Roboquest - Yun and the Yuns
Hello Guardians.

It’s a great pleasure to finally be able to tell you that…

The version 1.0 of Roboquest is now live and available on all platforms.

Watch the release trailer:


Roboquest is available on Steam, Xbox Game Pass, PC Game Pass, Epic Game Store and GeForce Now. And cross-platform is enabled across all of those.

Roboquest is also launching here on Steam with an initial 20% discount!




But what’s coming in 1.0?

We’ve already discussed this multiple times but there we go again:
  • More levels
  • Final boss and final level
  • A new class
  • New weapons, new perks
  • Gadget rework
  • Quest / Secret / NPCs
  • Power Crystals
  • Data-Logs
  • Final Cinematics
  • Game polish overall
  • Performance update overall
  • Achievements
  • Steam Trading Cards / Badges / Emojis
  • And more
You can find the full 1.0 patch-notes here for more details (note that some new features and additions aren’t fully explained to allow you to discover them without spoilers).



Progress Reset
You will start fresh, with a fully new progress in 1.0.

This was a subject we talked about several times before already but for the sake of clarity, we will explain our choice of resetting the progress once again:
  • We’re adding achievements to the game, and we didn’t have the architecture to support those in the first place, meaning we can’t retroactively track their progress. Therefore, if we wouldn’t reset your progress, you wouldn’t be able to unlock certain achievements.
  • We’ve reworked some of the basecamp progression as well as added a new progression feature in the game. Your previous save profile can’t be ported to the new version.
  • We could have decided to give you Wrenches back but the flow of Wrenches gain has changed and the price of upgrades at the basecamp have changed. In order not to have a biased experience (and one that doesn’t fit what we cooked for so long), we decided not to.
  • Lots of the things you’ve been unlocking (mostly gadgets and classes) are now unlocked in a slightly (or completely different) manner, leaving them unlocked would be weird (or straight up malfunction for certain things). Also, we think the excitement of unlocking those in the new way is well worth the loss.
  • Finally, the overall progression flow and feel are different than before. And we really wanted to let you experience those as we consider them to be way more refined and pleasing than before.



Known Issues
Unfortunately, we just recently spotted 2 issues that went under our radar:
  • On all platforms: Unlocking Achievements while in offline mode, then reconnecting to online mode won't grant you the achievements. We are working on a fix to make offline achievements trackable and to also retro-actively validate the ones you unlocked while playing offline while this issue was present. But some of the achievements will require you to unlock them again.
  • On Microsoft platforms: Connecting to a brobot (whether through matchmaking or session ID) will take a longer time than usual. Some attempts might even time out and fail, leading to a connection error. In which case a workaround would be to retry the connection until it works (there is no need to close the game to attempt to reconnect). That specific issue will arise whenever a Microsoft user will attempt to connect to another player (regardless of that other player's platform).
Of course, we're already preparing a patch to fix those issues and we apologize for the inconvenience meanwhile.




The Future of Roboquest
But what about after the 1.0?

We will continue to update the game. We already have plans for more, but nothing solid enough to share them, yet.

We will obviously fix any potential issues and stuff like that. But alongside that, we also plan to have free content updates. To be defined what this content is going to be.

The first patch will come around January with the plan of doing a huge balance patch depending on your feedback and our data. This will be a very light patch in terms of additional content but we intend to share some kind of roadmap with you at that time.

There are also a few things you guys have been asking during EA but that we didn’t manage to add to the game yet, like “Save during run” and that’s something we’ll be looking into (probably not for January though).

And we could be stopping the announcement here… but after so much time working on Roboquest, we felt like there were other things we wanted to discuss.




The Journey

Nine years ago, we were a few students and a teacher with a dream.

Three years ago, we were releasing our game in Early Access.

A few months ago, we were 20-ish people aiming to press “publish” for our first game.

This was a crazy, wild and long run. Roboquest has been through so many different things over the past years when we first started it in 2015. Lots of people might think “8 years to release a game?!”. But the Roboquest from back then wasn’t the one you’re playing now. It was vastly different, and wasn’t up to the standard we set to ourselves in the beginning.

We were learning Unreal Engine, we were learning programming, art and every other thing tied to game development and project management like producing, marketing etc. And we restarted the game several times from scratch to reach the version we’re releasing today.

We’re so glad to finally hit the finish line. Or at least our first great finish line.




The Guardians

And all of this wouldn’t have been possible without you, early Guardians.

You’ve been supportive of us from the get go and alongside the entire journey.

Every single message, encouragement, feedback and little bit of your time you gave us was inspirational, motivational and helped us carry on forward.

You can’t imagine how much a single message helps. Let it be all of your messages.

We poured our souls into Roboquest, as a game but also as a life project. It wasn’t easy, it was never a given. We had to adapt to every situation, we had to make sacrifices, we had to learn basically everything. There were a few critical moments, but to be fair there were even more beautiful moments. We saw Roboquest clicking with us as a gaming experience, then we saw it click with you guys. We’ve seen the reviews you’ve left us, we’ve seen the result of our work. And it was amazing, it was a blast, it was probably one, if not the best experience of our life for many of us here at RyseUp Studios.

The words “thank you” are the ones we should use, but they really don’t encompass how grateful we are that you’ve been following and supporting us for so long. Yet, we only have those.

So thank you, thank you all, and thanks again. We can only hope the 1.0 version of Roboquest will be up to your standards and will provide the gaming experience we were envisioning so long ago and refined along the way with you.




Community Translators
Among the early guardians, there were also people who devoted their time and expertise to translating the game in other languages. Spending lots of time coping up with our mistakes and helping us refine the texts of the game (which, let's say, could sometimes be all over the place). Their support never wavered, they were responsive, understanding and above all professionals. Some of them are still with us now, and they delivered the localization of the 1.0 texts in a much more professional way than any outsourcing localization agency we’ve been working with. And probably with more passion poured into their work than any non-related partner might. We hope it will show.

Some of them even brought the game to Reddit, to Wikis or to their home country by translating every bit of news and devblogs we were publishing. Helping bring Roboquest to even more people.

To those people, we can say that we almost felt like you were part of our team. We tried to always think of you this way so that we act accordingly to facilitate your work and put you in a situation where you’re comfortable. If you’re reading those lines, we hope that you feel as proud as we are to have worked on Roboquest. You can be, you must be. Thank you too, or thank you much.

So, this release is both the end of a journey and the beginning of a new one. And we expect the new one to be as exciting as the finishing one, if not more!

There wouldn’t be a better way to end this announcement but to wish you all, the best of 1.0 robot-smashing time!

See you soon Guardians, and stay tuned!




Store Links
Steam https://store.steampowered.com/app/692890/Roboquest/
Xbox Game Pass - https://www.xbox.com/en-US/games/store/roboquest/9p47s7njgwzl

Epic Game Store - https://store.epicgames.com/en-US/p/roboquest-9ad17a

Social Links
X (Twitter) - https://twitter.com/RoboquestGame

TikTok - https://www.tiktok.com/@roboquestgame

Join the community on Discord - discord.gg/Roboquest
Roboquest - Yun and the Yuns
Find the Roboquest 1.0 launch announcement here.

Find below the detailed patch-notes of the 1.0 Roboquest update.




Localization

These languages are available in the 1.0 update:
• English
• Simplified Chinese
• Traditional Chinese
• Russian
• Korean
• Japanese
• Portuguese Brazilian
• Spanish
• Hungarian
• Bulgarian
• German
• Italian
• French




Known Issues in 1.0

Unfortunately, we just recently spotted 2 issues that went under our radar:
  • On all platforms: Unlocking Achievements while in offline mode, then reconnecting to online mode won't grant you the achievements. We are working on a fix to make offline achievements trackable and to also retro-actively validate the ones you unlocked while playing offline while this issue was present. But some of the achievements will require you to unlock them again.
  • On Microsoft platforms: Connecting to a brobot (whether through matchmaking or session ID) will take a longer time than usual. Some attempts might even time out and fail, leading to a connection error. In which case a workaround would be to retry the connection until it works (there is no need to close the game to attempt to reconnect). That specific issue will arise whenever a Microsoft user will attempt to connect to another player (regardless of that other player's platform).
Of course, we're already preparing a patch to fix those issues and we apologize for the inconvenience meanwhile.




Gameplay

• Speculative Fix: Mouse inputs should no longer fail to register (leading to not shooting your weapon).
Developers' Notes: We've been on the hunt for this bug since a while now. If you were experiencing this issue before, please make sure to set your display settings to “Fullscreen” prior to testing our implemented fix (as this issue could have two sources: not being in fullscreen or another source relative to your Windows resolution). Our fix should have fixed the “window resolution” issue).
• Added Achievements to the game
New system: Power Crystals!
• A new feature has been added to the game: Power Crystals
New Feature: Quests!
• You can encounter various friendly robots in the game
• Each of this robot has a specific quest for you
• Finding and bringing specific items or performing specific actions is usually required to complete a quest
• Quests unlock various gameplay elements (from level keys to gadgets and others)
New Feature: Museum!
• Max’ Museum is a new structure in the basecamp
• You can consult everything you’ve encountered in Roboquest in the Museum
• You can consult your run history, watch cinematics, have a world overview or track your stats
• You can view every single enemy and weapons, only once you’ve unlocked their specific card
• Each enemy has a chance to drop its card when taken down
• Each weapon needs a specific amount of damage dealt to unlock its card
General
• Added Achievements to the game
• Reduced Wrench gain per level completed
• Enemies now drop Wrenches to compensate
• Enemies now drop weapons by default
• We removed the “Metal Detector” gadget as a result
Difficulty
• Renamed “Heroes” difficulties to “Guardian”
• Removed “Heroes+6” difficulty
• Renamed “Heroes+1” to “Hard”
• “Heroes+2” to “Heroes+5” difficulties are now called “Guardian I” to “Guardian IV”
• “Guardian IV” is the new final difficulty level
• Increased the difficulty amplitude between two difficulty levels
• Higher difficulty levels now also replaces some basic enemies by harder ones
• Updated the difficulty selector interface
• Increased the difficulty scaling in multiplayer
• Enemy damage reduced in Discovery difficulty from -40% to -50%
• Enemy damage reduced in Easy difficulty from -20% to -25%
• Reduced multiplayer health scaling for all enemies by approximately 10%
Player
• Jump height now scales with movement speed (faster the movement, higher the jump)
Developers' Notes: For a long time buffing your movement speed was only increasing the horizontal distance you would cover with a jump. We tried out a few things internally recently and realized it would feel way better to also grant a little bit of vertical boost to your jumps once you start stacking movement speed bonuses. We hope you’ll like this change as much as we did.
• Increased health restored by the Heal-Bot
• Modified the base inputs for "Open Perk Selector", "Drop Weapon" and "Ping" (this should prevent players that didn't modify those inputs to accidentally drop their weapon)
Gamepad
• Improved gamepad aiming system
• Added a new gamepad option for aim-assist
• Removed some obsolete gamepad options
• Added anchors for gamepad assist for several enemies that were missing one or one that was inconvenient
• The user interface is now fully compatible with the gamepad
Multiplayer
• Added a “difficulty selector” to the matchmaking
• Updated the multiplayer interface in the basecamp
Tutorial
• Fully updated the tutorial to contain the most important (yet basic) game mechanics (such as the Powerslide)
• Added new tutorial panels when returning to the basecamp after unlocking new game mechanics (such as the Power Crystals or the Sunglasses)
• Added a new “difficulty recommendation” system to help you select your starting difficulty
• Max is now fully animated during the tutorial




Classes

• A new class has been added to the game: the Elementalist
• We won’t spoil anything more, you’ll have to unlock it in the game to find out
• Reduced the requirements to unlock the Engineer from reaching basecamp level 4 to level 3
• Reduced the requirement to unlock the Commando from taking down 1,000 robots to 750
• Increases the requirement to unlock the Recon from taking down any boss in Act 1 to Act 2
Developers' Notes: This should ensure a different unlock order for classes, based more on difficulty to play and flair than our previous arbitrary order.
• Updated perks for most classes
• Added new perks to all classes
• You can now preview any perks you’ve already picked in a run directly in the class selector
• Fixed an issue with the Recon dash in multiplayer which was very slow when playing as the client
• Removed the automatic gather range for the Ranger's Javelin
Developers' Notes: It sometimes led to players missing their shot against very far away enemies because the Javelin was being automatically picked up due to the range limit before it actually hit the targeted enemies.
Balance Changes
Guardian
Bash
• Damage increased from 50.0 to 55.0

Recon
Blink
• Cooldown increased from 7.0 to 8.0

Engineer
Blaster
• Damage increased from 50.0 to 55.0
• Impact force decreased from 66.0 to 65.0
• Explosion radius increased from 1.6m to 1.8m
Drones
• Slightly reduced their impact force

Commando
Rocket
• Damage increased from 80.0 to 90.0
• Impact force increased from 100.0 to 120.0
• Explosion radius increased from 2.0m to 2.1m
• Cooldown decreased from 9.0 to 8.0
Shorty
• Damage increased from 12.0 to 13.0

Ranger
Javelin
• Damage increased from 70.0 to 75.0




Weapons

General
• 6 new weapons have been added to the game
• Dual Rascals
• Gorilla Bolter
• Kaboom Grenade
• Dual LMG
• The Shovel
• Dual Boomsticks
• We modified or updated all weapon names to have more flair to them
• Updated the gunfeel of several weapons
• Tweaked the balance of some weapon affixes
• Tweaked the balance of some weapon alt-fires
• The Handgun, Buddybot and The Shovel are always of the “Common” rarity (but there’s a new way to get them to a fantastic state)
• Weapons found in the Starter Pack can no longer be Fantastic
Developers' Notes: This will make sure players are not incentivized to restart the run until they get a Fantastic weapon to start their run with.
• Reduced the cost to upgrade weapons at Smithing Joe
• Increased the range gained by weapon level from 10% to 12.5%
Developers' Notes: The more you progress in the different levels of the game, the bigger areas become and we felt like weapons were out of range a tad too often. A simple 2.5% boost per level fixed that issue.
Energy Weapons
• When a gameplay description refers to “Reloading” it now applies to both the action of Reloading and Cooling a weapon
• The duration needed to cool energy weapons now depends on the current amount of energy consumption
Developers' Notes: This was a change we made following your feedback and our analysis of the cooling mechanic we modified in the last update.
• Added two cooling scalable animations for energy weapons based on your current energy consumption
Balance Changes
Raptor SMG
• The Assault SMG has been renamed Raptor SMG
Primary Fire
• Damage increased from 9.0 to 10.0

Quasar SMG
• The Blast SMG has been renamed Quasar SMG

Junk Rifle
• The Scratch Rifle has been renamed Junk Rifle
Primary Fire
• Damage increased from 10.0 to 13.0
• Firerate decreased from 11.11/s to 9.09/s

Windmill Rifle
Primary Fire
• Damage increased from 13.0 to 15.0
• Firerate increased from 6.66/s to 7.14/s

Cosmo Gun
• The Blastgun has been renamed Cosmo Gun
Primary Fire
• Energy cost decreased from 5.0 to 4.5

Rhino LMG
• The Light Machine Gun has been renamed Rhino LMG
Primary Fire
• Damage increased from 14.0 to 15.0

Bull Shotgun
• The Pumping Shotgun has been renamed Bull Shotgun
Primary Fire
• Impact force increased from 14.0 to 16.0
• Firerate decreased from 1.66/s to 1.58/s

Blunderbuzz
• The Blunderbuss has been renamed Blunderbuzz

Power Fists
• The Power Gloves has been renamed Power Fists
Primary Fire
• Recoil pattern has been updated
• Modified the behavior of the weapon and its stats

Shredder
• The Chainsaw has been renamed Shredder
Primary Fire
• Damage increased from 18.0 to 20.0

Tomahawk
• The Throwing Axe has been renamed Tomahawk
Primary Fire
• Damage decreased from 68.0 to 66.0
• Impact force decreased from 68.0 to 64.0
• Firerate increased from 1.61/s to 2.0/s

Dual Sawed-Offs
• The Sawed-Offs has been renamed Dual Sawed-Offs

Thumper
Primary Fire
• Damage increased from 55.0 to 56.0
• Explosion radius increased from 1.2m to 2.1m

Mine Launcher
• The Mine Gun has been renamed Mine Launcher

Elephant Gun
• The Torpedo Gun has been renamed Elephant Gun
Primary Fire
• Damage increased from 11.0 to 12.0

Dragoon Mortar
• The Mortar has been renamed Dragoon Mortar

Torpedo Rifle
• The Missile Gatling has been renamed Torpedo Rifle
Primary Fire
• Damage decreased from 24.0 to 20.0
• Impact force decreased from 26.0 to 19.0
• Firerate decreased from 1.81/s to 1.66/s

Comet Cannon
• The Graviton Launcher has been renamed Comet Cannon
Primary Fire
• Damage decreased from 52.0 to 50.0
• Firerate decreased from 2.5/s to 2.22/s
• Explosion radius increased from 1.2m to 1.6m
• Energy cost decreased from 10.0 to 8.0

Hornet Bow
• The Longbow has been renamed Hornet Bow

Dart Spitter
• The Rifle Crossbow has been renamed Dart Spitter
Primary Fire
• Damage increased from 17.0 to 20.0
• Critical ratio decreased from 2.0 to 1.5

Bandito Gun
• The Revolver has been renamed Bandito Gun
Primary Fire
• Damage increased from 46.0 to 52.0
• Added “Bullseye” as a base affix, increasing consecutive critical hits damage
• Critical ratio decreased from 2.0 to 1.75 as a result

Dual Stingers
• The Dual Crossbows has been renamed Dual Stingers
Primary Fire
• Damage increased from 36.0 to 42.0
• Impact force increased from 36.0 to 42.0

Kunai
• Ammo in clip decreased from 8 to 6
• The Throwing Knife has been renamed Kunai
Primary Fire
• Damage increased from 28.0 to 30.0
• Critical ratio increased from 3.5 to 3.75

Sheriff's Carbine
Primary Fire
• Damage increased from 55.0 to 56.0

Scout Sniper
Primary Fire
• Damage increased from 54.0 to 60.0

Junk Arquebus
• The Arquebus has been renamed Junk Arquebus

Igniter Gun
• The Fire Gun has been renamed Igniter Gun

Beluga Cannon
• The Ice Cannon has been renamed Beluga Cannon
Primary Fire
• Damage decreased from 52.0 to 50.0

Arctic Rifle
• The Cryo Launcher has been renamed Arctic Rifle
Primary Fire
• Firerate increased from 5.0/s to 5.55/s

Tesla Rifle
• The Shock Rifle has been renamed Tesla Rifle
Primary Fire
• Damage decreased from 9.0 to 8.0

Voltaic Cannon
• The Shock Cannon has been renamed Voltaic Cannon
Primary Fire
• Range increased from 9.0 to 12.0

Splasher Rifle
• The Bubble Splasher has been renamed Splasher Rifle
Primary Fire
• Overall behavior has been modified, now shoots three projectiles every few shots

Volcano Rifle
• The Fire Launcher has been renamed Volcano Rifle

Junk Beam
Primary Fire
• Damage decreased from 19.0 to 18.0

Hurricane Rifle
• The Blast Rifle has been renamed Hurricane Rifle

Valkyrie Rifle
• The Assault Rifle has been renamed Valkyrie Rifle
Primary Fire
• Damage increased from 10.0 to 11.0

Dual Vipers
• The Dual Guns has been renamed Dual Vipers
Primary Fire
• Recoil pattern has been updated
• Is no longer a burst-mode, stats have been modified accordingly

Vulture Rifle
• The Militia Rifle has been renamed Vulture Rifle
Primary Fire
• Damage increased from 13.0 to 18.0
• Impact force increased from 12.0 to 16.0
• Firerate decreased from 2.27/s to 2.08/s
• Burst firerate decreased from 25.0/s to 20.0/s

Typhoon Minigun
• The Blast Minigun has been renamed Typhoon Minigun
Primary Fire
• Damage increased from 9.0 to 10.0
• Firerate decreased from 14.28/s to 12.5/s
• Energy cost increased from 1.2 to 1.4

Mammoth Minigun
• The Minigun has been renamed Mammoth Minigun

Ram Shotgun
• The Assault Shotgun has been renamed Ram Shotgun
Primary Fire
• Damage increased from 7.0 to 9.0
• Firerate decreased from 3.44/s to 2.94/s

Behemoth Shotgun
• The Triple Shotgun has been renamed Behemoth Shotgun

Orbital Shotgun
• The Blast Shotgun has been renamed Orbital Shotgun
Primary Fire
• Damage increased from 11.0 to 12.0
• Impact force increased from 10.0 to 12.0

Sulfator Shotgun
Primary Fire
• Damage increased from 7.0 to 10.0
• Impact force increased from 11.0 to 12.0

Patator
• The Barrel Cannon has been renamed Patator

Buffalo Cannon
• Ammo in clip decreased from 8 to 4
• The Rocket Launcher has been renamed Buffalo Cannon
Primary Fire
• Damage increased from 70.0 to 96.0
• Impact force increased from 90.0 to 100.0
• Firerate decreased from 1.53/s to 1.25/s
• Projectile speed increased from 5000 to 8000

Flak Cannon
Primary Fire
• Damage increased from 18.0 to 19.0
• Impact force increased from 18.0 to 19.0
Alternate Fire
• Damage increased from 72.0 to 76.0

Pulsar Rifle
• The Pulse Blaster has been renamed Pulsar Rifle

Shark Sniper
• The Elite Sniper has been renamed Shark Sniper
Primary Fire
• Damage increased from 86.0 to 96.0
• Critical ratio decreased from 2.25 to 2.0

Ionic Sniper
• The Blast Sniper has been renamed Ionic Sniper

Lynx Rifle
• The Long Rifle has been renamed Lynx Rifle
Primary Fire
• Damage increased from 40.0 to 46.0
• Impact force increased from 36.0 to 46.0

Cobra .50
• The Assault Pistol has been renamed Cobra .50
Primary Fire
• Damage increased from 46.0 to 48.0
• Impact force increased from 50.0 to 54.0

Dual Hellions
• The Dual Blast Guns has been renamed Dual Hellions

Mantis Crossbow
• The Elite Crossbow has been renamed Mantis Crossbow

Ionic Palms
• The Blast Palms has been renamed Ionic Palms

Cyclone Rifle
• The Cyclone has been renamed Cyclone Rifle

Meteor Cannon
• The Ball Cannon has been renamed Meteor Cannon
Primary Fire
• Damage decreased from 115.0 to 105.0
• Charge duration increased from 0.35 to 0.4
• Firerate increased from 1.33/s to 2.0/s
• Projectile speed decreased from 12000 to 9000
• Energy cost decreased from 30.0 to 26.0

Kangaroo Sentry
• The Assault Sentry has been renamed Kangaroo Sentry
Alternate Fire
• Deployed sentries now walk by default (it is no longer an affix)

Razor Launcher
• The Laser Saw has been renamed Razor Launcher
Primary Fire
• Damage decreased from 16.0 to 14.0
• Impact force decreased from 16.0 to 14.0

Sonic Crossbow
• The Blast Arbalest has been renamed Sonic Crossbow
Primary Fire
• Damage decreased from 48.0 to 44.0
• Impact force decreased from 46.0 to 38.0
• Range decreased from 16.0 to 12.0




Gadgets

• You can now stack any number of gadgets
• Added a “gadget rack” structure in the basecamp to view and toggle gadgets
• Gadgets are now unlocked through in-game quests
• Added a few new gadgets
• Updated and/or created icons for all gadgets
• Jetpack now automatically triggers if you keep holding your jump button, regardless of your amount of jumps remaining
• Jetpack regen. duration increased from 2.5s to 5s
Developers' Notes: The Jetpack is a pretty powerful tool but we didn't want to nerf its feeling or movement capacity so we tried to focus on nerfing how much you can use instead of how it feels.
• You can no longer use your jetpack while being propelled by a yellow jumpad




Items

• Updated and/or created icons for all items
• Added over 20 new items to the game
• Deleted or reworked several obsolete or less-fun items
• Items are now slotted in four categories: Common, Uncommon, Fantastic and Corrupted items
• Each rarity has a different cost when purchased from Bazaar Bob
• Bonus/Debuffs are now mostly specific to Corrupted-tier items
• You can find items of different rarities at specific locations in the game




Basecamp

• Renamed several different interactable structures in the basecamp
• Updated/Finished the visuals of the different basecamp evolutions
• Added minimap icons to the different basecamp structures
• Added, removed or updated several basecamp upgrades
• Updated Wrench costs to craft basecamp upgrades




Enemies

• Enemy elemental resistance no longer reduces damage taken from a given elemental, instead it immunes the enemy to that elemental
• Added over 15 new common enemies
• Added 1 new goliath enemy
• Added 3 new elite enemies
• Removed or updated some common enemies
• Updated health and damage scaling per level and act
• Updated health and damage scaling per difficulty
• Updated the attack patterns and behavior of several enemies
• All enemies now have a unique name
• Stim Flies can no longer buff elite enemies
• Workers are now slower in lower difficulty levels
• Hitting an invulnerable enemy with an on-hit drop effet (like dropping scrap on hit) no longer triggers the effect
Boss
• Added the final boss
• Added an hidden boss and a few special encounters
• Updated some of the regular bosses’ patterns
• Diggy Mole will always be the first boss you encounter in Act 1 and then rotate randomly with the other bosses
• Dropping Healing-Cells from melee hits on Bosses now has a cooldown
• Increased boss resistance against Stun and Freeze by 33% (they are longer to stun or freeze)
• Reduced Diggy Mole base health from 3400 to 3300
• Increased Judgeball base health from 4400 to 4800
• Reduced El Mostiko base health from 4600 to 4300
Developers’ Notes: This should just align their overall time-to-kill and not impact too much the difficulty of the fight itself.
• Increases Dr. Turret overall damage by 15%
• El Mostiko's eggs are now automatically destroyed when Moskito is taken down




Story

• Completely overhauled all the game cinematics with a complete new style
• Added audio to all cinematics
• All cinematics are now localized to your language (if available)
• Added the final cinematic of the game
• All data-logs now contain a short text telling a bit of story regarding the world of Roboquest
• Added missing data-logs
• Updated Max’s visuals (3D models and animations)




Levels

• Some secret and locked doors are now considered unlocked persistently for both brobots if one of them opens it
• Added 6 new and special levels
• Improved collision for a better navigation in all levels
• Visually updated several levels
• Fixed lots of out-of-bounds and other level issues
• Updated the layout of several levels
• Updated the time constraints to get S and A rank in several levels
• All previously “Work-in-Progress” doors now lead somewhere
• Modified Haven City layout to contain less useless dead-ends and be more friendly to navigate overall
• Added several hidden or secret areas
• Updated the enemy roster of most levels
• Modified which track is played in several levels
• Adjusted time ranks for several levels




Interface

• Added a mention "New!" when facing a perk choice you haven't chosen before or an item you never equipped
• Updated the main menu visuals
• Added a (very light) screen flash when gathering pick-ups
• Updated and added new game tips
• Updated the visuals for the Cryo and Shock gauge of enemies and bosses




Visual Effects

• Many enemies have received a VFX updated for their attacks
• Added many elemental variations for both enemy and player attacks
• Updated many player VFXs
• Replaced all placeholder VFXs
• Added new VFXs for many elements that just didn’t have one
• Updated and added environmental VFXs




Audio

• Added a unique Noisecream track for all new levels
• The soundtrack available on Steam is updated with all the new tracks (including those from the trailer)
• Changed the track used for some of the older levels
• Updated some of the weapon SFXs
• Updated many other SFXs in general
• Added many missing SFXs
• Added SFXs for environmental elements




Optimization

• Optimized several aspects of the multiplayer
• Optimized LODs and draw calls for almost every environment meshes
• Optimized vegetation rendering and LODs
• Optimized shaders and textures




Bug Fixes

• You are no longer locked in a permanent state of not being able to use your ability if your brobot ends the current level while you were in a challenge room
• 'No Limit' FPS will properly uncap FPS and not set them at 200 max
• You can no longer gain health by leveling up while being dead
• Fixed an issue freezing the game when alt-tabbing back to it in Fullscreen
• The game properly stays paused after sending a feedback
• Opening a menu in multiplayer while being hacked no longer leaves the hackbar permanently on your screen
• Fixed a crash occurring with Energy weapons having a ricochet affix
• Alt-tabbing out and back to the game during a cinematic will properly resume the sound
• Fixed an issue soft-locking you in the tutorial
• Fixed an issue locking you in the loading screen in multiplayer if your brobot would disconnect during the loading screen




Play Roboquest 1.0 now!

https://store.steampowered.com/app/692890/Roboquest/
Roboquest - Yun and the Yuns
Hey Guardians.

Roboquest will have 76 achievements on launch.

We just released all of them on Steam and they are viewable by anybody.

You can NOT unlock the achievements yet, they will only be achievable when the game releases.

We actually needed to try the Steam achievement addition and unlock process so we took this opportunity to publicly announce their upload.

For those of you who will actually browse through them, enjoy!

For the others, I understand, I wouldn't spoil myself either, so I wish you a happy robot questing instead.

PS: If you're wondering who are the players who already unlocked certain achievements, that would be us! :)
Roboquest - Yun and the Yuns
Hello Guardians!

The release is near and we wanted to take this opportunity to do something a little bit different than what we usually do.

This Friday, the 27th of October, at 4pm GMT+1, we will be hosting an AMA on Reddit.
(Link to the Reddit thread)

We'll be going over the questions you posted there between now and Friday and we'll also be answering questions you post during the AMA.

The AMA will start at 4pm and we'll probably stay for one hour, or more if you have lots of questions.

Who will attend? Well, I'll be there to see how things are going and Aime (Creative/Artistic Director) and Renaud (Game Director) will hop on board to answer your questions.

Questions can be anything, ranging from our development process, food or pets to the launch itself or even post-launch. We reserve ourselves the right to remain vague on certain subjects, but we'll try our best to avoid that and answer everything as well as we can.

If you're interested in Roboquest, RyseUp or game development in general, don't hesitate to go directly on the thread and drop your question(s). You may also join us directly on on Friday to see us answer the questions live.

We won't be streaming anything, we'll just lurking on the Reddit, watching and answering your posts :)

We hope you're interested in the AMA and we hope you have questions for us.

In the meantime and as usual, we wish you the best robo-smashing experience.

(Link to the Reddit thread)



Discord - https://discord.gg/roboquest

Website - http://www.roboquest.com/

Twitter - https://twitter.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 - Yun and the Yuns
Hey guardians!

Roboquest will officially launch on the 7th of November 2023!

As a reminder, the full 1.0.0 version will include:
  • More levels
  • Final boss and final level
  • A new class
  • New weapons, new perks
  • Gadget rework
  • Quest / Secret / NPCs
  • Power Crystals
  • Data-Logs
  • Final Cinematics
  • Game polish overall
  • Performance update overall
  • And more
We discussed those points in a previous devblog, read here: https://store.steampowered.com/news/app/692890/view/3685672640030867056

In addition and for those who are playing via the Microsoft store (or the Gamepass), the Multiplayer issues will be solved.

But, this is only the beginning for Roboquest. We will keep updating the game.
Here are a few things we’re thinking about right now:
  • Implement some kind of “late game”, basically things to do after you finished the game.
  • Add more content in the game (more classes, perks, weapons etc.)
  • Implement some kind of “Wrench sink” - the ability to spend your Wrenches once you already unlocked all of the basecamp
Right now, we do not have more details to discuss regarding this since we’re fully focused on the release itself. But these are the things we started brainstorming about.

Let’s touch a few words on some of the issues or requests you’ve been reporting and asking about.
  • Mouse Input Issues: We implemented a speculative fix for that, we received good reports so far but we’ll continue to monitor the issue.
  • In-run Save System: We’re still unsure if we’ll manage to get this done but we’ll look into it after the 1.0.
  • Multiplayer Issues: We currently have several issues with multiplayer sessions and IDs (aside from the Microsoft issue) and we think the overall stability should be much better when the 1.0 releases.
Also, a reminder: Roboquest will be on sale on launch.

And that's it :D

Happy robot bashing guardians, and stay tuned, you might hear from us before the 7th!
Roboquest - Yun and the Yuns
The playtest phase has ended and the playtest branch is no longer available!

Hey Guardians!

We’re here to keep you in touch about our progress and discuss a few things regarding price increase, price adjustments and the playtest.

Preparing for 1.0 Launch
We’re nearly at the finish line with Roboquest. We still need to fix things on the latest build following your feedback and our data. And we also have plenty of things to do for everything around it, may it be trailers, reaching out to press and influencers and everything you might imagine to make a successful launch.

We can’t announce the release date yet but it’s starting to shape up.

Thanks to the playtesters, we’ve gathered a lot of feedback and fixed many issues. And most of the feedback has been positive. We can only hope that you will all enjoy the full release as much as our playtesters! Or even more yet, since it should be more stable and balanced (hopefully?!).

In any case we’re nearing the end, and what a journey it has been. But let’s stop here because those words are probably for another day. Like when we actually release the game. And we have other things to discuss today.

We wanted to give you guys a heads-up before we make some changes, so here's what's coming up:

Playtest Closing
We'll be closing the Playtest Monday the 2nd of October.

This weekend marks your last opportunity to experience the 1.0.0 version of Roboquest before its official launch.

If you haven't had a chance to dive into the playtest yet, or if you encountered any pesky bugs and crashes that prevented you from playing, or even if you just want more Robo-action, this weekend is your chance.

We’re still in need of your feedback, and your support has already been a game-changer for us so far.

Roboquest Price Increase
+ Regional Price Adjustment
Starting from October 2nd, the price of Roboquest will be going up from $19.99 to $24.99.

As you may recall we mentioned the price increase for launch, and we're making that move a tad earlier. And just to clarify, if you already own the game, this change won't affect you at all.

We need to make this change early so that we're able to run a launch discount following Steam's pricing rules - and running a launch discount can be super important for a successful and very visible launch. We hope you don't mind that we're making that change earlier than expected.

As part of the price update we are re-visiting our regional pricing. We realize that last time we did this it was... confusing (some would say controversial, and we would probably agree). So we're going to try again and hopefully find a better balance.

How exactly will prices be affected? Well, most prices will increase in line with the $19.99 -> $24.99 update but some local prices will actually decrease.

We want to be fully transparent in case you're planning on buying Roboquest soon, so below we are posting the full list of prices that will come into effect on Monday:
(note that the game will be on sale when it officially launches)
  • Canada 34.99 CAD
  • Australia 39.99 AUD
  • United Kingdom 19.99 GBP
  • EU 24.99 EUR
  • United States 24.99 USD
  • Poland 109.99 PLN
  • Hong Kong 199.99 HKD
  • New Zealand 44.49 NZD
  • Norway 279.99 NOK
  • United Arab Emirates 89.99 AED
  • Switzerland 24.99 CHF
  • Israel 99.99 ILS
  • South Korea 30,000 KRW
  • Japan 3,339.99 JPY
  • Singapore 29.99 SGD
  • Taiwan 719.00 TWD
  • South Africa 349.99 ZAR
  • Kuwait 5.79 KWD
  • Qatar 64.99 QAR
  • Saudi Arabia 64.99 SAR
  • Argentina 4,999.00 ARS
  • Uruguay 499.00 UYU
  • Costa Rica 6,999.00 CRC
  • Colombia 53,399.00 COP
  • Brazil 64.99 BRL
  • Chile 11,899.00 CLP
  • Peru 49.99 PEN
  • Mexico 229.99 MXN
  • China 78.99 CNY
  • Turkey 289.99 TRY
  • Kazakhstan 4,999.00 KZT
  • Ukraine 389.99 UAH
  • CIS 9.99 USD
  • Russia 1,019.00 RUB
  • India 879.99 INR
  • Philippines 599.99 PHP
  • Malaysia 49.99 MYR
  • Indonesia 159,999.00 IDR
  • Thailand 379.99 THB
  • Vietnam 257,999.00 VND
  • South Asia 9.99 USD
(reminder that those will be the updated prices for the 10/2/2023)

That’s it for today
We'll be back with more news regarding the launch.

In the meantime, we wish you the best of robot smashing.




Discord - https://discord.gg/roboquest

Website - http://www.roboquest.com/

Twitter - https://twitter.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 - Yun and the Yuns
The playtest phase has ended and the playtest branch is no longer available!

This is it Guardians!

We just entered the technical playtest phase for our 1.0.0 launch!

And we're now looking for your help. We'd love it if you could jump aboard and give us feedback on bugs, balance and other issues that might arise so we can fix as much as possible before the final release.

We plan for the playtest to continue for a couple of weeks before we close it in order to fully focus on fixes, improvements and final polish.

The previous playtest branch has been closed and we opened up a new one.

The new playtest branch is under NDA protection and we will request you to sign it before accessing the playtest (basically, no video or content should be recorded from this playtest).

If you want to access the playtest version, please head over to our Discord server and follow the instructions there!



Discord - https://discord.gg/roboquest

Website - http://www.roboquest.com/

Twitter - https://twitter.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!).

The playtest phase has ended and the playtest branch is no longer available!
Roboquest - Elliot Yun
Howdy everyone!

We have news regarding Roboquest and we’re here to tell you all about it.
We will also take this opportunity to give you more details about what’s going on right now in terms of development.

If you have been following us on our Discord, you might already have heard about some of this, but we decided to sum it all up here for everyone to see as well as provide additional info.




Loading the dev report...







New brobot found!

You might have seen this on some press sites, or other places.

RyseUp has partnered up with Starbreeze to publish Roboquest!
To be more accurate, Roboquest will be published by both RyseUp Studios (that’s us!) and Starbreeze.

Rest assured that we, at RyseUp, remain the same as before. Just better and stronger now that we have people with the skills to help us through the release process and to bring Roboquest to people who might be interested in it but haven’t heard of it yet.

To quote the official Starbreeze post:
“Starbreeze Entertainment will be publisher by name and support Roboquest and RyseUp Studios with its expertise in release management, marketing, community management, live service operations, continued development, and data management and analytics.”
As you might have understood, Starbreeze will mostly help us for the marketing process but we remain in command for everything related to creativity, business model and gameplay. Our priorities remain the same: getting a good (and healthy) game out.

Only, we now have Starbreeze to help us make sure we’re as loud as we can be when the time comes to release the 1.0.0 update.

Official Starbreeze announcement:
https://www.starbreeze.com/news/starbreeze-entertainment-to-publish-roboquest-by-ryseup-studios-get-ready-to-kick-some-metal-ass/






Enough of it, I want Roboquest now!

Roboquest is set to release in Autumn 2023.
The official release date will be announced later.

Is the 1.0.0 behind that door?


In terms of development we completed most of what we had planned for the 1.0.0 and we already started localizing parts of the game and internally playtesting the game.

Though it’s not ready yet. If it were a baguette, it would start smelling good but would still need more time in the oven. You know, that moment you’re hungry and start to salivate but have to wait for the final touch.

We need to fix every issue/bug we find during our QA tests, we need to balance the game, we need to modify things here and there, we need to polish everything, we need to change a few things around, we need to experiment with that final version, we need to replace every placeholder (work-in-progress resource) that might have slipped under our radar.

But it’s cooking, we’re cooking.

We and the bugs.







But what am I waiting for exactly?

That would be a good question, what will 1.0.0 include?
We already discussed it in detail in our previous devblog (here:)
https://store.steampowered.com/news/app/692890/view/6300017307886421524
But among other things, we thought we’d remind you the “highlights” of what’s coming in the 1.0.0 of Roboquest:
  • The final level and final boss
  • One more class
  • A bunch of new levels
  • Cinematics, data-logs, NPCs and quests
  • POWER CRYSTALS!
  • Achievements and compendium
  • More weapons, enemies, perks and items
And many other changes!

If you want more details about those highlights, you can check out our previous devblog (link above).








To leak or not to leak

We’re leaking both relevant and non-relevant screenshots regarding Roboquest development on our Discord every day. It can be new, wip or just straight up goofy things.

Make sure to join our Discord if you haven’t already and are interested in following our progress.

The screenshots and images used in this announcement come directly from our devleaks!








But what after 1.0.0 ?

We didn’t even release the game yet, but some people (ourselves included) are wondering about after 1.0.0. Will we continue to work on Roboquest and to add more stuff to it?

The short answer is yes (and we touched a bit on that in our previous devblog) but we don’t have much to say about it. We’re solely focused on getting the 1.0.0 out and on making it as good as we can.

But the 1.0.0 will not mark the end of the journey for Roboquest.

Another peek at one of the new weapon







And that's it for these news guardians!

We'll see you around very soon, we're sure of it.

Roboquest - Elliot Yun
Introduction

Howdy guardians!

We’re back for another Roboquest devblog.

Before diving into it, let us repeat a few information we’ve talked about already:
• The reason there hasn’t been a game update for a long time is because we’re working on the 1.0.0 version of the game (out of Early Access)
• It is the biggest update we’ve worked on so far and we’re all hands on deck
• That’s also why we might be a bit less active on our different community platforms
• For now, the only date we can talk about for the release of the 1.0.0 is Q3 2023
• We’ve been asked several times whether there were going to be updates after the 1.0.0, the answer is likely yes, but it’s way too soon for us to talk about anything regarding this as we first need to finish what we started, and to finish it properly
• There will be more Noisecream tracks (and yes, they’ll be added to the soundtrack)

Talking of Noisecream... what could this be?


Now onto the Devblog itself, what are we going to talk about today?

Let’s talk about something that you all talked about a lot during EA: “MOAR CONTENT”.





Adding more content

We’ve already been adding more content at each update, but we still need to push it further in the 1.0.0.
In terms of content, we would say that what you experience during the EA is the “skeleton” of the gameplay loop of Roboquest. We now need to talk about the muscles we’re going to add on top of it.

So let’s discuss just that: what features we’ll be adding in the 1.0.0 that are pushing the content further.

Higher toy diversity

What we’re calling “toys” are anything you can play with. Things such as weapons, classes, perks, enemies, items etc. More toys means run variety, replayability and more playtime in order to discover, learn, play around and get tired of each single toy.

However, we need to be extra careful with certain types of toys. For example, adding too many items might distill the “good” ones among a lot of “junk” ones, negatively impacting the gameplay experience.

In any case, regardless of those “too much of it” cases (which can be handled through careful random system management), usually “more toys” means “more content” and we’re adding more of that in the 1.0.0.



Alternative in-run objectives

Right now there’s only one objective in each single run: to go the furthest possible, eventually beating the game.

While it’s simple and straightforward, there’s nothing much to pay attention to in each level, there’s not much to “unveil”, to “discover” or “to do in between”. It doesn’t get fresher each run.

But what if there was more to it? What if there were quests to complete? Paths to discover? Secrets to unveil? Things that would ask you to actually pay attention to stuff, whether that’d be environment, enemies, items or weapons. Things that would require you to plan a little bit more, to think ahead, to plan your next run for?

Well, then we feel like it would make each run more exciting and overall extend the playtime of the game. Mostly because it would give you other things to do aside from beating the game but also because you’d be incentivized to spend more time figuring things out in the game.

But discovering things for the sake of discovery isn’t that thrilling, especially in a fast-paced game. So we needed to find things you’d actually care for as Roboquest players (or Guardians shall I say) and reward with it when pursuing those “alternate objectives”.

Here’s what we came up with:

Power Crystals

The later in the game, the more powerful enemies are. So much so that they are powered by powerful and mysterious crystals.

Finding and claiming these crystals for yourself will weaken the late-game level traps and other hazards as well as populate the world with more elite enemies (netting higher rewards).

Those crystals only need to be recovered once, and then their effects will be permanent. There are several different crystals, each granting a unique basecamp upgrade and applying a different set of effects on the late-game levels and bosses.

One of the new objectives as a player is then to find and recover those crystals to facilitate the access to the late game and increase the number of rewards in each run (by increasing the number of elite enemies).

This also goes well with the player progression. The more you play, the better you become and the easier earlier levels might become. Making these levels harder by adding elites to them makes each playthrough a bit more engaging and challenging. Also, since you have more experience in the game, being granted more rewards won’t “overwhelm” you with too much information or choice to make because you’re more than capable to make those choices at that stage of the game.

Finding and claiming power-crystals will usually imply changes in rhythm, pace and play style compared to your regular gunfights.



Quests

We added a wide array of NPCs in the game. They all are friendly figures you can encounter in the different levels of the game. Most of these figures will give you a unique reward if you complete a quest for them (quests are one-time completion, meaning once completed their reward is permanent).

Rewards will usually be game elements like gadgets (most gadgets will now be unlocked through quest completion).

“Quests” can imply a wide range of objectives but we mostly limited it to “find an item and bring it back to the NPC in your next run” or “find a specific hidden place”. It is not necessarily limited to that though.

While playing, we realized it creates an interesting player behavior where you’re actually looking for a specific item or place and then, once you found it, go back to the initial place you were given the quest in (usually in another run). So you’re actually changing your run behavior to look for something specific.

We think it’s quite compelling to complete the toy collection (gadgets mainly but not limited to) by scouring through the levels. The extra “exploration” layer added is a quite fresh addition to the usual “run and gun” gameplay.

We really liked this system: not only did it gave us more things to do in the game (by incentivizing new and fresh run objectives), it also made the unlock process of game elements (like gadgets) more interesting (because more interactive: you don’t need to simply “click a button to unlock” anymore).

Finally, adding QUESTS to RoboQUEST was definitely something we felt was missing.



Secrets

As simple as it sounds, the Hidden Sanctuary in the Oasis had quite an effect on most players who discovered it. Back in the days, we also had several other secrets such as Buddy bot opening an hidden door.

Not only is it rewarding in itself to discover such areas or hidden interactions, the actual rewards contained within are often interesting in terms of gameplay and can incentivize going in a specific level just for them.

We’re bringing back those kinds of secrets.

“Secrets” in Roboquest can take various forms: hidden places, interactive elements scattered in the levels, items to carry on from a run to another (or within the same runs) and other things like this.

Some Secrets will grant unique and permanent rewards (and you won’t have to “find” or “resolve” them again). Some others will unlock the access to rewards you can gather each single run (which can have an impact on the levels you’re going for in a specific run).

We can’t really dive deeper into the details of what secrets are, at the risk of spoiling them. But we’ve concocted a wide variety of interactions that we hope you’ll be thrilled to discover by yourself (and to take advantage of during your runs).

While it may seem like it doesn’t “add more content”, we believe the additions of those secrets will actually be interesting “side run objectives”.

Alternative Levels

Tied to the quests, the secrets, the power crystals and the exploration of the levels in general comes the addition of several alternative levels.

We’re populating the game with various “corrupted” versions of the levels.

These levels will be harder, weirder, sometimes different in terms of gameplay and filled with different enemies than usual.
Accessing these levels will first require you to complete quests, find secrets or simply to explore the regular levels.

These levels will each contain a “power crystal” that you must claim for yourself.

Once a crystal is claimed, you will still be able to reach these corrupted levels and run through them (in case you’d want it for various reasons such as gaining run time, earning specific rewards or taking a specific route).

We hope that finding the way to access the corrupted levels and then completing them will be a compelling experience for you as it diversifies the way to play the game.



Various elements to unlock

Unlocking non-gameplay things for the sake of unlocking them. Things such as unlocking all achievements or filling the entirety of Max’s Museum (a collection of everything you’ve encountered in the game).

While it isn’t something that directly “adds playable content” (depending on what type of player you are), one shouldn’t undermine the importance of such “unlocking” systems.

Granting players “a list of things to do” and the possibility to show how much of the world of Roboquest you’ve explored (and challenged) is something that often greatly increases the amount of “content” to play with.

While “unlocking non-gameplay things” is a joy in itself and doesn’t grant you any reward gameplay-wise we’re still ironing out the details of these systems and imagining the potential ways to add gameplay rewards to them.





”Wrong” Content

During the Early Access of Roboquest and along the way of adding more content, we’ve come across several systems that we deemed unfit to the game. Either they didn’t fit our philosophy or they’d be detrimental to the gameplay experience for various reasons.

Among those ways, we ruled out the idea of increasing the length of each run, the idea of having to grind for numerous small stat upgrades in order to be able to compete against the enemies (in terms of raw stats) or the idea of “virtually multiplying” everything we have (from basecamp upgrades to levels).

These solutions mostly added “content” that we didn’t deem worthy of your time. We like grinding stuff, but not in Roboquest. Ultimately, our goal is to provide a very high rate of awesome / second.

After 1.0.0

If there’s one thing we’ve been discussing for a long time now it is “alternative game modes”. And two of them have caught our attention.

We’ll be discussing something here that won’t be included in the 1.0.0 but that we have our eyes on.

We very much like the idea of having things such as an endless mode and a run-of-the-week system.

While both modes seem to be straightforward in terms of design, there are still some design decisions to make and some technical difficulties to face. We can’t just say “let’s add them” and be done with it.

“Run-of-the-week” would simply be a fixed run that every player can try to finish once a week. That would require implementing things such as leaderboards, data synchronization between players (and platforms) as well as a few other details.

Another mode we’re thinking about would be “Endless Mode”. We have a specific implementation in mind for such a mode, which is a bit different than just saying “loop again with a higher difficulty once you complete a run”. We won’t dive into too much detail here but basically it would be something like an endless stream of short levels, alternating between free-corridors, battle rooms and boss fights. That would require us to tweak the player progression a bit and also probably to do some adjustments to some Bosses.

Basically these are both ideas we like and enjoy and they do highly increase the game’s content. But they need a lot of work and like we said previously, we need to focus on the core gameplay first and foremost.

And that concludes our thirteenth devblog. We hope you like what you read. Don’t hesitate to give us feedback here on Steam or on our Discord (link below).

We wish you all the best Guardians, and see you soon with more news :)




Discord | https://discord.gg/roboquest

Website | http://www.roboquest.com/

Twitter | https://twitter.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
Hello guardians.

Today we’ll be discussing a most controversial topic among the Steam community: regional price adjustments.

You might have been aware that price adjustments started taking place globally around July last year in order to avoid mass key purchasing at low prices. We initially did not want to increase our price as we felt like it was fair for everyone to be able to purchase their games at their regional price.

But we’ve recently been witnessing a surge of purchase in certain regions that were not reflected in terms of player count in those regions, meaning we were directly being hit by mass-key-purchase (from shady retailers).

We’re a small indie studio and Roboquest is the breadwinner for us. These low-purchase tactics are hurting both the game development and our ability to be making a living off our passion.

As a result and after much consideration, we’re adjusting most of our regional prices.

It wasn’t a light decision to make and we delayed it as much as possible, but we can’t any longer.

We know it will be unfair for people in those regions and we’re sorry about this, but we hope you’ll understand our situation and why we have to take those actions. In the end, the retailers enabling the selling and the mass-purchasing of keys are responsible for this unhealthy situation.

Prices have been adjusted across all regions starting now. It will not affect people who already purchased the game.

We tried to be as transparent as possible as usual and we hope we managed to explain our situation to you.

We will obviously continue to offer promotions and to participate in other sale events and we’re still hard at work on the 1.0.0 version of the game. We’re also cooking the next devblog to keep you all in touch with our latest efforts.

Thank you for your understanding.

The Roboquest Team
RyseUp Studios
...