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Roboplant News

May update is out in the preview branch

Hey there! 👋

I hope you're having an amazing day and are as excited as we are about this. Finally, after months of work, we can release the new update in the "Preview" branch. It will stay there for about a week, which should be enough time to finish off two missing features, balance what's currently there, and of course, squash some bugs!

As usual, I need to send out a warning: in the preview version of Roboplant, you may encounter bugs, unbalanced elements, and the possibility of save files breaking (hopefully not!). We'll do our best to fix everything as quickly as possible. If you spot something that doesn't seem right, please let us know.

With this update, we bring five big new things to the table:
  • Storage filters: Now you can filter what goes into a storage area and set the desired amount to keep in there. Full description here
  • Custom difficulties: When starting a new game, you have more control over the game's settings. You can set starting money, adjust workers' needs, and much more. Full description here
  • Price fluctuations: The market reacts to your selling and buying activities. Selling too much saturates the market and lowers prices, while buying more increases prices. Diversification is key to staying profitable. Full description here
  • Workers' experiences: Workers gain experience as they work. After a while, they'll be able to level up and obtain unique enhancements. Full description here
  • New reputation system (Part 1): the contract system has been simplified, making it easier to use and more straightforward. You get to choose a partner and receive unique rewards from them. Next week, we'll release the two missing features related to this system. Full description here


Isn't the new social media table for the office pretty cool? There are other cool things we added to enhance your overall experience, but I won't spoil the surprise!

Instructions on how to change Steam branch:
  • In Steam, click on Library > Games.
  • Scroll down to Roboplant.
  • Right-click and select Properties.
  • Go to the BETAS tab.
  • In the dropdown, select the name of the branch you want to play.
  • In that same Properties window, go to the Local Files tab and press "Verify Integrity Of Game Files."
  • Your game will be updated to the new branch.
  • Launch and play Roboplant

What do you guys think? If you have any suggestions or questions, you can hit us up on:
Rebelpug discord server: Join Discord Link
Steam forum: Write to us here
Rebelpug external forum: Write to us here

Oh, and if you want to stay up-to-date with all the cool features we're working on, sign up for our newsletter here! We won't spam you; we'll be like ninja pugs!

Stay tuned for more updates and happy gaming! 🎮

DevBlog: New Contracts System Part.1

Hey there! 👋

I hope you've been doing well since the last time we talked. As for me, it's been quite amazing but also very busy. We were selected to be part of a European acceleration program, so I went to Malaga for their first workshop. I learned a lot, met many nice people, and tried some amazing Spanish food. Meanwhile, Alessia and Luisa were working on finishing an amazing cool feature, which is also why this is "part 1". We have too many things to say!

Let's get into it!

The reputation system overhaul is quite significant. We wanted to simplify things that were not very clear while also making them more interesting in the long term.

The first thing we looked into was how to make it more straightforward. Once you start, you can see that you have a very low interstellar reputation. Each time you complete a contract, you can gain one or two reputation points, depending on the complexity of the contract. There is no more distinction between earning points towards one partner or the other.

Once you reach a certain reputation, you will receive communication asking you to partner up with either MegaCorp or Sunshine Farms. The decision is permanent and will affect what you can gain from them.



Now that you have chosen a side, the second part of the new system will kick in. You get to see the reputation tree, where based on your reputation with your partner, you can unlock cool and unique things.



You'll also be able to speed up your reputation gain using your new room, the office. But we'll get into this more next week, so you'll have to be patient!

What do you guys think? If you have any suggestions or questions, you can hit us up on:
Rebelpug discord server: Join Discord Link
Steam forum: Write to us here
Rebelpug external forum: Write to us here

Oh, and if you want to stay up-to-date with all the cool features we're working on, sign up for our newsletter here! We won't spam you; we'll be like ninja pugs!

Until next time!

DevBlog: Worker Experience System

Hey there! 👋

I hope you had another great Monday. Alessia and Luisa have been quite busy working on the new rewards offered by MegaCorp and Sunshine Farms, but you'll know more about them in the next update. Meanwhile, I've been working on finalizing the new workers' experience system, so let's explore it together!

In the upcoming update, we'll be adding something that you've been wanting for a while now. Workers will improve their AI every time they work (yee machine learning), and once they've accumulated enough experience, they'll be able to level up.



You never know what an unskilled worker can level up into, but if you don't like the planned upgrade, then you can reset the memory and start over. Skilled workers, on the other hand, will upgrade to their next level, and by doing so, you'll be able to choose a unique modifier that improves their work.

Yes, you heard me right, unique modifiers! More efficient harvesting, better charging, and much more. Even robots learn new things in unique ways, so when they upgrade their AI, they get to choose between a couple of modifiers. And, as you can imagine, a fully skilled worker can have up to two modifiers.



We've also changed the way new potential workers are proposed. When you start a new game, you'll only get to choose between unskilled or junior workers. As you progress, you'll get to choose between more trained robots.

What do you guys think? If you have any suggestions or questions, you can hit us up on:
Rebelpug discord server: Join Discord Link
Steam forum: Write to us here
Rebelpug external forum: Write to us here

Oh, and if you want to stay up-to-date with all the cool features we're working on, sign up for our newsletter here! We won't spam you; we'll be like ninja pugs!

Until next time!

DevBlog: Custom difficulties settings & price fluctuations

Hey there! 👋

I hope you had a great Monday. Here in Italy, everything was closed due to Easter Monday and that means doing something with friends outside, like a barbecue or a picnic. Always a lovely time!

Today, I wanna chat with you about two features that'll be part of the May update. The new custom difficulty options when starting a new game and the price fluctuations when buying or selling something.

[h3]Custom difficulties[/h3]
One thing we wanted to address when someone starts a new game was that it was not clear what you were choosing when you pick a difficulty. From there we went even further saying, why people shouldn’t be able to make some adjustments to it.

So we got this:



Once you go to create a new game you can choose either to use the default difficulty settings or customize them based on your needs. Then you’ll be able to see how each of them affects some aspects of Roboplant. From the amount of starting money to the planetary events frequency, with many other options in the middle.

Furthermore, we are getting a lot of feedback that the game is still too difficult. This is why we are making the easy mode much easier and using the other two options to add some challenges for you.

[h3]Price fluctuations[/h3]
Before today when you were selling or buying resources, it wasn’t affecting the prices. That means you could easily focus on one resource and make tons of money. If you buy too much then your price goes up, and if you oversell then you have the opposite result, the price goes down.



As you can see from the graph the price is affected by the number of resources sold or bought in the last three days. The new price will vary based on the difficulty, on easy mode, it won’t be that harsh but on medium or hard then you’ll see a bigger difference in the final price.

What do you guys think? If you have any suggestions or questions, you can hit us up on:
Rebelpug discord server: Join Discord Link
Steam forum: Write us here
Rebelpug external forum: Write us here

Oh, and if you want to stay up-to-date with all the cool features we're working on, sign up for our newsletter here! We won't spam you, we'll be like ninja pugs!

Until next time!

DevBlog: Let's talk about storage filters

Hey there! 👋

Hope you guys are doing great! It's been a crazy couple of weeks here at Rebelpug. Alessia's been working on some sick new models for the new contracts system, but I'll tell you more about it later on - it's still hush-hush! As for myself, I've been working on a couple of features, and yeah, one of them is the storage filters. I also had this really gnarly toothache that didn't help much with the coding. Ugh, the struggle!

But enough about us. Let's get to it - storage filters. Finally!!!

Right now, the workers will just move resources to the closest storage, without taking into account whether or not it's the best option. As a tycoon fanatic myself, my goal is to be lean and have all the resources I need nearby, so I don't waste my precious time running around. The way it was before was just not good for me.

So first things first! We needed to make sure each storage can limit what kind of items it can hold, otherwise, it would just fill up the first one around. Filtering out what's not really needed is key. With the new update, you'll be able to pick and choose what gets stored where.



Now, onto the second order of business! Personally, I love having auto-buy orders for seeds, fertilizers, and whatnot. This means I always have what the factory consumes and I need them to spread out throughout the factory, not all piled up in one spot. So we added a feature that lets you specify how much of a certain item you need in a specific storage. Once you place an order, the system will try to distribute the items across all the stores that need them until the order is fulfilled. Then any leftover items will go to the closest storage.
With these two improvements, we're aiming to make our workers more efficient, with less time hauling stuff around and more time getting work done. 💪

What do you guys think? If you have any suggestions or questions, you can hit us up on:
Rebelpug discord server: Join Discord Link
Steam forum: Write us here
Rebelpug external forum: Write us here

Oh, and if you want to stay up-to-date with all the cool features we're working on, sign up for our newsletter! We won't spam you, we'll be like ninja pugs 🥷🐶!
Newsletter: Subscribe here

Until next time! See you soon!