Block stacks would be lost even when upcoming damage was mitigated with armor. Block now only triggers if HP damage is prevented.
Plated armor was causing some skills to not work properly( ex: ferocity didn't gain any momentum on attacks dealt on plated armor) This should be fixed.
Fixed an issue where lifesteal would cause players to remain alive as "invisible" after death. You should die properly now.
Fixed an issue where everytime theres a new skill or trinket or room choice, all 3 choices would be totatly different then previous choice. This would cause unintented difficulty on upgrading skills or rooms by getting multiple copies of them. Its now fixed to where the choices are fully random.
Blood Lance would not gain any recast when affected by immortal lineage and blood gained from left over AP. This is now fixed.
Fixed an issue where everytime Blood Missile would gain a recast, it would gain it as initial recast instead of normal. It now gains recast properly
Fixed an issue where Rupture did not gain recast properly.
During Victory screen, pressing "continue" button before the screen shows up caused crashes or caused skiping nights entirely. This is fixed.
During Victory screen, going back to main menu then pressing continue would cause game to skip an entire night, this is also fixed.
Fixed an UI issue where area of effect skills caused dead enemies to have damage number text on them as if they are still alive.
Fixed an UI issue where after gaining 15 skills in skillbook the next page button wouldnt appear until next night.
Fixed an issue where Tab and Haste skills could multicast even though they are cooldown skills. They no longer can multicast.
Fixed an issue where room choices sometimes came as blank placeholders.
Invasion turn was not saved properly after loading the game back during invasion. This caused some issues with hunter waves movements, it should be fixed now.
Fixed an issue where Healing Station decor and Harp healed again if players reloaded the game during base preparation screen.
[h4]UI[/h4]
Fixed an issue with Claw's empowered version description would not fit the UI.
Clan Sandreanni's 4th trinket slot now has hotkey "R".
Heart of Corrondum now has an icon.
Veteran Paladin and Grand Marshal Pentarei had some missing sound effects, they have been added.
Balance Changes:
[h4]Blood[/h4]
Devastation: is now multicastable.
Calling: now also gives two recast to blood lance on use.
[h4]Ferocity[/h4]
Outsmart: Extra damage gained from intelligence is now 1 instead of 2.
Exploit Weakness: Now gives strenght equal to 1.5 times of intelligence instead of 2.
Rooms
Living room: level 3 now gives 20 experience per boss kill instead of heritage.
Traps
Bear Trap: On all rarities this trap now deals percentage damage(of enemies maxHP) instead of direct damage.
Javeline Launcher: On all rarities this trap now deals percentage damage(of enemies maxHP) instead of direct damage.
New Trap Spike Pit: Deals direct damage to a single target.
Funscripts are natively supported for the Handy. This is an experimental feature, so please report any issues you come across on the HereSphere discord channel.
In the user settings, input your Handy Connection Key and then enable the "Synchronized Periphals" toggle. If the connection is successful, then you should see "Connected" next to the toggle. If you see "Firmware Update Required", then you need to update the Handy firmware. If you see "Invalid Connection Key", check your connection key and make sure the Handy is in wifi mode with accesss to the internet.
The player will first look for funscript files in the same directory as the video being played or will load the script provided by XBVR. If no funscript files are found, then the player will look in the fallback directory. The default fallback directory is "C:/Interactive", but you can change it in the user settings under synchronized peripherals.
It may take several seconds for funscript files to be downloaded to the Handy when a video is opened. An icon that looks like a play button with radio waves is located above the seek bar, and changes color based on the connection status of the handy. A red icon indicates a connection error; a gray icon indicates no script can be found; a yellow icon indicates the script file is being uploaded; orange icon indicates the script upload failed; blue icon indicates the script upload succeeded; purple icon indicates the script is playing. If the script doesn't seem to be playing or has sync issues, you can try reopening the file or refreshing the connection by hitting the reconnect icon next to the Synchronized Peripherals toggle. You can also toggle play/pause or seek to resync the video.
DeoVR/XBVR API:
All of the DeoVR/XBVR lists are now scanned into the media library, including unmatched videos.
The list names are shown at the top of the webstreaming view. Click on the list name to display each list. Use the thumbstick up/down to scroll the list of names horizontally.
Funscripts are loaded directly from links provided by XBVR, so there's no need to use a fallback directory.
The tag "Synchronized Script" will be added to videos that are mark scripted by XBVR.
Other Changes:
The seek bar now lists timestamped tags if there are multiple tags in the first tag track. Timestamped tags are also read from the DeoVR/XBVR API. Clicking on these timestamped tags will seek to the start time of the tag.
Added file name recognition for the Canon RF5.2mm fisheye lens. If the filename contains "_RF52", then the player will load fisheye settings with a linear lens (the RF52 is very linear) at 190 FOV.
Changed the recenter button on the main menu to recenter the rotation instead of just resetting all values back to 0.
Fixed an issue where the menu size and transparency were being incorrectly loaded at startup.
Changed timestamp offset to use milliseconds instead of seconds.
Changed playback error message to mention that VP9, MPEG2, and Dolby Audio codecs should also be manually installed.
The locked menu position now gets updated when the player orientation is recentered. This means the locked position is relative to your currently centered orientation, rather than the world position.
The "Drag Rotation" keybinding now uses the motion controller rotation instead of your head orientation to drag the video. If you prefer to use your head orientation, there is a "Drag Rotation With Head" toggle in the user settings.
Added a "Auto Play After Delete" toggle in the user settings that controls whether a video is automatically played after the currently opened file is deleted.
It's Friday the 13th, and you know what that means? That's right, it's patch time! New Maps, Map Variants have Leaderboards, Ranked now has a Tower Ban Phase, some overdue Lobby UI updates, tons of bug fixes, the usual balance shenanigans, some love for War Mode, and more!
New Maps
Cave
That's right, we actually added a simple spiral map, which surprisingly was not in the game already.
Cave Variant
This map actually comes courtesies of our #map-ideas channel on our Discord! With some tweaks, of course.
Space
Element TD 2... in space?
Space Variant
Do I want to know how this map even works?
Lowlands Co-op Map
What a calm, peaceful map! Would be a shame if it was covered in creeps.
Map Variants Updated
Variants now have their own Leaderboards! And the map selection UI has been improved to help highlight their existence.
That's a lot of leaderboards. Start climbing!
Additionally, two of the existing Map Variants have been switched out for better versions from the Campaign, adapted for FFA/Teams.
Temple Variant
It's like someone took the Temple Map from Mission 20 and lopped off the sides.
Wasteland Variant
4 separate paths in a FFA Map? Can you even cover everything on the first wave?
Co-op Boss Versions
You'll notice that instead of Co-op Map Variants, we now have Co-op Boss Variants. Each of these has their own wave order, including some Campaign-only creeps. Additionally, at the start of every 5th wave, a Boss will precede the wave.
And yes, these also have their own Leaderboards.
Transference is here to make everyone suffer.
Engage Warp Speed!
Yes, even this diabolical boss has been added on some maps.
Ranked Ban Phase
At the start of a Ranked Pick or Ranked War match, there's now a 1 minute ban phase:
Both players choose 3 towers to ban, 1 minute to select bans
Singles & Support Towers cannot be banned (1st, 3rd, and 5th rows on Tower Table).
Once both players have chosen their bans (or after a minute has passed), it'll reveal the towers that are banned.
Note, it is possible for both players to ban the same tower. Banning is also optional. That said, 0 to 6 towers can be banned.
A banned tower cannot be built or upgraded to.
Additionally:
Ranked now requires both players to accept the match within 30 seconds
Some backend adjustments have been made, which should reduce the chance of desyncs.
In Ranked, if a game desyncs, it'll now compare networths between both players. If the difference in networths is below 1%, it won't kill the game and should instead keep going.
Now if a tower is OP, you can just ban it. All our balance problems solved! ( ͡° ͜ʖ ͡°)
Improvements
Lobby & Lobby List UI updates:
Selecting a map pulls up its own menu.
There is now a magnifying glass icon on the map preview, letting you Zoom In.
Co-op Map Previews show each players' paths as colored lines.
Map previews actually update when you turn on Advanced Paths. Doesn't apply to Co-op.
Lobby List cleaned up, allowing for all Settings to be properly visible now.
When placing a tower on a spot where another tower already exists, an indicator will tell you that you can't build there.
Co-op Portals now have a different color glow around them, dependent on the player color they're supposed to match.
If a player disconnects, their builder should now vanish.
When viewing a replay, there's now a UI for switching player perspectives.
Ranked Replays should now end when the game ends instead of going further. This includes when a desync happens in the original game.
MMR Search Range no longer scales by games played, everyone gets to search everyone within 375 MMR.
Leaderboards now only show 50 entries instead of 100, halving the load time.
Adjusted how creeps scale visually over time. Should be more consistent than before, and in Chaos in particular, they'll actually grow properly instead of be all over the place.
Campaign adjustments:
Insane Difficulty option added
Inferno Boss fireball now has a max range of 2000
Halved the number of bosses in the last 5 waves of Mission 25 to account for Inferno Boss no longer being cheesable
War Mode adjusted:
Elemental Bosses are freebies, meaning you don't have to kill the bosses
As a result, there's no longer 30 second breaks every 4 waves
Additionally, you can't get Level 2 Elements until the 4th Pick, Level 3 Elements until the 8th Pick, and Essence Upgrade until the 10th Pick
Non-damage effects no longer affect allied creeps
Wait, there's a second row of maps? Since when were these in the game?
Fixes
Potentially fixed mid-game spontaneous disconnects, particularly in laggy co-op games
Fixed an issue where people would desync at the start of the game, causing some players to look like they've gone AFK and die immediately
Fixed an issue where the game pausing caused people to get stuck between the loading screen and the game
Fixed a bug in Ranked where the end-screen wouldn't show up
Fixed a rare bug where a Ranked Game could somehow be set to Normal Difficulty
In the off-chance a Ranked Game doesn't load properly, it should no longer count as a win/loss
Fixed an issue where you could see who your ranked opponent is before the match locks in, which allowed you to Alt+F4 and dodge a guaranteed loss vs. HD
Fixed a bug in Boss Hunt Length where the speed multiplier would decrease over time
Fixed a bug where you couldn't kick someone in lobby under specific circumstances
Fixed FFA lobby settings carrying over into War Mode
Fixed Advanced Paths, No Interest, & No Sell not showing up as settings in the Lobby List
Fixed Ronalds somehow spamming the log
Fixed nullref error on Tropical
Fixed the Tower Table in Menu bugging out if you did 11 element picks and pressed reset
Fixed "Aftersock" tooltip
Now you can walk away for 30 minutes and return without a loss!
Balance
General
Income Upgrade has been removed from the game
Rather than being an "interesting choice" alongside the Element Picks, it's just money with no real downside. We tried various iterations of it, but as the balance kept shifting, trying to get this right was a real pain. Ultimately, we decided to gut it from the game, in favor of "do something more interesting with that 11th Element Pick".
To clarify, the version that's in the Campaign still exists.
Periodic damage reduced from 55000 to 52000
FFA Base HP increased from 120 to 125
Co-op Base HP increased from 150 to 160
War Base HP increased from 125 to 150
The backend adjustments made to reduce desyncs affected the accuracy of range and AoE. It's relatively minor, but you may notice towers clipping spots a little easier than before.
Duals
Atom damage reduced from 330 to 310
Poison duration increased from 16 to 17 seconds
Disease reworked:
Damage increased from 95 to 150
Old Effect: Deals more damage the lower the target's HP is. Formula = [(Max HP/Current HP) + 1]
New Effect: Deals 2.5% / 3% / 4% more damage per 1% HP the target is missing
Vapor damage increased from 1100 to 1150
Ice damage increased from 825 to 850
Solar damage-per-second reduced from 120 to 110
Infernal damage increased from 700 to 750
Howitzer damage increased from 195 to 200
Geyser damage increased from 1050 to 1100
Blacksmith, fixed a bug where its buff wouldn't affect certain towers:
This includes Corrosion, Doom, Plague & Obelisk
Trickery adjusted:
Damage increased from 325 to 450
Range and cast range reduced from 1150 to 900
Clone now deals 100% damage regardless of Level
Duration adjusted from 20 seconds to 10 / 20 / 60 seconds
Clones now carry manual/autocast settings over from the original
Clones can no longer be manually sold
Triples
Astral damage increased from 2000 to 2100
Ethereal damage increased from 850 to 900
Flooding damage increased from 420 to 440
Impulse damage increased from 2700 to 2850
Quake adjusted:
Shockwave trigger count required reduced from 8 to 5
Shockwave damage reduced from 2600 to 1750
Money passive gold rate increased from 5 to 6 gold every 15 seconds
Quads
Quad Element Tower cost increased from 4000 to 4250
Singularity damage reduced from 15000 to 13000
Doom adjusted:
Damage increased from 0 to 1000
Attack speed reduced from 1.5 to 1
Doom stack damage increased from 7000 to 9000
Doom stack damage growth increased from 4% to 5% per second
Doom stack duration increased from 10 to 20 seconds
Explosion AoE reduced from 100 to 0
Damage will now cap out at 25200 damage per stack
Default priority changed from Near to Strong
Fixed an issue where it was trying to hit the "center" of the creep instead of the pivot, meaning it could sometimes "miss" a physically large creep
On the Creep UI Status Icon itself, it'll tell you both the stack count & the current % increase
On the Creep UI, where HP is listed, next to it will list the total Doom damage, in purple
Crystal Spire adjusted:
AoE reduced from 100 to 0 (Note, its AoE previously didn't work, so effectively, this part is the same)
Max spirits increased from 9 to 11
Tsunami shockwave damage increased from 20k, 50k, 85k, 130k to 23k, 55k, 95k, 145k
Rage adjusted:
Damage-per-second increased from 3600 to 4000
Damage amp reduced from 30% to 25%
Movespeed reduced from +60% to +50%
Archdruid adjusted:
Damage increased from 20000 to 25000
AoE reduced from 400 to 300
Life Altar damage/attack speed buff reduced from 45% to 40%
Tesla Tree nerfed:
Damage reduced from 8000 to 7500
AoE reduced from 100 to 0
Gravity Cannon adjusted:
Damage increased from 4000 to 12400
Attack speed reduced from 3 to 1
Speedup/Slow durations increased from 0.2 to 0.5 seconds
Default priority changed from Front to Back
Shredder adjusted:
No longer speeds up split creeps by 5%
Split creep HP increased from 50% to 55%
Creeps split by Shredder now only count for half a kill each for Life Altar
Nuclear adjusted:
Damage reduced from 15000 to 10000
Max slow reduced from 40% to 30%
% HP damage-per-second increased from 0.25% to 0.35%
Effect no longer applies to Elemental Bosses
Fixed a bug with its damage-per-second applying inconsistently within its AoE. This should be an increase compared to before.
Map Tweaks
Changed the advanced path layout for Desert Variant
Autumn Variant side paths now have reduced HP instead of reduced speed
Winter Variant HP reduced by 20% on both paths
On Advanced, only the long path is reduced by 20% HP
Volcano adjusted:
Short Paths 2 & 6 sped up by 15%
Long Paths sped up 20-30%, HP lowered by 10%
Middle mountain finally removed, replaced with build spots
Tundra lower-left mountains pushed back, build spots added in that area
Pinnacle adjusted:
Short Paths changed from +10% HP / +10% Movespeed to just +10% HP
Long Paths sped up 20-30%, HP lowered by 10-20%
Specializations Some of these were updated in Version 1.5, we just failed to note them or update the tooltips properly, so the following list notes changes from both 1.5 & 1.6.
Water Spec 1 bounce range increased from 300 to 500
Water Spec 2 bounce damage reduced from 75% to 70%
Lightning Spec 2 bounce count reduced from 6 / 8 / 10 to 5 / 7 / 9
Vapor Spec 1 adjusted:
Old: Damage reduced by 40%. Bonus damage per creep increased to 6% / 9% / 12%.
New: Range reduced to 750. Bonus damage per creep increased to 5% / 10% / 15%.
Vapor Spec 2 bonus damage per creep increased from -9% / -6% / -3% to 0%
Ice Spec 2 cannot be stunned cooldown reduced from 2 to 1.5 seconds
Well Spec 1 range increased to 1500
Blacksmith Spec 1 range increased to 1500
Trickery Spec 1 adjusted:
Old: Range increased to 1500. Clone deals 32% / 96% / 288% damage.
New: Range increased to 1500. Clone duration reduced to 8 / 16 / 48 seconds.
Trickery Spec 2 adjusted:
Old: Range reduced to 250. Clone deals 50% / 150% / 450% damage for 20 seconds.
New: Range reduced to 250. Clone duration increased to 12 / 24 / 72 seconds.
Laser Spec 1 damage gain per nearby creep increased from 500 / 2000 to 1000 / 4000
Haste Spec 2 attack speed gain reduced from 5% to 3%
Quake Spec 1 adjusted:
Old: Trigger count reduced to 4 attacks, Shockwave Damage reduced by 40%.
New: Trigger count reduced to 3 attacks, Shockwave Damage reduced by 30%.
Quake Spec 2 adjusted:
Old: Shockwave Damage increased by 60%.
New: Shockwave Damage increased by 150%.
Money Spec 2 bonus damage based on Unspent Gold increased from 25% / 50% to 30% / 60%
Windstorm Spec 2 AoE reduced from 400 to 300
As per usual, Score Leaderboards have been reset.
Where we're going, we don't need roads... just endless space.
Element TD 2 Wiki
If you didn't know, we actually have an Element TD 2 Wiki. Go into greater depth on each map, tower, specific mechanics, and even version history! Big shoutout to a few specific members of our Discord Community for creating and maintaining the Wiki:
draktok
Sacropedia
SilverDeath
What's Next?
Somehow, this patch ended up being larger than 1.4's Quad Element Patch. Despite that, there's a few things we ran out of time to add. Insane in Campaign, but no 5-star score thresholds? New maps, but no new Achievements? No fancy new cosmetics?
Fret not, everything we missed this patch will be coming in Version 1.7, set to release in July. This'll also act as an interim patch while the ever mysterious Mazing DLC is being developed. We still don't have a more specific time frame on it or details to show you yet. We'll start showing off Mazing when we're ready.
In the meantime, we hope you enjoy the new maps, the Variants you didn't know existed due to poor UI, and all the other juicy additions!
Thanks for the continued support and reporting of bugs, please don't forget to leave a review if you are enjoying the game. It really does make a huge difference as an indie solo dev :)
> Fixed a bug that caused items from the bonus pool to not drop on Normal or Brutal. > Reduced the "More" damage on Fateweaver's exclusives. > Fixed a bug with depositing and withdrawing Gold. > Attempted to fix a very rare crash that caused Save files to corrupt. > Increased the initial hitbox of Vorpal Throw. > Fixed a bug where Spell Damage wasn't being applied to the "Maximum Mana from Wisdom" Damage portion of Touch of Flame. > Spiralling Inferno can now be unlocked sooner. > Increased the Radius scaling of Touch of Flame. > Touch of Flame now ticks every 0.1 seconds, up from every 0.2 seconds. > Fixed a bug that caused 2 points to be consumed if you tried to put points into the Mastery Bar above level 50 and then spent a point in a Skill. > Fixed a bug where Thunderstorm proccing Storm Strike could cause you to teleport if you had "Ride The Lightning". > Flame Mantle now displays the Healing. > Spell Damage now applies correctly to The Storms' Reproach. > Fixed a bug where Freeze Chance wasn't applying correctly. > Fixed a bug with Wand's not filtering correctly. > Cleaned up issues with reselling items to Vendor's when the item was already in buy back.
This is the complete list of changes for Shoot Trip Die version 1.0.5! This update focuses mostly on making sure the game can have full controller support, and it does! So although it's not for me, you can play the entire game through-and-through with a controller!
Note : Within the engine of construct 2 (What STD is made in) it's 'language' for controllers revolves around the XBOX controller, to make things simpler on myself the game itself also uses language pertaining to the XBOX controller (X,Y,B,A Buttons) but the game supports ALL controller types, I personally tested the game with both an Xbox 360 and PS4 Dualshock and they both worked exactly the same! In these patch-notes, any language that is used pertaining to the XBOX controller will also be translated over to what button it works for on the PS4 Controller. If that sounds confusing I promise it's not, just play around with and see what buttons do what, besides, all controls are rebindable in the Settings > Controls > Controller Binding menu so you can have the game control however you like! Hope that helps!
Tweaks
Removed the Maximum fire-rate cap.
Increased the minimum bullet-speed cap from 1 to 96.
Tweaked Chester's Movement. Now he accelerates at a faster rate and decelerates at a slower rate.
Increasing your speed stat now equally increases both your acceleration and deceleration. Your Acel and Decel is not effected by temporary speed ups.
Max movement speed has been capped to 260, and capped to a minimum of 68. This also means that acceleration and deceleration have minimums in relation to this stat.
'Kerosene' now no longer shoots 3 bullets at a randomized angle, it now shoots bullets in a 3 way spread.
'Kerosene' is no longer as drastically effected by bullet speed upgrades.
'Kerosene' bullets ignore the minimum bullet speed cap.
The game now does not default to fullscreen upon booting up, and only does so if it is activated in your options menu.
Retroactively fixed certain board layouts to prevent forced damage if you have 'Firework.'
Slightly changed boot-up screen, needs a key/button input to start progress retrieval process. (This was implemented specifically to allow the game to see if a controller is connected or not at the start of the game!)
Made crates in Brutal mode have a 80% chance of giving money, raised from 50%.
Removed enemies giving less charge particles upon death in 'Brutal Mode'
Removed Blue upgrade rooms in 'brutal mode' now you get 2 Casino's per world when playing in brutal mode.
Mouse now hides itself during gameplay, can be re-shown if anywhere in the window is clicked.
On the 'Controls' screen, shows the default controls for both keyboard and controllers.
Additions
Added More synergies!
Added a way to restart a save file. While game shows "Looking for Save Data" on the boot-up screen hold either the 'R' key or the Left and Right shoulder buttons to restart your save file! After about 2 seconds it will say "Save Data Erased!"
Max board roll has increased from 36 to 38, meaning that there are 2 new boards for each dimension! Along with 1 new secret board!
Added Fast enemies and fast bullets to 'Brutal Mode!'
Added an extra visual for showing off controls when playing with a controller upon starting your first ever run on a file!
Fixes
Made the screen swipe effect more "full" as to prevent the player being able to see through the fade unintentionally. This May not fix the issue but it could possibly make it less noticeable. This is most likely a WebGL issue which is out of my control/understanding.
Fixed the problem where the game wouldn't pause if a controller is disconnected during gameplay.
Fixed the issue where you could not exit midrun with a controller, the "self destruct" button is now R3
Fixed the issue where there was no 'CTRL' replacement for controller, that button is now L3
Fixed the issue where there was no 'ESC' replacement for exiting the game on controller, that button is now the 'B' Button /the 'O' Button
Fixed a bug that allowed for the player to have more hearts than visually represented. (Lowered to 19, from 21. This bug only occurred because I miscounted lol.)
Fixed an issue where the game would improperly log less game overs than a player would have. (For most players who played before this update your game over counter in the stats screen is incorrect.)
Retroactively fixed pits to make more sense visually.
Fixed spelling mistakes.
Fixed multiple softlocks.
I want to thank everyone for all the love you've shown this game! The discord is really booming and it's a lot of fun interacting with people within and outside the newgrounds community! I'm glad y'all gave my silly little game a chance! I have one more small update planned, and then after that it's time for a bit of a proper break, and by that I mean planning out the next BIG update, whenever that may be started...
Also! I love reading through the steam community posts! But if you want me to respond/see things quicker I highly recommend joining the STD discord server. It's very chill and you get to talk and see a lot of cool people and things! Also updates on the game are more 'quentiful' there (that's a word I made up for SHIT TONS!) So Join HERE
Have a Blessed day! May god smite spare the STD-heads!
Hello there! Last week, Game Engineer Carter Williams took us behind the scenes of RoboCo’s physics. This week, let’s take a look at how RoboCo uses Steam Workshop to let players share their robots!
For those who may not know, game developers on Steam can set up an online Workshop for their game that provides a place for players to upload content for other players to discover and download. It’s the perfect place to host robots for a building game like RoboCo.
Right now, we’ve set up RoboCo’s Workshop for internal testing by developers only, and the Workshop won’t be active for players until the game launches to Steam Early Access. But we thought it would be fun and informative to give a preview of how it works.
Finding Robots Made By Other Players
Step 1: Go to the Robot Save/Load menu and select Browse Steam Workshop. This will open the Steam Workshop overlay on top of the game.
Step 2: Find the robot you are interested in. Steam Workshop has lots of handy tools to help you find what you want even as the workshop fills up with more and more awesome creations. You can check out collections curated by the community or follow authors who have released robots you’ve enjoyed in the past. You can filter to your favorite robots, or to robots that match tags like Funny or Automated. You can sort by date updated or by community rating. There are far more options than we can briefly list here.
Step 3: Subscribe to a robot you like to download it onto your local machine. Subscribed robots will automatically update if the creator releases a newer version.
Step 4: The robot(s) you subscribed to will now appear in your Save/Load menu. You can filter to just Steam Workshop robots to find them easily. You can also edit a found robot and save your own version to a new save slot.
Sharing Your Robot With Other Players
Step 0 (optional): When you complete a challenge with a robot, that robot will earn a badge, like this one for “Sandwich Server.” To prevent cheating, the badge will only last as long as you don’t edit the robot, but you can always earn it again with your new robot to prove it is still capable.
Step 1: Save your robot. You will see any badges that the robot has earned from Step 1 in their Stats on the Save/Load menu.
Step 2: Make any edits to the robot’s description or tags. You can add tags for what Robot Actions the robot can do like Climbs, Transports, or Destroys; what type of Controls it has like Automated, Manual, or a Hybrid of both; and what Traits it has like Funny, Complex, or Beautiful. Some tags will be automatically applied by the game, like the challenge completion badge from Step 1.
Step 3: When you’re ready, upload your robot to the workshop. If you attached any Python scripts to your robot as described in our programming guide, these will be uploaded along with the robot. If your robot uses third-party libraries, these won’t be included, but you can put instructions into the robot description to tell users what libraries they need or how to install them.
Step 4: You can now see your very own robot on the Workshop! Other players will be able to filter to its tags, subscribe to it, and upvote it in support of what you made!
A Community of Builders
There’s so many reasons we’re excited for players to get their hands on RoboCo on Steam Early Access soon. But perhaps the number one reason is that we’ve loved to see all the robots that players have made during brief demos and user tests, and we know that having a public RoboCo Workshop is when that kind of community sharing will really take off.
Whether you want to see how other players solved the Silicon Sonata challenge, skitter around the RoboCo factory floor with a hexapod robot that you saw online, build upon another player’s Python code to make the ultimate color sensor robovac, or express your artistic side with a motor-driven moving diorama, RoboCo Workshop is a fantastic resource with the promise to help us all appreciate each other’s accomplishments and grow our engineering and design skills. And fostering a community of builders is what RoboCo is all about.
And that’s it for this week’s devblog! What’s the first robot you plan on sharing with the RoboCo community? Let us know in the comments or in our Discord! Also, make sure to check out our latest episode of Inside RoboCo where Carter Williams breaks down the physics behind RoboCo! Next week, we’re showcasing more RoboCo Content creators in a new Did You See It? – RoboCo Content Showcase!
Dear Detective: We are sorry that after this update, the game rewards and activity could not be successfully settled. We will solve the problem as soon as possible and give you relative compensation rewards.