longer be locked in the pause menu when it’s open on top of the “upgrade weapon” UI
• Players will no longer be stuck in front of boss rooms when their brobot has left the game
• Speculative Fix: Client players should no longer be stuck on riding splines
• Speculative Fix: You should no longer be stuck in battle rooms without any enemy spawning to complete it
• Speculative Fix: You should no longer find “ghost” weapons in chests
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!

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