Roboquest - Elliot Yun
Howdy ho everyone!

We’ve been talking about it several times now and we’re finally here to share it: our new Roboquest devblog.

In this devblog, we’ll talk about a few of the incoming additions to the game and we’ll finish by touching a few words on the technical issues we’ve been facing as of late (and that you’ve been reporting).

As indicated on the roadmap, the next update will be the Winter update, we have no release date to reveal yet. It will probably be around mid-December, but as usual, we don’t want to set expectations for this date considering the development is in progress.

Shall we start then?

Corrupted Levels

We need to kick things off with a heads up regarding the corrupted levels mentioned in the roadmap.

We initially planned to include them in the Winter update. But they aren’t ready yet and won’t probably be ready in December either.

We hope it’s not too disappointing as more time to work on them means higher quality in the end. And since it’s something many of you are waiting for, we really want to do it right (like everything else in the game actually, but the other things are smaller chunks and easier to release piece by piece and rework if needed).

But… we never talked about them so you might be wondering “what the heck are those corrupted levels anyway?!”.

So let’s take some time to discuss it.

Please note that everything below (the level layout introduced by the image and the corrupted levels themselves) are still under construction and are subject to change.



The levels indicated as ? are potential new levels, considered “corrupted”.

Corrupted means they will be crawling under the weight of the weird-looking, purple-ish architecture you’ve seen in the challenge rooms and Haven City - Corrupted. But that’s not all.

We’re trying to give them uniqueness through specific objectives and new ways to complete them. They will also play a role in the final level progression system (the way to progress through the game in order to reach the final level).

If the current levels in the game can be considered the spine of the level progression, the corrupted levels are the extension of it. They will form alternate paths and provide incentive and alternative run objectives during your progression.

That’s pretty much what we can say right now, we know it’s not that much but we hope it will help make your wait worth it nonetheless. Now, let’s move on to the next topic.

Basecamp Rework

This was a recurring question after the Autumn update as well as a concern many of you shared. We probably didn’t communicate well enough on that side. The 3D visuals of the basecamp will come back! We’re just in the process of reworking how it looks.

Here’s a sneak peek of the future visuals (note that everything is subject to change, especially the position of each object relative to each other, to ensure a smooth and efficient navigation within the basecamp):


Note: We already shared that image in a previous devblog but we’re doing it again to make sure everyone is aware that we will indeed implement new 3D visuals in the basecamp and the visuals you’re currently experiencing in the game is temporary.

The basecamp will visually evolve as you unlock new upgrades, we have several levels of progression planned and almost ready to go. There will also be an array of different interactive spots in the basecamp (some of them that you already know like the difficulty or class selector but also new ones).

But we needed a more intuitive and pleasing way to unlock the basecamp upgrades hence why we reworked the way you unlock upgrades to use a 2D interface. Not only is it more convenient to use but it also neatly lays out the numerous basecamp upgrades to make you able to clearly visualize all of them.

Most of that will be available in the Winter update (aside from a few of the new interactive consoles that are tied to other game systems such as a potential Compendium).

Please note that the unlocking process will remain this way (using a 2D interface).

New Class?!

This probably will peak the interest of most of you (or at least we hope it does :p). What about the new class?

The ‘Sentinel’ is currently in the early stage of implementation in the game, which means we’re testing it and ironing out the quirks and oddities that occur during that time. For now, we feel like we’re on the right track regarding its abilities and interest compared to other classes.

In our initial design, the Sentinel had a dash as main ability and a throwing spear as a secondary ability. Throwing a spear made it stick onto the ground for a short time, and picking it up would refresh its cooldown.

But after some time and playtests, we realized the Stealth would be more fitting for the Sentinel as it would help it safely pick up the spears. Also it seemed counterintuitive to have a ranged secondary ability coupled with a “all-in” main ability like a dash.

And interestingly enough we initially planned to have a Dash ability for the Recon (but couldn’t implement it in the game due to the multiplayer movement issues that have been solved since). Also, a dash would make a lot of sense in terms of mechanics when coupled with the melee slash of the Recon. Finally, we realized a “dash” ability would have a faster cooldown than a “stealth” ability, making the “charge combo points” synergy between the main and secondary abilities of the Recon work even better than before.

So we gave it some thought and realized swapping those two abilities would make a lot of sense. And here where we’re at right now (please note that like the other sections of this devblog, most of what you can read here is a work-in-progress and subject to change):

Recon
Dash - A new ability, dash a short distance, evades projectiles along the way, short cooldown, gives some charge of Overslash
Slash - Like before
Overslash - Like before

Sentinel
Stealth - Like before, fully charges Trueshot
Spear - Throws a piercing spear at your crosshair, dealing damage on impact, can be picked up to replenish its cooldown, has two stacks
Trueshot - Charges a point every second, each point increases critical damage, taking damage makes you lose points

Obviously, most perks related to the Stealth ability have been moved to the Sentinel, but we also modified them and created new ones. And we created new perks for the Recon’s Dash ability.

Regarding classes and perks, the Winter Update will therefore focus on the implementation of the Sentinel and the polishing of the Recon’s perks, upgrades and new ability. We will obviously also be making some minor changes to other classes according to your feedback and our data.

Bonus: here’s a concept art board of the Sentinel’s spear:


Elite Enemies

We will be pushing a temporary system in the Winter Update to implement the Elite enemies in the game.

We already know what Elite enemies are: powerful and beefy enemies with multiple threatening attacks and potential crowd controls (and no, the Goliaths in Haven City aren’t Elite enemies despite them fitting this description pretty well).

Though, they are tied to other systems in the game that won’t be ready for the Winter Update. Therefore we can’t implement their final spawn system.

But rather than simply wait for these other systems to be ready, we thought we should find an easy way to inject them in the game right now. Therefore you will encounter some elite enemies during your runs, at arbitrary locations.

Not only does this solution make the elite enemies available for you sooner, it also gives us the possibility to evaluate them and listen to your feedback and our data earlier.

Here are also a few things you might want to know about the Elite enemies:
Elite enemies will be directly tied to the in-run economy (powercells)
The spawning of Elite enemies will make sure that early levels such as the Canyons remain interesting in terms of difficulty in the long-term
The spawn rate of Elite enemies will be also tied to the difficulty level (Heroes+) and your game progression overall (the more you progress, the more numerous elite enemies are)
The elite enemies and corrupted levels are closely tied to each other

So Elite enemies will make their first appearance in the game in a very simple way in the Winter update. We will be monitoring your feedback and our data and we will implement their final spawn system later down the road.

Bonus: here’s a concept art of one of the elite enemies and the first look at an early implementation in the game:



Energy Weapons

There are a few long-lasting issues with the current energy weapon system:
  • It’s not connected to the reloading-effects (can’t build synergies with them)
  • If we want them to feel good to use, we have to set a fast recovery rate,
  • If we want them to have a real “cost”, we have to set a rather “high” energy cost
  • The two assertion above makes energy weapons both heat and cool super-fast
  • All of that makes it so maintaining the energy at a specific level (for example above 50%) was really hard to do (you wouldn’t spend a lot of time in that state and reaching the state would only take a few shots), therefore limiting the gameplay interest of the condition “above or below X% energy” (which is a pity considering it is an interesting effect to play around)
  • Another consequence of this lack of “control” over the gauge is that you can just completely ignore the gauge and how it behaves when you play
  • The final issue was that energy weapon would incentivize switching weapons way less than magazine weapons
While we identified most of these issues, we still had to find a way to fix them without losing the feeling of using a weapon that uses an energy that heats (rises) and cools (goes down) at a rate that is in rhythm with Roboquest combat pace.

To increase the “play-space” (the amount of time you can actually play with it) of the energy gauge, the first step was to reduce both the energy cost when shooting and the recovery speed. But then we found ourselves in a situation where you had to wait a lot of time for the weapon to cool down (or shoot a long time to force it to overheat).

This first change was fixing a lot of the issues mentioned above, but the issue it created felt frustrating and not in sync with the combat pace.

Hopefully, this desynchronization issue could be solved by allowing you to press “Reload” to force the overheat of the weapon. And interestingly enough, this was also fixing the issue of energy weapons not being able to benefit from the “reloading” effects.

To sum this up, here are the changes coming for the energy weapons:
  • Reduced energy cost
  • Reduced energy recovery speed
  • You can now press R to force the weapon to overheat
Technical Issues

While we already discussed those issues in our latest hotfix, we felt like many of you might have missed those points, and we feel like they are pretty important so let us reiterate here.

The game is facing both long-lasting and new technical issues, noticeably: mouse inputs not registering, lack of performance (or recent loss of performance) and an abnormal CPU heat.

We’ve recently received numerous reports on these sides and we wanted to take some time to discuss those and the measures we’re taking to solve them.

Firstly we want to make sure you’re aware that we are concerned by these issues and are looking into them. We are not ignoring them. The fact that some of these issues were reported a while ago but weren’t fixed doesn’t mean we don’t care about them, it means we weren’t able to fix them. The fact that more people are having these issues and that we are more experienced than before (in developing games in general but more especially in improving the game’s performance) means that we are much more likely to find the cause of these issues.

We know you want to hear from us “it’s fixed”, but these are not easy fixes for us, they are important technical issues that we need to dive deep into. So apologize if it’s taking some time. We hope you will grant us that time.

Then, let’s talk about each of these issues and a few of the workarounds we and the community were able to come up with:

Mouse inputs not registering
Issue description: I click on my mouse but it doesn’t shoot with my weapons
Potential identified causes: Lack of game focus, frame-skipping the input due to the lack of input multi-threading, compatibility problems between some laptops hardware and our game.
State of the issue: We’re looking at ways to better enforce game focus and how to implement a multi-threading input system. Meanwhile we’re also trying to find a machine with a similar issue in order to run more in-depth tests. All of that while continuing to gather all the data we can from your reports.
Potential workarounds: If it’s a focus issue, switching to ‘Fullscreen’ render should alleviate if not entirely get rid of the issue. If the issue lies within the other causes, we don’t have any workaround for now (reducing the graphical settings may be of some help). In any case, we recommend setting the game to fullscreen to see if the issue persists.

CPU overheating
Issue description: My CPU heats a lot, too much and more than other games
Potential identified causes: Seems to be a recurring issue with Ryzen CPUs when running the “unlimited framerate” option, but it might not be limited to Ryzen CPUs. It might be coming from a game engine issue that needs resolving on our end. In any case, the issue might be that the game is overloading one single CPU core.
State of the issue: We’re trying to find a machine with similar specs that actually has this problem in order to run more in-depth tests directly on it. Some of us do have computers equipped with a Ryzen CPU and are playing with unlimited framerate without experiencing any issue. We’re also trying to find other correlations between that issue and specific hardware pieces.
Potential workarounds: Disabling V-Sync and limiting framerate to 144, 100 or even 60 should help (we absolutely know that it’s far from the ideal solution, it’s a “workaround” for those wishing to play but being afraid to melt their CPU in the process). Downloading RyzenController and manually limiting the CPU temperature is another workaround. Our last one would be to limit CPU usage directly in Windows (power options -> power saver plan).

Loss of performance
Issue description: The latest update made the game performances worst
Potential identified causes: We have no lead on that side, the game’s supposed to run smoother the more we optimize it (and we’re optimizing it a bit more each update).
State of the issue: We’re gathering more data on the issue (such as the specs of the people experiencing it) and are also expecting our optimization process to eventually solve that.
Potential workarounds: We don’t really have a workaround for now. Reinstalling the game might fix the issue (maybe, hopefully).



This marks the end of our eleventh devblog. We hope you liked it!

If you have any question, feedback or comment, make sure to tell us, we will be actively following the conversation here, on the Steam forums and on our Discord!

And as usual, happy robot bashing everyone!
Roboquest - Elliot Yun
Hello everyone!

We just released a new and small hotfix today.

Here's the list of changes:

Gameplay
• 'Assault Sentry' can no longer roll the 'Fragmentation' affix (which didn't have any effect on it)
• Added 'Pierce' as a base affix on the 'Cyclone' (it was already piercing but it wasn't referenced by the tooltip)

Levels
• Fixed an arena door that could be blocking you forever in Ruins

Bugfix
• Fixed an issue where bubble sentry would fail to spawn a bubble for new sentries
• Fixed an issue (another one) with basecamp upgrades failing to display the right feedback when purchasing them or preventing you from purchasing them
• Fixed a crash that could occur after choosing a perk
• Rank icon images in the difficulty selector (basecamp) are no longer distorted / low quality

And that's all for this hotfix, happy robot smashing everyone :)




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

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
Howdy Guardians!

We're obviously hard at work on the next update and we're also still cooking that sweat devblog some of you might be waiting for. In the meantime, we definitely needed to fix some of those pesky bugs that were hindering your gameplay experience, so here's a small hotfix for the Autumn update.

You can find the list of changes below as well as a quick note at the end regarding some of the more problematic issues you've been reporting.

Gameplay
• 'Long Rifle' can no longer roll the 'Bullseye' affix
• When 'Long Rifle' rolls the 'Explosive' affix, it now triggers every 3 shots instead of 2

Optimization
• Improved the performance cost of some materials and textures
• 'Uncle Jim' should no longer be shaking like crazy on client
• 'Uncle Jim' lava floor should now be synchronized for both the server and client players

Bugfix
• Speculative crash fixes occurring when: dropping a weapon, destroying a flying enemy, destroying a rail bot
• Fixed a crash occurring when you'd join a multiplayer game while your brobot was already riding a trail
• Fixed a bug where purchasing a basecamp upgrade while having the exact required amount of wrenches required to buy it would prevent you from purchasing it (but still update the tooltip as if you'd have purchased it)
• 'Safety Trick' protective bubble will no longer prompt the interactive text 'Reboot your Brobot' while getting close to your brobot in multiplayer
• Added several logs to several crashes and bugs we're currently tracking

Known Issues
Developers' Note: We're tracking the issues below. We know they are heavily hindering your gameplay experience (or straight up preventing you to play) and we are following your reports on that side with a lot of attention. We're sorry for the inconvenience and are working on it. But they aren't as 'easy-to-fix' as most bugs and crashes because they are sometimes tied to our game engine or to a specific combination of specs on your side (motherboard / graphic card for instance). And that requires us to expand our testing environment to figure out a way to fix them on our end.
Mouse inputs not registering (you're unable to shoot) - Make sure to run your game in Fullscreen for the time being, if the issue persists, it means it's probably an input recording bug on our end and we're currently tracking it
Loss of performance since the autumn update - We're still unsure what can be causing this since our work on the performance side of things should obviously have improved them rather than deteriorate them, we're on the hunt
High CPU temperature - This is a long-lasting issue and the more we learn about performances and the more we improve them, the closer we'll be to finding a solution to that. For the time being and even if we know it isn't convenient to follow such a workaround, you can find a temporary solution here
Missing basecamp visuals - This isn't an issue per-se but many of you have been voicing their deception when discovering the current state of the basecamp. Rest assured that this is just temporary! The 3D basecamp will be back prettier than ever! more explanations on that side in our next devblog

That's it for this hotfix, see you soon Guardians and in the meantime, happy robot bashing!




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

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
Howdy Guardians!

The Autumn update is now live on Steam!

As a result, the playtest has been closed. We thank you all for helping us make this update as stable as possible before its release.

The localization of some languages is still being worked on right now and will be available at a later date (and at a different pace depending on the community translators’ availability).

You may find the major highlights of the patch as well as the complete list of changes below.

We hope you’ll enjoy it :)

PATCH HIGHLIGHTS
Here are the highlights of the changes coming into the Autumn update.

New Boss
A brand new boss is coming into play.
Where will you face him, you may wonder…
Well, he’s been added to the random pool of Act 3 bosses. That means you can now encounter either ‘Beetle Royale’ or this new boss called ‘Uncle Jim’ when reaching the end of Act 3.

New Enemies
We’ve added a dozen new enemies, mostly new 3D models, animation sets and attack patterns but also a few texture swaps.
We knew enemy variety was one of the weaknesses of Roboquest for a long time now and we initially planned to add even more at this update. But we’re preparing the game for the arrival of a new system of ‘elemental variants’ for the enemies and we decided to wait for this system to be completed before adding even more enemies.
Among other effects, those new enemies are ready to hack, flash and burn you.

Enemy Rosters
Following the addition of so many new enemies, we’ve been reworking the roster of enemies you encounter in each level (we call that the ‘bouquet of enemies’).
The current rosters you will encounter are not final and we will monitor our data and your feedback to fine tune it. But most level rosters have been changed and you will encounter a higher variety of enemies in general.
We will continue to modify the level rosters, especially when more enemies will be added and also for level rosters that haven’t changed that much in this update.
We’re just getting started!

Basecamp Interface
The basecamp is going under heavy changes and you’ll be able to experience the first of these changes in the Autumn update.
You no longer unlock the basecamp upgrades by interacting with several 3D objects, now the ‘Upgrade Basecamp’ console will bring up a 2D interface and all purchases will be done here. It should speed up the process and make it possible to actually have a glimpse of every upgrade you’ve already purchased and those you haven’t.
Later down the road, we will also overhaul the basecamp 3D visuals, but it’s not there yet.

Networking Performance
Technically speaking, we’ve updated how movement prediction works on the server-side. Now, the client is responsible for handling his own movements and the server no longer corrects it. In terms of gameplay it means that you should no longer experience any stutters or rollbacks when playing as the client with latency.
Of course, the discrepancies of movement between server and client still exist (even if you no longer experience them on the client side) and you will probably see your brobot stutter and rollback (and vice versa).
That doesn’t mean that multiplayer is ‘FIXED’, that means it should be much more enjoyable than before in general. But we’re still working on fixing the performance bottlenecks (in terms of bandwidth) and the other multiplayer quirks and bugs.

PATCH NOTES


Player
• Reduced player health gain per level from 40 to 30
• Increased base player speed by 5%
Developers' Note: We removed the ‘Weird Hat’ gadget from the game, it was picked way too often and we didn’t feel it was fun to have a mandatory gadget. We reallocated the bonus it was giving to this base value increase but also in a new basecamp upgrade. This should promote a higher gadget diversity while still giving players their sweet movement speed bonus.
• Considering the base movespeed of the player has been increased, all movement speed bonuses increase the speed by a higher value than before
• Added new statuses for the player:
Burned - Slowly burns your scratch damage bar until there’s none, then stops burning
Blinded - Covers a part of your screen and puts everything in black and white
Hacked - Reverses your movement keys
• Reduced player stun duration from 3s to 1.75s
Developers' Note: We always thought that people were going to spam the QTE much faster than some actually are. These people were stunned for 3 seconds which seems a bit… unfun. This shouldn’t change much for people already succeeding the QTE.
• Taking another stun while already being stunned no longer resets the stun QTE
Developers' Note: This actually wasn’t really intended, felt pretty bad and on top of it was pretty confusing if you were already focused on completing the previous QTE.
Pickups
• Powercell lifespan increased from 9s to 12s
• Updated powercell blink-warning time window to better indicate when they are about to disappear
• Healing cells lifespan increased from 6s to 7s
Rewards
• Cleaned up chests types and names:
• The ‘Starter Pack’ is the chest appearing at the very beginning of your run, at the start of the canyons, it contains specific rewards based on your basecamp upgrades
• ‘Max’s Chests’ are the chests containing weapons and other rewards in the safe areas
• ‘Corrupted Crates’ are the chests you can find at the end of challenge rooms
• These chests all have their own unique reward system
Developers' Note: Each chest will have their own unique visual later down the road.
• ‘Max’s Chests’ can now contain items
• Basecamp upgrades now clearly indicate what type of chest they are improving



Developers' Note: In this update, we’ve brushed off and improved the perk roster for both the Commando and the Engineer. We’re planning to do the same for the Recon and the Guardian in the future.
Commando
• Replaced some perks that were underpicked or didn’t seem interesting with new ones
• Re-balanced perks overall
• Maximum Fury increased from 10 to 12
Rocket
• Damage increased from 75.0 to 80.0
• Impact force increased from 95.0 to 100.0
Shorty
• Damage increased from 9.0 to 11.0
Engineer
• Replaced some perks that were underpicked or didn’t seem interesting with new ones
• Re-balanced perks overall
Summon-Buddies
• Cooldown increased from 14.0 to 16.0
• Drones dodge less often
• Drones draw less aggro
• Reduced drone health
• Increased damage of drone secondary attacks (from perks)
• Drones can be summoned for free in safe areas (summoning does not trigger the ability cooldown)
Scrap Blaster
• Damage decreased from 55.0 to 50.0
• Impact force increased from 50.0 to 60.0
• Now deals explosive damage
• Projectile speed increased from 7000 to 12000
• Cooldown decreased from 5.0 to 3.0
• No longer homes
• Reduced scrap generated by 1
Recon
Laser Dagger
• Damage increased from 40.0 to 50.0
• Now drops extra healing cell on takedowns (like other melee attacks)



• Added two new weapons:
Bubble Splasher - A cooling weapon hurling waves of bouncing bubbles


Missile-Gatling - A burst-fire weapon blasting volleys of homing rockets

• Reworked and improved the gunfeel (recoil patterns) of many weapons
• Sentries summoned by the ‘Assault Sentry’ now inherit the element of the weapon
• Added ammo and reload system to Assault Sentry, Throwing Knife, Elite Crossbow and Longbow
Developers' Note: While it may seem like a direct nerf to these weapons, it makes them viable in much more builds than before (noticeably those in relation with reload and ammo counters).
Affixes
• Added new white affixes for weapons:
Havoc - Bonus melee damage and attack speed while in hand
Sidekick - Takedowns reload your other weapons
• Added new green affixes for weapons:
Lag - The last shot deals more damage
Top - The first shot is always critical
• Added new blue affixes for weapons:
Breach - Bonus firerate for a short time after applying a critical hit
Velocity - Bonus critical damage and projectile speed
Bullseye - Bonus critical damage after applying a critical hit
Balance Changes
Dual Uzis
Primary Fire
• Recoil pattern has been updated

Assault SMG
Primary Fire
• Impact force increased from 7.0 to 8.0

Tommy Gun
Primary Fire
• Damage increased from 8.0 to 9.0

Light Machine Gun
Primary Fire
• Recoil pattern has been updated

Power Gloves
Primary Fire
• Damage increased from 35.0 to 38.0
• Impact force increased from 55.0 to 68.0

Torpedo Gun
Primary Fire
• Recoil pattern has been updated

Mortar
Primary Fire
• Impact force increased from 50.0 to 80.0

Throwing Knife
• Ammo in clip increased from 1 to 8
Primary Fire
• Critical ratio increased from 3.25 to 3.5

Rifle Crossbow
Primary Fire
• Damage increased from 16.0 to 17.0

Scout Sniper
• Ammo in clip decreased from 8 to 6

Longbow
• Ammo in clip increased from 1 to 6
Primary Fire
• Action duration increased from 0.0 to 0.25

Ice Cannon
Primary Fire
• Recoil pattern has been updated

Cryo Launcher
Primary Fire
• Recoil pattern has been updated

Fire Gun
Primary Fire
• Firerate increased from 4.0/s to 5.0/s

Shock Cannon
Primary Fire
• Recoil pattern has been updated

Fire Launcher
Primary Fire
• Damage increased from 24.0 to 30.0

Blast Rifle
Primary Fire
• Recoil pattern has been updated

Assault Rifle
• Ammo in clip decreased from 35 to 30
Primary Fire
• Recoil pattern has been updated
• Damage increased from 10.5 to 11.0

Minigun
Primary Fire
• Recoil pattern has been updated

Blast Minigun
Primary Fire
• Recoil pattern has been updated

Laser Saw
Primary Fire
• Recoil pattern has been updated
• Damage increased from 10.0 to 15.0
• Impact force increased from 8.0 to 16.0

Long Rifle
• Ammo in clip decreased from 15 to 12
Primary Fire
• Damage increased from 34.0 to 36.0

Blast Sniper
Primary Fire
• Recoil pattern has been updated

Elite Crossbow
• Ammo in clip increased from 1 to 8
Primary Fire
• Damage decreased from 58.0 to 52.0
• Firerate increased from 1.11/s to 2.0/s
• Critical ratio decreased from 1.75 to 1.5

Assault Sentry
• Ammo in clip increased from 1 to 25
Primary Fire
• Recoil pattern has been updated
• Damage decreased from 22.0 to 18.0
• Firerate increased from 3.33/s to 5.0/s

Cyclone
Alternative Fire
• Damage increased from 110.0 to 120.0
• Impact force increased from 60.0 to 90.0
• Radius increased from 0.9m to 1.0m
• Cooldown increased from 4.0 to 6.0
• Stack amount decreased from 2 to 1



• Updated game effects specifying ‘you no longer consume ammo or energy’: the system will now consider that you’re locked at the ammo value you were prior to activating the effect (for example, activating an unlimited ammo effect while at 95% of your magazine will activate the ‘Top Quality’ passive of the Guardian whereas the previous version of the system didn’t activate it)
• Balanced many Commando and Engineer perks
• Replaced several Commando and Engineer perks
Developers' Note: As the game and more specifically the perk list is still going under several changes, keeping track of all those changes can prove a bit difficult (and tedious) for us. You can expect the perk changes to be as thorough as the other sections later down the road.


• ‘Shell’ movement speed reduction reduced from 15% to 10%
• ‘Carnival Mask’ condition reduced from 25% to 15% and bonus armor from 20% to 10%
• Added 23 new items:
Developers' Note: We won’t cover them here and will let you discover them directly in the game.
• Items are now sorted in 3 categories: Common, Uncommon and Fantastic
• Items of the same category now have the same price



• ‘Smithing Joe’ now provides weapons of any tier instead of the weapon tier of your current level
• Weapon rarities are now clearly indicated on their tooltip: Common (white), Uncommon (green), Superior (blue), Epic (purple) and Fantastic (orange)
• Reduced superior weapon cost from 6 to 5
• Reduced epic weapon cost from 9 to 8
• Reduced fantastic weapon cost from 16 to 12



• Basecamp upgrades are now displayed and unlocked in a 2D interface panel (still accessible through the ‘Upgrade Basecamp’ console in the basecamp)

• Removed all other elements related to upgrading the basecamp as a result
Developers' Note: We’re working on getting the basecamp into its final form. The 2D interface panel is the first step and should ensure a much better experience when improving your basecamp and keeping track of all the basecamp upgrades.
• Increased the amount of Wrenches granted by Data-Logs from 4 to 5
• Increased the amount of Wrenches granted by the challenge rooms in Act 1 from 1 to 2
• Added a basecamp upgrade increasing player’s speed by +2/4/6%
Developers' Note: This upgrade should make sure you can still reach the movement speed values you had while using the now-removed ‘Weird Hat’ gadget.
• Added a basecamp upgrade increasing the amount of health gained per level by +5/10



• Removed ‘Weird Hat’ from the Gadgets
Developers' Note: Like specified in other developer notes above, we reallocated the bonus movement speed from this gadget to other elements in the game.
• Added two new gadgets:
Roller - While riding and for a short duration after, increases both your movement speed and firerate
Swiss Army Knife - Restores health for each powercell you spend



• Certain enemies now have an elemental resistance (represented by an elemental shield nearby their health bar)
• Enemies resistant to a specific element take 50% reduced damage against that element
Developers' Note: We’re planning to make ‘elemental’ versions of most enemies (meaning enemies either resistant to an elemental or dealing damage of that element) in which case we will swap the texture of an enemy to properly indicate its elemental nature. These ‘elemental’ versions will mainly be used to diversify and increase the difficulty of the different Heroes+ (but not only).
• Added multiple new enemies: ‘Fire Fly, Ice Fly, Flash Fly, Hat Fly, Smoke Fly, Shield Pod, Fly Nest, Battle Pod, Shield Bot, Gatling Bot, Ball Pod, Ball Bot, Bull Fly’
• Firefly:


• Bullfly:

Developers' Note: We won’t describe the new enemies here, we will let you discover them in the game.
• ‘Boom Nest’ texture updated (it is now red-ish to clearly indicate the fact that it’s spawning explosive enemies and to differentiate it from the newly added ‘Fly Nest’ which has the same model but spawns regular ‘Light Fly’)
• Updated the enemy roster of all levels
Developers' Note: We will continue to monitor and fine tune the enemy roster for each level.
• Reduced enemy damage overall
Developers' Note: With the addition of new enemy types and new attack patterns, a lot of levels became ‘harder’ in terms of ‘practical difficulty’ (difficulty based on mechanics) so we’re tuning down their ‘simulated difficulty’ (difficulty based on values and metrics) to compensate.
• In arenas, enemy respawns have a lower tendency to exactly replace the latest enemy you’ve destroyed and will more often spawn other eligible enemy types
Developers' Note: This prevents players from developing strategies where they destroy certain enemies first and wait for their respawn in order to get rid of this type of enemy for the remaining duration of the encounter. This also increases the likelihood of having several types of enemies at once at any given time of the encounter (which makes for more interesting fights).
• ‘Gunpawns’ now also throw grenades in addition to their regular blaster attack
• Enemy mines area of effect increased by 20% and model size reduced by 35%
• ‘Light Flies’ shoot from a closer distance
• Reduced the amount of healing cells dropped by ‘Goliaths’ from 18 to 10
Bosses
• Added a boss in the boss pool of Act 3: ‘Uncle Jim’
Developers' Note: That means you may encounter either ‘Beetle Royale’ or ‘Uncle Jim’ at the end of Act 3.


• Reduced Bosses’ ‘enrage’ speed bonus in higher difficulties
• Updated most bosses health to make their time-to-kill more homogeneous
Judgeball
• Removed the aerial rocket when going full artillery mode
Developers' Note: This change should reduce the amount of spots you have to pay attention to during this attack (by removing the aerial one).
• Reduced shockwave damage by 10%
• Replaced the bouncing balls by mines during the spin-to-win attack
Billy Boom
• ‘Billy Boom’ stun ball replaced by an explosive rocket and increased its frequency
Developers' Note: Billy Boom has a slightly too high winrate against you and conveniently enough we wanted to keep the possibility to transform Bosses’ patterns into elemental variations of them for the higher difficulty levels. Making this change gives us the possibility to bring back the ‘shock’ version of it later and should help reduce that winrate.


• All lava traps in the game now use the same visual: green acidic ooze, they all bump the players
Developers' Note: We felt like the red-ish lava was too bright for the eye and was too disturbing. We also felt like people had a hard time realizing when they were taking damage in lava-traps that weren’t bumping them. We got rid of these problems by simply and conveniently making all lava-trap look and behave the same way (green acidic ooze with bumping damage). Finally, we feel like lava-bump is pretty fun.
• Added explosive barrels to the Quarry level
• Smoothed ‘Sir Catercoaster’ lava rocket-jump
• Reworked Act 1 rock visuals
• Improved ‘Oasis’ visuals
• Improved ‘Canyon’ visuals
• Updated the 3D model of all the challenge room doors
• Updated the 3D model of the doors at the end of all levels of Act 2
• Updated the 3D model of the doors within all levels of Act 2



• Updated bosses’ explosion VFX
Developers' Note: When our VFX artist started working on that task, we were pretty scared that we’d lose that Sonic©-ish style. But we feel like he’s done a wonderful job at preserving that feel while still managing to align it with the visual style of other Roboquest’s VFXs. We hope you’ll think so too!
• Overhauled and updated all enemy death visual effects (depending on enemy size, damage type used to destroy it etc.)
• Updated VFX and decals for all enemy and player explosions
• Updated enemies’ mines VFX and decal
• Updated enemies’ shield VFX to clearly indicate the origin of the shield
• Updated enemy bouncing ball VFX
• Updated Bosses’ frozen status VFX
• Updated and improved performance of the Quarry’s smoked areas
Developers' Note: This still needs a lot of work to align it with the Roboquest style and reduce its performance cost. This is just a hotfix for now.
• Updated ‘Mark’ visuals and VFX



• Improved network performance
• Switched the authority handling movement, making the client player’s movements feel much smoother (should highly reduce rubberbanding issues)
Developers' Note: It should finally feel way better to play as the client player (when you were previously experiencing things such as rollbacks or stutters. This doesn’t mean that all multiplayer issues have been solved though.
• Improved elements related to enemy death performance
• Improved minimap and map display performance
• Improved general UI performance
• Improved enemy animation calculation performance
• Improved performances of all projectile and impact VFXs



• Fixed many bugs
Developers' Note: We actually fixed many of the crashes and bugs you’ve been reporting (thanks for your reports!). We didn’t track them all but we know you would be pleased to see the bugs you’ve been reporting listed here. We’ll try to do our homework better next time.
• Added many bugs
Developers' Note: The programmers told us to add that, so we did :D

That is the end of the changelist for the autumn update.

Have a great day everyone, and once again, happy robot smashing!
Roboquest - Elliot Yun
Howdy Guardians!

You’ve been asking about it and here it is: the Autumn update playtest is now open to the public! That means you can play the (slightly less stable) version of the Autumn update right now (on Steam only)!

To access it, head over to the beta tab of your Roboquest game properties, select the “playtest branch” and Steam will start downloading it.
Don’t worry about your progress, we keep separate save files for both the playtest and the live version of the game.

The playtest will run until the 4th of October and then the Autumn update will officially land on all platforms at once (slight delay on various platforms may happen). When that happens, we will shut down the playtest.

The update’s localization is being worked on right now and will be available at a later date (and at a different pace depending on the community translators availability). That means that the playtest is only available in English for now.

Please keep in mind that the playtest purpose is to detect and fix the potential gamebreaking bugs and other smaller issues so your experience will likely be less stable than the live version of the game.

If you want to help us track bugs and issues, a friendly reminder:
  • If you crash and don’t know the reproduction steps, please just restart your game, we will receive the crash report automatically
  • If you crash and know how to reproduce the issue, please send us a F10 report and describe the reproduction steps
  • If you encounter an issue or a bug and have the presence of mind to, please send a F10 report right when you encounter it, this will make sure we receive the latest line of codes that caused the issue
  • If you encountered a bug at some point, please send a F10 report when you remember it, describing the reproduction steps is awesome if you can
  • If you happen to have a video of the issue, you may report it on Discord or on the Steam forums
  • You may also report those issues on Discord and Steam if you prefer, though keep in mind that it’s less efficient for us
Like usual, we’ve opened new channels of discussion on both Steam and Discord in case you want to report stuff or simply give us your feedback there.

That’s pretty much it, you may find the major highlights of the patch as well as the complete list of changes below (no fancy visuals for now, we keep those for the official release!).

We hope you’ll enjoy the changes :)

Happy robot bashing guardians!

PATCH HIGHLIGHTS
Here are the highlights of the changes coming into the Autumn update.

New Boss
A brand new boss is coming into play.
Where will you face him, you may wonder…
Well, he’s been added to the random pool of Act 3 bosses. That means you can now encounter either ‘Beetle Royale’ or this new boss called ‘Uncle Jim’ when reaching the end of Act 3.

New Enemies
We’ve added a dozen new enemies, mostly new 3D models, animation sets and attack patterns but also a few texture swaps.
We knew enemy variety was one of the weaknesses of Roboquest for a long time now and we initially planned to add even more at this update. But we’re preparing the game for the arrival of a new system of ‘elemental variants’ for the enemies and we decided to wait for this system to be completed before adding even more enemies.
Among other effects, those new enemies are ready to confuse, flash and burn you.

Enemy Rosters
Following the addition of so many new enemies, we’ve been reworking the roster of enemies you encounter in each level (we call that the ‘bouquet of enemies’).
The current rosters you will encounter are not final and we will monitor our data and your feedback to fine tune it. But most level rosters have been changed and you will encounter a higher variety of enemies in general.
We will continue to modify the level rosters, especially when more enemies will be added and also for level rosters that haven’t changed that much in this update.
We’re just getting started!

Basecamp Interface
The basecamp is going under heavy changes and you’ll be able to experience the first of these changes in the Autumn update.
You no longer unlock the basecamp upgrades by interacting with several 3D objects, now the ‘Upgrade Basecamp’ console will bring up a 2D interface and all purchases will be done here. It should speed up the process and make it possible to actually have a glimpse of every upgrade you’ve already purchased and those you haven’t.
Later down the road, we will also overhaul the basecamp 3D visuals, but it’s not there yet.

Networking Performance
Technically speaking, we’ve updated how movement prediction works on the server-side. Now, the client is responsible for handling his own movements and the server no longer corrects it. In terms of gameplay it means that you should no longer experience any stutters or rollbacks when playing as the client with latency.
Of course, the discrepancies of movement between server and client still exist (even if you no longer experience them on the client side) and you will probably see your brobot stutter and rollback (and vice versa).
That doesn’t mean that multiplayer is ‘FIXED’, that means it should be much more enjoyable than before in general. But we’re still working on fixing the performance bottlenecks (in terms of bandwidth) and the other multiplayer quirks and bugs.

PATCH NOTES


Player
• Reduced player health gain per level from 40 to 30
• Increased base player speed by 5%
Developers' Note: We removed the ‘Weird Hat’ gadget from the game, it was picked way too often and we didn’t feel it was fun to have a mandatory gadget. We reallocated the bonus it was giving to this base value increase but also in a new basecamp upgrade. This should promote a higher gadget diversity while still giving players their sweet movement speed bonus.
• Considering the base movespeed of the player has been increased, all movement speed bonuses increase the speed by a higher value than before
• Added new statuses for the player:
Burned - Slowly burns your scratch damage bar until there’s none, then stops burning
Blinded - Covers a part of your screen and puts everything in black and white
Confused - Reverses your movement keys
• Reduced player stun duration from 3s to 1.75s
Developers' Note: We always thought that people were going to spam the QTE much faster than some actually are. These people were stunned for 3 seconds which seems a bit… unfun. This shouldn’t change much for people already succeeding the QTE.
• Taking another stun while already being stunned no longer resets the stun QTE
Developers' Note: This actually wasn’t really intended, felt pretty bad and on top of it was pretty confusing if you were already focused on completing the previous QTE.
Pickups
• Powercell lifespan increased from 9s to 12s
• Updated powercell blink-warning time window to better indicate when they are about to disappear
• Healing cells lifespan increased from 6s to 7s
Rewards
• Cleaned up chests types and names:
• The ‘Starter Pack’ is the chest appearing at the very beginning of your run, at the start of the canyons, it contains specific rewards based on your basecamp upgrades
• ‘Max’s Chests’ are the chests containing weapons and other rewards in the safe areas
• ‘Corrupted Crates’ are the chests you can find at the end of challenge rooms
• These chests all have their own unique reward system
Developers' Note: Each chest will have their own unique visual later down the road.
• ‘Max’s Chests’ can now contain items
• Basecamp upgrades now clearly indicate what type of chest they are improving



Developers' Note: In this update, we’ve brushed off and improved the perk roster for both the Commando and the Engineer. We’re planning to do the same for the Recon and the Guardian in the future.
Commando
• Replaced some perks that were underpicked or didn’t seem interesting with new ones
• Re-balanced perks overall
• Maximum Fury increased from 10 to 12
Rocket
• Damage increased from 75.0 to 80.0
• Impact force increased from 95.0 to 100.0
Shorty
• Damage increased from 9.0 to 11.0
Engineer
• Replaced some perks that were underpicked or didn’t seem interesting with new ones
• Re-balanced perks overall
Summon-Buddies
• Cooldown increased from 14.0 to 16.0
• Drones dodge less often
• Drones draw less aggro
• Reduced drone health
• Increased damage of drone secondary attacks (from perks)
• Drones can be summoned for free in safe areas (summoning does not trigger the ability cooldown)
Scrap Blaster
• Damage decreased from 55.0 to 50.0
• Impact force increased from 50.0 to 60.0
• Now deals explosive damage
• Projectile speed increased from 7000 to 12000
• Cooldown decreased from 5.0 to 3.0
• No longer homes
• Reduced scrap generated by 1
Recon
Laser Dagger
• Damage increased from 40.0 to 50.0
• Now drops extra healing cell on takedowns (like other melee attacks)



• Added two new weapons:
Bubble Splasher - A cooling weapon hurling waves of bouncing bubbles
Missile-Gatling - A burst-fire weapon blasting volleys of homing rockets
• Reworked and improved the gunfeel (recoil patterns) of many weapons
• Sentries summoned by the ‘Assault Sentry’ now inherit the element of the weapon
• Added ammo and reload system to Assault Sentry, Throwing Knife, Elite Crossbow and Longbow
Developers' Note: While it may seem like a direct nerf to these weapons, it makes them viable in much more builds than before (noticeably those in relation with reload and ammo counters).
Affixes
• Added new white affixes for weapons:
Havoc - Bonus melee damage and attack speed while in hand
Restock - Chance to recover an alt-fire charge after using it
Sidekick - Takedowns reload your other weapons
• Added new green affixes for weapons:
Lag - The last shot deals more damage
Top - The first shot is always critical
• Added new blue affixes for weapons:
Breach - Bonus firerate for a short time after applying a critical hit
Velocity - Bonus critical damage and projectile speed
Bullseye - Bonus critical damage after applying a critical hit
Balance Changes
Dual Uzis
Primary Fire
• Recoil pattern has been updated

Assault SMG
Primary Fire
• Impact force increased from 7.0 to 8.0

Tommy Gun
Primary Fire
• Damage increased from 8.0 to 9.0

Light Machine Gun
Primary Fire
• Recoil pattern has been updated

Power Gloves
Primary Fire
• Damage increased from 35.0 to 38.0
• Impact force increased from 55.0 to 68.0

Torpedo Gun
Primary Fire
• Recoil pattern has been updated

Mortar
Primary Fire
• Impact force increased from 50.0 to 80.0

Throwing Knife
• Ammo in clip increased from 1 to 8
Primary Fire
• Critical ratio increased from 3.25 to 3.5

Scout Sniper
• Ammo in clip decreased from 8 to 6

Longbow
• Ammo in clip increased from 1 to 6

Ice Cannon
Primary Fire
• Recoil pattern has been updated

Cryo Launcher
Primary Fire
• Recoil pattern has been updated

Fire Gun
Primary Fire
• Firerate increased from 4.0/s to 5.0/s

Shock Cannon
Primary Fire
• Recoil pattern has been updated

Fire Launcher
Primary Fire
• Damage increased from 24.0 to 30.0

Blast Rifle
Primary Fire
• Recoil pattern has been updated

Assault Rifle
• Ammo in clip decreased from 35 to 30
Primary Fire
• Recoil pattern has been updated
• Damage increased from 10.5 to 11.0

Minigun
Primary Fire
• Recoil pattern has been updated

Blast Minigun
Primary Fire
• Recoil pattern has been updated

Laser Saw
Primary Fire
• Recoil pattern has been updated
• Damage increased from 10.0 to 15.0
• Impact force increased from 8.0 to 16.0

Long Rifle
• Ammo in clip decreased from 15 to 12
Primary Fire
• Damage increased from 34.0 to 36.0

Blast Sniper
Primary Fire
• Recoil pattern has been updated

Elite Crossbow
• Ammo in clip increased from 1 to 8
Primary Fire
• Damage decreased from 58.0 to 52.0
• Firerate increased from 1.11/s to 2.0/s
• Critical ratio decreased from 1.75 to 1.5

Assault Sentry
• Ammo in clip increased from 22 to 25
Primary Fire
• Recoil pattern has been updated
• Damage decreased from 22.0 to 18.0
• Firerate increased from 3.33/s to 5.0/s

Cyclone
Alternative Fire
• Damage increased from 110.0 to 120.0
• Impact force increased from 60.0 to 90.0
• Radius increased from 0.9m to 1.0m
• Cooldown increased from 4.0 to 6.0
• Stack amount decreased from 2 to 1



• Updated game effects specifying ‘you no longer consume ammo or energy’: the system will now consider that you’re locked at the ammo value you were prior to activating the effect (for example, activating an unlimited ammo effect while at 95% of your magazine will activate the ‘Top Quality’ passive of the Guardian whereas the previous version of the system didn’t activate it)
• Balanced many Commando and Engineer perks
• Replaced several Commando and Engineer perks
Developers' Note: We’re sorry not to be able to provide an exhaustive list of these changes. We’re still thinking of a proper way to keep track of all those changes (which are both hard to track individually and hard to automatically generate). The stabler the game will be, the easier for us it will be to start detailing those changes.


• Added 23 new items:
Developers' Note: We won’t cover them here and will let you discover them directly in the game.
• Items are now sorted in 3 categories: Common, Uncommon and Fantastic
• Items of the same category now have the same price



• ‘Smithing Joe’ now provides weapons of any tier instead of the weapon tier of your current level
• Weapon rarities are now clearly indicated on their tooltip: Common (white), Uncommon (green), Superior (blue), Epic (purple) and Fantastic (orange)
• Reduced superior weapon cost from 6 to 5
• Reduced epic weapon cost from 9 to 8
• Reduced fantastic weapon cost from 16 to 12



• Basecamp upgrades are now displayed and unlocked in a 2D interface panel (still accessible through the ‘Upgrade Basecamp’ console in the basecamp)
• Removed all other elements related to upgrading the basecamp as a result
Developers' Note: We’re working on getting the basecamp into its final form. The 2D interface panel is the first step and should ensure a much better experience when improving your basecamp and keeping track of all the basecamp upgrades.
• Increased the amount of Wrenches granted by Data-Logs from 4 to 5
• Increased the amount of Wrenches granted by the challenge rooms in Act 1 from 1 to 2
• Added a basecamp upgrade increasing player’s speed by +2/4/6%
Developers' Note: This upgrade should make sure you can still reach the movement speed values you had while using the now-removed ‘Weird Hat’ gadget.
• Added a basecamp upgrade increasing the amount of health gained per level by +5/10



• Removed ‘Weird Hat’ from the Gadgets
Developers' Note: Like specified in other developer notes above, we reallocated the bonus movement speed from this gadget to other elements in the game.
• Added two new gadgets:
Roller - While riding and for a short duration after, increases both your movement speed and firerate
Swiss Army Knife - Restores health for each powercell you spend



• Certain enemies now have an elemental resistance (represented by an elemental shield nearby their health bar)
• Enemies resistant to a specific element take 70% reduced damage against that element
Developers' Note: We’re planning to make ‘elemental’ versions of most enemies (meaning enemies either resistant to an elemental or dealing damage of that element) in which case we will swap the texture of an enemy to properly indicate its elemental nature. These ‘elemental’ versions will mainly be used to diversify and increase the difficulty of the different Heroes+ (but not only).
• Added multiple new enemies: ‘Fire Fly, Ice Fly, Flash Fly, Hat Fly, Smoke Fly, Shield Pod, Fly Nest, Battle Pod, Shield Bot, Gatling Bot, Ball Pod, Ball Bot, Bull Fly’
Developers' Note: We won’t describe the new enemies here, we will let you discover them in the game.
• ‘Boom Nest’ texture updated (it is now red-ish to clearly indicate the fact that it’s spawning explosive enemies and to differentiate it from the newly added ‘Fly Nest’ which has the same model but spawns regular ‘Light Fly’)
• Updated the enemy roster of all levels
Developers' Note: We will continue to monitor and fine tune the enemy roster for each level.
• Reduced enemy damage overall
Developers' Note: With the addition of new enemy types and new attack patterns, a lot of levels became ‘harder’ in terms of ‘practical difficulty’ (difficulty based on mechanics) so we’re tuning down their ‘simulated difficulty’ (difficulty based on values and metrics) to compensate.
• In arenas, enemy respawns have a lower tendency to exactly replace the latest enemy you’ve destroyed and will more often spawn other eligible enemy types
Developers' Note: This prevents players from developing strategies where they destroy certain enemies first and wait for their respawn in order to get rid of this type of enemy for the remaining duration of the encounter. This also increases the likelihood of having several types of enemies at once at any given time of the encounter (which makes for more interesting fights).
• ‘Gunpawns’ now also throw grenades in addition to their regular blaster attack
• Enemy mines area of effect increased by 20% and model size reduced by 35%
• ‘Light Flies’ shoot from a closer distance
• Reduced the amount of healing cells dropped by ‘Goliaths’ from 18 to 10
Bosses
• Added a boss in the boss pool of Act 3: ‘Uncle Jim’
Developers' Note: That means you may encounter either ‘Beetle Royale’ or ‘Uncle Jim’ at the end of Act 3.
• Reduced Bosses’ ‘enrage’ speed bonus in higher difficulties
• Updated most bosses health to make their time-to-kill more homogeneous
Judgeball
• Removed the aerial rocket when going full artillery mode
Developers' Note: This change should reduce the amount of spots you have to pay attention to during this attack (by removing the aerial one).
• Reduced shockwave damage by 10%
• Replaced the bouncing balls by mines during the spin-to-win attack
Billy Boom
• ‘Billy Boom’ stun ball replaced by an explosive rocket and increased its frequency
Developers' Note: Billy Boom has a slightly too high winrate against you and conveniently enough we wanted to keep the possibility to transform Bosses’ patterns into elemental variations of them for the higher difficulty levels. Making this change gives us the possibility to bring back the ‘shock’ version of it later and should help reduce that winrate.


• All lava traps in the game now use the same visual: green acidic ooze, they all bump the players
Developers' Note: We felt like the red-ish lava was too bright for the eye and was too disturbing. We also felt like people had a hard time realizing when they were taking damage in lava-traps that weren’t bumping them. We got rid of these problems by simply and conveniently making all lava-trap look and behave the same way (green acidic ooze with bumping damage). Finally, we feel like lava-bump is pretty fun.
• Added explosive barrels to the Quarry level
• Smoothed ‘Sir Catercoaster’ lava rocket-jump
• Reworked Act 1 rock visuals
• Improved ‘Oasis’ visuals
• Improved ‘Canyon’ visuals
• Updated the 3D model of all the challenge room doors
• Updated the 3D model of the doors at the end of all levels of Act 2
• Updated the 3D model of the doors within all levels of Act 2



• Updated bosses’ explosion VFX
Developers' Note: When our VFX artist started working on that task, we were pretty scared that we’d lose that Sonic©-ish style. But we feel like he’s done a wonderful job at preserving that feel while still managing to align it with the visual style of other Roboquest’s VFXs. We hope you’ll think so too!
• Overhauled and updated all enemy death visual effects (depending on enemy size, damage type used to destroy it etc.)
• Updated VFX and decals for all enemy and player explosions
• Updated enemies’ mines VFX and decal
• Updated enemies’ shield VFX to clearly indicate the origin of the shield
• Updated enemy bouncing ball VFX
• Updated Bosses’ frozen status VFX
• Updated and improved performance of the Quarry’s smoked areas
Developers' Note: This still needs a lot of work to align it with the Roboquest style and reduce its performance cost. This is just a hotfix for now.
• Updated ‘Mark’ visuals and VFX



• Improved network performance
• Switched the authority handling movement, making the client player’s movements feel much smoother (should highly reduce rubberbanding issues)
Developers' Note: It should finally feel way better to play as the client player (when you were previously experiencing things such as rollbacks or stutters. This doesn’t mean that all multiplayer issues have been solved though.
• Improved elements related to enemy death performance
• Improved minimap and map display performance
• Improved general UI performance
• Improved enemy animation calculation performance
• Improved performances of all projectile and impact VFXs



• Fixed many bugs
Developers' Note: We actually fixed many of the crashes and bugs you’ve been reporting (thanks for your reports!). We didn’t track them all but we know you would be pleased to see the bugs you’ve been reporting listed here. We’ll try to do our homework better next time.
• Added many bugs
Developers' Note: The programmers told us to add that, so we did :D

That is the end of the changelist for the autumn update.

Have a great day everyone, and once again, happy robot smashing!
Roboquest - Elliot Yun
Hello Guardians.

Roboquest is going to the Gamescom 2022! (from the 24th to the 28th of August).

You will be able to see us at the Indie Arena Booth, stand n°71 (the Gamescom will reveal the maps before the event kicks off).

By any means, please make sure to check on us if you happen to visit the event, we’ll be glad to welcome you. Our stand will feature the current Summer update version and we will have a bunch of goodies to offer (under certain conditions of course).

We will be posting photos of the event on Twitter and try to give you our best smiles, so make sure to follow us if you want to see how it’s going.

Part of our team is on vacation and part of it will attend Gamescom. That means we will be returning to active duty in early September. You might feel like we're being less active for the time being on our community channels and that would be the main reason.

We might pop in here and there but far less than what you’re accustomed to (especially if you’re on our Discord server).

We’ll still be moderating things obviously but probably not answering the usual feedback and comment posts that we are usually fond of.

Please, bear with us during that period and fear not! We’ll be back sooner than you think, more energized than ever and ready to kick off and work on the final stage of Roboquest’s development.

In the meantime, we wish you all the best of robot smashing and we hope to see you at Gamescom!
Roboquest - Elliot Yun
Howdy Guardians!

Hope you're doing fine.

Continuing our effort to bring more languages to Roboquest, we just released an hotfix updating some of the languages and implemented new ones. The others are still being worked on by the community translators. In addition, we started localizing the store page in various languages. Make sure to check out the supported languages displayed in the right-part of the store page section to know if your language is currently in the game.

Of course, we also included the fix of some of the gamebreaking bugs of the game.

Here is the list of changes:

Localization
• Updated localization for Chinese, French and Portuguese-Brazilian
• Added localization for Persian, Dutch, Korean and Italian
• Added localized version of the store page for the languages above and others
• Updated the store page to reflect what languages are currently supported in the game
Developer's Note: Please make sure to check out the supported languages on the store page to make sure your language is available.
• Updated and fixed several text issues

General Changelist
• 'Artishock' can no longer instantly kill you when coupled with the 'Electro Mastery' perk
• 'Elemental Weapon' no longer triggers the bonus effects of items twice
• 'Master Exploder' upgrade now works properly
• 'Sharp Wave' visual effect no longer disappears after dying once and being rebooted
• You can no longer be stuck forever if the client player disconnects during the end game screen, the victory screen or right after he died
• Fixed a few other crashes



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

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
Hey there!

We just released a quick hotfix for Roboquest.

The hotfix contains a few bugfixes and a localization update.

Localization
• Added Chinese, French, Portuguese-Brazilian and Japanese localization
• There might still be small issues and untranslated texts in these languages (but they should be resolved soon)
• We started to implement new languages to the game but they're far from complete (Persian and Turkish)
• The other languages are still being worked on by the community translators
• We will update the listed languages in the store when all text and localization issues have been solved

General Changelist
• Buddy Bot no longer disappears when dropped elsewhere than the Canyons
• Speculative Fix: Reduced the crash occurrence when getting back to the basecamp in multiplayer
• Speculative Fix: Fixed a crash coming from the the weapon visual effect system
• Speculative Fix: Fixed a crash coming from minimap icons
• Speculative Fix: Fixed an infinite loading screen issue in multiplayer
• The 'Shock Cannon' can no longer roll the 'Fork' affix
• Fixed an issue with projectiles spawning with the wrong texture
• Trying to reduce performance overload coming from the 'Rifle Crossbow' projectiles
Roboquest - Elliot Yun
Hello guardians!

We’re here to talk about two important things: the localization of the game and tier lists (featuring weapons).

This will be short news, but fortunately worthy of your time and interesting nonetheless.

Let’s dive into it right away.

Game Localization
Localization is the process of translating the game in other languages.
Summer Update Texts
As many of you might have noticed, the game’s no longer localized in other languages apart from English.

When developing a game, you ideally want to localize the stable aspects of the game (IE, aspects containing texts that are no longer going to change over the course of the development).

But we initially had few to none of these “stable” aspects in Roboquest.

For example, we modified or re-created most of the perks and weapon affixes of the game several times.

That’s mainly why we initially didn’t want to start officially translating the game into other languages.

But over the course of the development, we’ve been contacted by several people asking us if they could translate the game in their own language.

So we let them do it.

Not only was it warm heartening to see people getting involved in the game development with us, it was also a big step forward for the game.

We can’t express how grateful we are to these translators. They helped us bring the game to a larger audience than we initially planned.

But as the Summer update was being worked on, we fell behind in our schedule. And the time we usually allocate to solidify texts and send them to the translators shrunk more and more. To a degree where we weren’t able to give them any time window to translate the game before the Summer update release.

That’s why we find ourselves in the current situation.

The translators are working on them, and the game will be available in different languages in the days and weeks to come. But we can’t guarantee any timeframe.

However, we now find ourselves for the first time in a state where we deemed a lot of the game aspects to be stable enough for the texts to be considered for a translation.

That means that the game is more likely to be localized and remain in a polished localized status.

Future of Roboquest Localization
But what do we have in mind regarding localization in the long term?

According to our player data, the core languages that we need to implement into the game and that we guarantee will be ready for the 1.0.0 launch are English, Chinese, Russian, Spanish-Spain, Portuguese-Brazil, German and French.

It's important for us to maintain transparency with the community and one of the very reasons for this news post was based on your feedback.

We recognize that your language may not be included in the above list and whilst we don't have the resources to add all languages, we can at least provide you with a way to contribute. We set up an online Crowdin project so that everyone can participate. If you want to hop in, please make sure to head over to our Discord server and ping a member of the Roboquest Hotline.



Tier Lists
Now, onto the fun part of this news.

Tier lists!

We set up an official TierMaker list for Roboquest weapons.

You can find it here.

Here’s a short preview:



But why are we doing this?

For several reasons. The first and main one being we absolutely love checking your tier list and hearing the logic behind your reasoning. The second one being that it helps us get a sense of what you like and dislike about our weapons. Thirdly and finally, we realized tier lists are something that seem to really entertain the community and generate a lot of discussion. And we’re always pleased to see our Discord (and other community platforms) blooming with discussions.

So we decided to create our own tier list template, so you don’t have to spend hours taking screenshots in the game and to provide you with an array of neat and organized images.

What do we expect now?

Nothing much, you can do as you please. You can also of course modify the amount of tiers and their title if you use the template.

We will however set up a specific channel for tier lists on Discord and we will be actively following your uploads and the discussion following them. You may post videos, images or whatever support you wish, we will likely be reading it. We’ll also be following the tier lists posted on other platforms, we’re just more active on Discord as it’s the most convenient way for us to directly interact with you.

You can also expect other sorts of tier lists (for Perks or Classes for instance) in the future.



That's it for this news, we can't wait to check out what you'll do with this tier list template!

We'll probably be back for a new Devblog in the weeks to come.

In the meantime, happy robot bashing guardians!
Roboquest - Elliot Yun
Howdy Guardians!

The Summer update (0.10.0) is NOW LIVE!
(on all platforms at once but it may take some time for the Summer update to be live on certain of them)

As a result, the playtest has been closed and will likely be open again for the next update. Thanks a lot to all playtesters!

You can read the comprehensive list of changes coming into the Summer Update here.

You can also check out the official video made by Jamesaroni, our partnering content creator, to highlight the main changes:


Jamesaroni is also streaming the update right here on Steam!

Now before diving into the highlights, please note that the game's localization is not ready yet and certain languages will be updated in the days and weeks to come. For now, only English is available (we will update the store to clearly reflect that).

The Summer update is a meaty one and we couldn't give the community translators the time they needed to translate that many texts. We're really sorry about this and we hope you will excuse us.

If you purchased the game because it was in your own language and find yourself unable to play because it's now missing, we totally understand the frustration and once again, we apologize. Please give us some time to bring it back. Keep in mind that the localization has always been done by kind and devoted members of the community. We initially planned to only translate the game for the final release because we've been changing the game systems and game content a lot and translating while the game is going under such heavy modifications would be pointless (most game texts changing at each major update). If there's one mistake we made was to mark on the store page that the game was available in lots of different languages. We won't make that mistake again.
Finally, we wanted to say a few things about the changes coming to the Summer update:

Some of the systems you’ve been accustomed to (such as cells and weapon categories) have been overhauled.

We think those changes were necessary to the game in its current state but also to continue healthily expanding it. We’ll talk in detail about the reasons and consequences in the ‘highlights’ section below.

We hope you’ll give those changes a chance and test them before making up your mind about whether you like them or not.

We’ll be actively following your feedback on that.

Onto the highlights now:




Cross-Platform
You may now invite brobots from other platforms to your party by sending them your session ID (found in the multiplayer menu, use the ‘copy’ button). Your brobot will then have to enter this ID in the multiplayer menu to join your game. This will work regardless of what region you’re playing in.

The friend list currently does not support displaying friends from other platforms, but that’s something we’re working on.

Please keep in mind that this is the first iteration of this system and that you may encounter problems, we’ll be monitoring that and working on it. Implementing such a feature was a hard task for our studio and we aren’t unable to extensively try things out. Please send us F10 feedback whenever you’re encountering issues.

Note: You might currently be stuck in a state where the game does not manage to generate a session ID for you (infinite session loading displayed in the multiplayer menu), making you unable to either host or use the public matchmaking system. Restarting your game will fix that issue.

Public Matchmaking
You may now search for brobots directly in the multiplayer menu of the game using the ‘quick play’ button. The matchmaking will find another player looking for a brobot in your selected region and let you play with one another. For now the search criteria are completely wide and won’t take into account things such as basecamp progression (and you may be matched with players with a different progression level than yours), but that’s something we’ll be looking to improve. You may be matched with players from any platforms.

Looking for brobots outside of your region will likely result in high-latency games. The available regions are as follows: North America, South America, Asia, Oceania, Africa and Europe and you can change directly in the multiplayer menu.

Like the previous system, this was something that was hard to implement for us and that will likely require updates to be fully operational and pleasing to use. Please, report us any issue using the F10 in-game report system if you were to come across any.

Weapons Update
We have removed the weapon categories from the game (and relocated the damage increase coming from category bonuses to several other systems in the game).

This was one of our most ancient systems (if not the most) and it was primarily used to help create a sense of build and to distinguish classes from one another (one would be using precision when another would be using demolition in most builds for example).

But with the evolution of other systems and time passing, it started to grow as an obsolete and limiting system. The perk system was also becoming the real factor of build-orientation and class distinction and the category system started to feel like a burden for the game and for the run diversity: playing one class meant playing the same weapons over and over.

In addition, the item selection process (choosing a category to buff) was never a compelling choice to make for you, regardless of how we implemented it (and some of you might remember, we tried many things).

As a result, the category system was no longer useful or bringing anything to the table and we simply removed it.

Doing so makes us able to more easily implement new weapons, new classes and makes sure a greater amount of loot is viable for your current run (effectively increasing run diversity). This also made us able to make you loot a bit less weapons considering more weapons than before are viable for your current build and consequently remove the weapon drops on enemies (which was a system breaking the combat flow).

But then you might be wondering, what about the items?

Items & Shopkeepers
Items as you knew them have been removed (those buffing category stats).

Instead, items are now granting various bonuses and effects that help you specialize your build in different ways.

And you will be able to purchase them from newly added shopkeepers.

Or rather from the Max’s Crew.

Max just crafted a bunch of new friendly robots to help you through your runs.

These new friendbots can craft weapons, reroll affixes and sell you items (among other things).

Though they need ‘Powercells’ for that. ‘Powercells’ is a new in-run currency that can be found in challenge rooms, can drop from enemies or be granted as a reward at the end of each level. Later down the road, it will also be tied to the Elite enemy system.

This group of friendbots replaces the old ‘console’ system.

You can upgrade your basecamp to encounter more friendbots in your runs. You can also trade ‘Wrenches’ for ‘Powercells’ once your Basecamp is fully upgraded.

Note: We’re still finalizing the visuals of the different shopkeepers.

Health Flow Rework
We’ve reworked health flow yet again.

The previous system had several issues:
• Taking damage from the last enemy in an encounter made it impossible to regenerate your health (as there weren’t any more enemy left to pick-up cells from)
• You were recovering health at a too high rate with every other healing effects
• The high healing possibilities made it so the only way to ‘lose’ was to take a very high amount of damage at once. This forced us to increase enemy damage, but that’s not really pleasing for a roguelite: it’s more interesting to slowly but regularly lose health when making mistakes, up to the point where any damage would kill you
• It was pretty hard to create interesting yet not overpowered healing effect
• In multiplayer, receiving heals from your brobot picking up cells kinda felt weird when you weren’t even around

We tackled those issues by preventing the damage bar from fading and by splitting the damage between permanent and temporary damage.

Basically, when taking damage, a part is stored into the ‘scratch damage’ bar and the rest is taken off your health.

The scratch damage no longer fades over time (like described above) and gathering pick-ups from enemies restores both a part of your scratch damage and a smaller part of your health.

This allows us to create many ‘repair scratch damage’ effects which effectively heal you without being overpowered while still slowly grinding your health when making mistakes (the Repair-o-Bot still restores a part of your missing health). This also makes us able to better control enemy damage to avoid ‘unfair’ spikes of damage.

Experience System
This was one of the most debated features in Roboquest and many of you request us to change it. That made us think long and hard about it.

And after our internal analysis, we isolated several issues:
• Becoming ‘underpowered’ and not getting any perk because you’re not leveling-up is boring, especially if you are actually doing the right thing (smashing the badbots!)
• It’s not letting you play the way you want
• Becoming ‘underpowered’ means increasing the time-to-kill enemies (which feels really awful in Roboquest)
• We can encourage player to go forward through other game mechanics such as weapons, perks, affixes and health flow

The idea of making the XP cell disappear was initially there to force the player to move forward into the combat. But we initially expected that there would be a tactical choice of whether or not to go in based on the current combat situation (for example, taking down a remote threat to reduce the danger of the situation while deciding not to pick up the cells it drops). But it didn’t work like that, you eventually had to pick-up every single cell (since they are XP points).

So we decided to change the XP cells into Health cells. That creates the risk/reward decision of whether or not to pick them up more viable than before while still incentivizing the fact of going fast and forward. But going slower and taking your time is also possible, even if other systems in the game promote fast-clearing tactics.

Shifting the XP gain to simply killing the enemies ensures that you still need to destroy the badbots (which is what the game should be about) while still getting all the benefits of leveling-up.

So we changed it: destroying enemies will now automatically grant you experience.

Rail Momentum
We modified the way rails and riding work regarding the speed at which you can ride them and hop off them.

This was feedback we received numerous times and we wanted to do something about it, we just didn’t have the time. This long ‘break’ gave us some room on that side so we went for it.

When starting to ride, it will conserve your current movement speed and quickly lerp that speed towards the regular ride speed. Hopping off the rail will also conserve the momentum you had while riding and quickly lerp towards your regular movement speed.

Overall this should make the experience of riding feel way better than before.





And that’s it for the highlights of the Summer update.

Hope you'll be having a blast smashing those pesky evilbots in the hot summer of Roboquest!

You can read the comprehensive changelist here.

We also completely overhauled the Roboquest store page and the roadmap alongside.
Here is the new roadmap:

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