Roboquest - Yun and the Yuns
Hello Guardians.

It is with great emotion that we write this devblog today. We’ve been quite silent for the past months, not knowing exactly what to say, how to say it or when to say it. But today’s the day.

2025 marks nearly a decade working on Roboquest, and it also marks the end of the journey for the game.

We know many of you would have loved to see more updates, more content, more Roboquest. But that isn't something we are able to deliver. Spending as much time on the same project takes a toll, and no matter how passionate we have been about Roboquest, it is finally time for us to look at new horizons.

When we first designed Roboquest, it was never meant to be what is called today "a game as service". Pumping out updates just for the sake of "maintaining the game" was never on the cards. Yet, we tried to scrap whatever we thought could constitute "good additions" to the game (some with more success than others). Because we really wanted to give you guys something worthy of your dedication and passion about the game. But we think we reached the end of that. We stretched both the additional content and our energy to the maximum. We can’t stretch any more.

The initial experience was designed to be a 25/50 hours gameplay experience, there's no way we can continue to provide content for players with over 1000 hours of gameplay. Or at least "meaningful" content. But we tried something with the Endless Update, with some shortcomings, for sure. But the passion that burnt bright for so many years started to falter. Fatigue kicked in, and we realized we really needed to turn the page.

We did everything we ever wanted (and even more) with Roboquest and we thank you for being here with us during all this time.

We're not planning any more updates on Roboquest. The multiplayer and cross-platform will still remain available obviously. And we're turning to another project. In fact, most of the studio (people that weren't working on the Playstation port) have already shifted for a while now.

A new project you say? Yes, a new project. Something that, after spending 10 years on the same thing, re-ignited the passion and the flame that allowed us to craft Roboquest. Hopefully, with the experience we accumulated and all the errors we made along the way, we're aiming for a much, much more efficient development plan.

We have nothing to announce for now, but when we do, you’ll be the first ones to know.

There are still two things on the horizon for Roboquest though: the Playstation port (27th of May) as well as the standalone release of Roboquest VR (end of the year). We know those are typically not what you are expecting from a Steam news, but it was still worth mentioning it again.

So yeah, that’s it. After over 50 billion badbots destroyed, we’re finally turning the page.

We hope you had and will continue to have the best robot smashing times nonetheless, and we hope we can count on you for what we'll be bringing in the future!


Roboquest - Yun and the Yuns
Hello Guardians!

It's been quite a while since our previous news, but today we're back with a bunch of news mostly related to the Playstation port of Roboquest.

1 Million

This past month, we reached a significant milestone, not only for the game, but also for our studio in general.

Roboquest has sold over 1 million copies across all platforms.

When we started the journey, we were mostly focused on living our passion, and making a great game. We were obviously hoping to have a bunch of players following us along the way, liking (or loving!) our game. At least enough to continue being able to make games.

And you made us able to do so, you validated the work we've done as a passion.

And now we reached 1 million sales.

To be honest, we never dreamt of even half this success. Many people we came across and sometimes required help from didn't believe in it as well. This was tough, but we persevered. For some peculiar reason, we believed in it. We were probably naive, because it all came from a place of good will and good heart. Thinking that simply loving the game and our work would pay off. We were all-in.

But now it is real, and it is all thanks to you.

So, thank you for this opportunity, Guardians. We will continue to make games, trying our best to continue focusing on making "great games" (when able, and if you allow us to call them that) and thinking of the player experience first.

Thank you.

Playstation Port

The port was a tough journey for us. As a (rather) inexperienced studio, we discovered everything about this process over the last few months. And, oh, was it tough!

But we're finally seeing the end of that. We still have a bunch of steps to go through but we believe the Playstation version should be available around the end of May.

Here's a sneak peek at the front-cover of the physical version:



Roboquest will be available in digital version for Playstation 4 and Playstation 5 and in physical version for Playstation 5. There will be two different physical versions: one standard and one deluxe edition containing more goodies (noticeably a neat game manual, a softcover artbook - basically a lite version of it - and a comic book presenting the adventures of Max and the Guardians from the cinematics of the game).

In fact, the physical edition is available for pre-order today. It was made by "Strictly Limited". You can access them here:
- Strictly Limited

We're not necessarily fond of the pre-order system at the studio, as players. But in the case of Roboquest, the game is already out and you know what it is about, you know what you'll be getting.

We'll be back in the weeks to come with more information :)

In the meantime, we wish you all a happy robot smashing time!





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

We just released a mid-January patch for Roboquest, alongside a 2-weeks 36% discount (starting now).

This small update is available on all platforms and focuses mostly on bug and issues fixes.

Here are the additions coming into this update:

Changelist
General
- Each friendly bot you complete the quest of will now be appearing at the Basecamp. Stop by and say hi!
- Added unused tracks “Sector”, “Entropy” and “Destination” to the random track list in the Endless Run
- “Corrupted Cells” (in Endless Mode) now have a clearly different shape
- The Corrupted Healbot has been completely removed from the game, RIP!
- You can now upgrade your weapon to “Fantastic” rarity in Endless Mode at the cost of 10 powercells (at Willy Wonders)
- Reduced the price to improve a weapon to “Epic” rarity at Willy Wonders from 10 to 8
- Smithing Ted now always appear at the start of the second level in Endless Mode
- Added a "Return to Basecamp" button that appears if you're stuck in the loading screen for a while

Bugfixes
- Fixed issues with several perks not properly saved when using the “Save & Quit” feature and loading your game
- “Goliath Diggler” and “Goliath Digglet” will now properly undig if they spend more than 6 seconds under map
- Fixed an issue preventing the uncrouch input to be properly recorded when opening a menu in the basecamp or during a multiplayer game
- Updated the position of weapon pickups when you drop them to avoid them ending up underground or inside a wall
- Duke Nuker can no longer propel you inside a wall or underground when you use grappling hook on him
- Fixed an issue with player or enemy feet going CRAZY when stepping on doors
- Picking up sub-choice of upgrades or perks will properly register them as “Discovered” and show them in the class selector
- Rerolled bazar items now have the right price (and not the price of the previous item at their slot)
- Fixed an issue with the Endless Portal collision at the basecamp where you could get stuck inside
- Note: Version numbers are different on Xbox than other platforms, but it doesn't have any impact on cross platform multiplayer
Roboquest - Yun and the Yuns
Hello Guardians.

We just released yet another hotfix for the Endless Update and we're continuing to monitor the feedback and bug / crashes are continuing to being tracked. Though with this hotfix, we should have taken down most of the glaring gamebreaking crashes.

Bug Fixes
• Goliath Driller and Goliath Diggler will no longer be stuck underground forever
• Saving and Quitting will no longer fail to register Perks that have multiple choice contained within them (like Superbot's Homemade Cannon for example)
• Ambient Volume should be properly tied to Master Volume regardless of your sound setup
• Duke Nuker will no longer be stuck in its "mortar" animation forever
• Fixed several crashes happening when returning to the Basecamp or switching levels
• The Damage Counter will continue to update properly after reaching over 2 billions damage
• Working on getting stacking perks (and other counting perks) to restore their exact number of stacks when saving and resuming your runs (like 'Spicy Meal')
Roboquest - Yun and the Yuns
Hello Guardians!

We just released a hotfix fixing some of the most common crashes and bugs we spotted. We’ve also squeezed in a few balance changes following your feedback from the past week.

We’re planning other balance changes and we’ll continue to monitor your feedback on the matter.

Balance Changes

- Misfortune (Glitch) - Auto critical chance reduction reduced from 25% to 15%
- Broken Hourglass (Glitch) - Ability cooldown increase reduced from 35% to 20%
- Pyro Flies are no longer valid targets for the Singularity “Bunny Shield”

Bug Fixes

- Fixed a crash occurring when Drones would get buffed while returning to the Basecamp at the same time
- Merchants can no longer sell the same item twice or an item you already picked up
- The Repair-o-Bot can once again be hit by projectiles
- Spare Head is no longer reset when saving, quitting then resuming the run
- Reactivated audio that were (wrongfully) deactivated on certain boss introduction cutscene
- Saving & Quitting will properly take into account every levels you played when displaying the number of ranks at the end of run and in the run history
- The Singularity “Time’s Up” no longer deals damage during Boss fights and to the Client player when switching levels
- The Superbot’s map is properly displayed again in the Basecamp
- Purchasing an item to a merchant in the Stadium, the Museum or the Movie Theatre and coming back at a later time will no longer crash the game
- Enemy level is no longer reset after stage 120+
- Boombox now properly scales with player level (instead of being stuck with level 1 damage)
- Fixed a crash occurring when purchasing an item right after selecting an upgrade
- The Damage Counter is no longer reset after saving, quitting and resuming your run
- Fixed an issue with the "Injury Bill" glitch which wasn't properly increasing the cost of using the Healbot to 3
Roboquest - Yun and the Yuns
Hello Guardians!

The Endless Update is now LIVE and available!

It is up on all platforms at once, if you don't see the update, please restart your platform (Steam) or force an update (Xbox).

View the full changelist here:
https://store.steampowered.com/news/app/692890/view/4444585538764144675


Here's a video showcasing the highlights coming into the Endless Update, you can also read about them further below.






Endless Update Highlights

New Feature: Save & Quit

In singleplayer only, you will now be able to save and resume your run at a later time.
At the end of each level, you will be given the opportunity to "save and quit".
You will then be able to resume your run from the landing screen by choosing "continue".



New Game Mode: Endless Mode

Unlock a machine at the Basecamp to start the Endless Mode.
You can either craft it for 100 Wrenches or clear Guardian 1 difficulty to unlock it.



Alternate Levels
You will run through alternate variants of the usual levels. They are shorter and enemy-packed.
Mixing and matching environment and different lighting scenarios.



Singularity & Glitches
Each time you complete a level, a random bonus will be granted to enemies.
That can be a major bonus (Singularity) or a minor one (Glitch).

Singularities have an impact on the game as a whole and Glitches create smaller differences to the base game or to other Singularities.



Duo-Bosses
Every two levels, you will be facing a combo of Bosses that have been specifically crafted for this new game mode.



Progression
Your character progresses faster than the normal mode and reaches higher highs. You can get up to 5 perks and way more upgrades than in regular mode.
You will finally get to experience a "late game build" for longer period of time than in the regular mode.



Full changelist available here:
https://store.steampowered.com/news/app/692890/view/4444585538764144675


We wish you all the best robot-smashing time in the Endless Update!




https://store.steampowered.com/app/692890/Roboquest/
Roboquest - Yun and the Yuns
Here's the changelist for the Endless Update.

View the release announcement here: https://store.steampowered.com/news/app/692890/view/4444585538764144673





Patch Notes v1.5
Endless Mode

• Added a new machine at the basecamp to access the Endless Mode
• It is unlocked by crafting it for 120 Wrenches or completing Guardian 1 difficulty mode
• Added shorter, enemy-packed versions of the regular levels to the Endless Mode
• Updated the starting location for all levels if they are elected to be the first level of your Endless Run
• Added a new 'corrupted Canyon' level to the Endless Mode
• Added the 'Singularity & Glitch' system to the Endless Mode
• Each level adds either a Singularity or a Glitch, either granting bonuses to enemies or changing other aspects of the game affecting your character
• Modified the player's character progression system for the Endless Mode
• Added a lighting swapping system to the levels in the Endless Mode
• Added Duo-Boss system to the Endless Mode
• 5 new Achievements added specific to the Endless Mode

General

• Added 'Save & Quit' feature
• Reduced the cost of adding 'Perfume' at Willy Wonder from 4 Powercells to 3

Enemy

• Added a new Goliath enemy coming into two different versions: Goliath Driller & Goliath Digger
• Updated a few portrait images that were not properly updated for some enemies in the Museum
• 'Haven City' now features 1 goliath of each type

Balance Changes


Weapons

Torpedo Rifle
Primary Fire
• Damage increased from 20.0 to 22.0
• Impact force increased from 19.0 to 20.0

Patator
Primary Fire
• Damage increased from 68.0 to 70.0

Buffalo Cannon
Primary Fire
• Explosion radius increased from 2.2m to 2.3m

Elephant Gun
• Added 'Havoc' as default affix

Classes

Ranger - Awareness (Passive)
• Critical Damage bonus from each point reduced from 2% to 1.5%

Elementalist - Mantra (Passive)
• Bonus elemental damage increased from 15% to 20%

Elementalist / Recon - Overpower (Perk Upgrade)
• Fixed an issue were the 15% bonus were added to the 15% damage bonus of the base perk (leading to a whooping 2.25% damage increase in total) - it now adds 15% damage to the total damage of the secondary ability

Elementalist - Power Infusion (Perk)
• Fixed an issue were the 15% bonus were added to the 15% damage bonus of the base passive ability bonus damage (leading to another whooping 2.25% damage increase in total) - it now adds 15% damage to the total damage bonus of the passive ability

Elementalist - Dynamic Mantra (Perk)
• Increased bonus damage from 10% to 15%

Items

Ball and Chains
• Now considered a corrupted item
• Grappling Hook damage increased from 350% to 450%
• Now increases Grappling Hook cooldown by 3s

Bug Fixes

• In 'Bomb' levels, you will no longer be sent to the defeat screen as the client player when the host player actually managed to defuse the bomb on time
• Fixed issues with perk HUD animations still playing while the game was paused leading to them being out-of-sync with in-game cooldown
• Fixed issues with special effects not being properly displayed or displayed with wrong rotations for the Drones
• As well as numerous undocumented fixes for random crashes




View the release announcement here: https://store.steampowered.com/news/app/692890/view/4444585538764144673
Roboquest - Yun and the Yuns
Hey Guardians.

It is finally time to reveal the Endless Update release date.

And it's coming real soon.

This November 27th at 3pm CET we will be releasing the Endless Update.

We prepared a video summing up the addition coming into this update, view it here:


You can also read about the different additions in details in our previous devblogs (if you haven't already) here:

That Which Has No End (Endless Mode)
https://store.steampowered.com/news/app/692890/view/4444583635753894158

Saving the Day (Save & Resume)
https://store.steampowered.com/news/app/692890/view/4452465569899216933

Over Nine Thousand (Progression)
https://store.steampowered.com/news/app/692890/view/6904675658203398265

Make it Double (Bosses)
https://store.steampowered.com/news/app/692890/view/4444584904812920864




The Endless Update is coming, to be released across all platforms the 27th of November, 3pm CET.







https://store.steampowered.com/app/692890/Roboquest/

Roboquest - Yun and the Yuns
Hey again Guardians.

This is the final devblog for the incoming Endless Update. And it's going to be a short one.

Let's talk about bosses.

Endless Mode and Bosses

We contemplated for a while what to do with Bosses in the Endless Mode.

Are they even there?

Yes, obviously, not adding them would make the game quite different from the normal mode, and probably hinder the build diversity in the process. Not only that, that would also be quite sad not to find your favourite Mole to whack.

But, do we just add those as they are right now?

Since you probably already fought them a lot and know their attack patterns and behaviour by heart, that might be lacking some kind of… novelty? And we’re adding a “new mode”. That meant we needed something “new” to go along with.

And at some point we were like “you know Diggy Mole, we like him, and players seem to like him as well”, “so what if there were TWO Diggy Moles?”.


And that was the beginning of the addition of “Duo-Bosses”.

We crafted several new encounters featuring combos of Bosses. We tweaked their arenas, their attack patterns and their nameplate.

In the Endless Mode, you will face a Duo-Boss every two levels.

There are quite a few variations and we hope they’ll provide an interesting challenge for you!







So yeah, that was the final quickblog.

The Endless Update release is nigh and we hope you're pumped to try it out!





The Endless Update lands end of November.
Roboquest - Yun and the Yuns
Hello Guardians.

Here's the third out of four quick devblog about the Endless Update.

Today we'll be discussing the progression systems that support the Endless Mode.

Singularity & Glitches

When we were designing the new mode, we realized we needed something that would make Endless Mode more complete in its intent to be a replayable experience.

And we felt like a "mutator" system would be a great solution to that.

We called those "Singularities and Glitches".


There are "main mutators" (Singularity) and "secondary mutators" (Glitch).

Whenever you defeat a boss, it adds a random Singularity to your run, up to a certain maximum. And every other level completed, it adds a random Glitch to your run, endlessly.

Singularity have a greater impact on your run whereas Glitch tend to modify metric values from the base game or from the Singularities that were added to the run. Pretty much like "enemy perks and upgrades".

Here are a few example of Singularities:
Bunny Shield - Some enemies have a shield that can only be broken by headbonking them
Safety Goggles - Enemies have a chance to have an eye patch protecting their weak spot
Kaboom Protocol - Enemies have a chance to explode when destroyed

Enemies
In addition to that, every level comes with an updated roster of enemies and the difficulty will ramp up endlessly. Enemies get beefier and deadlier, more elites come into play and mechanically weaker enemies are replaced with stronger ones.

Character Progression


  • Every few levels, you'll have a perk choice, up to a maximum of 5.
  • Every levels aside from those, you'll have an upgrade choice, up to a certain maximum (resulting in much more upgrades than regular runs).
  • In terms of items, you won't be limited (that is, until you have them all).
  • Once you reached the maximum number of perks and upgrades, you continue to level up and get to pick one of three "Boosters".

    The main reason we're limiting perks is that going above a certain thresholds removes the idea of "having a build", you just "have everything" and that didn't sit right with us.

    Hopefully this will still make you reach high highs and let you experience an "end-game build" for much longer compared to the regular runs. But we will be monitoring this closely.







    That's the end of the third quickblog, there's a final one planned later this week (a very short one) and then we'll be in "soon to be released" territory.

    Stay tuned!




    The Endless Update lands end of November.
...

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