Roboquest - Elliot Yun
Hey there!

We're glad to hear your feedback about the 0.7.0 update and we're hard at work to fix the issues you've been spotting as well as implementing new and fancy things into the game.

In the meantime, we're deploying a small hotfix for the current version.

Here are the (pretty quick and straightforward) list of changes:

0.7.1 Changelist
• Fixed a multiplayer crash occurring when your brobot equips a gadget which you haven't unlocked yet
• Fixed multiple text errors
• Updated several perk and affixes description to more accurately describe their effect
Roboquest - Elliot Yun
Hello everyone!

The 0.7.0 version is now live and available for download!

Please note that most translations are still being worked on and should be ready in the days/weeks to come. We apologize for the inconvenience of not having your language already implemented into the game. It is our fault as we didn’t give enough time to the translators to work on it. We’ll be improving our organization on that side for the other updates.

You can find below the highlights of the changes as well as the fully detailed patch notes.

Playtest Highlights
Perks
We overhauled the perk system: instead of being able to level-up your perks, you’re now able to choose upgrades for them. This makes it way easier for us to balance and make the “base” perk fun, when we previously had to account for the fact that it could be leveled up (which could actually be damageable for that perk).
In addition, the new perk upgrades should make you feel more like you’re “building” or “specializing” your character in a specific direction, rather than simply “buffing” a perk.
Right now, each class has 12 different perks, each having a bundle of 3 to 4 upgrades specific to them. We’re thinking of increasing these numbers if needed.
There previously were about 45 different perks (15 per class). If we count the new upgrades as perks, there are now over 160 different choices (40 per class). This means we might have some balance issues, but this is something we’ll be monitoring closely.
You can have a maximum of 4 different perks in your run for now, we’ll adjust this number based on game lifespan, maximum level and number of perks per class.
We’re quite happy with this new system, but we’re eager to hear what you think about it as well.

Items
Like we said in our previous dev update, we’ve never been really happy with any of our core systems.
Though, it is a necessary system for the player progression and we’re therefore trying a new iteration now.
‘Cores’ have been transformed into ‘Items’, you can equip and swap up to three of them, they grant stat bonus in different weapon categories and other specific bonuses.
We took this opportunity to also add a set of ‘corrupted’ items, which grant more powerful bonuses alongside debuffs. For now, you might find them a bit “bland” but we’ll be pushing some more ‘funky’ things once the dust settles around that.
We can’t wait to hear your comments about this new system! We’ll be reading them thoroughly.

Weapon Mods
We call a “mod.” (as in ‘module’), the new alternate fire system added to the game.
Weapons now have a chance to spawn with a mod. chosen among a random pool.
We’ve been wanting to add alternate fire for a long time now, since we realized weapons are funnier and more interesting in terms of build and play when they have one.
Though, we needed an idea to add one to all weapons, and to make it random in order to increase the replayability and build variations it offers. Affixes were just a first step in that direction and most of them only modify the primary fire most of the time anyway.
That’s why we added the new “mods” system. It is still an early iteration and we’ll add more content and funky stuff later down the road.
Please note that weapons with a native alternate function can’t have mods for now but we’ll find a way to incorporate them.

Fields
We completely reworked the ‘Fields’ level, both graphically and design-wise. We weren’t happy with the previous design for a long time but we needed time to rework it.
We wish you a happy discovery of that brand new ‘Fields’ level!

New Weapons
Three new weapons are coming into play!

Boss
A new boss is coming in the random pool of Act 1!

Patch Note 0.7.0
Gameplay
General
• A new stat has been added to the game: Resistance
• Resistance is a percent damage reduction, it can go up to a maximum of 60% and can be negative, increasing the damage you take
• Finishing a level with S rank now grants bonus Wrenches instead of bonus stats
• Playing in harder difficulties now grants bonus Wrenches at the end of the level
• Burn duration has been increased from 5 ticks every 0.5s to 7 ticks every 0.5s, dealing the same amount of damage than before (so less damage per tick)
• Entering Challenge rooms now disables your primary ability
Developer’s Note: Right now the only visible feedback is on your ability icon, we’ll be adding better interface and environment feedback later down the road.
• Deployed minions should properly gather cells when taking down enemies
• We added many FXs to weapons to clearly represent their current damage type
• You can now hold your melee button to keep using it
• We removed the ‘Robo’ stat, following the item changes (which you can view below)
• Repair-o-Cells are now automatically gathered when scoping
• Added a new difficulty named 'Discovery', it's easier than 'Easy'
• Increased 'Easy' difficulty a little bit
• You can no longer interact with basecamp elements once you started the game in Multiplayer
• Updated gamepad haptics
Health System Changes
• The ‘Damage Bar’ system is back, when taking damage, a part of it is stored into the damage bar and gathering cells restores it
• In the ‘Easy’ difficulty, the damage bar never fades
• Repair-o-Cells health restoration has been increased from 10% to 15%
• The amount of Repair-o-Cells dropped by Goliaths has been decreased from 3 to 1
• Bosses no longer drop Repair-o-Cells
• Enemies no longer drop Repair-o-Cells
• Rail bots and Challenge rooms now drop 1 Repair-o-Cells

Classes
Guardian
• Shield no longer reduces damage taken by default
• Picking up cells now regenerates the Shield
Recon
• Stealth cooldown now starts when leaving Stealth instead of instantly
• The decoy no longer blocks enemy projectiles but it still draws aggro
Commando
• Fury no longer grants Firerate or Movement Speed, instead it grants increased damage and Resistance
Engineer
• ‘Hand Blaster’ has been transformed into ‘Scrap Blaster’, it now is a long range homing ball and still generates Scrap
• Using the Repair-o-Bot now also restores the health of your drones
• The Drones’ AI has been updated to make them more present on your screen and better feel their presence while fighting the evilbots

Weapons
New Weapons
• Blast Arbalest - Assault / Technology

• Ball Cannon - Technology

• Blast Palms - Technology

Weapon Mods
• A brand new system called “Weapon Mods” has been added to the game
• Weapons now have a chance to gain an alternate fire randomly chosen from a pool depending on each weapon
• These alternate fires are called “mods”
• As a result, we removed the base alternate fire some weapons had (Blast Ball and Rifle Crossbow)
Developer’s Note: Weapon mods are still in an early iteration stage, they will be updated and more will be added as the game development goes on.
Others
• ‘Swift’ has been transformed into ‘Compact’, ‘Compact’ increases the weapon damage based on your bonus movement speed
• ‘Buckshot’ and ‘Fork’ affixes damage have been reduced
• Some weapons have been granted affixes by default to help differentiate “similar” weapons
• New basic affixes have been added to the random affix pool
• We moved some affixes from a category to another
• Some weapons have been switched from a category to another, other weapons have been granted dual-categories, view the “Balance changes” for more details
• Snipers now have a Cross crosshair instead of a Dot crosshair
• The Elemental Cannon has been removed from the game
Developer’s Note: The Elemental Cannon does not fit in many of our most recent systems, noticeably affixes and mods and we need to overhaul it to better incorporate it into the game. It will likely be reintegrated in one shape or another later down the road.
Perks

• Perks no longer have a level 2 and 3, instead they have a bundle of 3-4 unique upgrades
• Every two levels makes you able to choose an upgrade for one of your perk instead of choosing a new perk
• Maximum number of perk set to 4
• Almost all perks have been updated to follow the new game system
• Some simply had their base values modified
• Some became upgrades of others
• Some perks we didn’t really like (and you didn’t really pick according to our data) have been deleted
• We added many new perks
Developer’s Note: We’ll continue to update and expand the content following your feedback and our analysis.
Cores

• ‘Cores’ have been renamed ‘Items’
• You can now carry and swap up to 3 different items
• Like cores, items grant stat bonuses for two weapon categories
• Items are split into different types, each granting a different set of additional and new bonuses specific to their type
• Equipping twice the same item will reduce the specific bonus it grants
• ‘Corrupted’ items are a rarer, more powerful version of item granting both bonuses and debuffs
Developer’s Note: Like we said in the highlight parts, we’ll be carefully reading your feedback regarding the new item feature and adjust things accordingly.
Basecamp
• Upgrades description have been updated
• Several new upgrades have been added and older upgrades reworked to follow the new game systems
• Gadgets are now unlocked through purchasing “bundles” of them, there are 4 bundles and each specifies what gadgets they’re going to unlock

Gadgets
• New gadgets added: ‘Fancy Pins’ and ‘Explorer Slippers’
• ‘Glass Cannon’ bonus damage has been reduced from 35% to 30%
• Some gadgets have been renamed
• Removed ‘Cereal Bar’ and ‘Metal Detector’
Developer’s Note: They weren’t the funniest nor were they still adapted to the current game systems so we decided to remove them from the game. They might be back in the future in another shape.
Enemies
Baddies
• Enemy weapon drop frequency has been diminished
Developer’s Note: We needed to give players more weapons to play with so we implemented the enemy drops but it’s just a temporary measure. In the future they’ll be relocated entirely towards Arena and Boss rewards, alongside other potential systems unique to each level.
• We updated the difficulty and stats of enemies to follow the new player progression curve (with affixes, upgrades and weapon mods)
Developer’s Note: We modified the “Easy” difficulty to account for that modification, though it’s something we’re monitoring closely to keep the level of difficulty of “Easy” from the 0.6.0 version, which we deem acceptable.
• Sniper Pods attack cast time increased from 1.5s to 2s
• Added a teleportation FX for dashing enemies in Haven City (and other levels)

• Updated the models of some enemies
• Updated FX and ragdoll based on how enemies are being destroyed, we’ll be continuing to improve this aspect of the game
Bosses
• A new boss has been added to the pool of available bosses for Act 1
• Beetle Royal hit points have been increased
• Judgeball hit points have been decreased
• Judgeball’s Artillery attack damage has been reduced by 20%

Levels
• Decreased time requirements for ranks (in average 10% for S rank)
• ‘Fields’ graphical set and level design has been completely revamped

• Added safe zones in Oasis, Ruins, Energy Center and Haven City
• Safe zones in Haven City are now protected by an invisible wall preventing enemies from shooting you while you’re there
• The Cell chest in Quarry no longer counts towards the required cells for Cell ranking
• We removed the reward in the Oasis waterfall for now, it was quite boring having to check it all the time

Interface
• Updated base game Field of View to 106 (you should try it out if you kept the previous default 110)
• We updated the death of the player with a an additional interface feedback
• Added an option to hide Rank information at the end of a level (it also disables Rank rewards)
• ‘Aspect Ratio’ and ‘Resolution’ settings are no longer available when displaying the game in ‘Borderless’ mode
• Following the Perk System update, the perk selection overlay has been modified
• Following the Item System addition, the core overlay has been modified to work with Items
• Dealing damage with Sparks now spawn a specific floating damage text
• Improved the feedback when your guardian gets destroyed in a run
• Added new tutorial panels for various mechanics
• Channeling laser attacks are now properly displayed on your compass locator
• Added new game tips to the game

Audio
• Added new “ambiant” sounds for some enemies
• Reworked some previous sounds

Balance Changes
Assault SMG
Primary Fire
• Damage increased from 8.0 to 9.0

Scratch Rifle
Primary Fire
• Damage increased from 8.0 to 8.5
• Impact force increased from 9.0 to 10.0

Dual Crossbows
Primary Fire
• Damage decreased from 30.0 to 28.0
• Critical ratio increased from 1.5 to 2.0

Rifle Crossbow
Primary Fire
• Damage increased from 14.0 to 16.0
• Impact force increased from 13.0 to 15.0
• Firerate increased from 5.55/s to 5.88/s

Arquebus
Primary Fire
• Heat per shot increased from 14.0 to 16.0

Sheriff's Carbine
• Now also belongs to the Demolition category

Throwing Knife
Primary Fire
• Range increased from 13.0 to 16.0

Thumper
Primary Fire
• Damage increased from 32.0 to 40.0

Windmill Rifle
• Now also belongs to the Assault category

Grandma's Shotgun
Primary Fire
• Damage increased from 9.0 to 13.0
• Impact force increased from 10.0 to 16.0

Kramer
Primary Fire
• Damage increased from 11.0 to 12.0

Mine Gun
Primary Fire
• Damage increased from 24.0 to 34.0
• Impact force increased from 34.0 to 42.0
• Firerate increased from 4.0/s to 4.54/s
• Radius increased from 1.3 to 1.4

Blunderbuss
Primary Fire
• Damage increased from 8.0 to 9.0
• Firerate increased from 2.0/s to 2.22/s
• Range increased from 9.0 to 12.0

Blast Ball
Primary Fire
• Damage increased from 8.0 to 10.0
• Heat per shot decreased from 3.0 to 2.75

Graviton Launcher
• Now also belongs to the Demolition category
Primary Fire
• Impact force increased from 36.0 to 42.0

Shock Rifle
Primary Fire
• Range decreased from 13.0 to 12.0

Power Gloves
• The Energy Gauntlets has been renamed Power Gloves

Cryo Launcher
Primary Fire
• Damage increased from 11.0 to 12.0
• Range decreased from 13.0 to 12.0

Junk Beam
Primary Fire
• Damage increased from 19.0 to 20.0
• Range increased from 11.0 to 12.0
• Heat per shot increased from 3.0 to 3.5

Assault Rifle
Primary Fire
• Firerate increased from 10.0/s to 11.11/s

Blast Rifle
Primary Fire
• Damage increased from 8.5 to 9.0

Militia Rifle
• Now also belongs to the Precision category
Primary Fire
• Damage decreased from 11.5 to 11.0
• Critical ratio increased from 1.25 to 1.5

Dual Guns
Primary Fire
• Damage increased from 14.0 to 15.0

Long Rifle
Primary Fire
• Range increased from 21.0 to 22.5

Blastgun
Primary Fire
• Firerate increased from 5.0/s to 5.55/s
• Range decreased from 17.0 to 16.0

Assault Shotgun
Primary Fire
• Damage increased from 6.0 to 7.0

Dual Blast Guns
Primary Fire
• Range decreased from 14.0 to 12.0
• Heat per shot increased from 5.0 to 8.0

Elite Crossbow
Primary Fire
• Damage decreased from 60.0 to 58.0
• Firerate decreased from 1.25/s to 1.11/s

Minigun
• Now also belongs to the Assault category
Primary Fire
• Damage increased from 9.0 to 10.0
• Impact force increased from 9.0 to 10.0

Triple Shotgun
Primary Fire
• Damage increased from 16.0 to 18.0
• Impact force increased from 13.0 to 16.0

Laser Saw
Primary Fire
• Range increased from 14.0 to 16.0

Unreal Gun
• Now also belongs to the Precision category
Primary Fire
• Critical ratio increased from 1.25 to 1.5
• Range decreased from 25.0 to 22.5

Blast Minigun
Primary Fire
• Damage increased from 6.0 to 7.0

Commando
Rocket
• Damage increased from 65.0 to 70.0
• Impact force decreased from 90.0 to 80.0
• Radius decreased from 2.5 to 1.85
• Cooldown increased from 10.0 to 12.0
Shorty
• Cooldown increased from 3.0 to 3.5

Bug Fixes
• You should no longer be able to be at 0 health but not dead
• You can no longer open the perk selector during Boss intro cinematics
• Client players should no longer be stuck in the class selector after validating their choice
• Elemental effects are properly applied to ‘Laser Saw’ projectiles
• Channeling laser attacks now properly trigger “when taking damage” effects from your perks (like ‘Get Back’)
• Opening then closing the feedback menu while a tutorial panel is open no longer makes you able to shoot and move while the panel is still displayed
• The Repair-o-Bot now properly recharges all of your ability charges if you had several
• Opening and closing the main menu while in the tutorial no longer displays your ammo counter
• Player inputs are now properly disabled during boss intro cinematics
• Removed occurrences turning your weapons invisible
• Scoping with ‘Trigger Discipline’ will no longer remove the particle effect when unscopping the weapon
• Judgeball and other bosses should no longer be stuck indefinitely when colliding with deployed allies
• Assigning twice the same key to an action should properly display a red highlight on the conflicted bindings
• Scoping should now properly gather cells from afar for the client player
• Rail bot sounds is now played at the right location regardless of the random seed
• Fixed a crash in multiplayer when a player was picking up his brobot weapon
• Speculative Fix: Fixed an issue causing a crash when coming back to the Basecamp in multiplayer

Playtest Changes
Those changes have been fixed during playtest thanks to all the players who helped us try out the new version.
10/22
• Loading times after the first loading have been reduced
10/25
• The ‘Y.O.L.O.’ upgrade now properly works
• The item granting damage reduction now properly calculates its damage reduction
• Bonuses granted by items have been slightly increased
• Bonus reduction from cumulating the same item types has been reduced
• Deployed minions no longer shoot Billy Boom if that would trigger its explosion
• Mods. now properly display their values in the alternate fire tooltip
• Billy Boom can no longer drop weapons
• Blast Arbalest now belongs to both Technology and Assault
• Fixed several reported typos, text errors, missing texts and tag errors
• Commando cooldown reduction perks and upgrades have been reduced
• Oasis’ waterfall door now properly reads 'Under Construction'
• Time is now properly paused in Haven City safe zones
• Fixed a environment issues such as OOB and blocking collisions
• Added Rail Bots to Ruins
• The 'Heavy Shell' upgrade now properly grants Resistance with all Heavy weapons
• The 'Drone Swarm' perk now properly reduces Drones' firerate instead of increasing it
• We increased the base metrics of Drones to make it up for it
10/26
• Fixed more text errors
• Reduced 'Cooldown Reduction' metrics of Items, Perks and Upgrades to avoid getting up to 100% Cooldown Reduction, this is just a temporary fix until we modify the way it is calculated
• Increased the health restored from the damage bar by the cells to 15%
• Added rail bots to Aqua Station
• Added a new menu background image
10/27
• Replaced 'Dancing Blade' perk of the Guardian by the 'Line Breaker' perk
Roboquest - Elliot Yun
Hello everyone!

The playtest version is live and we decided to change things around regarding how we communicate about the new additions to the game.
This time, we’ll give you every bit of information we have right now, in order for you to get a grasp of what’s coming your way.
But before diving into the nitty gritty, we wanted to highlight the main changes you’ll be able to experience with the PTV.

Note: Just a quick reminder: if you want to play the test version, all you have to do is to open up the properties of Roboquest on Steam, head over to the “Beta” tab and change the beta you would like to opt into to “Playtest”. It will download the playtest version and you’ll be able to play right away. It won’t interfere with your progress over the regular version.

Note 2: You'll have all Wrenches needed to unlock all basecamp upgrades in the Playtest.

Playtest Highlights
Perks
We overhauled the perk system: instead of being able to level-up your perks, you’re now able to choose upgrades for them. This makes it way easier for us to balance and make the “base” perk fun, when we previously had to account for the fact that it could be leveled up (which could actually be damageable for that perk).
In addition, the new perk upgrades should make you feel more like you’re “building” or “specializing” your character in a specific direction, rather than simply “buffing” a perk.
Right now, each class has 12 different perks, each having a bundle of 3 to 4 upgrades specific to them. We’re thinking of increasing these numbers if needed.
There previously were about 45 different perks (15 per class). If we count the new upgrades as perks, there are now over 160 different choices (40 per class). This means we might have some balance issues, but this is something we’ll be monitoring closely.
You can have a maximum of 4 different perks in your run for now, we’ll adjust this number based on game lifespan, maximum level and number of perks per class.
We’re quite happy with this new system, but we’re eager to hear what you think about it as well.

Items
Like we said in our previous dev update, we’ve never been really happy with any of our core systems.
Though, it is a necessary system for the player progression and we’re therefore trying a new iteration now.
‘Cores’ have been transformed into ‘Items’, you can equip and swap up to three of them, they grant stat bonus in different weapon categories and other specific bonuses.
We took this opportunity to also add a set of ‘corrupted’ items, which grant more powerful bonuses alongside debuffs. For now, you might find them a bit “bland” but we’ll be pushing some more ‘funky’ things once the dust settles around that.
We can’t wait to hear your comments about this new system! We’ll be reading them thoroughly.

Weapon Mods
We call a “mod.” (as in ‘module’), the new alternate fire system added to the game.
Weapons now have a chance to spawn with a mod. chosen among a random pool.
We’ve been wanting to add alternate fire for a long time now, since we realized weapons are funnier and more interesting in terms of build and play when they have one.
Though, we needed an idea to add one to all weapons, and to make it random in order to increase the replayability and build variations it offers. Affixes were just a first step in that direction and most of them only modify the primary fire most of the time anyway.
That’s why we added the new “mods” system. It is still an early iteration and we’ll add more content and funky stuff later down the road.
Please note that weapons with a native alternate function can’t have mods for now but we’ll find a way to incorporate them.

Fields
We completely reworked the ‘Fields’ level, both graphically and design-wise. We weren’t happy with the previous design for a long time but we needed time to rework it.
We wish you a happy discovery of that brand new ‘Fields’ level!

New Weapons
Three new weapons are coming into play!

Boss
A new boss is coming in the random pool of Act 1!

That’s it for the highlights coming into the playtest, so let’s dive into the full patch notes now.
Please keep in mind that these are the changes for the playtest version, it might be modified according to your feedback during the playtest phase.
We will also update this patch note when the 0.7.0 version lands.

Patch Note PTV 0.7.0
Gameplay
General
• A new stat has been added to the game: Resistance
• Resistance is a percent damage reduction, it can go up to a maximum of 60% and can be negative, increasing the damage you take
• Finishing a level with S rank now grants bonus Wrenches instead of bonus stats
• Playing in harder difficulties now grants bonus Wrenches at the end of the level
• Burn duration has been increased from 5 ticks every 0.5s to 7 ticks every 0.5s, dealing the same amount of damage than before (so less damage per tick)
Developer’s Note: We needed burn to last longer in order to make effects triggering on burning targets easier to use, so it might seems like a nerf but it isn't really one.
• Entering Challenge rooms now disables your primary ability
Developer’s Note: Right now the only visible feedback is on your ability icon, we’ll be adding better interface and environment feedback later down the road.
• Deployed minions should properly gather cells when taking down enemies
• We added many FXs to weapons to clearly represent their current damage type
• You can now hold your melee button to keep using it
• We removed the ‘Robo’ stat, following the item changes (which you can view below)
Health System Changes
• The ‘Damage Bar’ system is back, when taking damage, a part of it is stored into the damage bar and gathering cells restores it
• In the ‘Easy’ difficulty, the damage bar never fades
• Repair-o-Cells health restoration has been increased from 10% to 15%
• The amount of Repair-o-Cells dropped by Goliaths has been decreased from 3 to 1
• Bosses no longer drop Repair-o-Cells
• Enemies no longer drop Repair-o-Cells
• Rail bots and Challenge rooms now drop 1 Repair-o-Cells

Classes
Guardian
• Shield no longer reduces damage taken by default
• Picking up cells now regenerates the Shield
Recon
• Stealth cooldown now starts when leaving Stealth instead of instantly
• The decoy no longer blocks enemy projectiles but it still draws aggro
Commando
• Fury no longer grants Firerate or Movement Speed, instead it grants increased damage and Resistance
Engineer
• ‘Hand Blaster’ has been transformed into ‘Scrap Blaster’, it now is a long range homing ball and still generates Scrap
• Using the Repair-o-Bot now also restores the health of your drones
• The Drones’ AI has been updated to make them more present on your screen and better feel their presence while fighting the evilbots

Weapons
New Weapons
• Blast Arbalest - Assault / Technology
• Ball Cannon - Technology
• Blast Palms - Technology
Weapon Mods
• A brand new system called “Weapon Mods” has been added to the game
• Weapons now have a chance to gain an alternate fire randomly chosen from a pool depending on each weapon
• These alternate fires are called “mods”
• As a result, we removed the base alternate fire some weapons had (Blast Ball and Rifle Crossbow)
Developer’s Note: Weapon mods are still in an early iteration stage, they will be updated and more will be added as the game development goes on.
Others
• ‘Swift’ has been transformed into ‘Compact’, ‘Compact’ increases weapon damage based on your bonus movement speed
• ‘Buckshot’ and ‘Fork’ affixes' damage has been reduced
• Some weapons have been granted affixes by default to help differentiate from other “similar” weapons
• New basic affixes have been added to the random affix pool
• We moved some affixes from a tier to another
• Some weapons have been switched from a category to another, other weapons have been granted dual-categories, view the “Balance changes” for more details
• Snipers now have a Cross crosshair instead of a Dot crosshair
• The Elemental Cannon has been removed from the game
Developer’s Note: The Elemental Cannon does not fit in many of our most recent systems, noticeably affixes and mods and we need to overhaul it to better incorporate it into the game. It will likely be reintegrated in one shape or another later down the road.
Perks
• Perks no longer have a level 2 and 3, instead they have a bundle of 3-4 unique upgrades
• Every two levels makes you able to choose an upgrade for one of your perks instead of choosing a new perk
• Maximum number of perks set to 4
• Almost all perks have been updated to follow the new game system
• Some simply had their base values modified
• Some became upgrades of others
• Some perks we didn’t really like (and you didn’t really pick according to our data) have been deleted
• We added many new perks
Developer’s Note: We’ll continue to update and expand the content following your feedback and our analysis.
Cores
• ‘Cores’ have been renamed ‘Items’
• You can now carry and swap up to 3 different items
• Like cores, items grant stat bonuses for two weapon categories
• Items are split into different types, each granting a different set of additional and new bonuses specific to their type
• Equipping twice the same item will reduce the specific bonus it grants
• ‘Corrupted’ items are a rarer, more powerful version of items granting both bonuses and debuffs
Developer’s Note: Like we said in the highlight parts, we’ll be carefully reading your feedback regarding the new item feature and adjust things accordingly.
Basecamp
• Upgrades description have been updated
• Several new upgrades have been added and older upgrades reworked to follow the new game systems
• Gadgets are now unlocked through purchasing “bundles” of them, there are 4 bundles and each specifies what gadgets they’re going to unlock

Gadgets
• New gadgets added: ‘Fancy Pins’ and ‘Explorer Slippers’
• Some gadgets have been renamed
• Removed ‘Cereal Bar’ and ‘Metal Detector’
Developer’s Note: They weren’t the funniest nor were they still adapted to the current game systems so we decided to remove them from the game. They might be back in the future in another shape.
Enemies
Baddies
• Enemy weapon drop frequency has been diminished
Developer’s Note: We needed to give players more weapons to play with so we implemented the enemy drops but it’s just a temporary measure. In the future they’ll be relocated entirely towards Arena and Boss rewards, alongside other potential systems unique to each level.
• We updated the difficulty and stats of enemies to follow the new player progression curve (with affixes, upgrades and weapon mods)
Developer’s Note: We modified the “Easy” difficulty to account for that modification, though it’s something we’re monitoring closely to keep the level of difficulty of “Easy” from the 0.6.0 version, which we deem acceptable.
• Sniper Pods attack cast time increased from 1.5s to 2s
• Added a teleportation FX for dashing enemies in Haven City (and other levels)
• Updated the models of some enemies
• Updated FX and ragdoll based on how enemies are being destroyed, we’ll be continuing to improve this aspect of the game
Bosses
• A new boss has been added to the pool of available bosses for Act 1
• Beetle Royale hit points have been increased
• Judgeball damage hit points have been decreased

Levels
• Decreased time requirements for ranks (in average 10% for S rank)
• ‘Fields’ graphical set and level design has been completely revamped
• Added safe zones in Oasis, Ruins, Energy Center and Haven City
• Safe zones in Haven City are now protected by an invisible wall preventing enemies from shooting you while you’re there
• The Cell chest in Quarry no longer counts towards the required cells for Cell ranking
• We removed the reward in the Oasis waterfall for now, it was quite boring having to check it all the time

Interface
• Updated base game Field of View to 106 (you should try it out if you kept the previous default 110)
• We updated the death of the player with a an additional interface feedback
• Added an option to hide Rank information at the end of a level (it also disables Rank rewards)
• ‘Aspect Ratio’ and ‘Resolution’ settings are no longer available when displaying the game in ‘Borderless’ mode
• Following the Perk System update, the perk selection overlay has been modified
• Following the Item System addition, the core overlay has been modified to work with Items
• Dealing damage with Sparks now spawn a specific floating damage text
• Improved the feedback when your guardian gets destroyed in a run
• Added new tutorial panels for various mechanics
• Channeling laser attacks are now properly displayed on your compass locator
• Added new game tips to the game

Audio
• Added new “ambient” sounds for some enemies
• Reworked some previous sounds

Balance Changes
Scratch Rifle
Primary Fire
• Damage increased from 8.0 to 8.5
• Impact force increased from 9.0 to 10.0

Dual Crossbows
Primary Fire
• Damage decreased from 30.0 to 28.0
• Critical ratio increased from 1.5 to 2.0

Rifle Crossbow
Primary Fire
• Damage increased from 14.0 to 16.0
• Impact force increased from 13.0 to 15.0
• Firerate increased from 5.55/s to 5.88/s

Arquebus
Primary Fire
• Heat per shot increased from 14.0 to 16.0

Sheriff's Carbine
• Now also belongs to the Demolition category

Throwing Knife
Primary Fire
• Range increased from 13.0 to 16.0

Windmill Rifle
• Now also belongs to the Assault category

Grandma's Shotgun
Primary Fire
• Damage increased from 9.0 to 12.0
• Impact force increased from 10.0 to 16.0
• Firerate decreased from 1.81/s to 1.66/s

Mine Gun
Primary Fire
• Damage increased from 24.0 to 34.0
• Impact force increased from 34.0 to 42.0
• Firerate increased from 4.0/s to 4.54/s
• Radius increased from 1.3 to 1.4

Blunderbuss
Primary Fire
• Range increased from 9.0 to 12.0

Blast Ball
Primary Fire
• Heat per shot decreased from 3.0 to 2.75

Graviton Launcher
• Now also belongs to the Demolition category
Primary Fire
• Impact force increased from 36.0 to 42.0

Shock Rifle
Primary Fire
• Range decreased from 13.0 to 12.0

Power Gloves
• The Energy Gauntlets have been renamed Power Gloves

Cryo Launcher
Primary Fire
• Range decreased from 13.0 to 12.0

Junk Beam
Primary Fire
• Damage increased from 19.0 to 20.0
• Range increased from 11.0 to 12.0
• Heat per shot increased from 3.0 to 3.5

Militia Rifle
• Now also belongs to the Precision category
Primary Fire
• Damage decreased from 11.5 to 11.0
• Critical ratio increased from 1.25 to 1.5

Long Rifle
Primary Fire
• Range increased from 21.0 to 22.5

Blastgun
Primary Fire
• Range decreased from 17.0 to 16.0

Dual Blast Guns
Primary Fire
• Range decreased from 14.0 to 12.0
• Heat per shot increased from 5.0 to 8.0

Elite Crossbow
Primary Fire
• Damage decreased from 60.0 to 58.0
• Firerate decreased from 1.25/s to 1.11/s

Minigun
• Now also belongs to the Assault category
Primary Fire
• Damage increased from 9.0 to 10.0
• Impact force increased from 9.0 to 10.0

Triple Shotgun
Primary Fire
• Damage increased from 16.0 to 18.0
• Impact force increased from 13.0 to 16.0

Laser Saw
Primary Fire
• Range increased from 14.0 to 16.0

Commando
Rocket
• Damage increased from 65.0 to 70.0
• Impact force decreased from 90.0 to 80.0
• Radius decreased from 2.5 to 1.85
• Cooldown increased from 10.0 to 12.0
Shorty
• Cooldown increased from 3.0 to 3.5


Bug Fixes
• You should no longer be able to be at 0 health but not dead
• You can no longer open the perk selector during Boss intro cinematics
• Client players should no longer be stuck in the class selector after validating their choice
• Elemental effects are properly applied to ‘Laser Saw’ projectiles
• Channeling laser attacks now properly trigger “when taking damage” effects from your perks (like ‘Get Back’)
• Opening then closing the feedback menu while a tutorial panel is open no longer makes you able to shoot and move while the panel is still displayed
• The Repair-o-Bot now properly recharges all of your ability charges if you had several
• Opening and closing the main menu while in the tutorial no longer displays your ammo counter
• Player inputs are now properly disabled during boss intro cinematics
• Removed occurrences turning your weapons invisible
• Scoping with ‘Trigger Discipline’ will no longer remove the particle effect when unscopping the weapon
• Judgeball and other bosses should no longer be stuck indefinitely when colliding with deployed allies
• Assigning twice the same key to an action should properly display a red highlight on the conflicted bindings
• Scoping should now properly gather cells from afar for the client player
• Rail bot sounds is now played at the right location regardless of the random seed
• Starting the game in borderless display settings, then switching the display mode or the resolution will properly apply the new settings instantly
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
...