Roboquest - Yun and the Yuns
Hello Guardians!

It’s been a while since we’ve kept you in touch about what we were working on. Our studio is slowly getting accustomed to not being in Early Access anymore and we’re trying to find the right balance between regular updates, bug fixing, healthy schedules and making sure the updates are actually relevant to you.

As a reminder, here’s our roadmap for the year to come. Please note that the dates are subject to change but that’s what we are aiming for overall.


Today, we’ll be talking about the incoming festival and events we’ll be taking part in and give you a sneak peek at the incoming Arsenal update. Let’s dive right in!

Dinos vs Robots
While there aren’t any dinos in Roboquest, there certainly are lots of robots.

So we’ll be taking part in the Dinos vs Robots festival starting this Monday (2/26) and running all the way to March 4th.

In addition and starting the 26th of February up to the 4th of March, Roboquest will be at 20% Discount!



Multiplayer Issues
We recently released a hotfix for Roboquest trying to solve the two main multiplayer issues you’ve been facing (namely disconnecting while playing in cross-platform and not being able to generate a session ID).

There are other issues and we’re monitoring them, but those two were happening a lot and were clouding everything else we could be tracking.

Now that we’ve seemingly reduced the number of those, we can look at the other multiplayer issues and that’s what we’re doing right now.

We can’t announce any ETA on fixes but we’re looking at it. Make sure to send us feedback directly through the game, for both players (and not only the one failing to connect or failing to host).

15k Members Discord
We recently reached 15k members on Discord.

We still remember the moment we created the server back in 2020 and we barely had 200 members. Hello everybody who was there back then!

Thanks everyone for your everlasting support and thanks to everyone who joined since then. You’ve been carrying this community and making us willing to work harder every day.

And now we’re 15k in… That says a lot about the journey we're on.

Thanks a lot everyone!



Arsenal Update
Content
Obviously, the star of the update will be weapons, but what can you expect for the Arsenal update overall?

We’ll be adding new weapons, a new NPC and its unique currency that adds a twist to your usual runs, a new quest with an effect we won’t reveal here, new build options in the forms of a new keyword: “Summons”, more affixes, balance changes all across the board and improved gunfeel for several weapons.

For a small dive into the new content, make sure to check the few leaked visuals below!

En garde!
While this isn’t your typical Roboquest-weapon, we felt like engaging in a little bit of escrime. Surely the badbots won’t mind you poking them here and there.

The “Rapier” is a high-critical ratio weapon with a very tiny hitbox that will challenge your melee skills.



Boomerang
Whoosh forth and critical whoosh back. Looking forward to seeing you master the art of Boomerang.

The “Boomerang” is a ranged weapon that goes back to you once it hits its maximum range, dealing critical damage on its way back.



Gauss Rifle
We probably don’t need to introduce the Gauss Rifle to anyone do we?



These obviously aren’t the only weapons included in the Arsenal update, we're keeping a bunch of others hidden for now.

Mysterious Powder
The addition of this mysterious powder will probably have an impact on which level you choose to path through each run.

That is, if you’re willing to take the risk.


New Friend
This isn’t your only new friend, but it’s probably the one you’ll like the most.

Not spoiling anything there but he smells real good.





And that's it for today Guardians!

We hope you liked the sneak peek into the Arsenal update :)

We wish you all the best robot smashing time.
Roboquest - Yun and the Yuns
Hello everyone!

This sounds more like a coldfix than a hotfix considering the amount of time elapsed since the last update, but eh, here we are.

We've been reported multiple multiplayer issues for the past weeks and we've been working on it (probably slower than what you expected, but we're doing what we can).

There are 2 major issues:
- Infinite “Loading Session ID”
- Disconnected while playing multiplayer with someone from another platform

There are probably other smaller issues as well, but it’s hard to isolate them as long as these two above keep happening.

So we focused on fixing those first and foremost. Though unfortunately, we’re unsure if the fix will actually work (since we can’t reliably reproduce those issues internally). But we have good hopes it will.

We apologize for the issues you've been facing and we'll be continuing to monitor them. Please, keep the feedback coming as well and let us know if the multiplayer issues have been solved for you.

Finally, we also implemented a speculative fix for IRIS Pt2 which was lagging behind (or not moving at all) for the client players.

That's it for today!

Have a great week guardians, we hope you'll be able to kick some metal ass in multiplayer this time around!
Roboquest - Yun and the Yuns
Hello everyone!

Find the full 1.1 changelist here: https://store.steampowered.com/news/app/692890/view/3864715547819430653.


Introduction
Hello Guardians!

This is our first update post-release and it prepares the rest of the updates that we're planning this year. But we'll talk about the future and other updates later in this post.

Now that Roboquest is on many different platforms and fully released, we have a lot to prepare for each update and we had a very tight schedule for the January one. But we still had several changes that we needed to make, following your feedback and our data about the balance of the game overall. So here we are.

In this update, you will find many different small fixes, but here are the three main highlights:

Update Highlights
New NPC
Lottery Luke is making its entrance in Roboquest.
It's a late game NPC which requires Wrenches to be interacted with.
His current implementation is not final, we have several leads to make him better than he is right now, but we really wanted to have your feedback before diving deeper into that mechanic.
We won't say anything more about him right now and we'll let you discover it!



Balance Changes
While balance will always be an ongoing process, we started modifying perks, affixes, items and weapons according to your feedback and our data. We will of course continue to monitor those things and take actions when things seem to be a bit too weak while trying to keep things that seem powerful in check as well (usually, we tend to buff weak things rather than nerf powerful things, 'cause you know, it's usually fun to feel powerful).

Random Diversification
The environments in Roboquest are a mix of handmade and random generation. For a long time now we planned to expand the diversity of those random chunks, but we’ve focused on higher priority things. Now that we released the game we have more time to focus on those kinds of things.
In the January Update, Quarry, Ruins and Aqua Station received new random chunks of levels that should help diversify your run and freshen the game experience.

The Future of Roboquest
We already discussed this, but today we have a roadmap to share.

We have a plan for three free updates after this one: the Arsenal, the Super and the Endless updates. After that, we don't know yet.

Here's the roadmap:


We'll be continuing to post Devleaks on our Discord channel, so hop in if you're interested! (please note that our Discord server requires an account authenticated with a phone number, but we do not have access to this phone number, only Discord has, it's a 2FA system to protect the server from scammers and other weird people)

Finally, please keep the constructive feedback coming, we're following as much conversations as possible, even if we aren't necessarily replying.

Artbook and Deluxe Edition
The Soundtrack+Game bundle is evolving into the "Digital Deluxe Edition". Basically just a fancy name for a supporter bundle which now includes the newly released official Roboquest Art Book!
If you already purchased both the game and the soundtrack, you should be able to claim the Artbook automatically for free here on Steam.



And that's it for today, like mentioned above, you might want to read the full patch-notes here on Steam.

We wish you the best robot smashing experience Guardians, we'll be back for other news and devblogs to keep you all in touch about our progress and development philosophy for the year to come :)
Roboquest - Yun and the Yuns
Find the announcement of the update here.

Find below the detailed patch-notes of the 1.1 Roboquest update.





Gameplay

• Aqua Station, Ruins and Quarry have received additional random chunks of level design to help vary the experience in those levels
• New NPC: Lottery Luke!
• The locked doors in both Fields and Energy Center safe areas are now open by default if both players already unlocked them once
• The weapon in the chest of the Sewers in Ruins is now always epic
• Increased the level of weapons found in Max's Chests in all safe areas by 1
Developers’ Note: These weapons will now be at the same level as the ones from Chef Paul and Smithing Joe and create more of an interesting choice for the player.
• Digging a hole will dig it for your brobot as well
• Increased Cryo application rate by approximately 10%
• Increased damage scaling for all minions deployed from weapons from 10% to 15% per level
• Reduced "Jetpack" duration from 3s to 2.5s and increased regeneration duration from 2.5s to 4s





Classes

General
Perks
• Increased the range of damage auras from 6m to 7.5m
• Increased "Meteo Bubble" aura damage from 15 to 17
• Decreased "Chromatic Tempest" damage from 8 to 7
• Decreased "Radiance" damage from 8 to 7
Recon
Perks
• Increased "Happy Slice" duration from 6s to 9s and decreased damage bonus from 60% to 50%
• Increased "Overpower" damage from 50% to 75%
• Increased "Kevlar Pad" duration from 3s to 4s
• Increased "Frontliner" armor bonus from 12% to 16%
• Increased "Trueshot" maximum charge from 4 to 5.
Elementalist
Trinity
• Damage decreased from 48.0 to 46.0
Comet
• Damage increased from 45.0 to 48.0
Perks
• Increased "Attunement" Cryo base damage from 25 to 30
• Increased "Attunement" Shock ricochet number from 1 to 2
• Increased "Arcane Power" bonus ability damage from 25% to 30%
• Increased "Inner Fire" cooldown reduction from 2s to 3s
• Increased "Meteor" bonus melee damage from 75% to 100%
• Increased "Robo-Wizard" bonus damage per stack from 20% to 25%
• Increased "Dynamic Mantra" passive bonus damage from 5% to 10%
• Modified "Trinity Infusion" secondary elemental damage, decreased Burn damage from 48 to 46, increased Cryo damage from 13 to 14 and increased Shock damage from 60 to 68
Guardian
Perks
• Increased "Tiny-Punch" projectile damage from 16 to 17 and its impact force from 20 to 25
Ranger
Perks
• Increased "Trueshot" maximum charges from 6 to 8
• Increased “Augment” bonus charge for “Trueshot” from 2 to 4
Engineer
Perks
• Increased "Oiled Cannon" firerate bonus from 10% to 15%
• Increased "Bodybuilding" health bonus from 10% to 15%
• Decreased "Pyro Mastery" chance to spread from 10% to 8%





Weapons

Affixes
• Increased "Megaboom" bonus radius from 25% to 35%, increased its damage bonus from 25% to 30% and increased its chance from 25% to 30%
• Increased "Bullseye" bonus critical damage from 25% to 30%
• Increased "Spear" chance to trigger from 15% to 20%
• Increased the “Havoc” secondary ability damage bonus from 15% to 20%
• Increased the chance to trigger for "Scorch", "Thunder" and "Shard" from 20% to 30%
• Increased "Velocity" bonus critical damage from 20% to 25%
• The “Arctic Gun” can no longer roll the "Buckshot" affix
Developers’ Note: This was actually breaking the game in many different ways, both performance and gameplay wise.
• Added the "Prime" affix to several weapons which didn't have it previously
• Removed the "First" affix from many weapons
Developers’ Note: We mainly removed it from weapons which were taking advantage of the “infinite ammunition” effects and were permanently “full ammo”. The affix only remains on a few slower weapons like snipers.
Balance Changes
Raptor SMG
Primary Fire
• Damage increased from 10.0 to 10.5

Dual Uzis
Primary Fire
• Recoil pattern has been updated

Quasar SMG
Primary Fire
• Damage increased from 11.0 to 11.5

Junk Rifle
Primary Fire
• Firerate increased from 9.09/s to 10.0/s

Cosmo Gun
Primary Fire
• Damage increased from 20.0 to 24.0

Rhino LMG
Primary Fire
• Damage increased from 15.0 to 15.5

Dual Rascals
Primary Fire
• Range increased from 9.0 to 12.0

Dual Sawed-Offs
Primary Fire
• Damage increased from 10.0 to 10.5

Thumper
Primary Fire
• Projectiles no longer bounce and trigger at impact
• Damage increased from 56.0 to 57.0
• Explosion radius decreased from 2.1m to 1.9m
• Projectile speed increased from 4000 to 4250

Comet Cannon
Primary Fire
• Recoil pattern has been updated
• Firerate increased from 2.22/s to 2.5/s
• Explosion radius decreased from 1.6m to 1.0m
• Projectile speed increased from 5000 to 6000

Dart Spitter
Primary Fire
• Impact force increased from 15.0 to 16.0

Igniter Gun
Primary Fire
• Firerate increased from 5.0/s to 5.26/s

Beluga Cannon
Primary Fire
• Damage increased from 50.0 to 53.0
• Explosion radius decreased from 2.6m to 1.8m

Junk Beam
Primary Fire
• Firerate increased from 6.66/s to 7.69/s
• Range increased from 12.0 to 16.0

Hurricane Rifle
Primary Fire
• Damage increased from 10.0 to 10.5
• Energy cost decreased from 2.5 to 2.25

Valkyrie Rifle
Primary Fire
• Recoil pattern has been updated
• Damage increased from 11.0 to 11.5
• Impact force increased from 10.0 to 11.0
• Firerate increased from 11.76/s to 12.12/s

Typhoon Minigun
Primary Fire
• Damage increased from 10.0 to 11.5

Mammoth Minigun
Primary Fire
• Damage increased from 10.0 to 11.0

Ram Shotgun
Primary Fire
• Damage increased from 9.0 to 10.5
• Impact force increased from 7.0 to 10.0
• Firerate decreased from 2.94/s to 2.5/s

Behemoth Shotgun
Primary Fire
• Damage increased from 18.0 to 18.5

Gorilla Bolter
• Ammo in clip decreased from 30 to 20
Primary Fire
• Firerate increased from 2.77/s to 3.03/s
• Explosion radius decreased from 0.9m to 0.8m

Patator
Primary Fire
• Damage increased from 66.0 to 68.0

Flak Cannon
Primary Fire
• Damage increased from 19.0 to 19.5

Ionic Sniper
Primary Fire
• Damage increased from 44.0 to 46.0

Cobra .50
Primary Fire
• Damage increased from 48.0 to 54.0
• Critical ratio decreased from 1.5 to 1.25

Mantis Crossbow
Primary Fire
• Damage increased from 56.0 to 58.0

Ionic Palms
Primary Fire
• Damage increased from 20.0 to 23.0

Cyclone Rifle
Primary Fire
• Damage increased from 46.0 to 51.0
• Critical ratio decreased from 1.5 to 1.25





Items

• Reduced "Red Car" cooldown from 6s to 4s
• Increased "Snowglobe" damage from 20 to 22
• Decreased "Tiny Bicycle" charge rate from 0.5s to 1s, reduced its max. stack from 10 to 5, increased its bonus damage from 10% to 20%
• Reduced "Ice Cube" damage amplification from Burn from 100% to 80%
• Decreased "Fireman Truck" charge rate from 0.5s to 1s, reduced its max. stack from 10 to 5, increased its bonus damage from 10% to 20%
• Increased "Screwdriver" execution threshold from 15% to 20%
• Reduced "Magic Broom" cooldown from 8s to 6s
• Decreased "Jetfighter" explosion radius from 2.1m to 1.8m, increased its damage from 50 to 56, increased it's cooldown from 2.5s to 3s
• Decreased "Cheese" jetpack bonus duration from 2s to 1.5s
• Decreased "Flower Pot" crowd control duration reduction from 70% to 50%





Enemies

Boss
• Increased "Dr. Turret" base health from 5000 to 5150
• Increased "Flame Cone" damage from 14 to 16
• Increased "Billy Boom" health from 5000 to 5250
• Increased "Beetle Royale" damage of all attacks by 10% in average
• Increased "Beetle Royale" base health from 6000 to 6300
• Increased "Uncle Jim" base health from 6000 to 6500
• Increased "Mostiko" base health from 4100 to 4300
• Decreased "Mini-Mostiko" base health from 200 to 180





Bug Fixes

• Fixed an issue where you could be stuck in a black screen after Billy Boom's explosion
• Eggs spawned from Mostiko and Beetle Royal will properly be destroyed at the end of the fight
• Bullflies should now properly be able to hit you when charging from a very close distance.
• Xbox Series: Ground Z-fighting issues should be resolved
• Fixed an issue where using "Grappling Hook" and "Dash" one after the other would prevent you from using "Jetpack" until your next Grappling Hook use
• Enemy Hit Sound in Max's Museum no longer fail to trigger when using spacebar
• Drones will no longer be invulnerable forever after picking the "Cozy Kennel" perk
• Fixed a few issues and spots where you could get stuck when using "Dash" on Iris Pt1
• "Dash" will no longer act weird when casted right before a boss cinematic
• Pinging weapons spawning out of holes will properly work in Multiplayer
• The doors with a timer are now properly sync on Multiplayer
• Fixed an issue where you'd be stuck forever in "Looking for a Brobot" after going back to the basecamp while already in multiplayer
• You can open locked doors by yourself even after your brobot has disconnected
• Battle Room will no longer fail to be cleared after one of their enemies flew off the map






Play the Roboquest January Update now!

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

Christmas is just around the corner and to follow-up on that we decided to put Roboquest ON SALE!

You can get Roboquest on Steam, EGS and GOG at a 25% discount starting 21th of December up until the 4th of January!

In addition, here is some info regarding the future of Roboquest:
  • We'll be releasing our first update early January, nothing too big but still a few balance changes and the addition of a new friendly robot
  • We will be releasing other free updates during 2024 and we're preparing a roadmap to keep you all in touch about that
  • Thank you all for your mostly positive feedback on the release. We’re following your feedback and reports and are trying to fix the most recurring and gamebreaking issues so that everyone can enjoy Roboquest as much as possible
  • We’ll be taking vacations late December / Early January so we will probably be less active on our social networks, please be patient with us during that time!
  • Finally, we will start posting some devleaks again on our Discord after the January update, make sure to join us there if you want to see a few artworks and other things in advance!
That is all, we will see you in early January :)

Meanwhile, we wish you the best robot smashing time Guardians.

And Merry Christmas 🎁🎄!



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 - anna.morrissey
Hello Guardians!

Today, we want to take you behind the scenes of the Soundtrack of Roboquest - in the shape of a dev blog with the one and only Noisecream!
We really appreciate your support and love for Roboquest as Best Soundtrack for the awards and without further delay, we hand it over to Noisecream 🎵



Beep everyone, Noisecream here!

I want to take the time to tell you about my participation in the Roboquest project from the perspective of the composer.

First of all, I want to express my deep gratitude to the Ryseup studios team for their complete trust, as well as to all Roboquest fans for the warm appreciation of the soundtrack ❤️

Giving the game a recognizable musical tone is a moment of responsibility! By focusing on the visual style of the game, where cute cartoons and comic designs are intertwined in synergy, I wanted to musically color it all with the tones of “heroic punk rampage”. This is how low-tuned guitars, rough synthesizers, dance rhythms of drum parts appeared, mixed with a choir and orchestra.

And that is the tasty genre salad of Roboquest (:

Thank you for enjoying the soundtrack to your heroic battles in the world of Roboquest!





And as usual, we wish you the happiest, and loveliest robot smashing of all times.



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!).

Robo'kiss
Roboquest - anna.morrissey
Hello Guardians!

After 3 years of Early Access and tons of feedback and help from you, we finally released the 1.0 version of Roboquest early this November.

We had the pleasure and honor of collaborating on the Roboquest soundtrack with the incredible Noisecream. After an extensive search for the perfect person to craft the ideal soundtrack for the game, Noisecream sent us a brief composition in 2018 that immediately convinced us: we had found our star! We initiated our collaboration right away, and throughout this time, working with Noisecream has been an absolute delight!

We wholeheartedly believe that Noisecream's music propel Roboquest to a new level of quality. If you enjoy it as much as we do, we would greatly appreciate it if you could consider nominating Roboquest in the category for: Best Soundtrack.





And as usual, we wish you the happiest, and loveliest robot smashing of all times.



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!).

Robo'kiss

Roboquest - RyseUpStudios - 1
Hello Guardians!

We're here today to release an hotfix fixing some of the issues you've been reporting / we've been seeing.

In addition to that, we also added a few QoL things to the hotfix as a little bonus.

We will also adress some concerns and other issues that have yet to be tackled.

Some of you have been wondering about future updates and whether or not we'll be pushing DLCs and content update for Roboquest. The answer is YES!

We will continue to update the game, with free content updates.

The release rhythm will be a bit slower than what you were used to during EA though. We don't have much details to share for now as we're working on the release planning and a roadmap to share with you all. No ETA on that.

For now our aim would be a very light update somewhere in January containing mostly balance, fixes and QoL changes, but no huge content addition. Preparing for the incoming year in a healthy game state.
Finally and before we list the changes, we've added a way to retrieve the Wrenches you collected during Early Access.


Recovering Early Access Wrenches

Overall, feedback and responses regarding version 1.0 have been very positive. However, the two main criticisms we've heard revolve around multiplayer issues and the loss of progress for Early Access players.

As you may be aware, valuing your time and commitment as a player has always been a fundamental part of our philosophy. We couldn't find a clean and compelling solution to retain your progress, and we believed that resetting it wouldn't be a significant issue, as we thought it would enhance the overall gameplay experience and allow you to fully explore the 1.0 version of the game (with all the new intertwined progression elements)

We were clearly mistaken, and we completely understand your frustration.

We apologize for the gaming time "lost" due to the complete reset.

We attempted to find a solution, even though it may seem a bit late now. As the saying goes, better late than never, and we have found a way to restore things.

The idea is to retrieve the wrenches and classes you had unlocked from the remaining Early Access save. However, please be aware that the process is a bit unconventional, and it may not work if you don't have the save file on the same computer as your Early Access version.

Implementation
While booting up the game for the first time after updating to 1.0.1, you'll be prompted with a message asking you whether or not you'd like to be refunded the Wrenches you spent during Early Access.

Pressing 'Yes' will grant you a number of Wrenches equivalent to the ones spent during your Early Access playthrough.

It will also unlock the Classes you previously unlocked.

It won't unlock the gadgets though as they are now unlocked through different means. Same goes for difficulty levels since they changed.

Limitations
People who played during the 1.0 playtest might not be able to retrieve their Wrenches.

Our suggestion
Like we previously said when we announced the progress wipe we really think it'd be better not to retrieve those wrenches and to experience the full 1.0 experience from scratch.

But time is an expansive resource, a finite one, one you can't retrieve. We understand the issue raised by the progress wipe and that's why we implemented this wrench retrieval system.

Enforcing the decision to wipe instead of giving you the choice was a mistake and we apologize for that.

We hope that this addition will make it up to you, even if it's coming a bit late.

Now onto the hotfix itself:


Patch Notes


Important Fixes
  • Cloud Save should now properly work between different devices
  • Fixed issues with long connection times or failed connection attempts for players on Microsoft platforms
  • Fixed the issue where a brobot would properly join and connect your session bit you'd remain in a permanent state of "looking for a brobot"
  • Cleaned up account linking process, linking your accounts to Xbox/Epic/Steam should now properly work
  • Achievements earned while in offline mode will properly register when going back in online mode
  • Playing the free demo on Steam then playing the full game will properly grant you any potential achievements you should have unlocked
  • The soundtrack on Steam has been updated with all tracks
  • Trading Cards and Badges drops have been enabled on Steam

Gameplay
  • Increased bonus wrenches gained by level in Hard difficulty from 1 to 2
  • Snapshot Sam now have a visual effect when showing a weapon to it


Quality of Life

  • You can now bind the same hotkey twice (helps with controller keybinding)
  • You can now chose what type of gamepad buttons to display on screen (Xbox, Playstation or Switch)

Minor Bug Fixes

  • Deployed minions will no longer infinitely gain damage each time they're being deployed
  • Fixed an issue preventing sounds and music to be played after a cinematic
  • Fixed Max being MIA in the Rift
  • Fixed an issue where you'd be stuck forever in IRIS pt1 if you'd dash right before killing it
  • Removed a hidden hotkey that was used for debug purposes
  • Another attempt at properly sync'ing Elementalist current mantra in multiplayer
  • Playing with inverted mouse look will no longer invert the aim assist while playing with a controller
  • Switching to a difficulty you haven't completed yet in the selector will properly hide the difficulty icon
  • Unlock feedback can no longer trigger during loading screen
  • Fixed the interaction between Double Tap wouldn't properly trigger Hot Potatoe and leave you in a state where the perk would no longer trigger properly
  • Fixed an issue where the Wallstreet Slim's quest could not be completed unless you would already have shown at least one weapon to Snapshot Sam
  • You can no longer earn the Billy Boom achievement if you die before it explodes
  • Fixed multiple OOB and collision issues in various levels
  • Fixed a visual glitch in the Compendium's World display
  • Fixed two crashes related to sounds on Xbox
  • Fixed a crash ocurring when a brobot disconnects during the first loading
  • Fixed an issue with Hero Cape leaving you unable to jump after triggering it
  • Fixed a rare occurrence of merchants selling both extra Wrenches and Brushido's brush in the same item slot
  • Fixed an issue where you would hear the music while the game's running in the background despite having set the music volume to 0

This is the end of the patch notes for today's hotfix. But we know there are other issues, you've been reporting those and we're on the hunt for them.

Find below the things we're looking out for:

Other Issues
  • Crashes in general: Many people are reporting the game crashing, especially in multiplayer. While our data show that the game overall is pretty stable, this is by no mean a reason to overlook your reports. We are always implementing fixes and securities to prevent such crashes from happening, even if we do not necessarily detail them in the patch-notes. But each hotfix and update should make the game more stable (hopefully?)
  • Multiplayer issues: While this hotfix will probably alleviate some of those some others might persist. We'll be continuing to monitor and address those.
  • Other minor bugs: We have a collection of other minor bugs that were reported. While not high on the priority list, we obviously have our eyes on them.
  • The 'Thunder' affix now properly works with Burn weapons
  • Looking for a brobot in Discovery difficulty through the matchmaking while having the game language in French should now work properly

That's it for this hotfix.

Just to remember you guys, we're a small team and we have very limited possibilities when it comes to trying out the game on various devices.

It's also our first 'large scale deployment' of a game and we're still learning the ropes. We will make mistake (and we made some already).

But we're trying our best to make sure the game is stable, the multiplayer is working and the potential issues stemming from hardware discrepancies are taking care of.

That's a slower process that both you and us are hoping for, but we'll hopefully be getting there.

We thank you all for your patience and as you can see from this hotfix, we're dedicated to make the changes and the fixes as fast as we can.

We wish you all the most awesome robot smashing time!

Robo'kiss <3
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/
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