Roboquest - Elliot Yun
Howdy oh!

I know we’re late, but better late than sorry.

The Winter playtest is now LIVE (on Steam only) and will last for approximately two weeks based on your feedback and the issues being reported. Once finished, the Winter update will land on all platforms at once (sometimes with a few days delay based on each platform’s validation process).

Accessing the playtest: You can access the playtest by going into your game library, right-clicking Roboquest, going into ‘Properties’, heading over to the ‘Beta’ tab and opting for the ‘Roboquest Playtest’ branch.
It should download the playtest version of Roboquest (note that your progress is separated from the standard branch).
The playtest version comes with enough Wrenches to purchase all basecamp upgrades so you don’t have to grind to try out changes that would potentially be gated behind them.
If your Steam doesn’t start an update, make sure to restart it.
Find below the highlights of the changes you can experience in the playtest.



PATCH HIGHLIGHTS
New Class: the Ranger
A new class is coming into play: the Ranger.
The ranger can stealth and throw javelins at enemies and it accumulates bonus critical damage as long as it doesn’t take damage.
It is more of a ranged-precision class.
In order to unlock the ranger, you will have to find the ‘lost javelin’ hidden in one of the levels.
Most of the perks related to Stealth have therefore been moved to the Ranger (view below for a brief explanation of that).

Recon Rework
We moved Stealth away from the Recon and gave him a dash instead.
Stealth seemed more fitting to the Ranger after playing it for a while and a dash seemed to synergize very well with the natural strengths of the Recon (noticeably its melee and front-fighter aspects).
Therefore we added a bunch of completely new perks to tailor its new ‘Blink’ (dash) ability to your liking and we also reworked several other of its perks.

Elite enemies
Elite enemies are powerful variants of a new enemy called ‘Elitepawn’.
There are a few variations of this enemy (with different attacks and behaviors) and we will add more variations as time goes by.
You may encounter one or several ‘elitepawns’ in each level and this number will increase based on the difficulty level you’ve chosen (starting in Heroes+1 onward).
But right now, this system is still in its very early stage and will be finalized later down the road, but its addition will help us determine exactly how the system should behave and how these elite enemies should be.
We already know that elite enemies' spawn rate will be tied to game progression in its final version but we do not have much more information to share right now.

New Boss
‘El Moustiko’ has joined the fray!
He’s been added to the random pool of bosses for Act 1.

Energy Weapons
For a long time, energy weapons were unable to use any of our ‘reload’ systems (such as ‘reloading grants X bonus’ for example).
But no more!
You can now press ‘reload’ with energy weapons to force them to overheat.
Every mention of ‘reloading’ in the game now applies to energy weapons as well, making them fit in much more builds than before.
In addition and consequently, we modified most of their energy metrics: they can shoot for longer periods of time (reduced energy cost) but also reduced their energy regeneration speed (it takes more time to cool down passively).
We felt like we needed to make these changes in order to make sure energy weapons have a healthy place into the different perk builds.
We also initially gave energy weapons a very low impact force. It was part of our design philosophy to make them ‘different’ than other weapons. After consideration, we realized it made them feel weaker than other weapons and we didn’t need that aspect at all. We therefore increased the impact force of all energy weapons.

Basecamp visuals
We started to implement the final stage of the basecamp visuals and building placement.
You will still find your usual couch co-op and hoverbus starter zone but also new buildings that are yet to be activated (noticeably a ‘compendium’ building!).
Each basecamp level will improve all of the basecamp buildings, props and accessories.
For now, reaching a new basecamp level will not immediately show in the basecamp. The visuals will only be updated once you reload the basecamp.
We know there are still a few quirks and oddities in the new basecamp, especially regarding gameplay collision but we will be monitoring and addressing the issues as usual.
We hope you’ll like those new and fancy visuals!

New Content
Finally and as usual, we’ve added a bunch of new enemies, bazaar items, perks and affixes to the game as well as a new class, new boss and new weapon.

View the complete list of changes here.
Roboquest - Elliot Yun
Here is the breakdown of all the changes coming into the playtest Winter update.
View the highlights and playtest announcement here.

PATCH NOTES


• All player explosions now trigger a rocket-jump, propelling you in the direction opposed to the explosion center (some explosions such as the Pulse Blaster’s do not trigger the rocket-jump)
• Increased the requirements to reach rank A
• Reduced the requirements to reach rank C
Developers' Note: Most of you were getting rank A kind of regardless of your performance. We decided to modify that to create a more visible difference between succeeding and performing. Also, rank D really felt like a harsh punishment for players who were actually trying to do well and should only be limited to players really ignoring most enemies while still going slow.
• Increased player size and player camera height a bit
Developers' Note: This was made to clearly show how big of a height difference there is between the guardian and the other characters in the game and to better grasp the environment scale. This shouldn’t have any impact on the gameplay whatsoever.
• Armor and movement speed bonus are now clamped at 70%
• Player abilities damage scaling per level increased from 20% to 25%
Developers' Note: This should have been the case in the previous update and we missed it. That’s why the ability-centric builds seemed to be a little less viable than weapon-based builds. It should feel better in this update.
• Your brobot will automatically be rebooted after 60s if you do not reboot it yourself
Developers' Note: This makes sure you’re not soft-locked in multiplayer if your brobot dies in a spot you can’t reach (because you don’t have the proper gadget for example).
• Player stun duration increased from 1.75s to 2s
• Enemy stun duration increased from 3s to 3.5s
• Enemy freeze duration increased from 4s to 6s
• Effects increasing your damage based on your current movement speed bonus will no longer reduce your damage when you’re slowed or have movement speed reduction effects



• A new class has been added: the Ranger
Ranger (new!)
• Unlocked by finding the lost javelin in one of the level
Javelin
• New Secondary Ability
• Throws a spear which you can then pickup on the ground to refill, has 2 charges by default
Stealth
• New Primary Ability
• Your OG’ stealth, except it reloads all of your Javelin charges
Awareness
• New Passive Ability
• Passively generates charges every second, increases critical damage per charge, some charges are lost upon taking damage
Perks
• Added all previous Stealth’s Recon perks to the Ranger (and modified a few of them)
Recon
Blink
• New Primary Ability
• Dashes a short distance, becoming immune to damage during travel and staggering enemies at the arrival point
Laser Dagger
• Damage increased from 50.0 to 65.0
• Healing cell generation when hitting bosses increased from 1 to 3
Perks
• Added perks for its new primary ability
• Updated, reworked and moved around lots of upgrades following the addition of its new ability and the Ranger/Recon ability swap
Guardian
Bash
• Damage increased from 35.0 to 50.0
• Impact force increased from 70.0 to 80.0
Commando
Shorty
• Damage increased from 11.0 to 12.0
• Impact force increased from 14.0 to 15.0
Engineer
Scrap Blaster
• Impact force increased from 60.0 to 66.0



• Increased the number of class-upgrades from 2 to 3
• Modified the metric values and effects of many different perks
• Moved some upgrades to different perks or as class-upgrades
Guardian
Tactical Slap
• Piercing arc range increased from 1600 to 1800

Stim Bubble
• Bonus firerate increased from 30% to 50%

Quadrinity (previously Trinity)
• Next shot damage increased from 50% to 60%
• Now triggers every 4 shots instead of 3

Lucky Ammo
• Auto-critical chance bonus decreased from 30% to 25%

Lock N' Load
• Bonus firerate increased from 30% to 40%

Recon
Dancing Blade
• Bonus damage increased from 30% to 35%

Favorite Weapon
• Bonus damage increased from 25% to 30%
• Bonus reload speed decreased from 25% to 20%

Discipline
• Duration needed to activate decreased from 1.35s to 1.25s
• Now also activates when using your primary ability

Good Fortune
• Auto-critical chance bonus decreased from 12% to 10%

Engineer
Targeting Protocol
• Duration of drone bonus increased from 5s to 6s

Commando
Hot Potato
• Cooldown between weapon throw increased from 3s to 4s

Ranger
Night Shroud
• Duration increased from 6s to 9s
• Bonus armor decreased from 30% to 20%
• Bonus movement speed decreased from 20% to 15%
• Bonus damage increased from 35% to 50%



Energy Weapons
Developers' Note: Read the highlights for more details on these changes.
• You can now press R to force your weapon to overheat
• Added new overheating animations shared by different energy weapons
• All energy weapons regenerates their energy slower
• All energy weapons energy cost has been reduced
• Increased the impact force of all energy weapons
General
• Added a new weapon: Throwing Axe
• Reworked ‘Bubble Splasher’ shoot pattern
Affixes
• Added 4 new affixes
• Removed ‘Trigger Tap’ from the ‘Shock Cannon’ (thanks StoutShakoForTwoRefined, it was indeed pretty useless of an affix on this weapon)
• ‘Warmup’ firerate bonus increased from 20% to 25% (affecting only the affix which can roll randomly on weapons, not the base affix some weapons inherently have)
• ‘Amplifier’ damage bonus for consecutive hits reduced from 60% to 40%
Developers' Note: The Mine Gun and the Pulse Blaster were doing exceptionally well against bosses and that was mainly due to the effects of the Amplifier base affix they both have. Reducing this affix should put them closer to other weapons in terms of efficiency against bosses in particular without hurting their other performances.
Alt-Fires
• All alt-fires that shoots a volley of projectiles have more spread (and therefore should hit more enemies than before while still dealing the same amount of damage per enemy)
Balance Changes
Developers' Note: You will see a lot of buffs and a few nerfs in the next section. We tried to raise a lot of weapons to the level of the average “good-performing” weapons and to tune down the few “godlike-performing” weapons a bit. We followed our statistics, your feedback and our feelings to validate those changes. We will obviously keep monitoring the balance of the game.
Dual Uzis
Primary Fire
• Damage increased from 7.5 to 8.0

Assault SMG
Primary Fire
• Impact force increased from 8.0 to 9.0
• Critical ratio increased from 1.25 to 1.5

Windmill Rifle
Primary Fire
• Damage increased from 11.0 to 13.0
• Impact force increased from 11.0 to 13.0

Light Machine Gun
Primary Fire
• Recoil pattern has been updated
• Damage increased from 13.0 to 15.0
• Impact force increased from 13.0 to 15.0

Blast SMG
Primary Fire
• Damage increased from 10.0 to 11.0
• Impact force increased from 7.0 to 9.0
• Energy cost decreased from 2.75 to 2.25

Scratch Rifle
Primary Fire
• Critical ratio increased from 1.25 to 1.5
Alternative Fire
• Damage increased from 60.0 to 64.0

Pumping Shotgun
Primary Fire
• Damage increased from 12.0 to 14.0

Sawed-Offs
Primary Fire
• Damage increased from 9.0 to 10.0

Grandma's Shotgun
Primary Fire
• Damage increased from 12.0 to 14.0

Kramer
Primary Fire
• Damage increased from 14.0 to 17.0
• Energy cost decreased from 4.5 to 3.0

Blunderbuss
Primary Fire
• Damage increased from 9.0 to 10.0
• Impact force increased from 8.0 to 13.0
• Energy cost decreased from 12.0 to 10.0

Power Gloves
Primary Fire
• Damage increased from 38.0 to 52.0
• Impact force increased from 68.0 to 76.0
• Energy cost decreased from 8.0 to 6.0

Graviton Launcher
Primary Fire
• Damage increased from 50.0 to 52.0
• Impact force increased from 42.0 to 62.0
• Explosion radius increased from 1.0m to 1.2m
• Energy cost decreased from 14.0 to 10.0

Flare Gun
Primary Fire
• Damage increased from 36.0 to 38.0

Torpedo Gun
Primary Fire
• Damage decreased from 12.0 to 11.0

Mortar
Primary Fire
• Impact force increased from 80.0 to 92.0

Missile Gatling
Primary Fire
• Damage increased from 22.0 to 24.0
• Impact force decreased from 35.0 to 26.0

Throwing Knife
Primary Fire
• Damage increased from 25.0 to 28.0
• Impact force increased from 10.0 to 16.0

Rifle Crossbow
Primary Fire
• Critical ratio increased from 1.5 to 1.75

Revolver
Primary Fire
• Critical ratio increased from 1.5 to 2.0
• Removed ‘Bullseye’ as a base affix

Dual Crossbows
Primary Fire
• Damage increased from 30.0 to 36.0
• Impact force increased from 32.0 to 36.0
• Critical ratio decreased from 2.25 to 2.0

Scout Sniper
Primary Fire
• Damage increased from 52.0 to 54.0
• Critical ratio increased from 2.25 to 2.5
• Removed ‘Bullseye’ as a base affix

Arquebus
Primary Fire
• Impact force increased from 26.0 to 40.0
• Critical ratio increased from 1.75 to 2.0
• Energy cost decreased from 15.0 to 10.0

Sheriff's Carbine
Primary Fire
• Damage increased from 53.0 to 55.0
• Impact force increased from 46.0 to 48.0

Longbow
Primary Fire
• Damage increased from 70.0 to 72.0
• Critical ratio increased from 1.5 to 1.75

Ice Cannon
Primary Fire
• Damage increased from 50.0 to 52.0
• Energy cost decreased from 22.0 to 12.0

Cryo Launcher
Primary Fire
• Firerate increased from 4.54/s to 5.0/s
• Energy cost decreased from 6.0 to 3.5

Fire Gun
Primary Fire
• Damage increased from 14.0 to 15.0
• Energy cost decreased from 6.0 to 4.0

Shock Rifle
Primary Fire
• Energy cost decreased from 3.0 to 2.25

Shock Cannon
Primary Fire
• Damage increased from 8.0 to 9.0
• Energy cost decreased from 4.0 to 3.0

Fire Launcher
Primary Fire
• Damage increased from 30.0 to 36.0
• Projectile speed increased from 5600 to 6500
• Energy cost decreased from 8.0 to 7.0

Junk Beam
Primary Fire
• Energy cost decreased from 3.5 to 2.5

Blast Rifle
Primary Fire
• Damage increased from 9.5 to 10.0
• Impact force increased from 7.0 to 9.0

Assault Rifle
• Ammo in clip increased from 30 to 35
Primary Fire
• Damage decreased from 11.0 to 10.0
• Impact force increased from 9.5 to 10.0
• Critical ratio increased from 1.25 to 1.5

Militia Rifle
Primary Fire
• Damage increased from 11.0 to 13.0
• Impact force decreased from 13.0 to 12.0

Minigun
• Ammo in clip decreased from 100 to 80
Primary Fire
• Damage decreased from 10.0 to 9.0

Blastgun
Primary Fire
• Impact force increased from 14.0 to 18.0
• Energy cost decreased from 6.0 to 5.0

Blast Minigun
Primary Fire
• Damage increased from 7.0 to 8.0
• Impact force increased from 5.0 to 7.0
• Energy cost decreased from 1.5 to 1.2

Dual Guns
Primary Fire
• Impact force increased from 10.0 to 12.0
• Critical ratio increased from 1.25 to 1.5

Blast Shotgun
Primary Fire
• Damage increased from 10.0 to 11.0
• Impact force increased from 5.0 to 10.0

Sulfator Shotgun
Primary Fire
• Damage increased from 6.0 to 7.0
• Impact force increased from 10.0 to 11.0

Laser Saw
Primary Fire
• Damage increased from 15.0 to 16.0
• Firerate increased from 2.5/s to 3.12/s
• Projectile speed increased from 7000 to 9000
• Energy cost decreased from 10.0 to 8.0

Barrel Cannon
Primary Fire
• Explosion radius increased from 1.0m to 1.2m

Rocket Launcher
Primary Fire
• Damage increased from 64.0 to 66.0

Pulse Blaster
Primary Fire
• Impact force increased from 4.0 to 14.0
• Energy cost decreased from 3.5 to 2.5

Flak Cannon
Primary Fire
• Damage increased from 16.0 to 18.0
• Impact force increased from 12.0 to 18.0
Alternative Fire
• Damage increased from 70.0 to 72.0
• Impact force increased from 76.0 to 82.0

Long Rifle
Primary Fire
• Damage increased from 36.0 to 40.0
• Impact force increased from 32.0 to 36.0
• Firerate decreased from 3.03/s to 2.77/s
• Critical ratio increased from 1.5 to 2.0
• Removed ‘Bullseye’ as a base affix

Blast Sniper
Primary Fire
• Impact force increased from 26.0 to 42.0
• Energy cost decreased from 12.0 to 10.0

Dual Blast Guns
Primary Fire
• Damage increased from 34.0 to 42.0
• Impact force increased from 26.0 to 38.0
• Firerate increased from 3.12/s to 3.57/s
• Energy cost decreased from 8.0 to 6.0

Elite Sniper
Primary Fire
• Damage increased from 80.0 to 86.0
• Impact force increased from 80.0 to 86.0
• Critical ratio increased from 2.0 to 2.25

Elite Crossbow
Primary Fire
• Damage increased from 52.0 to 56.0
• Critical ratio increased from 1.5 to 1.75

Blast Palms
Primary Fire
• Impact force increased from 15.0 to 17.0
• Energy cost decreased from 4.0 to 3.0

Assault Sentry
Primary Fire
• Damage increased from 18.0 to 20.0

Ball Cannon
Primary Fire
• Impact force increased from 80.0 to 96.0
• Energy cost decreased from 48.0 to 30.0

Cyclone
Primary Fire
• Impact force increased from 32.0 to 46.0
Alternative Fire
• Impact force increased from 90.0 to 110.0

Blast Arbalest
Primary Fire
• Damage increased from 39.0 to 48.0
• Impact force increased from 29.0 to 46.0
• Firerate increased from 2.5/s to 2.77/s
• Energy cost decreased from 10.0 to 8.0



• Added 28 new bazaar items
Balance Changes
Boombox
• Bonus firerate decreased from 35% to 30%

Rice Cooker
• Healing-cell efficiency bonus decreased from 35% to 20%

Ugly Tie
• Bonus damage against bosses decreased from 15% to 10%

Rake
• Bonus damage against turrets decreased from 15% to 10%

Bug Net
• Bonus damage against flying enemies decreased from 15% to 10%

Credit Card
• Chance to refund ammo increased from 8% to 10%
• Ammo refunded decreased from 2 to 1
• Energy refunded decreased from 6% to 2%

Party Popper
• Chance to drop a healing cell increased from 2.25% to 3%

Olive-Oil Bottle
• Bonus reload speed increased from 7% to 10%

Claw String
• No longer reduces health
• Bonus melee damage decreased from 30% to 10%

Knight Banner
• Bonus armor increased from 10% to 15%

Atomic Radish
• Rocket-jump damage increased from 60 to 65
• Rocket-jump explosion radius decreased from 1600 to 800

Super Sandwich
• Bonus duration increased from 2s to 6s
• Bonus movement speed increased from 20% to 25%

Toy Helicopter
• Rocket-jump damage increased from 20 to 65
• Rocket-jump impact force increased from 20 to 75

Artishock
• Now has a chance to stun you when you take damage rather than when dealing shock damage
• Bonus damage decreased from 30% to 20%
• Chance to stun upon taking damage increased from 1.5% to 5%

Snow Globe
• Now always deals cryo damage to enemies attacking you
• Chance to freeze upon taking damage increased from 3% to 10%
• Freeze rate increased from 2 to 2.5 (freezes more efficiently)

Bonsaï Tree
• Bonus auto-critical chance decreased from 25% to 20%

Dragonfly Ball
• Healing-cell efficiency decreased from 100% to 40%
• Now reduces Healing cell duration by 30% instead of 50%

Hero Knee Pads
• Firing grenades no longer has a cooldown



• Added the visuals for Bazaar Bob (he’s now a polite and gentle monsieur)



• Completely overhauled the basecamp map, size, buildings visuals and placement
• Added 7 visual levels for the basecamp buildings (each have 7 different appearances based on your level and many other aspects of the basecamp will evolve alongside them)
Developers' Note: For now, you will only witness the visual evolution when going back into the map after you leveled up your basecamp through purchasing upgrades. Later down the road, you will probably get to experience it on-the-fly.
Upgrades
• The upgrade ‘Lottery Ticket’ level 2 now grants a chance to find 2 powercells in Max’ Chests



• ‘Safety Helmet’ now grants Armor instead of Health
Developers' Note: ‘Yoyo design’, remember?


• Added several new enemies: Firepawn, Ghostpawn, Hatfly, Larvabug, Goliath Larvabug, Firepod and Elitepawn (4 variations)
• Added a new boss in the random pool of Act 1 bosses
• Updated the size of several different enemies
Developers' Note: Shouldn’t change much from a gameplay perspective aside from being just a tiny bit easier to shoot at. This change was mainly a subsequent change of the player-character height change.
• Increased ‘Bullfly’ impact resistance
• Movement prediction on enemies such as the ‘Shockpod’ (and other ground area patterns) reduced to make them easier to dodge when moving at full speed
• The ‘Shotgun’ pattern of Goliath enemies changed to more of a ‘Gatling’ pattern to reduce the number of projectiles being spawned at once (therefore reducing the performance overload)
Developers' Note: We therefore reworked the pattern a bit and it should even be a little more interesting to play around (in terms of movement skills).
Elite Enemies
• Elite enemies are different variations of the new enemy ‘Elitepawn’
• Based on your current difficulty level, a certain number of elite enemies will spawn in each level (starting from the very beginning)
• Elite enemies won’t appear on Standard difficulty and below
Developers' Note: View the patch highlights for more details.
Bosses
Dr. Turret
• Laser speed rotation has been decreased
• Fire area damage reduced but now deals burn damage (I mean… like walking into a literal burning area would)
• Replaced its mortar attack by an homing missile attack
Judgeball
• Mine hitbox detection, explosion and visual effects aligned to better reflect their actual danger zone
• Removed the shockwave from the artillery pattern
• Laser bars and laser blasts from the artillery pattern have more spread (leaving more room to move left and right)
• Reduced charge speed acceleration
• Increased preshoot timings for most attacks
Uncle Jim
• The duration of its head-helmet protection has been reduced
• Missile attack preshoot time decreased from 1.5s to 1s



• Removed the hidden upgrade in ‘Oasis’
• Fully reworked ‘Haven-City’ and ‘Haven-City’ corrupted visuals
• Removed the dead-end containing enemies in ‘Haven-City’
• Added easier access to ‘Haven-City’ heights
• Added new railings in ‘Haven-City’ heights
Developers' Note: These 3 previous changes should make backtracking in ‘Haven-City’ less frequent and the entire level faster to travel therefore reducing the amount of time spent in ‘Haven-City’ overall.
• Reworked the corruption visuals (you know, these purplish thingy things)
• Reworked the enemy line-up of all levels (following the introduction of new enemies)
• Added 2 Goliath enemies in ‘Haven-City Corrupted’ (you don’t have to take them down to unlock the door to the boss)
• Added 1 Goliath enemy in ‘Quarry’
• Added 2 Goliath enemies in ‘Fields’
• Added ‘Larvabug’ as an enemy in ‘Oasis’ (it’s a huge enemy, but less threatening than usual Goliaths)
• Reduced the frequency of Flashflies encounter in ‘Ruins’
• Reduced the frequency of Leashbots encounter in ‘Fields’
• Reduced the enemy density in ‘Fields’ battle room
• Added new challenge rooms everywhere



• Max no longer talks through the dialogue bubble in the top-right corner (except in the tutorial level)
• Max now talks using a 3D bubble above its head when you meet her in the different levels, approaching her will pop-up the bubble and allow you to read it
• Updated all Max dialogues
Developers' Note: This is just the very first step of the integration of a more ‘final’ experience for the story elements. Do not be surprised if Max tells you about things you already know or have already completed as the new system is based on your game progression (and the dialogue system starts fresh: he considers you as a new player). We will be monitoring your feedback and reactions to this new system and update it accordingly.


• Entirely reworked the Class Selector interface
• Added an option to remove the white-flash damage indicator on enemies when dealing damage to them
• Added a colored frame to the text popping in when interacting with ingame shop
• Switched the colored frame to red when you don’t have enough powercells to interact with ingame shops
• Switched the stun interface from displaying arrows to displaying movement keys
• Updated the key design of the stun interface to also displays the movement direction
• Increased the size of the screen-space available when being flashed
• Added new elements and polished the end-level and end-game screen
Developers' Note: This is just the first step in improving these screens, we’re thinking of adding more elements and information including but not limited to the scores and figures of your run as well as detailed information regarding your build.


• Updated the attachment point of all enemy invulnerable bubbles (one by one, by hand, with love and passion for the task)
• Updated the tail indicator on enemy invulnerable bubble
• Updated enemy projectile, trails, muzzle flash and laser color
• Updated challenge rooms laser and projectiles color
• Updated ‘Flare Gun’ explosion and added elemental variations
• Improved ‘Bullfly’ preshot visual effects
• Added a pulsing shield visual effect to ‘Judgeball’ shielding pillars
• Reworked overheating visual effect for all weapons
• Added a Burn and Cryo variations of enemy explosions
• Updated explosion and trail visuals effects of the enemy homing projectiles
• Updated explosive barrels visuals in ‘Quarry’



Developers' Note: Audio has been ongoing several in-depth changes regarding spatialization (spatial recognition), attenuation (range recognition), concurrency (managing multiple instances of the same sound) and mix (the overall balance of volume between the different sounds of the game). While it should be healthier for the game in the long-run (both in terms of future implementation as well as future game experience), it also means that things might sound a bit different than before (and maybe a bit broken). We will be monitoring this and taking appropriate measures to fix and improve that.
• Reworked the importance of interface sounds within the global mix
• Modified interface sounds volume ducking depending on music volume
• Reworked the attenuation settings for all the different sound categories
• Reworked the concurrency settings of all sounds in the game
Developers' Note: This was particularly important for all older devices which are unable to render more than 32 sounds at once. Changing the concurrency settings will make sure to never reach that limit (and also prevent our ears from exploding if one sound would be spawned a dozen times at once).
• Added some missing explosion sounds for both players and enemies
• Added some missing enemy sounds regarding attack animations and shoots
• Added or tweaked enemy projectile impact and travel sounds
• Normalized interface sound volumes
• Reworked button hover sound (new one should sound way more pleasing)
• The level ambient sound now also plays during loading screen and end-game screen
• Added a “mega land” sound that plays when landing from a very high spot
• Added a sound for the triple-jump to make it sound different than the double-jump
• Updated destructible sounds
• Added some missing sounds on several perks, items and status effects



• Fixed an issue with the ‘Electro Punishment’ perk which made it trigger against Frozen enemies rather than Stunned ones
• Other numerous bug fixes



• Some languages still have missing localization
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
...