Roboquest - Elliot Yun
Hey everyone :)

We just released a hotfix for Roboquest.

Before we list the changes, please know that we're actively following all conversations and especially those regarding cores and perks, whether it'd be on Steam, Discord or through the F10 reports. Rest assured that we're hardworking to make those aspects as good as they can be. Thank you all for your constructive feedback and keep 'em coming!

Here is the list of changes:

Patch Notes 0.5.1
Localization
• Added missing Spanish and Korean translations

Gameplay
• Repair-o-Cells drop rate increased
• Reduced enemy damage in higher difficulties by an average of 30%

Balance Changes
Gauntlets
Primary Fire
• Firerate increased from 3.33/s to 3.57/s

Alternative Fire
• Damage increased from 55 to 60
• Impact force increased from 65 to 70

Guardian
Bash
• Impact force increased from 65 to 70

Perks
Scrap Collector
• Cooldown reduction when picking up repair-o-cells increased

Bugfix
• The interaction gauge is now properly showing-up with interacting with items
• The drone will no longer briefly appear during the deploying animation
• Reduced the frequency of crashes in the basecamp, we are looking into it to completely resolve that issue
• Loading times in multiplayer should be faster
• Fixed a crash when an enemy destroys another enemy with an explosion
Roboquest - Elliot Yun
Hello everyone!

We have the pleasure to announce the release of the 0.5.0 version of Roboquest!

It’s available right now and the playtest branch has been closed as a result.
Please note that several language localizations are still being worked on.
As usual, we thank all playtesters and community translators involved in the development process!

Here are the highlights of this update:

Patch Highlights
New Level
A twisted new level has been added after Haven-City, we hope you’ll enjoy the fully loaded Noisecream track it features!
The Haven-City boss fight has been moved to the new level as a result.

New Boss
A new contender has come into play to spice up the newly added level!

Class Changes
All classes have received from minor to major changes to make them fit the pace of the game more than before.

Weapon Changes
Weapons can now be dropped when destroying enemies and many new affixes have been added to the game for extra robot mayhem!

You can also watch Jamesaroni' video about the patch note here:
https://www.youtube.com/watch?v=kinXh_tjvMA

Patch Note
🤖 These changes were requested or suggested by the community
Gameplay
• Health System Update:
    • Health can no longer be recovered from picking up cells• Enemies now drop health pickups from time to time• Repair-o-Bot heal decreased• Bosses drop health every now and then
• Cryo effect now only has one Frozen state and no longer Chills (slows) enemies while stacking up
• Getting high ranks in a level now increases your stats at random
• Damage types have been removed from the game
Developer’s Note: Damage types were splitting up weapons into different categories effectively reducing the amount of weapons you could actually equip in a run. We expect this change to increase the variety of weapons you can effectively use in one run.
• Cores are no longer equippable items, instead they are consumed when interacted with and permanently increase your stats
Developer’s Note: The main intention behind this change is to diversify the repartition of stat points in order to increase the number of weapons you can consider viable during one run. This change also increases the amount of adaptation required to mini-maximize the efficiency of your current build.
• Massive animation update for the Guardian in multiplayer

Classes
• Secondary skill hits (melee attacks) on Bosses are considered like ‘Elimination’ (destroying an enemy)
Guardian
• Barrier is now always a protective bubble around you, making you invulnerable
• Barrier no longer has a battery system, instead it’s a one-shot cast with a cooldown
• Barrier is now called Protective Bubble
• Barrier no longer interrupts your current action (can be freely casted)
Recon
• Stealth now only grants invulnerability for 1 second
• Stealth no longer destroys projectiles around you when used
• Combo is now only consumed at 5 combo points
• Dagger elimination grants combo points
Engineer
• Scrap resource removed, Drone is now cooldown-based (as before)
• Passive modified from Scrap to Love Bond
• Love Bond - Using ‘Drone’ while having the maximum amount of drones now heals all deployed drones
• Secondary skill modified from Scrap Laser to Hand-Blaster, a short-range one shot impulse dealing damage in front of you
🤖 Drones are no longer instantly destroyed when being hit by Bosses
Commando
• Passive modified from Fiery Sparks to Fury
• Fury - Elimination grants one stack of Fury, each stack increases the speed at which your skills refreshes, not getting any stack for a short duration resets the stacks
• Rocket is homing once more
Developer’s Note: In the previous update, we removed that homing component to increase the skill cap of that ability, but we realized using the rocket with the gamepad had become tedious and we decided to backtrack.
Perks
• Lots of perks have been reworked or removed to follow the class changes and the damage type removal
Developer’s Note: Right now, we’re not fully happy with how leveling up a perk works and what bonus it provides and we’re planning to overhaul this part of the system later down the road.
Weapons
• New Weapon: ‘Gauntlets’ - Two powerful gauntlets hurling laser bolts on the right hand and releasing energy kicks on the left hand
🤖 All scope weapons now have a dot as base crosshair when unscoped
• Many weapon affixes have been added to the game
• Weapon affixes have been split into several tiers and are spawned on weapons based on weapon level
• ‘Reroll Affix’ system updated to follow the changes above
• Added ‘Level-Up Weapons’ consoles at different spots
• The Hitscan affix has been updated to work properly even on gravity-based weapons
🤖 Firerate bonuses also decrease the heat cost of cooling weapons
Developer’s Note: This change is mainly aimed at smoothing the feeling of firerate buffs with cooling weapons and also makes combining them more viable.
🤖 Firerate bonuses also increase the weapons’ scope speed
🤖 The Assault Sentry no longer consumes an alt-fire stack when cancelling the deployment of a turret

Basecamp
• Basecamp upgrades have been reworked to follow the other game changes
• New upgrades have been added
• Even with all basecamp upgrades unlocked, the available items at the beginning of a run have been modified
• Finishing the game as a Client will properly unlock the next difficulty as well as all locked difficulties in between your lowest and the newly unlocked difficulty

Gadgets
• New gadgets have been added to the game (we let you discover them!)
• Pogo-Stick is faster to load-up
• Explosive Armor damage reduction decreased from 50% to 35%
• Football Shoes damage bonus decreased from 150% to 120%
• Aileron movement speed bonus increased from 10% to 12%
• Hero Cape now cancels Stealth

Enemies
• Bosses you encounter are now randomly chosen among a pool of different bosses
Developer’s Note: Only the first boss can currently be different than the one you’re used to. This is a feature we wanted to have for a longtime. More bosses will come later down the road to increase the boss pools.
• Dr. Turret laser cannon hitbox reduced to better match its visual (but it can still be somewhat awkward, we’ll continue to improve it)
• You can now headbonk Dr. Turret (at your own risks!)
• Judge Ball laser attack now spawns pillars leashing you when you get close to them
• Enemy health bonus in multiplayer has been decreased
• Enemy health bonus over the course of a run has been decreased
• Some enemies received new sounds to feedback their presence
• Goliath hook and shockwave range decreased
• Enemy rocket speed and radius decreased
• Trail robots can now properly be staggered, stunned and frozen
• Boombots no longer instantly explode when taking burn damage

Balance Changes
Recon
Stealth
• Cooldown increased from 14.0 to 15.0
Dagger
• Damage increased from 35.0 to 40.0

Commando
Rocket
• Damage increased from 45.0 to 60.0
• Impact force increased from 55.0 to 85.0
• Cooldown increased from 8.0 to 10.0
Shorty
• Cooldown decreased from 5.0 to 4.0

Dual Uzi
Primary Fire
• Damage increased from 5.6 to 6.0

Pumping Shotgun
Primary Fire
• Impact force increased from 10.0 to 13.0

Sawed-Offs
Primary Fire
• Damage increased from 8.0 to 9.0
• Impact force increased from 9.0 to 12.0

Scratch Rifle
Primary Fire
• Impact force increased from 7.0 to 9.0
Alternative Fire
• Damage increased from 28.0 to 40.0
• Stack amount decreased from 3 to 2

Scout Sniper
Primary Fire
• Damage increased from 48.0 to 52.0
• Impact force increased from 52.0 to 60.0

Arquebus
Primary Fire
• Damage increased from 30.0 to 34.0
• Impact force decreased from 32.0 to 26.0
• Firerate increased from 2.5/s to 2.85/s
• Heat per shot decreased from 15.0 to 14.0

Sheriff's Carbine
Primary Fire
• Damage increased from 47.0 to 48.0

Longbow
Primary Fire
• Damage increased from 50.0 to 56.0
• Projectile speed decreased from 12500 to 10000

Revolver
Primary Fire
• Damage increased from 30.0 to 38.0
• Impact force increased from 36.0 to 46.0
• Range decreased from 22 to 16

Flare Gun
Primary Fire
• Damage increased from 18.0 to 36.0
• Impact force increased from 36.0 to 48.0

Mine Gun
Primary Fire
• Damage increased from 22.0 to 23.0
• Impact force increased from 32.0 to 34.0

Junk Beam
Primary Fire
• Damage increased from 15.0 to 18.0
• Heat per shot decreased from 3.5 to 3.0

Graviton Launcher
Primary Fire
• Damage increased from 44.0 to 48.0

Shock Rifle
Alternative Fire
• Duration of the expanded ticking orb decreased

Assault Rifle
Primary Fire
• Damage increased from 9.0 to 9.5

Assault Pistol
Primary Fire
• Impact force increased from 33.0 to 45.0

Blast Sniper
Primary Fire
• Damage increased from 42.0 to 44.0
• Firerate increased from 2.22/s to 2.7/s
• Projectile speed increased from 25000 to 40000
• Heat per shot decreased from 14.0 to 12.0

Elite Sniper
• The Heavy Sniper has been renamed Elite Sniper
Primary Fire
• Damage increased from 76.0 to 80.0
• Impact force increased from 70.0 to 80.0

Elite Crossbow
• The Heavy Crossbow has been renamed Elite Crossbow
• Alternative Fire has been removed
Developer’s Note: The Elite Crossbow was too strong all around and its alt-fire made many perks and effects useless compared to it. In addition, it was constraining our design space for the system we’re planning to add for alt-fires.
Long Rifle
Primary Fire
• Damage increased from 28.0 to 34.0
• Critical ratio decreased from 1.75 to 1.5

Minigun
Primary Fire
• Damage increased from 8.0 to 8.5
• Impact force increased from 7.0 to 8.5

Fire Flower
Primary Fire
• Back to being a bouncing fireball
• Recoil pattern has been updated
• Damage increased from 12.0 to 20.0
• Firerate decreased from 5.0/s to 2.85/s
• Projectile speed increased from 2800 to 5000

Unreal Gun
Primary Fire
• Damage increased from 42.0 to 46.0
Alternative Fire
• Damage increased from 100.0 to 110.0

Blast Shotgun
Primary Fire
• Damage increased from 9.0 to 10.0
• Heat per shot decreased from 15.0 to 12.0

Elemental Cannon
• The Elem Cannon has been renamed Elemental Cannon
Primary Fire
• Effects changed from homing bolts to taser-like pulse at short-range
• Damage decreased from 16.0 to 10.0
• Firerate decreased from 3.7/s to 2.0/s
• Pellet amount increased from 1 to 15
• Range decreased from 25 to 9
• Heat per shot increased from 6.0 to 16.0

Blastgun
Primary Fire
• Damage increased from 17.0 to 19.0
• Impact force increased from 8.0 to 10.0

Blast Rifle
Primary Fire
• Damage increased from 8.0 to 8.5

Militia Rifle
• Ammo in clip increased from 30 to 32
Primary Fire
• Recoil pattern has been updated
• Impact force increased from 10.0 to 13.0
• Firerate increased from 2.17/s to 2.27/s
• Burst count increased from 3 to 4
• Burst firerate increased from 14.28/s to 25.0/s

Levels
• A new level is available after Haven-City
• Haven-City boss encounter moved to the new level
• Most chests now offer a choice between two weapons or cores
• Quarry’s secret area door no longer lock when you leave it
• The level design of Energy Center’s combat room has been updated
• New Challenge rooms have been added
• Some Challenge rooms from Act 3 have been moved to Act 2
• Some Challenge rooms have been simplified
• Challenge rooms no longer lock when you leave them
• Added new movement rails in Act 1
• Trap damage now scale up with difficulty levels
• Haven-City keys are now shared in multiplayer (picking it up will also grant it to your brobot)
• Reward generation have been added to the loading time to avoid Client players from getting an error when interacting with chests at the beginning of a level

Interface
• Added Screenshot mode
• Health Bar now turns orange when low on health
• Weapon Tooltips now display firerate, range and a comparison with your currently equipped weapon
• Goliath and Haven-City keys are now displayed on the minimap
• Added Brobot List (Friend List)
Developer’s Note: This is just the beginning of the implementation of our new multiplayer systems to prepare the next updates.
• You can no longer resize your window in Windowed mode to prevent players from doing it unwillingly

Bugfix
• Switching audio sources should no longer crash the game
Developer’s Note: Unplugging your audio device while in the game can still freeze your game, it’s an Unreal Engine related issue and we have no lead to fix this for now.
• Dying in multiplayer while your brobot has left the game will no longer lock yourself in resurrect mode
• Alt-tabbing at game launch will no longer crash the game
• Shooting at the beginning of a boss’ cutscene will no longer lock you in fire mode when the cutscene ends
• The base invulnerability frame now properly works on Client
• Battle Pods (in Haven-City) shoot the appropriate amount of projectiles while in anti-air mode
Roboquest - Elliot Yun
Hey everyone!

The playtest branch is now open again to try out the incoming 0.5.0 version of Roboquest!
The playtest will last up until the next week, when the full update releases.

We need you to make this update as smooth and bug-free as possible so we hope you’ll be numerous to try out these new changes!

Here are the major changes you can experience right now:
• One new level after Haven City! (please do not report the pink vegetation)
• Classes rework (from light to heavy depending on the class)
• Enemies now drop weapons!
• New weapon affixes & affix system overhauled
• Health system updated
• You now "consume" core instead of equipping them

We’ll obviously be releasing a patch-note containing the details of all the changes when the full update lands.

The translation for this update is still being worked on so expect to see many English terms for now.

If you want to join or post feedback about the playtest, please head over the playtest forum (here: https://steamcommunity.com/app/692890/discussions/9/3077621988048442615/ ).

That’s it for the playtest! We wish you all a nice day!
Roboquest - Elliot Yun
Hello!

Here's a small hotfix to add some of the missing translations!

We're still short on the Brazilian, Italian and German translations and we're sorry for the inconvenience.
If you are interested in helping translating Roboquest into those languages, we'd be glad to have you on board! You can join the Discord (discord.gg/Roboquest) and we'll guide you through the steps to become a community translator :)

Here's the (pretty small) patch note:

Patch Notes 0.4.3
Localization
• Updated Spanish translation
• Updated and added missing Polish translation
Roboquest - Elliot Yun
Heyo over here!

We’re continuing our work towards the next update, in the meantime, here’s the 0.4.2 version containing several bug fixes and minor quality of life changes.

Patch Notes 0.4.2
🍉 These changes were requested, suggested or found by the community
General
• As the Recon, using Stealth while leashed now breaks the leash
• You can now jump using scrollwheel (but you can't use jetpack this way)
• Laser traps no longer bump you when invulnerable
• Pogo Stick gadget now works smoother on Client
• Game textures quality has been increased in both Low and Medium settings (this shouldn't affect your performance)

Localization
• Added missing Spanish translation
• Fixed issues and rephrased certain terms in other translations

Bug Fixes
• The assault stat in player overlay now properly displays the bonus to your current melee ability
• Fixed perk reroll prices from 5/4/4 Wrenches to 6/5/4 Wrenches (depending on basecamp upgrade level)
• Gadgets are no longer randomly swapped at the beginning of a multiplayer game
• We attempted to solve some of the issues preventing you from joining your brobot's game, though we're unsure all issues have been fixed
• Mouse sensitivity no longer resets after swapping classes
• Game timer will properly locks and resumes when validating and exiting challenge rooms
• Your brobot will no longer be stuck in Falling animation pose
• The Recon perk "Oil Thirst" no longer resets your damage bar when healing you
🍉 Enemies now properly cancel their attacks when suddenly acquiring new targets
🍉 Bosses can no longer be stuck forever while searching for new targets to acquire
Roboquest - Elliot Yun
Hey there Guardians!

Here’s a quick fix for some of the crashes, bugs and unintended behaviors of the Spring Update. We also wanted to take this opportunity to say a few words about the game and our work in general.

As you all know, the game’s in Early Access, for us it’s the right time to make mistakes if we have to. It also means that your feedback is really important to us, we’re reading them all and trying to take into consideration anything that we consider is hurting the fun of the game.

In the Spring Update, we reworked all four classes and it was a challenging task, which is not complete yet. We’re still unhappy with the current Commando’s passive and overall identity as well as with the Engineer’s Mining Laser which you have been numerous to point out. We will be improving them!

In that regard, we really love to hear your suggestions regarding new Perks for each class. We therefore decided to create a new channel on Discord to listen specifically to perk-suggestions. If you are on the Steam forums, we’ll be reading those posted in the Suggestion & Feedback forums, adding [Perk Suggestion] at the beginning of your thread title will make sure we don’t miss it! So if you feel creative or simply have ideas on that side, we can’t wait to read you!

That being said, let’s move on to the 0.4.1 hotfix!

Patch Notes 0.4.1
🍉 These changes were requested or suggested by the community
Gameplay
• Enemy health scaling per level reduced
• Enemy health scaling reduced in Multiplayer
• Engineer’s Mining Laser tickrate increased by 50%
Developer’s Note: This is just a temporary fix to increase the damage and farm rate of scrap. Like mentioned above, we’ll be looking at modifying this aspect of the Engineer in a more satisfying way.
Weapons
🍉 Fixed an issue with the ‘Bounce’ affix not properly propelling projectiles
• The ‘Bounce’ and ‘Pierce’ weapon affixes no longer affect alt-fires (and only affect primary fires)
Developer’s Note: A lot of alt-fires were not designed or were losing their utility when bouncing off walls or piercing targets and we therefore decided to prevent those affixes from affecting alt-fires.
• Dual Crossbows can no longer roll the ‘First Round’ affix
Developer’s Note: For now ‘First Round’ only works with hitscan weapons, it obviously is a bug and we’ll be extending it to projectile-based weapons in the future.
Basecamp
• Jetpack is now working in the levels and not only in the Basecamp
• Picking the Jetpack now properly sets your gadget slots to 2/2
• Switching classes in the Basecamp no longer breaks the gadget slot counter
• Equipping gadgets now properly updates the gadget counter

Levels
• You can no longer walk through the ‘Under Construction’ door in Haven City
• The Boss Arena in Quarry is now shown on the map

Text & Localization
• The [Health] tag is now replaced by a proper term in the Repair-o-Bot upgrade description (and all other places where it is used)
• Polish language name properly named ‘Polski’ instead of ‘Polskie’, we’re really sorry for this mistake

Cosmetic / Quality of Life
• There is now a Wrench counter displayed in the Perk Selector

Bug Fix
• The ‘Blast Shotgun’ can no longer roll the ‘Pierce’ affix twice
• Drones now properly follow you in the Boss arena
• Client players will no longer be sent to a level loading screen after the game over menu
• You will no longer be stuck in the loading screen if your brobot disconnects during that time
• Pausing the game while opening the Perk Selector will no longer lock the game in pause-mode
• Fixed some occurrences where the client player did not have any sound in the Basecamp
• Hero Cloak should feel more responsive when playing as the Client player
Roboquest - Elliot Yun
Hello everyone!

The Spring update (0.4.0) has landed!

As usual, we thank all the playtesters who helped us get this update as stable as it can be. We also thank the community translators who worked hard to get the translation ready for the release! Though, a few translations are missing some terms and fewer of them are “in pause” while we find new translators for them. The missing terms will be added over time and the missing translation will be added when we find new translators for them. We’re sorry for the inconvenience!

We also thank everyone for your patience and support during the making of this update, we know it has been a long time between our updates.

Finally, we’ve talked about resetting the basecamp and we heard your complaints about the fact that we didn’t plan to refund your wrenches. We decided to take some time to develop a system to retroactively calculate the wrenches you spent and you’ll be refunded approximately all Wrenches you spent in the basecamp!

PS: The playtest branch is now closed and unavailable.

Now, let us introduce the highlights of this update!

Patch Highlights
Class Rework
All classes have been reworked to differentiate their playstyle more than before. Most classes are keeping the same abilities as before, but we focused on creating mechanics within each class to tie them up with each other or/and with the class perks.
Perk Rework
As a result of the modification of classes, all perks have been either reworked or removed entirely and new perks are coming into play. We won’t be going over the details of each of these changes in the patch notes as they are too numerous. Rest assured that we took extra caution to keep the most beloved perks, those we all love picking and playing.
Weapon Changes
We added up to 7 new weapons, among them are brand new weapons but also older weapons that were removed from the live version at some point (which some of our veteran players will surely remember). In addition, weapons have been rebalanced overall and we modified their progression system. Finally, most weapon affixes have been normalized and/or renamed and new affixes came into play to prepare the future of the weapon affix system.
Level Polish & Rework
Several levels have received updates regarding environment, random variations, ceiling connectors, enemy placement, challenge flow, rail placement and some other more discrete changes. The changes were mostly aimed at increasing the quality of these levels by spreading the different systems and designs we’ve developed for the newer stages of the game.

The full breakdown of the changes is available below, in the patch notes.

Patch Notes 0.4.0
🍉 These changes were requested or suggested by the community
Gameplay
🍉 Increased Cell duration to 8.5 seconds (up from 7.5)
• Cell duration is now modulated based on the difficulty level
• Difficulty levels and metrics have been modified and should be harder than before
• Your deployed minions' health now scale up with the difficulty level
• The Damage Bar (the red part of the healthbar) now fades faster the bigger it is
🍉 Light and medium enemy attacks no longer knockback the player, large attacks as well as most Bosses’ attacks still do
• To compensate for the lack of feedback when taking damage, we added an animation to the player’s arms when taking damage
• Shock, Burn Cryo mechanics have been updated:
    • You can no longer Shock an enemy which is currently Shocked• Cryo is now split into two effects: Chilled and Frozen, when hitting a target with Cryo damage, it is Chilled (slowed) and it fills up a gauge, when the gauge is full, the target is fully Frozen (and can no longer take any action for a short duration)• Burn effects are stronger, last longer and deal less damage on direct hits
• The Assault stat now increases melee attack damage instead of increasing movement speed
• The shield mechanic has been reworked and renamed ‘Armor’, the Armor loads over time and resets if you take damage, when full, the Armor is activated and the next damage you take is reduced and the Armor is reset
Developer’s Note: We iterated a lot on the regular Shield mechanic, in the sense of having extra hit points which can periodically be regenerated. But we felt like it was damaging to the rest of the health flow (the rate at which you lose and recover health) and we decided to find another way to implement a “defensive” system.
🍉 You can now shoot the Repair-o-Bot as a battle dummy, it’s just a temporary combat dummy before we find a better way to try out your weapon wherever it seems necessary (and enjoyable)!
• Fireball traps’ damage now scale up the further you progress in a run

Classes
• All classes of the game have been reworked from a minor to a large extent
• The user interface displayed for each has been updated accordingly
• Many perks have been removed or modified to follow the new classes’ rules, changes are too numerous and large that we won’t be covering them in this patch note

Guardian
Developer’s Note: The Guardian has been slightly redesigned to strengthen its defensive entity while making it fit better in Roboquest’s fast pace.
Ability - Energy Barrier
• The Energy Barrier now has a battery system and can be recalled in one press of a button to save up its battery. It means it no longer has a flat cooldown and instead the battery regenerates at a set rate. It makes the Guardian able to choose when to use it in a more tactical way than before.
Passive - Armor
• The Guardian now passively has a regenerative Armor. It works like described in the Gameplay section above

Recon
Developer’s Note: The Recon gained a new mechanic called Combo to tie up its Stealth and Slash ability but also to strengthen its burst and single damage potential.
Passive - Combo
• The Recon now gains Combo when destroying enemies with any tool except its melee attack. He gains one point per enemy destroyed and can stack up to 5 points
Melee Attack - Slash
• Hitting enemies with Slash now consumes all Combo to deal extra damage depending on the amount of points consumed
Ability - Stealth
• Using Stealth now instantly generates 3 Combo
Others
• Using Stealth no longer cancels reload

Engineer
Developer’s Note: The Engineer has been modified to require more proactivity to the players in order to spawn drones and to give more personality to its engineering entity.
Passive - Scrap
• The Engineer now has a unique resource called “Scrap”. It can gather it in different ways and by default it is only used to summon Drones
Melee Attack - Mining Laser
• Instead of a Taser, the Engineer now has access to a cooling, short-range, channeling laser. When used on enemies, it gathers “Scrap” over time
Ability - Drone
• Drones now cost a fixed amount of Scrap to be deployed, without any cooldown. In addition, they are more mobile than before and should no longer stack on top of each other. They should also be more vulnerable to Bosses’ attack. Their maximum health now scales with higher difficulty levels, making them more viable in Heroes+. Overall, Drones should feel less like a simple button to press every now and then and more like a tactical tool.

Commando
Developer’s Note: We had a hard time with the Commando, mostly because we feel like its entity is kinda lackluster right now. We will probably modify more extensively this class in the future. In the meantime, it gained a passive ability to tie it up with Perks and kept its Rocket and Shorty abilities.
Passive - Fire Sparks
• Dealing damage with Rocket or Shorty now loads Fire Sparks. Shooting with weapons unleashes those homing sparks towards your crosshair
Others
• A new interface cooldown indicator has been added below the crosshair for the Shorty
• The Rocket cooldown has been reduced
• The Rocket no longer has a “homing” component but an increased collision radius
Developer’s Note: We felt like using the Rocket was lacking a bit of skill-requirement, mostly because of the homing component (the fact that the Rocket was automatically heading towards any enemy in its trajectory). In addition, this homing component made it difficult to aim in between two enemies in order to optimize its area of effect (the Rocket was heading towards one of them automatically). Though, simply removing the homing effect made it feel bad because so many shots were missed because the crosshair placement was just a little bit off. Increasing its collision radius felt like a good middle ground to make it a good area of effect ability which feels good to use.
Basecamp
• Basecamp upgrades have been modified, some have been deleted, others have been added, most of these changes are aimed to follow the bigger gameplay changes, this is still not the final version of the basecamp or its upgrades
• All your basecamp upgrades and artifacts have been reset as a result. All classes and difficulty levels you previously unlocked are still available
🍉 You have been refunded approximately the amount of Wrenches you spent to upgrade your basecamp. There might be slight discrepancies, but nothing too big
• The basecamp arrangement has been updated to make it more convenient to navigate
• The class selector has been revisited and now contains the artifact selection, the UI has been updated as well
• The difficulty selector is no longer located in the class selector, instead it has its own interactive item. It also contains a 🍉 breakdown of the difficulty stats as well as the record of your best time and overall rank at each difficulty (not retroactively, you’ll have to complete them once more)
Developer’s Note: The difficulty records as well as other systems will likely need a reset from time to time.
• The “Boots” allowing to headbonk enemies is no longer an unlockable upgrade, you now start the game with it
• The Toy Box has been removed from the game
Developer’s Note: The Toy Box has been creating gameplay issues since the addition of level-up consoles. You could “loop” a weapon and upgrade it over multiple runs, and this issue will only aggravate with the addition of other sorts of weapon consoles. In addition, it was conflicting with some of our iteration process. Therefore, we decided to remove it for now. Another system or a different iteration of the Toy Box will be implemented later down the road.
Gadgets (Artifacts)
• Artifacts are now called ‘Gadgets’
• You start up the game with 1 Gadget slot and a basecamp upgrade allows you to increase your slots to 2
• Some gadgets now take up to 2 slots, making you able to only carry one at once
• Instead of finding gadget blueprints in the levels, there is now a Gadget upgrade at the basecamp. It can be purchased multiple times and unlocks Gadgets in a specific order
• Spare Head has been removed from the game
Developer’s Note: The Spare Head was generating several issues, noticeably when it comes to estimating the lifespan of a player but also in terms of implementation and multiplayer. In addition, Spare Head is lacking the kind of “fun” we’re looking for in Gadgets. As a result, we decided to remove it from the game. It might be replaced by another system in lower difficulties to help players completing the game.
• New Gadgets have been added to the game, we won’t cover the details here and we will let you discover them in the game instead
• The interface to equip Gadgets has been updated and is now located in your Class Selector

Weapons
• New weapons have been added to the game: Blast Gun, Blast Shotgun, Blast Minigun, Elemental Cannon, Shock Rifle, Triple Shotgun, Fire Gun, Dual Guns

Shock Rifle


Blast Minigun


Blast Shotgun


Blast Gun


Triple Shotgun


Elemental Cannon


🍉 Weapons’ level now increases their damage instead of being tied to the affix system. Each level increases the base damage of the weapon by 15%. The further you are in your run, the higher level weapons are
• You can find “Level-up Consoles” to increase the level of your current weapon at different locations
• Challenge rooms now contain an “Affix Console” which makes you able to add one affix to your current weapon
• Most weapon affixes have been reworked, some have been deleted and a few new ones have come into play. We’ll be adding more of them as the game continues to develop, especially more intricate ones
• Most weapons have received a balance update, the changes are too numerous to be listed though
• Shotgun damage calculation have been modified to feel better to use and make their damage more consistent, their floating damage text have been updated accordingly
• Warmup weapons now instantly shoot at a slow rate and their firerate increases over a second or less to reach their regular shoot rate. This should help them fit more than before with the high pace of Roboquest
• The Throwing Knife has received new animations and a new 3D model
• You can now cancel your reload by using your weapon alternate fire
• Several weapons alternate fire has been removed, we’re planning on adding a new system which randomly adds or modifies alternate fires to any weapon
• Scoping no longer deals bonus critical damage, instead it collects cells from afar if destroying enemies with a critical hit
• Several weapons have their camera shake and recoil pattern updated (either increased or decreased) to improve their gunfeel and usability

Enemy
• Enemies spawn at a faster rate in battle rooms, basically maintaining the same intensity over the course of the combat instead of slowly reducing it
• Many enemies attack patterns have been tweaked, whether that’d be in terms of preshot duration, attack behavior or consistency
• You should encounter more diverse groups of enemies (not directly related to the addition of new enemies)
🍉 Wallpods can now be targeted by deployed minions
🍉 Enemies should launch mines in a more consistent and predictable way
• Mine radius has been decreased
• Diggy Mole mines’ radius has been increased
🍉 When an horizontal laser projectile goes through the wall, the part going through the wall is now cut and therefore no longer goes through it
• Aggro rules have been updated, it should behave more consistently and feel more natural both for multiplayer and deployed minions
• Flying enemies no longer instantly die when staggered or shocked
• Flying enemies now fly above or below their initial height, based on player’s position
• Enemies now try to position their feet in a more fancy way when moving or standing on slopes
🍉 Guardpawns no longer stun you when using their melee attack
• Rocket Pods in Energy Center now stun you
• The Hookbot is a new enemy pulling you towards him when he hits you
• JudgeBall now spawns two Hookbots instead of instantly rooting you in place and forcing you to destroy the ‘hook pillars’ during his laser attack pattern
• Jetpawns (teleporting humanoid in Haven City) now have a unique model and animation set
• Jetflies (speedy flying enemy) now have a unique model and animation set

Levels
• Most rails position and trigger areas have been modified
• Trail workers behavior and speed has been modified
Developer’s Note: Overall, trail workers trigger areas should be more consistent and drag you in the midst of a fight rather than dragging you from one to another.
• The Oasis gained new random chunk of level design
• The Canyon and the Oasis gained a new vertical layer
• Haven-City has been fully reworked, it has less cross-combat line of sights, easier navigation and clearer verticality layers
• Oasis safe zones (the zone containing the Repair-o-bot) has been moved into the secret area
• Updated challenge rooms and added a few new ones
• Haven City keys are no longer found in specific spots, instead you have to destroy the juggernauts to loot them

Cosmetic / Quality of Life
• The ingame interface has received several changes:
    • The Health bar no longer scales with your maximum health• Perk icons are now around your ability icon and feedback the number of stacks and cooldown in a more visible way, they also display whether they are active, inactive or on cooldown🍉 You can display a FPS counter at the top left of your screen (available in the game settings)• The difficulty display has been moved to the left of the minimap• More and clearer icons are displayed on the minimap for enemies, chests and doors🍉 Weapon tooltips now display the base damage and maximum amount of affixes a weapon has• The Tab Overlay now displays your weapon, perks, current class and gadgets in three different tabs and you can swap between them using the scroll wheel
• Each class now has a specific color
• Being leashed or hooked now generates a feedback sound
• Freezing or Shocking an enemy now generates a feedback sound
• Clearing a battle room now generates a feedback sound
• New visual effects have been added to many gameplay elements, this is just our first take on the subject and we’ll add many more (and missing) effects over the course of the development
• Lasers’ glow has been reduced in various lightning scenarios
• Gamepad Dead Zone settings has been added
• Powersliding no longer cancels sprinting
• Powersliding should no longer make other sets of animation “jiggle”
• Loading screen’s van now has his thrusts animated
• You can now close the Perk Selector with Escape

Optimization
• Loading times when loading new maps (black screens) and general loading screens should be faster
• Network traffic for enemies and players has been reduced in multiplayer which should lead to less jittery and weird teleportation behaviors
• Many small optimization tweaks have been made to reduce CPU usage

Bug Fix
• Removed memory leaks caused by deployed minions staying in memory when loading new levels
• Battle rooms will no longer be validated before entering them
• Battle rooms’ healthbar will no longer remain on the screen when leaving them
• You will no longer be stuck in the area before the boss fight in multiplayer and the boss will no longer fail to spawn
• Basecamp user interface is now properly displayed even in 4/3 resolution ratios
• Sentry turrets will no longer clip or fall through the ground when being deployed
• The hosting player should now always be able to interact with basecamp elements, even when the other player has disconnected or left the game
• In multiplayer, the game will no longer crash when a player dies at the exact same time the other player validates a challenge room
• The client player should no longer experience infinite loading times when restarting or returning to the basecamp
• Deactivating VSync no longer locks you at 1 FPS
• Many other small issues, bugs and crashes have been fixed


Roboquest - Elliot Yun
Hey everyone!

We’re finalizing our work on the incoming Spring update, in the meantime, we need your help to make sure the version is stable.
For that, we’re opening up our playtest system to each and everyone willing to try out the game in its testing stage.

In order to keep things neat and organized, we’ll ask you to post your feedback and anything related to the playtest in the associated channels on Steam and Discord, or to simply use the F10 report system in game (the latter being the easiest way for us to parse the different issues).
On Steam, a new forum category “Playtest Feedback” has been created specifically for that and dedicated text channels have been made public on the Discord.
Please make sure to post all your feedback about the playtest on these sections, it will make sure we can properly follow and fix the potential issues, thanks in advance!

The playtest will last until the official Spring update lands and you may stream it or create video content about it. Though, remember that there will be bugs, crashes and other issues.
Note that your progress will be completely blank on the playtest branch (regardless if you accessed it before or not) and will not be ported onto the full Spring release.

If you’re interested in helping us, all you have to do is to join the alternative branch called “Playtest” in your Steam launch settings. Please note that other languages than English are currently work in progress.
You can find the instruction below to access it:

- Restart Steam
- Right-click on Roboquest in your Steam Library
- Go over to the "Beta" tab
- Select the beta you'd like to opt for
- Choose "RQ Test Build - Play Tester"
- Close the window, it will start downloading the playtest branch
- Play as usual

The playtest is available from now on, feel free to hop in to start helping us at making this update as great as it can be!

Happy robot testing everyone, we wish you’ll be numerous to help us out :)


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
...