Roboquest - Elliot Yun
Hello everyone!

It's been quite a while since we last released an update or even posted a news. We took some vacations and we're working on a meatier update than usual. But that shouldn't be a reason to leave you in the dark.

So we're here to make amends and give you some news.

State of Early Access
It's been one year since we launched Roboquest in EA and we wanted to thanks everyone who purchased, whishlisted, helped us in the development and got involved in the community. We wouldn't be there without you. You give us the strength and motivation to move forward with the game every day, with each and every piece of feedback and love you send us. Thank you :LoveBot:

We expect the EA to last for another year (expecting around Summer 2022). We think that we need that much time to improve and finish the game up to the state we're aiming for.

During this time, we'll be adding new content and balancing existing content such as weapons, perks and enemies (among other additions you can look for in the roadmap).
Regarding new levels, we plan on releasing them alongside the 1.0. We understand many of you are waiting for more playtime and replayability (basically 'more things to do in the game'), but we need to release them all at once for them to work properly (as they are all tied with each other). In addition, we'd like to finish laying out the game before extending the game lifespan, in order to remain in a state where we can easily modify our systems based on your feedback and our observations.

Items
A new "item" system is coming into 0.7.0 to replace the old "core" system.

Over the course of the development, we tried many different systems for cores, some you liked and some you liked less.

But all in all we never been really fully happy with it and it was always an internal debate for us.

There were three main issues with it: firstly the choice of what core to pick was not that much interesting to pick. Secondly, committing into a category forced you to stick to it until the end of your run. Finally, there wasn't much of "building" with secondary stats, they didn't really matter.

These are the problems we wanted to tackle with the new "item" system.

This new system is closer to the core system is 0.5.0 where you could equip and swap up to 3 different cores with several twists on it.
Firstly, items now have a set of 2 specific bonuses such as "Elemental Damage", "Ability Cooldown" or "Melee Damage" which are not tied to weapon categories.
Secondly, an internal system makes sure you always have at least a core of your main category available when opening chests and other rewards. This removes situations where you wouldn't find the core you're looking for at the beginning of a level and find yourself underpowered.
Thirdly, the 'Robo' stat no longer exists, their new specific bonuses serve its old purpose of building an interesting set of secondary stats.
Finally, there are several different "item types", each with its own visual and set of specific bonuses, making them easily identifiable at a glance.

Right now, we are quite happy with the system. We felt like equipping these items is funnier that equipping bland "cores" and it removes (or at least alleviate) the issues we highlighted earlier.
Though, we're eager to hear your feedback and point of view on that to be sure we're on the right track.

As last words on the subject, we're also also implementing an array of "corrupted items" which grant both a bonus and a debuff to your stats, making them pivotal in your build.
There aren't a lot of them in the game at that time, there will be more in the future, it's still a pretty early iteration.

Playtest Version
We're going to open up the 0.7.0 playtest build in about two weeks.
This time around, you'll have every basecamp upgrades and classes unlocked automatically so you won't have to farm anything and will be able to experience every new piece of gameplay right away.
We will also make sure to highlight those new pieces so you don't have to wonder about what changed.
The playtest is also pretty important this time around for the balance of the game. We multiplied the number of perk and weapon effects and there is a high chance we missed some under or overpowered effects.
A quick note regarding translation: many things have changed regarding the descriptions of perks and affixes in the next update so there will be a sheer amount of work to be done. Brace yourselves!

We're sorry we remained quiet for so long, we're not necessarily used to share our work-in-progress or other information. This "dev update" format is something that we'll be looking to use in the future to be more active so we hope you like it.

Have a great day (or night) everyone, and expect to hear from us sooner than usual!
Roboquest - Elliot Yun
Howdy Guardians!

Today's a quick localization addition. This is our last hotfix before going in holidays and we'll be back in late August for the most of us!

We wish you all the best and in the meantime, happy robot bonking!

0.6.2 Changes
Localization
• Added missing Simplified Chinese terms
• Added missing Polish terms
Roboquest - Elliot Yun
Hello everyone :)

We just released a quick hotfix for Roboquest.

0.6.1 Hotfix
Localization
• The 'Gunslinger' perk is now properly translated in all languages
Developer's Note: Please note that the Portugese-Brazilian and the Italian translations are not being worked on currently and many terms are missing. The community translators in charge of these languages are no longer available. If you wish to get involved in the process, please, hop-in our Discord server! (https://discord.gg/Roboquest) Also note that the Chinese and Polish translations are almost complete but some terms are still not translated.
Bugfix
• Using Stealth while being leashed by Judgeball's Leash Pods will no longer spam play sounds
• Fixed occurrences that were preventing people from jumping forever
• Flying enemies will properly keep their fly height when targeting Engineer's drones
• You will no longer be stuck infinitely in the "Send Feedback" screen when it is open while a cinematic starts
• Added numerous logs to track other bugs you've been reporting
Roboquest - Elliot Yun
Heyo Guardians!

Today we’re releasing the 0.6.0 update of Roboquest and here are the highlights of the patch:

Community Additions
One of our primary focuses was to add as many quality of life changes as possible over the development time we allocated for this update. This includes small things such as crosshair options as well as more important changes such as Judgeball rebalances.

New Random Level Chunks
Several levels have received new chunks for their random generation. This should increase the diversity of the level designs you walk (or rather, slide, jump, run) through.

Class Changes
The guardian ability is back to being togglable, the Engineer can decrease the cooldown of its Drone ability by gathering scrap with its Hand-Blaster and the Commando passive now does more than just buffing its cooldown reduction.

New Weapons
We added two new weapons to the game, one being… A CHAINSAW!

New Enemies
We added several enemies to the game, and we used them to rework the roster of enemies of various levels.

Aside from these changes, we also wanted to take a moment to talk about a few important points:

Mouse Inputs Issues
We received many reports and feedback about mouse inputs failing to register (thus weapons failing to shoot or melee attack failing to perform if bound to the mouse). We’re sorry about this inconvenience which is very damaging for the game experience. As far as we know, this is an issue coming from Unreal Engine and we’re still not sure on the proper way to fix it. We have hopes that updating the engine to new versions might fix that issue, but so far we have no reason to think it has been fixed. We’re continuing to monitor this and to think of ways to prevent it from happening.

Holidays
A part of the team including the programmers will be on holidays after this update lands. This means that we won’t be able to hotfix the live build like we usually do. We’ve been working hard for the past six months to bring updates to the table and it’s finally time to get some rest. We wish you all good holidays as well (for those lucky enough to have that). We take this opportunity to thank you all for your continuous support and your kind feedback and reviews.

Next Update
You can expect more downtime in between this update and the next one. We plan to release it in Fall. The Fall update will feature big changes for weapon alternative fires, perk upgrade system and a rework of the core system (another one!). We will also be working on bringing back the Roadmap and try to make it more accurate at describing what we’re working on and what you can expect in the future.

Thanks to all playtesters and translators who worked with us on the update!
A few languages are still being worked on, they will be added later down the road.
Also, the playtest is now closed!

We hope you’ll enjoy this new update, don’t hesitate to give us your feedback on the usual channels, we’re always glad to read them.

Here are the full details of the patch-notes:

Patch Note 0.6.0
General
• We updated our Unreal Engine version, while you should not experience any difference, some graphical issues or artifacts might come up as well as unintended behaviors in some of the game systems
• Shield is back as a mechanic: it works as additional health which can’t be recovered through Repair-o-Cells, only with Repair-o-Bots. As long as you have Shield, it reduces damage taken by a fixed percent (depending on Shield source)
• Mark damage amplification on Bosses reduced from 50% to 30%
• Mark duration halved on Bosses
• Mark damage amplification against regular enemies increased from 50% to 70%
• Enemy damage and aggressiveness reduced in Easy mode
• Rebooting time (brobot revive) increased from 1s to 2.25s
• You are now unable to interact with weapons dropping off chests for a very short time, making it less likely to pick-up a weapon unintentionally when spam-clicking to open the chest
• The player characters legs now properly sticks to slopes and edges instead of floating around
• Wrench cost for reroll and level-up consoles reduced by approximately 30%
• Some intensive CPU calculations have been improved
Cores
Developer’s Note: We’re currently still trying things out with Cores as we’re not happy with both the previous and current implementation (equipable vs consumable). We still haven’t found the exact system we’d like for the game. Instead of switching around once more in this version (which is a long process), we simply modified the bonus granted by each stat to solve some of the issues we spotted. We want the future system to induce more depth and interesting choices into the core system.
• The Assault stat no longer increases melee damage, instead it increases movement speed (like before)
Developer’s Note: This no longer forces melee builds to choose the Assault stat and consequently be limited to Assault weapons.
• The bonus granted by the Robo stat has been modified for each class (view details in the Class section below)
Developer’s Note: This will likely create the issue that the optimized way to build is to always pick the Robo stat as a second stat, it’s not what we want but we think it’s currently the least damaging change for the game overall.
Classes
Guardian
🤖 Protective Bubble is now a togglable ability (using a battery system, like the previous iteration)
🤖 Beefcake now grants starting Shield instead of additional starting health
• The Robo stat now increases Melee damage and Shield amount
Commando
• Fury no longer increases cooldown speed, instead it increases weapons’ firerate, reload speed and ability cast speed
• Fury is now gauge-based and fades slower than before
• The Robo stat now increases Melee and Ability damage
Engineer
• Hand-Blaster no longer has a cooldown
🤖 Hand-Blaster now drops scrap when dealing damage and drops extra scraps on takedown (destroying an enemy), each scrap gathered reduces Drone cooldown
• The Robo stat now increases Melee and Ability damage
Recon
• The Robo stat now increases Melee damage and reduces Ability cooldown

Perks
Developer’s Note: We’re still working on a new perk system for 0.7.0 but we needed to make changes to perks of level II and III in the meantime. In the previous version, we had to push their values up to make them interesting to pick but it was breaking the balance of the game. Therefore we reduced these values in this update and they might feel less interesting to pick. Hopefully, this is only temporary and the next system should feel much better. In the meantime, we’re trying out new things and continuously listening to your feedback as well as our data to bring new perks to the table.
• Many level II and III perk values have been decreased
• New perks have been added for all classes

Weapons
🤖 Scoping now automatically gathers cells, regardless of how the takedown was applied (whether it was a critical hit, a normal hit or a perk effect initiated from the shot)
🤖 Firerate bonuses further reduce the heat cost of cooling weapons
• Two new weapons have been added
Dual Blast Guns - Precision

Chainsaw - Demolition

Affixes
• Several new affixes have been added to the game
• Elemental affixes now appear as blue affixes, making them able to appear earlier in the run
• As a result, rerolling a blue affix can grant an elemental effect, and vice versa, rerolling an elemental effect may grant a non-elemental effect

Basecamp
• We removed the Starting Gun upgrade and made the Revolver and Flare gun lootable again like other weapons
Developer’s Note: These two guns’ use rates decreased considerably (not only because of the bug preventing you from purchasing the upgrade, lol) so we made them lootable again and buffed their performance a little.
Gadgets
🤖 Stopwatch cooldown reduction increased from 10% to 12%
• Stopwatch cooldown reduction also works with Guardian’s battery regeneration speed
• Footballer Shoes headbonk damage bonus increased from 120% to 150%

Enemies
• New enemies added to various levels: Minepod, Beamfly, Beampod, Swingfly and Megafly
• Goliaths now automatically loot three Repair-o-Cells
• Gunpawns now shoot two bullets in a row instead of one
• Guardpawns charge distance detection has been decreased
Judgeball
Developer’s Note: We’re sorry about making Judgeball such a dreaded (and often deadly) boss. We’re modifying some of his attacks in this update but unbalanced (or unfair) bosses might be something occurring again in the future. We’re trying to avoid that but we wanted to let you know that mistakes might be made.
🤖 The Beam attack now automatically stops after applying its damage twice, but the damage of each tick has been increased to compensate
🤖 Leashpods no longer instantly leash you, instead they channel for a short amount of time and have a telegraph laser to highlight it
🤖 Charge attack speed has been reduced and now only bounces once (instead of multiple times)

Levels
• Haven City, Haven City - Corrupted and Canyons have received new random level design chunks
• The requirement for Cells S Rank has been increased from 85% of total cells to 90%
• The requirement for Time Ranks have been tweaked based on game data
• Repair-o-Bots have been removed from Haven-City (as a result of the Goliaths now looting Repair-o-Cells)
• It’s no longer required to pick-up keys in Haven City, instead you just have to destroy the four Goliaths to open up the door to the next level
• Same goes for Haven City Corrupted, clearing the challenge rooms will automatically count towards the number of rooms you have to clear to open up the boss door

Interface
• Jumping with the hoverbus in the loading screen should feel more responsive
🤖 New crosshair options are available (type, dynamism, color and opacity)
🤖 Added Auto Sprint Mode (to always be sprinting and slow down with sprint hotkey)
🤖 Added Crouch Mode (Toggle, Hold, Both)
🤖 You can now bind two different sets of keys with the Gamepad (like Keyboard/Mouse)
• Added new animations on Bosses’ compass locators when they perform certain attacks
🤖 Engineer’s drones now have a compass to locate them on the map
• A new hud overlay to display the objective counter in Haven City and Haven City - Corrupted has been added
• Goliaths in Haven City are now displayed on the map all the time
🤖 Added various ‘Game Tips’ to the loading screen

Audio
• Added new specific “Ambient” sounds for each level when playing without music
• Enemies now stop their looping sound when they are being stunned or frozen
• Added missing sound when picking-up Repair-o-Cells

Balance Changes
Dual Uzis
• The Dual Uzi has been renamed Dual Uzis
Developer’s Note: “Balance” changes.
Assault SMG
Primary Fire
• Damage increased from 7.0 to 8.0
• Impact force increased from 6.5 to 7.0

Pumping Shotgun
Primary Fire
• Damage increased from 10.0 to 11.0
• Impact force increased from 13.0 to 14.0

Dual Crossbows
• The Dual Crossbow has been renamed Dual Crossbows

Revolver
Primary Fire
• Damage increased from 38.0 to 42.0
• Critical ratio decreased from 1.75 to 1.5

Longbow
Primary Fire
• Damage increased from 56.0 to 58.0
• Impact force increased from 54.0 to 56.0
• Charge duration decreased from 0.35 to 0.25

Assault Sentry
Alternative Fire
• Sentry Turrets damage decreased from 5 to 4.5

Throwing Knife
Primary Fire
• Damage increased from 20.0 to 24.0
• Critical ratio decreased from 3.5 to 3.25

Thumper
Primary Fire
• Damage increased from 31.0 to 32.0
• Radius increased from 1.8 to 1.9

Fire Gun
Primary Fire
• Damage increased from 12.0 to 14.0

Kramer
Primary Fire
• Damage increased from 10.0 to 11.0

Mine Gun
Primary Fire
• Damage increased from 23.0 to 24.0

Energy Gauntlets
• The Energy Gauntlet has been renamed Energy Gauntlets
Primary Fire
• Damage increased from 14.0 to 15.0
• Range increased from 9.0 to 12.0
Alternative Fire
• The recoil pattern has been updated
• Damage increased from 60.0 to 64.0

Junk Beam
Primary Fire
• Damage increased from 18.0 to 19.0

Assault Rifle
Primary Fire
• Damage increased from 9.5 to 10.0
• Impact force increased from 8.0 to 9.0

Militia Rifle
Primary Fire
• Damage decreased from 12.0 to 11.5

Assault Pistol
Primary Fire
• Damage increased from 34.0 to 36.0
• Impact force increased from 45.0 to 48.0

Dual Guns
Primary Fire
• Damage increased from 11.0 to 14.0
• Impact force increased from 11.0 to 13.0

Blastgun
Primary Fire
• Damage increased from 19.0 to 20.0
• Impact force increased from 10.0 to 14.0

Elite Sniper
Primary Fire
• The recoil pattern has been updated

Minigun
Primary Fire
• Damage increased from 8.5 to 9.0
• Impact force increased from 8.5 to 9.0

Sulfator Shotgun
Primary Fire
• Damage decreased from 7.0 to 6.0

Fire Flower
Primary Fire
• Damage decreased from 20.0 to 19.0

Guardian
Protective Bubble
• Action duration decreased from 0.5 to 0.25

Engineer
Drone
• Drone base damage decreased from 5 to 4
Hand-Blaster
• Damage decreased from 45.0 to 30.0
• Impact force decreased from 45.0 to 25.0
• Removed cooldown duration, can now be used anytime

Commando
Rocket
• Damage increased from 60.0 to 65.0
• Impact force increased from 85.0 to 90.0
• Radius increased from 2.0 to 2.5
Shorty
• Cooldown decreased from 4.0 to 3.0

Bug Fixes
• Bosses’ health should no longer be desynchronized between the two players
• Judgeball will no longer spin roll indefinitely in the same spot under certain circumstances
• Beetle Royale will no longer move during its spinning attack when being stunned or frozen
• Dr. Turret laser will no longer flicker and teleport from a place to another in client
• Rerolling weapon affixes can no longer roll different affixes for the two players
• Game cinematics failing to start will no longer stuck you indefinitely or in a state where you are unable to ‘Start Adventure’, it will skip the game cinematic instead
• Fixed an interaction between charging alternative fire and cooling gauge which would cause the gauge to cool slower than intended
• The game will no longer freeze permanently when accepting the invitation of a multiplayer game which no longer exists
• The user interface when rebooting your brobot now properly appears under all circumstances
• Engineer’s drones can no longer shoot at and destroy enemies during the loading screen, fixing some cases of infinite loading times
• Switching while scoping will no longer lock the interface in scope mode
• Pressing escape after beating Beetle Royal will no longer lock the game in pause mode
• Fixed instances of weapons failing to reload
• The weapon affix Fork Shot no longer deals twice the intended damage with explosive weapons (it was a bug, and you definitely took advantage of it :D)
• The visual effect of the Trigger Discipline perk will no longer persist on death
• Picking the Favorite Weapon perk will no longer prevent you from shooting while scoping
Roboquest - Elliot Yun
Howdy Guardians!

We’re opening up the playtest branch once more to try out the new version!
It should last for about two weeks before the release of 0.6.0.

Like usual, the main goal of this playtest is to make sure the new version is stable and as bug free as possible.

This time around, the update was mainly focused on fixing and implementing things you’ve requested as well as quality of life changes. Here are the highlights of the changes:
• New enemies have come into play in different levels, enemy line up has been shuffled around in various levels
• Two new weapons
• Light tweaks and changes to continue improving classes
• New random chunks in several levels
• We moved from a version of Unreal Engine to another, there might be slight graphical issues and other errors

As usual, the full patch note will be available when the 0.6.0 version fully releases and the translation is still being worked on.

To post feedback about the playtest, please focus on the appropriate channels on Discord (#playtest-discussion) and Steam (https://steamcommunity.com/app/692890/discussions/9/3077621988048442615/?snr=1_5_9_).

And here we go, hope to hear from you soon Guardians!
Roboquest - Elliot Yun
Hey there :)

Here's the 0.5.3 hotfix (alongside the 0.5.2 hotfix which was only detailed on our Discord, we apologize for that).

As a reminder, we're pretty active on our Discord server ( discord.io/Roboquest ) so make sure to hop-in if you want to get involved in the conversation! Though, we're also thoroughly following the conversations happening here on the Steam forums, even if we're not necessarily answering.

0.5.3 Hotfix
Bugfix
• You can now purchase all the basecamp upgrades we initially planned, some were locked and unavailable to purchase (noticeably the one granting you access to the Revolver and the Flare Gun)
• Interacting at the exact same time with the Haven City door in multiplayer will no longer lock you in a black screen
• Finishing the after-boss cinematic while your brobot is still in the scorescreen will no longer lock you in loading screen
• Removed an issue sometimes preventing the hosting player from opening the settings menu and the friend list
• You will no longer be forever stuck in leash state when Judgeball dies while you were leashed
• The Fields safe zone door can now properly be opened if the conditions are met in multiplayer
• Rerolling affixes can no longer remove all of your affixes


0.5.2 Hotfix
Released the 6/11/2021
Gameplay
• Repair-o-Cells drop frequency increased by 50%
• Repair-o-Cells healing efficiency reduced by 50%
• Repair-o-Bot healing efficiency increased by 5%

Balance Changes
Perks
Time Graft (Recon)
• Cooldown reduction when picking up repair-o-cells decreased from 7/11/15 to 4/5/6
Overwhelming Power
• Duration decreased from 6s to 4s
Heavy Genius
• Duration decreased from 10s to 5s

Bugfix
• Removed memory leaks caused by objects not properly destroyed in Basecamp
• Many other small issues, bugs and crashes have been fixed
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
...