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.Find below the highlights of the changes you can experience in the playtest.
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.
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%
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
Developers' Note: Read the highlights for more details on these changes.• You can now press R to force your weapon to overheat
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.
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.
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.
Developers' Note: ‘Yoyo design’, remember?
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
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).
Developers' Note: View the patch highlights for more details.
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)
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.
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.
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
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
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
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
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.
Developers' Note: Each chest will have their own unique visual later down the road.• ‘Max’s Chests’ can now contain items
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.
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).
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.
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
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
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
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:
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’)
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
Developers' Note: That means you may encounter either ‘Beetle Royale’ or ‘Uncle Jim’ at the end of Act 3.
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%
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.
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
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.)
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
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
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
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
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.
Developers' Note: Each chest will have their own unique visual later down the road.• ‘Max’s Chests’ can now contain items
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.
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).
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.
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
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
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
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:
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’)
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
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
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%
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.
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
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.)
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
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
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
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