Roboquest - Elliot Yun
Howdy guardians!

It is due time for our new devblog. We’re going to talk about what you can expect from the next update (and when you can expect it) as well as give details about how we perceive the ‘roguelite’ elements of the game and how we can improve them.

And these subjects are pretty much tied up together since we want our next update to offer more ‘rogueliteness’, what we mean by that is more replayability, more differences between two runs and hopefully a more compelling gaming experience.

Before diving into the fray, we just wanted to point out that what we’re discussing here is just a part of what we’re currently working on. Roboquest is now available on multiple platforms, the community is getting bigger and the addition of cross-platform and public matchmaking is a huge process. That means that a small studio like ours is all hands on deck at getting everything ready and as polished as we’d like and we’re working on a wide array of things at once. Don’t worry though, we got our priorities sorted and the core experience remains our top priority.

With that being said, let’s move on to the interesting stuff, the next update, its content and the roguelite part of the game.

Where we stand right now in terms of Roguelite
Right now, we feel like Roboquest is much more of a fast FPS than it is a Roguelite. It features perma-death and persistent upgrades, but does not feature many ‘mutators’. Mutators are game systems providing random elements which modify the current run so that each run feels different from the previous one (to various degrees).

Of course, the ‘random’ part of them and the amplitude of modification they bring should be controlled in order not to distort the core run n’ gun experience of Roboquest. But it should be enough to make those runs feel different and exciting.

That being said, there are currently three (rather small) mutators in the game: weapon drops, weapon affixes and perk choice rolls. Weapons in general don’t bring enough differences between runs to feel like an important mutator and perk random is heavily mitigated by reroll tokens (to such a degree that you can almost always aim for the same perk build all runs).

To sum this up, we feel like we need some other elements modifying your runs in an unpredictable (but pleasing) manner. And that has a lot to do with replayability and how compelling it is to start a new run.

What do we want to achieve?
We like to oppose two principles when discussing character progression during one given run: adaptability vs planning. Adaptability is the skill of getting the best out of the random options given to you during a run, planning is the skill of getting the best out of the options that are always there (right now in the form of classes, gadgets and to some degree perk build). Roboquest is mainly packed with planning for now and we’d like to infuse more adaptability while retaining most of the agency you currently have.

The core experience of Roboquest is runnin’ and gunnin’ and we don’t want to lose that. But we feel like the game needs more adaptability to make two different runs more varied and modify the play experience (an experience which is currently kinda limited to challenging yourself at doing better at the same thing).

We want to achieve a formula where you have the agency but you’re still encountering random elements that make you branch out of your intended build in unexpected (and sometimes funny) ways.

How are we going to do this?
We have one major system on our radar right now: items. We think they are the first step to infuse more adaptability (and more replayability) into Roboquest. Not only are they kinda bland right now, they also seem like a missed opportunity.

Therefore, we’re reworking this system to include more variety, randomness and importance in terms of character progression and power level.

The idea we’re exploring and iterating upon is that there is a wide variety of items (50+) and they are consumables (picking one item will consume it and grants its bonus for the entirety of the current run). Their effects range from simple bonuses to mini-perk effects.

We’ve witnessed several outcomes when trying out those changes internally:
  • Your ‘build’ is somehow driven (or strongly influenced) by the item choices you encounter
  • It gives more opportunities for players to find ‘exciting combos’
  • Each run feels more unique
Obviously, the more item variety, the more impactful those outcomes are.

Hopefully, this system still allows for a lot of player agency since you get to choose which item to pick among several. We’ll be closely watching the potential loss of player agency to make sure it isn’t detrimental to the overall Roboquest experience, but so far we’re pretty excited about these changes.
Finally, and aside from items, we’re planning on modifying several other systems to make them more ‘roguelite’ or to simply make them fit the new formula. Though, we won’t be discussing them in detail now. This includes (but not limited to): health pickups, weapon categories and experience.

What is the next update going to bring?
All of the changes mentioned above are tied to each other, therefore the next update will include them all.

Aside from those changes / reworks, the update will include additional enemies, slight modifications of enemy behaviors, a perk selection rework, a few class modifications, a new weapon, a clean-up of the combat flow (to reduce the amount of interruption during combat), more performance optimization, the visual polish of several levels and many other smaller details.

But when is it landing?
Right now, we’re aiming for the end of April (though it may be later or sooner).

The changes we’re going for are kinda beefy and we need some time to deploy them correctly. We’ll continue to post this kind of devblog to keep you posted about our progress and the things we’re working on.

We will also be conducting our usual public playtest before the update lands.

And that’s it for this devblog! We hope you enjoyed it :)

See you in the next one, and in the meantime, happy robot bashing everyone!

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Roboquest Social Links
Roboquest Discord - https://discord.gg/roboquest
Roboquest Website - http://www.roboquest.com/
Twitter - https://twitter.com/RoboquestGame
Facebook - https://www.facebook.com/RoboquestGame/
YouTube - https://www.youtube.com/channel/UCiusIjcrkm3HrAESaKZALYQ
Get Roboquest on Steam - https://store.steampowered.com/app/692890/Roboquest/

If you have a question about the game, you can find the FAQ here on the Steam forums. And if your question is not answered there, make sure to ask us in the community forums or on our Discord server (where you can interact directly with us!).
Roboquest - Elliot Yun
Hmm… here we are for yet another hotfix.
Since we’re fixing gamebreaking bugs such as crashes, we thought it would be a good thing to deploy them before the week-end. Just so you can have a more stable experience.

Here’s the list of fixes:

Hotfix 0.8.6 Changelist
• Updated and improved Russian translation
• Fixed another animation issues with the Goliaths
• Fixed a crash occurring when the server player would use certain weapon mods
• Fixed a crash occurring when you enter a safe zone
• Speculative fix: Switching levels should no longer crash the game

You know the drill now... happy robot bashing :)
Roboquest - Elliot Yun
Howdy Guardians!

Thanks to our new bugtracking tools, we've spotted and fixed some of the most frequent issues and crashes you've been experiencing. We have good hopes that these new systems will help us get rid of most of them in the long-term in order to make Roboquest as stable as it can be!

Here is the list of changes:

0.8.5 Hotfix Changelist
• 'Reset Profile' button now only available in the main menu (as it should be)
• Fixed some multiplayer crashes happening when using specific mods such as the 'Bayonet'
• Fixed a crash occurring after destroying a boss
• Fixed the displayed values of the 'Double Spread' upgrade

As usual, we wish you the best robot bashing!
Roboquest - Elliot Yun
Hello Guardians.

You might have noticed that we just deployed a quick hotfix for the current live build.

Here is the (short) list of changes:

Changelist 0.8.4
• Added missing Dutch localization
• Added new bug tracking tools
• Fixed an occurrence of infinite loading after Billy Boom explodes
• Fixed an animation bug when using mods. with the Longbow
• Fixed some text alignements so they don't overlap with other UI elements

Cheers dear guardians and happy robot smashing!
Roboquest - Elliot Yun
Hey there.

It seems like we've pushed a few issues in the latest build so we decided... to fix them :D

Hotfix Changes
• Fixed Goliath locomotion animation
• Fixed weapon drop frequency
• Added back a different Cyrillic font for gameplay descriptions
• Fixed crosshair color not properly being applied

We've read the multiplayer and crashing issues you've been reporting but are still investigating them as of now. Please make sure to send us your crash dumps to fasten our resolution process!

Sorry for the inconvenience and happy robot bashing everyone!
Roboquest - Elliot Yun
Hello everyone!

We’re back with a new (but smaller than usual) update.

We’re hard working on many different core aspects of the game at once and to avoid issues or instability during that phase, we’re releasing a ‘tweak & balance’ update. Rest assured that new content will be added in the next update.

There wasn’t a playtest phase and we’re not highlighting any particular change this time around considering the scope of this update.

We’ve been less active on the Steam forums and news recently because some of the people involved in the process have been less able to focus on that, but things should go back to normal in a month. We’re sorry for that and we hope you don’t miss us too much.

We’ll list some of the systems we’re working on here but we’ll be releasing a developer news later down the road to give you more details on certain of these.
Items - We’re trying out several ways to make them more interesting both in terms of choices and effects. In the process we’re also trying out to induce kind of a more ‘roguelike’ side to them by increasing how they influence replayability.
Perks - While we said we were happy with where the perk system stands right now, modifying other systems such as Items require us to also tweak the perk system a bit in order to make it fit properly to the changes.
Performance - Like we said before, many ingame systems are going under revision and re-coding to improve the game’s overall performance.
Multiplayer - We’re working on the different ‘smaller’ systems during a run as well as the overall public matchmaking system (being able to find a brobot directly in the game).
Basecamp - For a long time the basecamp has been left aside of our priority list but it has now risen. We started iterating on the visual side of it, to give Max and the guardian the workshop they deserve. We’re also thinking of different ways to improve its navigation and ease-of-use.
Text System Rework - While this is a boring topic since it won’t affect anything you actually get to experience in the game, we thought we’d list it here anyway as it’s a lengthy process that actually needs some production time. This will help us improve the game performance as well as enable us to more easily add new languages, keywords, fancy descriptions and build small systems to automatically track value changes between different versions (and therefore write even more detailed patch notes!).
Game Content - Aside from that, we’re always trying to bring more content to increase the game’s variety in the form of weapons, enemies, bosses, affixes, perks etc. And while none made the cut this time around, you’ll definitely get some new toys in the next update.

That being said, here is the full list of changes for the 0.8.3 update:

0.8.3 Patch note
Gameplay - General
• Added a new ‘Ping’ action
• For now you can only ping weapons, which will highlight and share the weapon to your brobot in multiplayer
• Added an ‘anti-kill-steal’ system in multiplayer: dealing at least 40% damage to an enemy will automatically trigger any of your ‘Takedown’ effects when the enemy is destroyed, regardless of whom destroyed it
Developer’s Note: These are just the first steps towards building a better multiplayer experience, which will then enable us to implement the public matchmaking.
• Increased the frequency at which enemies drop weapons by 20%
Developer’s Note: We eventually want rewards such as weapons to be granted at specific locations to avoid breaking the flow of the combat but this new system is still a work-in-progress and in the meantime we need to increase the amount of weapon choices you encounter.
• Cells fade duration increased from 8.5s to 9s
Developer’s Note: We noticed that we were often just a little bit too short on time to gather cells when playing with a gamepad. Obviously just changing this value won’t fix the issue but we’re still thinking hard about how the cell system works. We want more time to think about it so in the meantime this is the change we made.
Developer’s Note: We also went back on our will to modify how snipers / scoping and cell gathering works. Scoping will still gather cells from afar.
• Reduced Trail Bots movement speed by approximately 30% and increased their health by approximately 20%
• Trail Bots now have a ‘Sprint’ mode triggered when you shoot them or get too close to them. It highly increases their movement speed
• Several levels have new types of Trail Bots: Speedy Trail Bots and Beefy Trail Bots
• The base critical ratio of non-critical weapons and effects reduced from 130% to 125% (triggering a lucky critical with your Rocket Launcher will therefore only deal 25% extra damage instead of 30%)
Developer’s Note: This is mostly a change made to have a critical value which is more consistent with the other game’s values rather than a balance change.
Classes
Engineer
Drone
• Updated Drone behavior to cumulate their old behavior with the new one we implemented a few updates ago, they should be more aggressive than before and spend more time in the midst of the combat rather than above your robot’s ears while still closely following you
• Increased base Drone damage and health but reduced the efficiency gained from Perks and Perk Upgrades, their final power level is approximately 20% higher than before
• Drones now only take 60% damage from Bosses’ attack patterns
Scrap Blaster
• Projectile speed increased from 4200 to 7000
Commando
Rocket
• Damage increased from 70.0 to 75.0
• Radius increased from 1.85m to 2.0m

Weapons
Scratch Rifle
Primary Fire
• Damage increased from 9.0 to 10.0
Alternative Fire
• Damage increased from 40.0 to 50.0
• Radius increased from 1.25m to 1.5m

Kramer
Primary Fire
• Damage increased from 12.0 to 14.0

Blunderbuss
Primary Fire
• Projectile speed increased from 7000 to 9000

Blast Ball
Primary Fire
• Projectile speed decreased from 10000 to 9000

Power Gloves
Primary Fire
• Damage increased from 15.0 to 16.0
• Impact force increased from 11.0 to 12.0
• Firerate increased from 3.57/s to 4.0/s
• Pellet amount decreased from 2 to 1
• Critical ratio increased from 1.25 to 1.5
• Range increased from 12.0 to 16.0
• Projectile speed increased from 7000 to 17500
• Heat per shot increased from 6.5 to 10.0
Alternative Fire
• Damage increased from 64.0 to 66.0

Cryo Launcher
Primary Fire
• Damage increased from 12.0 to 15.0
• Projectile speed increased from 5000 to 9000

Blast Palms
Primary Fire
• Projectile speed increased from 3600 to 4000

Blast Rifle
Primary Fire
• Damage increased from 9.0 to 9.5
• Projectile speed decreased from 12500 to 9000

Blast Shotgun
Primary Fire
• Range increased from 9.0 to 12.0
• Projectile speed decreased from 12500 to 9000

Blast Sniper
Primary Fire
• Damage increased from 44.0 to 47.0
• Critical ratio increased from 1.75 to 2.0
• Projectile speed decreased from 40000 to 17500

Dual Blast Guns
Primary Fire
• Projectile speed decreased from 20000 to 17500

Flak Cannon
Primary Fire
• Damage increased from 15.0 to 16.0
Alternative Fire
• Damage increased from 56.0 to 58.0

Blastgun
Primary Fire
• Projectile speed decreased from 10000 to 9000

Ball Cannon
Primary Fire
• Projectile speed increased from 6000 to 12000

Laser Saw
Primary Fire
• Damage increased from 32.0 to 40.0
• Projectile speed increased from 7000 to 10000
• Heat per shot decreased from 14.0 to 10.0
Alternative Fire
• Damage increased from 24.0 to 30.0
• Impact force increased from 10.0 to 15.0
• Heat per shot decreased from 5.0 to 3.0

Blast Arbalest
Primary Fire
• Damage increased from 37.0 to 39.0
• Range increased from 12.0 to 16.0
• Projectile speed increased from 7000 to 10000
• Heat per shot decreased from 11.0 to 10.0

Blast Minigun
Primary Fire
• Damage increased from 7.0 to 7.5
• Projectile speed decreased from 5500 to 4000

Affixes
• ‘Affinity’ now increases all stats instead of only one specific stat, all weapons previously having a specific affinity have the new ‘Affinity’ (all stats)
• ‘Dense’ now named ‘Thick’
• ‘Cadence’ no longer reduces accuracy
• ‘Sharp’ no longer reduces firerate
• Increased ‘Explosive’ explosion radius from 200 to 300 and reduced bonus damage from 50% to 30%

Perks
• ‘Low Rider’ class upgrade for Guardian and Recon now only grants an additional jump and no longer increases your movement speed
• ‘Robo-Coffee’ upgrade of ‘Favorite Weapon’ no longer increases your movement speed but only your weapons’ firerate
Recon
• ‘Shadow Strike’ now only increases melee and weapon damage instead of all damage
• ‘Sentinel Gatling’ upgrade of ‘Sentinel’ no longer reduces Decoy’s accuracy
• ‘Night Shroud’ resistance bonus reduced but now it also increases your melee and weapon damage
• ‘Tactical Mark’ now makes your next weapon shot mark all enemies hit with a short cooldown instead of marking the closest enemy in sight when deploying a decoy
• ‘Double Spread’ upgrade of ‘Tactical Mark’ now only has a chance to spread the mark to another enemy instead of spreading it automatically
Commando
• ‘Robzerker’ now increases your damage instead of your lucky critical chance in addition to increasing your resistance
• ‘Fighting Scar’ upgrade of ‘Robzerker’ removed
• Added a new upgrade to ‘Robzerker’ named ‘Lucky Scratch’ - it increases your lucky critical chance while Robzerker is active
• ‘Boom Spark’ upgrade of ‘Light Spark’ now reduces spark firerate
• Removed ‘Spark Ricochet’ upgrade of ‘Light Spark’
• Added a new upgrade to ‘Light Spark’ named ‘Spark Rain’ - it increases spark firerate
Engineer
• Moved the ‘Oiled Blaster’ upgrade from ‘Triple Bombs’ to a class upgrade
• ‘Triple Bombs’ now reduces the damage of your melee but each bomb deals full damage instead of reduced damage when hitting the same target
• ‘Triple Bombs’ explosion radius decreased from 500 to 375
• ‘Scanning Process’ upgrade of ‘Triple Bombs removed
• Added a new upgrade for ‘Triple Bombs’ named ‘Surprise Load’ - it grants you a chance to instantly recover your melee cooldown after using it
• Added a new upgrade for ‘Triple Bombs’ named ‘Well-Fed Bombs’ - it increases perk’s damage and explosion radius
• ‘Menu Extra-Blast’ upgrade of ‘Triple Bombs’ now increases the cooldown of your melee
• ‘Drone Bubble’ now triggers also when using ‘Love Bond’
• ‘Safe Space’ upgrade of ‘Drone Bubble’ now increases the invulnerability duration instead of triggering when using ‘Love Bond’
• Removed ‘Oiled Cannon’ upgrade of ‘Drone Bazooka’
• Added a new upgrade for ‘Drone Bazooka’ named ‘Fairy Dust’ - it increases damage dealt by ‘Drone Bazooka’
• ‘Vaporize’ upgrade of ‘Elemental Split’ now grants a chance to execute enemies on first hit against them rather than any hits

Items
• ‘Wheel’ now also increases reload speed in addition to firerate
• ‘Saw’ no longer increases movement speed but only melee damage
• ‘Lubricant’ now increases movement speed instead of reload speed and mod. Cooldown reduction
• ‘Nail’ now also increases accuracy in addition to lucky critical chance

Basecamp
• We brought back the Weapon Level-Up machine
• Modified the behavior of the level-up machine, now sets a weapon to the current power level of the stage you’re in, the cost is scaled depending on the level difference with the weapon’s current level
Developer’s Note: We read your feedback on that side and while we’re still unhappy with this mechanic we felt like it would please you to have it once more (and it wouldn’t hurt the game). We’re of course still looking at a more elegant way to make you able to carry a weapon over several levels without having it getting underpowered.
Enemies
• Enemy homing missiles now stops homing the player when entering close range, this should make them a bit more fair and easier to dodge
• Reduced enemies’ and bosses’ explosive attack patterns damage by approximately 20%
• Reduced enemy sniper damage by 20%
Boss
• We tried to make bosses cleaner, fairer and overall funnier in this update and Dr. Turret underwent the most changes
Dr. Turret
• Replaced its laser pattern with another one which should make it more predictable and should make the boss look less silly
• Replaced its blaster attack with a triple laser attack
• Added movement prediction to its mortar attack
• Increased area range of the mortar attack
• Removed its shield spawning pattern
• Updated or polished several of its visual effects
Lady Bug
• Reduced its laser bar attack firerate
Judgeball
• Added back the rocket attack during its artillery pattern
• Reduced the amount of side projectiles during the artillery pattern but increased the amount of laser bars it shoots
• Its bouncing balls now explode after a few bounces
Diggy Mole
• The drill part of Diggy no longer deals damage during its missile attack pattern
• The drill part now has a danger feedback to indicate that it will deal damage during its shockwave attack pattern
Billy Boom
• Billy Boom now has a melee attack when rushing you at close range
• Reduced the damage dealt by its laser attack
• When down, Billy now gets up after triggering its lever

Levels
• Added new level chunks to Fields and Energy Center which should make them feel more randomized
• Improved and updated environment in the Act 2 levels

Interface
• Ammo count in the weapon box (bottom-right) now replaced by an infinite sign when under an infinite ammo effect

Audio
• Updated the ‘Loading Complete’ sound
• Updated and added several other sounds
• Fixed some issues when multiple sounds of the same category play in the same time

Bug Fixes
• ‘Stim-Bubble’ no longer increases melee attack speed, as it shouldn’t have in the first place
• Discrepancies of weapon mods between client and server fixed
• Stunning, slowing or freezing a boss should properly slow it down under all circumstances
• Controller haptics are now enabled by default
Roboquest - Elliot Yun
Hello everyone and happy new year!

We're back with a developer news to kick off this new year. We're going to talk about the next update and share with you things we’re preparing for the final release of the game. We hope you’re getting hyped!

Next Update
We consider this update as a minor one in which we'll focus on general polish: better balance in the game, making bosses feel more fair and interesting, enemies too, improving the movement flow in the levels, increasing the randomness in the environment, diversifying enemy compositions, adjusting visual effects and clarity etc…
We won’t have a playtest phase this time around and we’ll be releasing the update as soon as it’s ready, around the beginning of February if all goes well.

Optimization & Balancing
The major part of the update focuses on optimizing the game. We are reworking a lot of core systems in order to gain performance. We still have a lot of work to do on that side to deliver a truly stable and finished game.
Same goes for balancing. We are currently happy with the perk system and can now focus on balancing and improving build capabilities and diversity. Your feedback is always super valuable in that regard and we’re closely following them.

Bosses
We made some improvements to most bosses in order to make them fairer and cleaner. Dr. Turret is the one that underwent the most modifications, to the point that we can call it a "rework". We wanted to keep the essence of this boss but make it more engaging and less unfair on some attack patterns. He may end up being a bit too difficult for an Act-1 boss, in this case we will quickly update the values and his attack patterns speed. You will be able to find the details of these modifications in the next patch note, which we will pay extra attention to.

Weapon Upgrade Machine
We will reintroduce the weapon upgrade machine in the next update. Though, we are still very divided on this feature internally. On one hand we want it to be possible to carry your favorite weapon throughout the game. But on the other hand, we also want to incentivize changing weapons. Failing to find the most elegant solution that could satisfy everyone, we are going to return the weapon upgrade machine for the moment, but with higher prices incrementing every time you use the machine. While waiting for our next solution (with some new things that we are going to start implementing and iterating upon soon), we hope that giving you back the choice to upgrade your weapon will be more interesting for you for the time being.

Snipers & Cells Gathering
In a previous update, we enabled sniper rifles to collect cells from afar regardless of critical hits, transforming this playstyle into an easier version of the game. In the next update we will try to increase the effectiveness of snipers while suppressing their ability to collect cells from afar, to make it necessary to dive into the heap once more. To counterbalance this change we also made the choice to increase the lifespan of cells, because they put a lot of players in difficult situations. Though the most aggressive sniper players were already looking for speed and efficiency and shouldn’t feel much difference.

Game Levels
We are preparing new game levels that will complete the game when released. For now, you can take several paths in the game but these paths do not serve a purpose, yet. The only thing you can experience right now is the shorter "clear time" of some paths vs the others. These paths are actually part of a larger plan and will hopefully make more sense once you find out what we have prepared for the full game. Early Access allows us to better calibrate the game's "spine" based on your feedback and we’re focusing on that before expanding to the rest of the skeleton.
Roboquest - Elliot Yun
Howdy ho everyone.

We just came back from holidays and we'll soon keep you in touch about what we're currently working on in an incoming developer update.

In the meantime, we thought we'd post a quick hotfix of the live version, mainly to incentivize build diversity more than it currently is.

Hotfix 0.8.2
• Added Korean localization to the game

Recon
'Sentinel' - Perk
• Damage reduced from 25 to 7
• Critical Ratio reduced from 1.5 to 1.25
• Firerate increased from 2/s to 5/s
• Impact reduced from 30 to 0
• Spread pattern increased from 1.5 to 1.8
'Double Mirage' - Sentinel Perk Uprade
• Now reduces damage dealt by Decoys by 30%
Developer's Note: This means the description text of this upgrade is no longer localized (in any languages) and will appear in English regardless of your selected language.
Engineer
'Drone' - Primary Ability
• Damage increased from 4 to 5
• Firerate reduced from 3.5/s to 3.3/s
• Health increased from 40 to 50
Roboquest - Elliot Yun
Hello guardians!

We just released the 0.8.1 hotfix.

We're still monitoring your feedback and our data regarding the new things we've implemented in the game in the Winter update and are processing them.

In the meantime, we thought we'd bring some lights modifications and fixes to the table.

We're also preparing our next developer update to keep you all in touch about what we have in store for the next update, so stay tuned for that!

Here is the (pretty light) list of changes:

0.8.1 Hotfix
• Halved Boss Speed scaling in later difficulties
• Replaced the weapon icon for the 'Blast Crossbow' by a new one (it should no longer look like a frog)
• Fixed several out-of-bounds access in 'Aqua Station'
• Fixed a hole in the 'Sir Catercoaster' arena
• Increased 'Tommy Gun' damage from 7.5 to 8
• Increased 'Tommy Gun' ammo in clip from 40 to 45
Roboquest - Elliot Yun
Yosh everyone!

Good news, we've spotted and should have fixed the issues which were preventing the friend list from appearing and blocking players in a black screen when joining in multiplayer.

There are still a few multiplayer issues, but these two which were introduced in the 0.8.0 Winter Update should, at least, been fixed.

We just pushed an hotfix live, let us know if you manage to play with your brobot.

Also, and just a friendly reminder, if you encounter bugs during the game, the F10 system is the best way to let us know. When it comes to crashes, the best way to help us fixing them is to send us your crash dumps which you can locate in Disk:\Users\Username\AppData\Local\RoboQuest\Saved\Crashes\UE4CC-Windows-000A0A0A0A0A0A0A0A0A0A0A_0001 (the latest folder should contain the information regarding your latest crash).

That being said, have a nice day ladies and gentlemen!
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