Roboquest - Elliot Yun
The playtest is now OPEN!

You can experience the playtest 0.8.0 to discover the incoming changes and help us improve it until the official release.

Like usual, if you want to participate in the playtest, just right-click Roboquest in your library, head over to the “Beta” tab and opt-in the beta branch “Playtest”. This will download the playtest version (progress is saved in a different save file than the regular branch, so this will not erase or continue your progress of the regular branch).

Please use the appropriate ‘Playtest’ channels on Steam and Discord to post your feedback about it!

Here are the highlights of the incoming 0.8.0 version:

Highlights
Sir Catercoaster
A new boss has come into play in the Act 2 (in the ‘Energy Center’).
Sir Catercoaster is making its comeback into the game in a brand new arena and attack patterns. We hope you’ll like it and if not, please make sure to tell us how you think we should improve it.

Aqua & Energy Center Update
The ‘Aqua Station’ has been fully reworked (visually and design-wise) and The ‘Energy Center’ has received a visual polish touch as well as a few level design changes.
‘Aqua Station’ has always been a level we were looking to improve as it felt a bit empty and lacked a strong visual identity aside from just being ‘watery’. This update was the right timing for us and we proceeded. We will be following your feedback on that side since it can be considered like a brand new addition to the game.
The visual changes of ‘Energy Center’ are mainly aimed at making it feel more different than other levels in the Act 2 and the level design changes are aimed at making the pacing and flow more pleasing. Nothing too big on that side, though we hope you’ll like and notice the changes nonetheless.


Perk Updates
We’ve updated a lot of names and certain perk (and upgrade) values.
They should be better balanced but more importantly more builds should feel viable over the course of the game (and the different difficulty settings).
Perks and their upgrades are something we will continuously be monitoring and updating according to your feedback and our data. The balance part of it is especially hard to accomplish considering all the new combinations the 0.7.0 brought to the game.

New Weapons
Three new weapons have been added to the game, and we hope you’re going to have a blast with them!

That’s it for the highlights, now here is the detailed list of changes:

Playtest 0.8.0 Patch Notes
Gameplay
• Movement speed while on rails has been increased from 1475 to 1650 and from 2000 to 2200 while sprinting
• Cryo effect has been reworked, it now progressively slows enemies up to a maximum at which point enemies are considered fully ‘Frozen’. While Frozen, enemies automatically take critical damage from all sources
• The range at which you can reboot your brobot has been greatly increased
• The Craft machine can only be used once but spawns 3 weapons instead of 1, its cost has been reduced from 2 Wrenches per weapon to 4 Wrenches for all three weapons.
Developer's Note: This is simply a quality of life change since almost everyone was always spawning all three weapons anyway.
Classes
• The primary and secondary abilities damage scaling per level has been increased from 24% to 25% per level
Guardian
• ‘Energy Shield’ base shield provided increased from 10 to 15 and regeneration from cells has been increased

Weapons
• New weapon: ‘Flak Cannon’ - Demolition
• New weapon: ‘Tommy Gun’ - Assault
• New weapon: ‘Light Machine Gun’ - Assault
• Removed the ‘Shock Rifle’ alternate fire and added it a pool of 6 random mods. to spawn with
• Added a new ‘weapon tier’ with 4 rare affixes and 2 commons
Mods
• New weapon mod.: ‘Hoverball’ - fires a slow moving orb which can be expanded by shooting it with your primary fire (it previously was the ‘Shock Rifle’ alternate fire)
• New weapon mod.: ‘Barrier’ - deploys a protective barrier in front of you blocking enemy projectiles
• New weapon mod.: ‘Trigger Tap’ - rapidly fires several primary shots in a quick succession
• Weapon modules damage scaling per level has been increased from 10% to 20% per weapon level
• Added the ‘Can-Opener’ mod. to three new weapons (Riflecrossbow, Elite Crossbow and Long Rifle)
Affixes
• The 'Artificer’ affix has been removed from the game
Developer's Note: This was the affix adding sparks to weapons. We found out that adding Sparks from different sources could be a source of misunderstanding for the players when it came to granting bonus to sparks. For instance, upgrades granting bonuses to sparks could be interpreted as granting bonuses to all sparks (those coming from both the perks and the affix). We therefore decided to remove that affix as we didn’t feel like it was a big loss in counterpart for the better clarity of that specific mechanic.
Perks
• Damage scaling of perk effects has been increased from 28% to 30% per character level
• Many perks and upgrades have received value changes
Developer's Note: We’re sorry we don’t have all the information on that side. We will develop a tool that allows us to automatically detect and report those changes so we can be as thorough as possible when publishing these patch notes. Thanks for your understanding.
Upgrades
• Increased the amount of upgrades tied to each class from 4 to 7
• Added a new upgrade to all classes: ‘Size Matters’ - Increases ammo in clip and cooling gauge
• Renamed the class upgrade ‘Cell Addiction’ to ‘Cell Gluttony’
• Added the ‘Cell Gluttony’ class upgrade to Engineer and Guardian class upgrades
• Added a new upgrade to the Engineer and Guardian classes: ‘Meteorology’ - Increases elemental lucky critical chance
Commando
• Renamed the ‘Robzerker’ upgrade ‘Pyro Maniac’ to ‘Sapper’
• Moved ‘Sapper’ from the ‘Robzerker’ upgrades to the class upgrades
• Renamed the ‘Rocket Mag.’ upgrade ‘Extra Rocket’ to ‘Extra Load’
• Renamed the ‘Rocket Barrage’ upgrade ‘Hard Headed’ to ‘Mini-Nuke’
• Renamed the ‘Rocket Barrage’ upgrade ‘New Friends’ to ‘More Rockets’
• Renamed the ‘Hot Sauce’ perk to ‘Combustion’
• Renamed the ‘Combustion’ upgrade ‘Pili-Pili’ to ‘Hot Sauce’
• Renamed the ‘Combustion’ upgrade ‘Ignite’ to ‘Scorch’
• Renamed the ‘Shorty Scanner’ upgrade ‘Extra Sauce’ to ‘Extra Guest’
• Renamed the ‘Angry Barrel’ perk to ‘Unstable Barrel’
• Moved ‘Smooth Cannon’ upgrade from ‘Unstable Barrel’ to the class upgrades
• Renamed the ‘Unstable Barrel’ upgrade ‘Angry-splosion’ to ‘Unstable Fury’
• Added a new upgrade to ‘Unstable Barrel’: ‘Surprise Load’ - Grants a chance to instantly recover Shorty cooldown after using it
• Renamed the ‘Point Blank’ upgrade ‘Shorty in the Nose’ to ‘Shorty-Nose’
• Renamed the ‘Point Blank’ upgrade ‘Tête Brûlée’ to ‘Burning Bonk’
• Moved the ‘Y.O.L.O.’ upgrade from ‘Favorite Weapon’ to the ‘Robzerker’ upgrades
• Removed the ‘Frenzy’ upgrade ‘Thrill of the Fight’
• Removed the ‘Frenzy’ upgrade ‘Alternative Path’
• Removed the ‘Frenzy’ upgrade ‘Deep Pocket’
• Added a new upgrade to ‘Frenzy’: ‘Outburst’ - Increases explosion damage and radius
• Added a new upgrade to ‘Frenzy’: ‘Battle Fever’ - Increases lucky critical chance for each fury point
• Renamed the ‘Fortifying Wrath’ upgrade ‘Skin Flower’ to ‘Fighting Pulse’
• Moved the ‘Fighting Pulse’ upgrade from ‘Fortifying Wrath’ to the ‘Frenzy’ perk upgrades
• Renamed the ‘Fortifying Wrath’ upgrade ‘Furious Healing’ to ‘Repair-o-Fury’
• Renamed the ‘Fortifying Wrath’ upgrade ‘Mind of Steel’ to ‘Concrete Chipset’
• Added a new upgrade to ‘Fortifying Wrath’: ‘Mind of Steel’ - Increases your damage when fury is at its maximum
• Added ‘Robo-Coffee’ from the Recon’s ‘Favorite Weapon’ upgrades to the Commando’s ‘Favorite Weapon’ upgrades
• Renamed the ‘Crème Brûlée’ perk to ‘Ignite’
• Renamed the ‘Ignite’ upgrade ‘Torch’ to ‘Blowtorch’
• Renamed the ‘Ignite’ upgrade ‘Extra Brown Sugar’ to ‘Chemistry’
• Renamed the ‘Ignite’ upgrade ‘Explosion of Flavor’ to ‘Red Powder’
• Renamed the ‘Quick Firefly’ perk to ‘Light Sparks’
• Renamed the ‘Light Spark’ upgrade ‘Fire Sparks’ to ‘Pyro Spark’
• Renamed the ‘Light Spark’ upgrade ‘Explosive Sparks’ to ‘Boom Spark’
Engineer
• Added a new upgrade to the Engineer class: ‘Scraplosion’ - Takedowns grant a chance to trigger an explosion
• Added a new upgrade to the Engineer class: ‘Black Powder’ - Increases explosion damage and radius
• Reworked the elemental choice upgrade for all ‘Chroma’ upgrades with a ‘Chroma Specialty’ upgrade
• Added a new upgrade to ‘Chroma Blaster’: ‘Vivid Colors’ - Increases elemental damage bonus and duration
• Removed the ‘Chroma Blaster’ upgrade ‘Unstable Blaster’
• Renamed the ‘Triple Blaster’ perk to ‘Triple Bombs’
• Modified ‘Triple Bombs’ perk - Handblaster now shoots three explosive balls
• Renamed the ‘Triple Bombs’ upgrade ‘Rabid Blaster’ to ‘Oiled Blaster’
• Removed the ‘Drone Bazooka’ upgrade ‘Black Powder’
• Added a new upgrade to ‘Drone Bazooka’: ‘Triple Zooka’ - Triggering ‘Love Bond’ makes your drone shoots multiple rockets for a short duration
• Renamed the ‘Drone Bazooka’ and ‘Drone Swarm’ upgrade ‘Oiled Barrel’ to ‘Oiled Cannon’
• Renamed the ‘Drone Bazooka’ upgrade ‘Headseeker’ to ‘Headseeker Rocket’
• Renamed the ‘Drone Swarm’ upgrade ‘Recycled Drone’ to ‘Eco-Drone’
• Renamed the ‘Chroma Bullets’ perk to ‘Chroma Weapon’
• Renamed the ‘Chroma Bullets’ upgrade ‘Pyro Bullets’ to ‘Pyro Weapons’
• Renamed the ‘Chroma Bullets’ upgrade ‘Cryo Bullets’ to ‘Cryo Weapons’
• Renamed the ‘Chroma Bullets’ upgrade ‘Electro Bullets’ to ‘Electro Weapons’
• Renamed the ‘Chroma Bullets’ upgrade ‘Hyperactive Weapon’ to ‘Carbon Grip’
• Renamed the ‘Love Spreading’ perk to ‘Elemental Split’
• Renamed the ‘Love Spreading’ upgrade ‘Long Arm’ to ‘Chroma Aberration’
• Modified the ‘Chroma Drone’ perk effects, it now only grants a random elemental to your drones and no longer reduces their health
• Renamed the ‘Chroma Drone’ upgrade ‘Drone Retaliation’ to ‘Drone Revenge’
• Renamed the ‘Quick Firefly' perk to ‘Light Spark’
• Renamed the ‘Light Spark’ upgrade ‘Recycled Spark’ to ‘Eco-Spark’
• Renamed the ‘Future’s Cooler’ perk to ‘Quick Cooling’
• Renamed the ‘Luxury Suit’ perk to ‘Body Armor’
Recon
• Modified the ‘Sharpened Wits’ effects, it now only increases Critical Damage instead of both Critical Damage and Dagger Lucky Critical Chance
• Modified the ‘Laser Cutlass’ upgrade ‘Lucky Star’, now it only increases lucky critical chance and no longer make Laser Dagger critical
• Added a new class upgrade: ‘Secret Trick’ - Laser Dagger is always critical
• Added a new class upgrade: ‘Eco Decoy’ - Increases decoy duration and efficiency
• Modified the ‘Shadowstrike’ upgrade ‘Shadow Madness’, it now only grants its bonus while the Shadowstrike bonus is active
• Renamed the ‘Shadowstep’ perk to ‘Night Shroud’
• Renamed the ‘Tactical Critical’ perk to ‘Tactical Scan’
• Modified the ‘Tactical Scan’ perk, it now triggers a marking explosion around the closest enemy in sight and taking down a marked enemy spreads the mark to another one
• Removed the ‘Tactical Scan’ upgrade ‘Deep Analysis’
• Added a new ‘Tactical Scan’ upgrade: ‘Double Spread’ - Taking down an enemy spreads the mark to more enemies
• Renamed the ‘Critical Split’ upgrade ‘Shareholders’ to ‘Chain Reaction’
• Renamed the ‘Critical Split’ upgrade ‘Fat Stacks’ to ‘Simple Geometry’
• Removed the ‘Locked and Loaded’ upgrade ‘Cunning Load’
• Removed the ‘Locked and Loaded’ upgrade ‘Gunslinger’
• Added a new ‘Locked and Loaded’ upgrade ‘Electro Mag.’ - Non-elemental weapons deal more damage when ‘Locked and Loaded’ is active
• Added a new ‘Locked and Loaded’ upgrade ‘Gun Diet.’ - Increases firerate depending on missing ammo in clip
• Renamed the ‘Locked and Loaded’ upgrade ‘Reliable Hand’ to ‘Quick Hand’
• Renamed the ‘Blue Screen Protocol’ perk to ‘Blue-Screen’
• Modified the ‘Blue Screen’ upgrade ‘Shutdown’, it now grants your first hit against an enemy a tiny chance to execute enemies
Guardian
• Added the ‘Low Rider’ class upgrade from the Recon to the Guardian class upgrades

Items
• Most corrupted items debuffs reduced by around 50%
Developer's Note: Like we said in our previous developer news, we have specific goals for corrupted items but we’re still working on the overall design and the implementation details. In the meantime we’re trying to make these items a bit more interesting to play with and we’re reducing the debuffs they apply. We’ll keep looking at your feedback about them and we’ll keep you in touch about what we think will be a better iteration of them.
• Gasoline explosion radius bonus increased from 12% to 16% and from 8% to 12% (when mitigated)
• Reactor (Commando’s class item) now increases weapon damage instead of rocket damage
Developer's Note: The Commando’s class item was a too strong competition for the neutral item ‘Gasoline’ and was kind of overlapping in terms of build. We’re trying to separate them more so they can be relevant to different types of builds or be mixed up with each other without feeling like ‘Gasoline’ is a lower-tier pick.
• Holopad (Guardian’s class item) shield bonus increased from 12% to 25% and from 7% to 15% (when mitigated)
Developer's Note: The actual values provided by ‘Holopad’ were pretty, pretty low so we’re buffing those a bit.
Basecamp
• Added a basecamp upgrade: ‘Fantastic Weapon’ - Grants a tiny chance to spawn a weapon with more than the maximum amount of bonuses
• Added a new basecamp upgrade: ‘Starting Upgrade’ - You start the run with a class upgrade choice
• Removed the basecamp upgrade: ‘Level Console’
Developer's Note: That console was reducing the amount of times you would switch weapons during your runs considering you could stick with the same one. This specific issue was amplified by the new ‘Fantastic Weapon’ upgrade if you would find such a weapon at the very beginning of the run. In the future, we’ll be adding another and more healthy way to bring a weapon with you along the way as we consider it to be interesting, but we don’t want it to be mandatory or too incentivized by the game mechanics.
• Each repair-o-bot upgrade health restoration increased from 3% to 5%

Enemies
• Enemies’ impact resistance scaling by difficulty level has been reduced
• Enemies’ health scaling per level increased from 28% to 30%
• Reduced enemy density by approximately 5%-10%
Developer's Note: This change is mainly aimed at giving a little more air to breathe in between encounters and reducing the number of times you ‘accidentally’ aggro enemies from other encounters (or trigger trailbots). We consequently reduced the required XP values to level-up to account for this change.
• Enemies’ damage scaling per level in multiplayer reduced from 25% to 20%
• Reworked the hitbox detection of enemies’ melee attacks
• Increased the warmup duration of enemies’ melee attacks
• The Gunpawn no longer shoots two blasts in a row, instead he shoots more often
• The Guardbot’s projectile spread has been reduced, making it a less dangerous threat at mid to long range
• Shockwave FX has been reworked to better highlight where it starts and ends
• Updated the Mine Pod visuals
• The mortar attack pattern of the Goliath has been replaced by homing missiles
Bosses
• In multiplayer, the Bosses’ health scaling per level has been reworked to be different from Act to Act
Developer's Note: We previously had a linear (across the levels) multiplayer Boss’ health scaling. We’re modifying these so that Bosses don’t have too much health at the beginning of the game and too few at the end. Earlier bosses should feel less like meat-tanks and later ones should feel more challenging in multiplayer.
• We added a new “Speed” value for Bosses in order to make them easier in lower difficulties (Easy and Discovery), we also increased this value in Heroes+5 and Heroes+6 for testing purposes
Beetle Royal
• Renamed ‘Beetle Royal’ to ‘Lady Bug’
Judgeball
• Judgeball fires one less sky-rocket during its artillery pattern (‘cause he apparently wasn’t nerfed enough already)
Billy Boom
• Added a visual effect to better indicate the needed interaction with the lever
• Updated the Billy Boom ‘warning’ text to better indicate the need to take action before finishing him off

Levels
• ‘Aqua Station’ has been fully reworked
• ‘Energy Center’ level designs have been updated (more high grounds, better movement flow)
• ‘Energy Center’ visuals have been updated (models and color scheme)
• Further reduced the enemy density in ‘Haven City’ by approximately 15%
• Further reduced the enemy density in ‘Haven City - Corrupted’ by approximately 10%
• Modified the line-up of enemies in ‘Canyons’
Developer's Note: We’re currently trying to diversify the enemy encounters in different levels. The ‘Canyons’ is the first level we’re trying this out and we’ll be closely watching your feedback on that side.
Challenge Rooms
• All challenge rooms in Act 2 and Act 3 are now mixed up (meaning you can find challenge rooms which were previously exclusive to Act 2 in Act 3 and vice versa)
• Added a new challenge room for Act 2 and Act 3
• Removed acid walls in all of the challenge rooms

Interface
• Added a visual ‘pause’ indicator when the game timer is paused
• Added a pop-up message when playing or switching to a language which is not yet fully translated
• Added elemental critical floating damage texts
• Added a time rank and cell rank gauge below the minimap

Visual Effects
• Reworked the cells visuals
• Shock elemental is now purple

Audio
• Fixed some issues preventing certain feedback and interface sounds from playing when other sounds of the same category would play
• Modified the way your brobot sounds are spatialized to make them less overwhelming when being really close to your brobot

Balance Changes
Scratch Rifle
Primary Fire
• Damage increased from 8.5 to 9.0

Arquebus
Primary Fire
• Damage increased from 34.0 to 40.0
• Firerate decreased from 2.85/s to 2.63/s
• Heat per shot decreased from 16.0 to 15.0

Longbow
Primary Fire
• Damage increased from 58.0 to 68.0
• Impact force increased from 56.0 to 70.0

Shock Rifle
Primary Fire
• Damage increased from 13.0 to 20.0
• Alternate fire removed
Developer's Note: The alternate fire has been transformed into a mod. which can randomly appear on different weapons. We’re likely to continue this process over the updates for other weapons which seem to have an ‘arbitrary’ alternate fire which is not necessarily part of the weapon’s fantasy and / or for weapons which would benefit from accessing other mods.
Power Gloves
Alternative Fire
• Impact force increased from 76.0 to 80.0

Blast Rifle
Primary Fire
• Heat per shot decreased from 3.0 to 2.5

Assault Pistol
Primary Fire
• Damage increased from 36.0 to 38.0

Ball Cannon
Primary Fire
• Damage increased from 100.0 to 115.0
• Impact force increased from 70.0 to 80.0

Engineer
Scrap Blaster
• Damage increased from 60.0 to 65.0
• Cooldown decreased from 4.5 to 4.0

Bug Fixes
• Fixed an issue with weapon Mods. recoil pattern not properly being applied
• Speculative fix: you should no longer find yourself in a position where you can no longer jump
Roboquest - Elliot Yun
Howdy hey!

With December just kicking in, it’s time for another developer news!

We’ll be talking about a few of the incoming changes as well as other more long-term objectives we have. Let’s dive right in!

Localization
It’s becoming a habit, we can’t do our developer news without talking about localization, which is still being worked on.
Almost all languages are still incomplete, so we decided to mark them as “unavailable” on the Steam page for the time being. We’ll turn them back on once they are complete. We apologize to all players who purchased the game thinking their language would be available. We didn’t think it would take that much time.
That being said, if you wish to help us localize the game in your language, we’d be really happy to welcome you aboard the localization crew. If you happen to be interested in helping us, please join the Discord server and tell us.
The current languages needing help include: German, Russian, Simplified Chinese, Hungarian, Italian, Korean, Polish and Portuguese-Brazilian.

Corrupted Items
We hear your feedback and we agree about Corrupted items: they aren’t the most compelling part of the player progression system. More infuriating, they are kinda hindering your runs by competing with regular items in loot chests.
So right now, they’re kind of a failed experiment. Though they provided us tons of information through our data and your feedback.
And this is definitely something we’re working on. Here are our goals for corrupted items:
  • Make them funnier
  • Make them not compete with other regular items in term of loot position
  • Make them more diverse
  • Make them viable
  • Make them build-inducing (in both ways: picking up one can open up a build possibility or picking up one can complement your build)
This is not something that will be included in 0.8.0 since we still need to find the proper implementation for them. This is more of a “long-term” system that we’re looking to refine.
In the meantime, we tried to ‘hotfix’ some of the issues by reducing the stat debuffs they give. We know it’s not the most ideal solution but it’s the best we can do right now without reworking the system.

Data-Logs
Data-Logs are ingame loot you’ll be able to find in the levels in 0.8.0.
They are (relatively) hidden in different spots of the levels and they provide Wrenches. Once found, they can’t be picked up again (and won’t appear anymore).
Right now, Data-Logs do nothing else than providing Wrenches. In the future, they’ll contain story bits which you’ll be able to read and review. Placing them in the levels and making them useful to the basecamp progression is the first step we’re taking towards their full integration in the game. This makes us able to collect data and analyze players’ behavior with them as well as see if they’re in the right spots or if we need to think of a different approach.
There is a fixed amount of Data-Logs in each level and you can see how many you already found over the maximum you can find in each level.

Gameplay Readability
We’re currently reworking FXs and other visual effects to improve gameplay readability by clearly differentiating the colors and shapes of the different game elements (like enemy and player projectiles, perk effects and other looting pick-ups such as powercells and repair-o-cells).
In the 0.8.0 you will already be able to have a glimpse of that through the powercells, the sparks and the elemental effects. Though most of it is still a work-in-progress and we’ll continue to work to improve those.

Sir Catercoaster
The mighty, the great, the famous… Sir Catercoaster is making its comeback.
For those of you who don’t know him, he was a boss we decided to remove in the earlier updates of Roboquest. He wasn’t working as well as intended and was creating a bit of frustration for the players.
We made another attempt at bringing him back and you’ll be able to try it out in 0.8.0. Like usual with bosses and like we said in the previous developer news, he might not be in a perfect spot (in terms of balance, fairness and frustration). But we had a blast trying him out internally and we hope you’ll like it as well. If not... well... we’ll be iterating again on this rollercoaster of a boss.

Playtest
The playtest 0.8.0 is just around the corner. It will be a public test branch like usual and anyone will be able to tune in to try out the new update. We expect the playtest to release in less than one week and the 0.8.0 in about two weeks. You can head over to the bottom of the previous developer update (https://store.steampowered.com/news/app/692890/view/3079894017737054099) for a more detailed breakdown of the incoming changes. We’ll also publish the full patch-note when the playtest lands.

That concludes our developer news and we’ll soon be back with the playtest...

In the meantime, happy robot smashing!
Roboquest - Elliot Yun
Hey everyone!

We just released another hotfix for the Autumn Update.

As usual, you can see the quick change notes below:

Hotfix 0.7.2
Localization
• Added approximately 50% of translations for Russian, Dutch and Spanish
• Fixed errors in English, French and Japanese texts

Bugfix
• Fixed a multiplayer crash occurring when your brobot selects a perk
• Speculative Fix: Reduced occurrences of infinite loading issues in multiplayer
• Finishing the game in 'Discovery' difficulty will no longer unlock all other difficulties
Roboquest - Elliot Yun
Hello everyone!

We’re back for our new developer news!

Today, we’re going to talk about the Autumn update, our current work for the incoming update and a few other things.

Once more, we’re still figuring out the right format for these updates, so don’t hesitate to let us know what you think about them. That being said, let’s dive right in!

The Autumn Update
The first thing we learned about the Autumn update is that… There was too much time between this one and the previous. Many of you were wondering where the heck we’ve been. And the answer is simple, we took a break after the Summer update and then we worked hard on bringing the Autumn update, which was one of our meatiest updates (at least on our side) so far.
In the absence of communication on our side, we understand that you might have this kind of question. But rest assured that we won’t be ‘leaving’ anytime soon, we’re hard at work on the game for several years now and we’ll keep on going.
Another thing we learned is that system reworks such as the Core rework and the Perk rework can be a bit scary, both for us and you players. It might feel as if we’re ‘removing’ a part of what people consider “fun” about the game. When doing such reworks, we always try to keep what was composing the ‘fun’ of the systems and to re-inject it into the reworked system. We received a vast majority of positive feedback regarding both the perks and the items and that’s a relief.
Some of you are wondering if we know what we’re doing with our game, and the truth is we are to some extent. To some others, there are many things that require tinkering and figuring out the right amount of Roguelite, Fast FPS, replayability, random, progression and such to inject. And that’s why we’re often modifying or reworking the systems linked to those subjects. Though in reality, the backbone of the game does not differ that much, regardless of our reworks. We have a clear direction in mind and we’re looking at ways to make it as good and fun as we can. Even if that means breaking things to recreate them afterwards.
But we feel like we’re reaching a point where the different parts of the game are starting to piece together. Of course, the game’s still in Early Access and we’ll be closely monitoring our data and following your feedback to continue to improve the game.

Billy Boom
While this section could totally be contained within the previous, we thought it would be a good idea to highlight it a bit more.
We received numerous feedback regarding Billy Boom and its… explosion mechanic, and we wanted to talk a bit about it and bosses in general.
First off, regarding Billy Boom, we’re working towards giving its unique mechanic more feedback so that players can get a hint, understand and react to it in advance. Though, we think it will still be something that surprises players at least the first time they encounter it.

Now, regarding Bosses in general, we often start and finish the development of a single boss in the lifespan of a single update. This means they are far from being perfect at the moment we release them, especially when they contain some weird or unique mechanics. Brainstorming and developing bosses is a huge piece of work and we definitely need to see them in action with you to improve them. They are like risky gambles, we don’t really know in advance how you’ll be reacting to them (even if we obviously try hard to predict and give them as much feedback as possible).
In that sense, we’re sorry that you may feel like our new bosses are sometimes a bit weird or frustrating, but we’re continuously trying to improve them as we receive your feedback. We have good hopes that Billy Boom (and other new Bosses) will find their place in the game as legitimate ‘good’ Bosses after a few iterations.
Thank you for your patience!

Localization Issues
All languages are missing their translation in this update.
As you might know, the translation of Roboquest is made by kind members of our community willing to help us. They usually have 2+ weeks to translate the incoming update and we’re testing the translation during playtest.
This time around, they only had one week, we reworked 70% of the texts of the game and nobody had the chance to try out the translation during playtest. This was all our fault, but since there was so much delay in between the Summer and the Autumn update, we didn’t want to delay the Autumn update as many of you were already waiting.
There was clearly an organization issue on our side, we overlooked that aspect and we’re sorry for all players who are not playing in English. Translators are working hard right now to localize the new update and we’ll be injecting those as soon as they’re ready.
Once again, we’re sorry for the inconvenience!

Technical Issues
Among the many reports and feedback we’ve had, numerous were about the issues we’re going to discuss here. And these seem to be recurring problems we have to deal with.
Crashing
Obviously, the game still has many bugs and crashes. This is something we need to work on continuously as new bugs and crashes appear as we develop the game and add things to it. To help us fix those issues, please remember to always send a F10 feedback when you’re facing a bug in the game, this will send us the logs of the game and make us able to track what happened which lead to the situation you’re in. When it comes to crashes, we need a little more from you to be able to fix them. As mentioned in the ‘how to report a bug’ section, we need your ‘crash dump’. There are two places you can send them to us: on Steam and on Discord. In both cases, it’s the fastest way for us to fix these issues so we thank you in advance for spending a little time helping us.
Mouse Inputs
Considering ‘gamefeel’ is one of our primary priorities, we’re pretty concerned about that issue (mouse inputs failing to register). We know there are two main sources to that issue, the first one being the game not being in “Fullscreen” but instead in “Borderless”, leading to mouse inputs registering outside of the game screen. The second source is closely related to the Unreal Engine and we have yet to find out how to solve that in our game. We also have a lead about this issue being especially occurring for players on laptops, but we’re unsure if this is real data or just a coincidence.
Multiplayer Issues
Whether that’d be failing to connect to your brobot or rubber banding in multiplayer. This is something we’re continuously trying to improve by reducing the amount of data travelling between the two players (among other things). To reduce that issue, you must preferably play with people of the same region and with a good connection. Though, even in the best of circumstances, you will likely still experience these issues.
PC Temperatures
We received several reports about hardware heating more when playing our game than other games. This is partly coming from the fact that the game is not yet optimized but also mainly because setting the game in high graphic quality or playing with unlimited FPS will tell your computer to use every resource available to it. If that happens to you, consider reducing the graphics quality or the FPS cap.

These three latest technical issues are pretty advanced and hard to fix. We’re a small studio and we’re working hard to solve them. But we can’t invest all of our work-time in those, or else we’d be delaying the entirety of the game. So we’re slowly making progress, but it’s not something we can fix ‘right away’. We’re really sorry if that takes (too much) time, but we’re doing our best considering our situation and workforce. If you want to help on that side, please consider sharing your exact spec when communicating about these kinds of issues.

The Next Update
Is planned to be released around mid-December.
We’re working hard on it and it will feature a new Boss, new enemies, new weapons, new mods, a little visual update of ‘Energy Center’ level and a fully reworked ‘Aqua Station’ level. On top of that, we’ll rework, improve and add a bunch of new perk upgrades following your feedback and our data.
We’ll probably be back around mid-November or end of November to give you more information on that side. The Roadmap on Discord and Steam will also be updated accordingly.
As usual, we’ll launch a public playtest version a few days / a week before the update for you to try out the new version and help us fix the issues it contains.

And that’s it for this dev update!

We hope you appreciated it and we wish you a happy robot smashing!
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
...