New Stuff -Added loadout slot system that allows to save and re-equip custom loadouts. -9 new items added. -New mods added to some existing items. -Reworked Rhizome Blue to allow turning it into a long range focused attack ship. -Added wildlife capture system with new bestiary entries and some wildlife related unlock conditions. -Rearranged title area so that simulations are easier to access after loadout changes.
Changes/Balancing -When launched for the first time, this update needs to reset your loadout and mod selection. -Some items now require wildlife capture. If you already spent PS to unlock the item it will still be unlocked once you capture the required creature. -Ammo crates found in vaults now only contain a single random pickup (ammo, supf or capture balloons). -Shot cursor homing now only takes affect for as long as you are aiming. -AoE damage now factors less into how weapon max ammo is calculated. -Player shutdown time from EMP explosions is now based on EMP damage taken (capped at 4s, previously fixed 2s). -Cursor homing and fragmentation shots now only apply to weapons that fire physical projectiles. -Weapon mods that increase damage are now generally cheaper, due to how they also affect max ammo. -Recycling now takes time, makes noise and can be applied to living ships through certain means (acting as an armor strip DoT). -TAG TOR is now more focused on being an AoE tag tool, with a new gadget filling the role of continuous AoE detection. -WIRE TOR is now undetectable to CorPo APS and can not be intercepted. -NANO WIRE upgrade no longer has any damage falloff, but also deals reduced damage (20-->10). -UNIVERSAL COPY GOO has been converted into a gadget that can be used on a single unequipped upgrade. -PRINTER now drops printed upgrades instead of auto-equipping. -Several other items rebalanced.
Fixes -Fixed a problem with capture witnessed comms. -Fixed Cargo Friend bestiary entry never unlocking. -Fixed cascade weapon mods not applying their effect. -Fixed a problem with one mod for a late game weapon. -Fixed some SLDG PMP mods having their effects mixed up. -Fixed WRNCH ARM not being able to sabotage industrial accelerators. -Fixed player being able to jumpstart disabled and dying ships into a weird temporary zombi state. -Fixed a problem with CHARGE SPUR emp damage calculations. -Fixed a potential situation that would enable ship capture without having vac balloon ammo available. -Fixed a problem preventing individual laser fence posts from being EMPed multiple times in a row. -Fixed wreckage being spottable if they spawned after alert wears off but their source died during combat. -Fixed opening gear menus requiring too much time during reflex mode. -Fixed bridge lock indicator remaining displayed if switching target to an non-critable object while aiming.
Swirl Watch Version 1.201 (Precision Gear) -Fixed NET LNCHR not deploying balloons correctly. -Fixed TRACKER cone limit not taking effect. -Fixed a problem with ADV-NAILR supf mod. -Fixed RECYC TORP tutorial simulation range exit check triggering even when near structures. -Fixed problems caused by simulation O3 erroneously having two unlocks tied to it. -Fixed a problem where lasing a LoS blocking object as it is removed would also remove player lidar beam and ability to detect. -Fixed some problems arising from loadout saves initiating at incorrect circumstances. -Fixed a very cool bug causing loadout slots to apply all their passive preview items to the player whenever they update their preview items.
Swirl Watch Version 1.202 (Precision Gear) -When launched for the first time, this update needs to reset your loadouts and mod selection. -Boss sonar cooldowns reduced. -Sonar capable boss ships no longer emit sonar idle sounds. -Boss ships with APS longer show idle flash. -Added several safeguards to prevent undetermined situations in which player lidar detection would get removed until returning to title. -Fixed simulations being unable to spawn reinforcement docks. -Fixed a rare situation in which simulations would replace a patrolling ship with a longcaster (?) -Fixed net launcher shots remaining APS interceptable if stealth tape is equipped. -Fixed some issues with title area.
- Awarded Event Cosmetics - Added a small half-second delay to downloading workshop levels in online, to test if this prevents a small issue that sometimes pops up
In preparation for our big launch today, we’ve injected ROBOBEAT with a little new blood…
We’re thrilled to announce that we’ve partnered with New Blood Interactive to bring you two extra in-game tracks and the epic BEATSLAYER Bundle!
We’ve added two more super secret rooms to ROBOBEAT, one themed after ULTRAKILL and one themed after DUSK. In each room, you’ll find a cassette containing one iconic track from each game.
Which tracks will they be?
You’ll just have to discover the secret rooms and find out for yourself.
We’re warning you though, these rooms are extremely difficult to find, so keep your eyes peeled for any high platforms, subtle clues, or sneaky holes in the wall!
Alongside the secret rooms and cassettes, we’ve also prepared the ultimate bundle for FPS players who love smooth movement, wonderfully weird weapons, and the undeniable thrill of dying repeatedly.
ROBOBEAT, a roguelite rhythm shooter where you take on the role of robo-gunslinger Ace as he hunts down the chaotic showman Frazzer. Wall run, slide, and bunny hop your way through Frazzer’s ever-shifting lair, and shoot in sync to the music to maximize your damage. Uncover new cassettes to use as you play, or march to the beat of your own drum by uploading your tracks using the custom music feature and playing with the songs you love!
ULTRAKILL, a fast-paced ultraviolent retro FPS combining the skill-based style scoring from character action games with unadulterated carnage inspired by the best shooters of the '90s. Rip apart your foes with varied destructive weapons and shower in their blood to regain your health.
DUSK, a retro FPS where you’ll have to battle through an onslaught of mystical backwater cultists, possessed militants, and even darker forces as you attempt to discover just what lurks beneath the Earth.
If you already own ULTRAKILL, DUSK, and/or ROBOBEAT, you’ll still be able to take advantage of the bundle. Instead of buying the full bundle, however, you’ll be given the option to complete the set and receive a 10% bundle discount on the other games, which will stack with any other discounts that are available on the games at the time!
Grab the BEATSLAYER Bundle now and get lost in a ballad of bloodshed.
We're also running an exclusive giveaway where we'll be giving away a free copy of the BEATSLAYER bundle to 3 lucky winners! To find out more, check out our giveaway announcement here.
Don’t forget to join our Discord and follow us on social media at @robobeatgame for even more updates!
To celebrate our epic collaboration with New Blood Interactive, we’re going to be giving away 3 free copies of our BEATSLAYER bundle.
The 3 lucky winners will each receive a free copy of ROBOBEAT, ULTRAKILL, and DUSK. That’s three iconic games all wrapped into one blood-soaked package!
To enter, all you need to do is follow the link to our GLEAM giveaway here and complete one or more entry methods*. The more entries you have, the higher your chances are of winning! The giveaway will run from today until Friday May 31st.
Fixed bug for assigning new ship names. When producing a ship, the game should assign an unused historical name. It was only doing this for the first ship produced for a country. Each new ship should now receive a name as intended.
Fixed fuel consumption bug for convoys. Was using incorrect miles per ton
- Doubled Flickering Form's interval & duration. (Suggested by Jazdia) - Heavy Hitter now also grants +20% Charge speed. - Reworked Arcane Focus: Now creates manafonts when you spend mana. - Leaf on the Wind now also gives Empower when evading. - Increased Static Shock damage from 1 -> 2. - Increased Follow Up's Empower duration from 5 -> 8 seconds. - Daredevil stacks now also grant a bit of movement speed. - Go Big now gives +1 health. - Bull Rush now activates instantly and grants Block instead of Defense. - Lights Out no longer requires target to be unaware. - On Guard now stuns enemies that hit your item block. - Made Steady Hand stop shouting at you.
- Made Conjured Earth Elemental's tackle stronger and harder to interrupt.
- Rewrote Myriad's description to clarify the phantom throws are infinite, not the damage. (Nauxs)
- Fixed gameplay effect value conversion curve only going up to 99. - Dead enemies should no longer softlock the Pit if their corpse doesn't despawn. (Aewynne & Jazdia) - Fixed Bees not dying right. - Fixed Axe spin attack missing crates with Go Big. - Fixed Bloodshop price markers being visible through walls. - Fixed removing pitchfork infusion doubling the effect instead of removing it. (Cellestus) - Hopefully finally fixed Insulation not consistently working for client players. (Aewynne)
Thank you for your continued support of Launch Director!
In this update
The game now verifies that achievements have been successfully cached and written to Steam before loading the next level/reloading the current level. If achievements are not cached and written successfully, the game re-attempts until success is reported. This should solve the issue where achievements were delayed or not attributed.
Please report if there are any unintended consequences of this change, such as excessive loading times between levels or failure to load the next level/reload the current level.