After months of development, with your support and feedback, Roboom has now finally been launched on Early Access!
Your Feedback Is Welcome
You are more than welcome to dive right into the game, and try out everything new. Feel free to share with us any feedback you have!
You can always join Roboom's Discord Community or send us your feedback through the in-game feedback form, which you can now open by pressing F8 or from the pause menu:
Hope everyone has fun in the Robocon Universe, and as always: For our Vision, never give up!
In Paws and Leaves you will mainly collect memories that are related to emotional story. But we thought it would be great to have an opportunity to get YOUR memory as a collectable into our world.
Therefore we now collecting memories via https://forms.gle/ih1D4wcaK1KreiJU6 to fill our world with some of your memories that can be found in our demo. We will stop collecting memories on 31. May, so its a limited time that you can become a part of our demo builds for the upcoming events that we will visit and showcase our new demo.
As you might have heard, the story of Third Crisis is now complete and we are launching the game out of Early Access on Steam! That's right, this month's release is the fabled 1.0! It has been a hell of a journey to get to this point, and we're so happy to have you along for the ride. Thank you so much for playing!
Now let's check out the changelog...
Added the three main story endings of Third Crisis.
Added two new scenes in the dominatrix house.
Added a ui hint to the bullet vibrator lovense UI.
Fixed multiple typos.
Fixed breast physics in a badgeless sex animation.
Fixed Klaus appearing in place of Martin in one dialogue.
Fixed bartending ass spreading animation not working correctly.
Fixed the lovense integration for the townhall scenes.
This here is our last planned explanation devlog of this sort before we get onto character spotlights. This one won't be super duper long, so lets dive in.
Castle Glass
Castle Glass was once the seat of the living Saren Glass's power, but as with all things, time has brought it to ruin and, as with his living blood, Castle Glass has been reanimated with Saren's return to the living world.
Castle Glass works, on the surface, like most of the other levels - it's generated the same way, it's traps and enemies spawned the same way, etc. The difference between Castle Glass and the rest of them is that Castle Glass changes much more dramatically between each difficulty, and on top of that, it's appearance is always tied to your current difficulty level.
With each new difficulty, a new theme is planned for the level, each time pushing it closer and closer to the disjointed, howling madness of its once proud ruler.
Currently, the themes and added mechanics are planned out, with the Hard difficulty changes being completely fleshed out, but none of them have made it into the current build as of yet.
Saren Glass
As with his domain, Saren Glass changes vastly between difficulty levels. One could say that he is, in fact, four different boss fights. With each passing defeat, the singing storm that animates his corpse draws closer and closer to being unleashed upon the world. And, by the ultimate fight, he will be transformed beyond recognition.
Saren Glass's forms have almost all been added as of this writing. The only form that is incomplete is the ultimate form, which needs a bit of love before I feel comfortable releasing it to you all.
And that would be that. Not super long, but here we are. More devlogs will, of course, follow, but none are currently planned out like these were. I imagine that the following ones will primarily be about updates and the like. Unless something jumps out at me, or something really feels like I want to share it immediately, I will be posting character spotlights for the foreseeable future, starting with Whispering Willow next Sunday.
Greetings players! The newest patch (0.19.3) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and Fixes
Fixed a lot of crash occurrences.
Fixed the issue where Job Priorities would reset after load.
Fixed an issue where visitors might leave the map during the event and cause a crash.
Fixed an issue where visitors couldn’t spawn because there was no friendly village that matched all requirements.
Known issues:
Some text keys are missing.
Player-triggered events don't have sound effects
The calculator of player-triggered events score is still work in progress.
Merchants who are invited to feasts will lose their overhead marker and will not get it back even when the feast ends.
Settlers will not refuel torches if there is no floor/ground beneath them.
Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
DISCLAIMERS: ⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur. ⚠️ Also, at the moment, the experimental and the main branch are very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!