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Roboquest News

Roboquest - Progress, Playtest and Pricing

The playtest phase has ended and the playtest branch is no longer available!


Hey Guardians!

We’re here to keep you in touch about our progress and discuss a few things regarding price increase, price adjustments and the playtest.

[h2]Preparing for 1.0 Launch[/h2]
We’re nearly at the finish line with Roboquest. We still need to fix things on the latest build following your feedback and our data. And we also have plenty of things to do for everything around it, may it be trailers, reaching out to press and influencers and everything you might imagine to make a successful launch.

We can’t announce the release date yet but it’s starting to shape up.

Thanks to the playtesters, we’ve gathered a lot of feedback and fixed many issues. And most of the feedback has been positive. We can only hope that you will all enjoy the full release as much as our playtesters! Or even more yet, since it should be more stable and balanced (hopefully?!).

In any case we’re nearing the end, and what a journey it has been. But let’s stop here because those words are probably for another day. Like when we actually release the game. And we have other things to discuss today.

We wanted to give you guys a heads-up before we make some changes, so here's what's coming up:

[h2]Playtest Closing[/h2]
We'll be closing the Playtest Monday the 2nd of October.

This weekend marks your last opportunity to experience the 1.0.0 version of Roboquest before its official launch.

If you haven't had a chance to dive into the playtest yet, or if you encountered any pesky bugs and crashes that prevented you from playing, or even if you just want more Robo-action, this weekend is your chance.

We’re still in need of your feedback, and your support has already been a game-changer for us so far.

[h2]Roboquest Price Increase[/h2]
[h3]+ Regional Price Adjustment[/h3]
Starting from October 2nd, the price of Roboquest will be going up from $19.99 to $24.99.

As you may recall we mentioned the price increase for launch, and we're making that move a tad earlier. And just to clarify, if you already own the game, this change won't affect you at all.

We need to make this change early so that we're able to run a launch discount following Steam's pricing rules - and running a launch discount can be super important for a successful and very visible launch. We hope you don't mind that we're making that change earlier than expected.

As part of the price update we are re-visiting our regional pricing. We realize that last time we did this it was... confusing (some would say controversial, and we would probably agree). So we're going to try again and hopefully find a better balance.

How exactly will prices be affected? Well, most prices will increase in line with the $19.99 -> $24.99 update but some local prices will actually decrease.

We want to be fully transparent in case you're planning on buying Roboquest soon, so below we are posting the full list of prices that will come into effect on Monday:
(note that the game will be on sale when it officially launches)
  • Canada 34.99 CAD
  • Australia 39.99 AUD
  • United Kingdom 19.99 GBP
  • EU 24.99 EUR
  • United States 24.99 USD
  • Poland 109.99 PLN
  • Hong Kong 199.99 HKD
  • New Zealand 44.49 NZD
  • Norway 279.99 NOK
  • United Arab Emirates 89.99 AED
  • Switzerland 24.99 CHF
  • Israel 99.99 ILS
  • South Korea 30,000 KRW
  • Japan 3,339.99 JPY
  • Singapore 29.99 SGD
  • Taiwan 719.00 TWD
  • South Africa 349.99 ZAR
  • Kuwait 5.79 KWD
  • Qatar 64.99 QAR
  • Saudi Arabia 64.99 SAR
  • Argentina 4,999.00 ARS
  • Uruguay 499.00 UYU
  • Costa Rica 6,999.00 CRC
  • Colombia 53,399.00 COP
  • Brazil 64.99 BRL
  • Chile 11,899.00 CLP
  • Peru 49.99 PEN
  • Mexico 229.99 MXN
  • China 78.99 CNY
  • Turkey 289.99 TRY
  • Kazakhstan 4,999.00 KZT
  • Ukraine 389.99 UAH
  • CIS 9.99 USD
  • Russia 1,019.00 RUB
  • India 879.99 INR
  • Philippines 599.99 PHP
  • Malaysia 49.99 MYR
  • Indonesia 159,999.00 IDR
  • Thailand 379.99 THB
  • Vietnam 257,999.00 VND
  • South Asia 9.99 USD
(reminder that those will be the updated prices for the 10/2/2023)

That’s it for today

We'll be back with more news regarding the launch.

In the meantime, we wish you the best of robot smashing.


Discord - https://discord.gg/roboquest

Website - http://www.roboquest.com/

Twitter - https://twitter.com/RoboquestGame

YouTube - https://www.youtube.com/channel/UCiusIjcrkm3HrAESaKZALYQ

If you have a question about the game, you can find the FAQ here on the Steam forums. And if your question is not answered there, make sure to ask us in the community forums or on our Discord server (where you can interact directly with us!).

Roboquest - Playtest is available!

The playtest phase has ended and the playtest branch is no longer available!


This is it Guardians!

We just entered the technical playtest phase for our 1.0.0 launch!

And we're now looking for your help. We'd love it if you could jump aboard and give us feedback on bugs, balance and other issues that might arise so we can fix as much as possible before the final release.

We plan for the playtest to continue for a couple of weeks before we close it in order to fully focus on fixes, improvements and final polish.

The previous playtest branch has been closed and we opened up a new one.

The new playtest branch is under NDA protection and we will request you to sign it before accessing the playtest (basically, no video or content should be recorded from this playtest).

If you want to access the playtest version, please head over to our Discord server and follow the instructions there!

Discord - https://discord.gg/roboquest

Website - http://www.roboquest.com/

Twitter - https://twitter.com/RoboquestGame

YouTube - https://www.youtube.com/channel/UCiusIjcrkm3HrAESaKZALYQ

If you have a question about the game, you can find the FAQ here on the Steam forums. And if your question is not answered there, make sure to ask us in the community forums or on our Discord server (where you can interact directly with us!).

The playtest phase has ended and the playtest branch is no longer available!

Roboquest - Developer Report & New brobot found!

Howdy everyone!

We have news regarding Roboquest and we’re here to tell you all about it.
We will also take this opportunity to give you more details about what’s going on right now in terms of development.

If you have been following us on our Discord, you might already have heard about some of this, but we decided to sum it all up here for everyone to see as well as provide additional info.

[previewyoutube][/previewyoutube]


Loading the dev report...






[h2]New brobot found![/h2]

You might have seen this on some press sites, or other places.

RyseUp has partnered up with Starbreeze to publish Roboquest!
To be more accurate, Roboquest will be published by both RyseUp Studios (that’s us!) and Starbreeze.

Rest assured that we, at RyseUp, remain the same as before. Just better and stronger now that we have people with the skills to help us through the release process and to bring Roboquest to people who might be interested in it but haven’t heard of it yet.

To quote the official Starbreeze post:
“Starbreeze Entertainment will be publisher by name and support Roboquest and RyseUp Studios with its expertise in release management, marketing, community management, live service operations, continued development, and data management and analytics.”

As you might have understood, Starbreeze will mostly help us for the marketing process but we remain in command for everything related to creativity, business model and gameplay. Our priorities remain the same: getting a good (and healthy) game out.

Only, we now have Starbreeze to help us make sure we’re as loud as we can be when the time comes to release the 1.0.0 update.

Official Starbreeze announcement:
https://www.starbreeze.com/news/starbreeze-entertainment-to-publish-roboquest-by-ryseup-studios-get-ready-to-kick-some-metal-ass/






[h2]Enough of it, I want Roboquest now![/h2]

Roboquest is set to release in Autumn 2023.
The official release date will be announced later.

Is the 1.0.0 behind that door?

In terms of development we completed most of what we had planned for the 1.0.0 and we already started localizing parts of the game and internally playtesting the game.

Though it’s not ready yet. If it were a baguette, it would start smelling good but would still need more time in the oven. You know, that moment you’re hungry and start to salivate but have to wait for the final touch.

We need to fix every issue/bug we find during our QA tests, we need to balance the game, we need to modify things here and there, we need to polish everything, we need to change a few things around, we need to experiment with that final version, we need to replace every placeholder (work-in-progress resource) that might have slipped under our radar.

But it’s cooking, we’re cooking.

We and the bugs.






[h2]But what am I waiting for exactly?[/h2]

That would be a good question, what will 1.0.0 include?
We already discussed it in detail in our previous devblog (here:)
https://store.steampowered.com/news/app/692890/view/6300017307886421524
But among other things, we thought we’d remind you the “highlights” of what’s coming in the 1.0.0 of Roboquest:
  • The final level and final boss
  • One more class
  • A bunch of new levels
  • Cinematics, data-logs, NPCs and quests
  • POWER CRYSTALS!
  • Achievements and compendium
  • More weapons, enemies, perks and items
And many other changes!

If you want more details about those highlights, you can check out our previous devblog (link above).








[h2]To leak or not to leak[/h2]

We’re leaking both relevant and non-relevant screenshots regarding Roboquest development on our Discord every day. It can be new, wip or just straight up goofy things.

Make sure to join our Discord if you haven’t already and are interested in following our progress.

The screenshots and images used in this announcement come directly from our devleaks!








[h2]But what after 1.0.0 ?[/h2]

We didn’t even release the game yet, but some people (ourselves included) are wondering about after 1.0.0. Will we continue to work on Roboquest and to add more stuff to it?

The short answer is yes (and we touched a bit on that in our previous devblog) but we don’t have much to say about it. We’re solely focused on getting the 1.0.0 out and on making it as good as we can.

But the 1.0.0 will not mark the end of the journey for Roboquest.

Another peek at one of the new weapon






And that's it for these news guardians!

We'll see you around very soon, we're sure of it.

Roboquest Devblog #13 - Moar Content

[h2]Introduction[/h2]

Howdy guardians!

We’re back for another Roboquest devblog.

Before diving into it, let us repeat a few information we’ve talked about already:
• The reason there hasn’t been a game update for a long time is because we’re working on the 1.0.0 version of the game (out of Early Access)
• It is the biggest update we’ve worked on so far and we’re all hands on deck
• That’s also why we might be a bit less active on our different community platforms
• For now, the only date we can talk about for the release of the 1.0.0 is Q3 2023
• We’ve been asked several times whether there were going to be updates after the 1.0.0, the answer is likely yes, but it’s way too soon for us to talk about anything regarding this as we first need to finish what we started, and to finish it properly
• There will be more Noisecream tracks (and yes, they’ll be added to the soundtrack)

Talking of Noisecream... what could this be?
[previewyoutube][/previewyoutube]

Now onto the Devblog itself, what are we going to talk about today?

Let’s talk about something that you all talked about a lot during EA: “MOAR CONTENT”.





[h2]Adding more content[/h2]

We’ve already been adding more content at each update, but we still need to push it further in the 1.0.0.
In terms of content, we would say that what you experience during the EA is the “skeleton” of the gameplay loop of Roboquest. We now need to talk about the muscles we’re going to add on top of it.

So let’s discuss just that: what features we’ll be adding in the 1.0.0 that are pushing the content further.

[h3]Higher toy diversity[/h3]

What we’re calling “toys” are anything you can play with. Things such as weapons, classes, perks, enemies, items etc. More toys means run variety, replayability and more playtime in order to discover, learn, play around and get tired of each single toy.

However, we need to be extra careful with certain types of toys. For example, adding too many items might distill the “good” ones among a lot of “junk” ones, negatively impacting the gameplay experience.

In any case, regardless of those “too much of it” cases (which can be handled through careful random system management), usually “more toys” means “more content” and we’re adding more of that in the 1.0.0.



[h3]Alternative in-run objectives[/h3]

Right now there’s only one objective in each single run: to go the furthest possible, eventually beating the game.

While it’s simple and straightforward, there’s nothing much to pay attention to in each level, there’s not much to “unveil”, to “discover” or “to do in between”. It doesn’t get fresher each run.

But what if there was more to it? What if there were quests to complete? Paths to discover? Secrets to unveil? Things that would ask you to actually pay attention to stuff, whether that’d be environment, enemies, items or weapons. Things that would require you to plan a little bit more, to think ahead, to plan your next run for?

Well, then we feel like it would make each run more exciting and overall extend the playtime of the game. Mostly because it would give you other things to do aside from beating the game but also because you’d be incentivized to spend more time figuring things out in the game.

But discovering things for the sake of discovery isn’t that thrilling, especially in a fast-paced game. So we needed to find things you’d actually care for as Roboquest players (or Guardians shall I say) and reward with it when pursuing those “alternate objectives”.

Here’s what we came up with:

[h3]Power Crystals[/h3]

The later in the game, the more powerful enemies are. So much so that they are powered by powerful and mysterious crystals.

Finding and claiming these crystals for yourself will weaken the late-game level traps and other hazards as well as populate the world with more elite enemies (netting higher rewards).

Those crystals only need to be recovered once, and then their effects will be permanent. There are several different crystals, each granting a unique basecamp upgrade and applying a different set of effects on the late-game levels and bosses.

One of the new objectives as a player is then to find and recover those crystals to facilitate the access to the late game and increase the number of rewards in each run (by increasing the number of elite enemies).

This also goes well with the player progression. The more you play, the better you become and the easier earlier levels might become. Making these levels harder by adding elites to them makes each playthrough a bit more engaging and challenging. Also, since you have more experience in the game, being granted more rewards won’t “overwhelm” you with too much information or choice to make because you’re more than capable to make those choices at that stage of the game.

Finding and claiming power-crystals will usually imply changes in rhythm, pace and play style compared to your regular gunfights.



[h3]Quests[/h3]

We added a wide array of NPCs in the game. They all are friendly figures you can encounter in the different levels of the game. Most of these figures will give you a unique reward if you complete a quest for them (quests are one-time completion, meaning once completed their reward is permanent).

Rewards will usually be game elements like gadgets (most gadgets will now be unlocked through quest completion).

“Quests” can imply a wide range of objectives but we mostly limited it to “find an item and bring it back to the NPC in your next run” or “find a specific hidden place”. It is not necessarily limited to that though.

While playing, we realized it creates an interesting player behavior where you’re actually looking for a specific item or place and then, once you found it, go back to the initial place you were given the quest in (usually in another run). So you’re actually changing your run behavior to look for something specific.

We think it’s quite compelling to complete the toy collection (gadgets mainly but not limited to) by scouring through the levels. The extra “exploration” layer added is a quite fresh addition to the usual “run and gun” gameplay.

We really liked this system: not only did it gave us more things to do in the game (by incentivizing new and fresh run objectives), it also made the unlock process of game elements (like gadgets) more interesting (because more interactive: you don’t need to simply “click a button to unlock” anymore).

Finally, adding QUESTS to RoboQUEST was definitely something we felt was missing.



[h3]Secrets[/h3]

As simple as it sounds, the Hidden Sanctuary in the Oasis had quite an effect on most players who discovered it. Back in the days, we also had several other secrets such as Buddy bot opening an hidden door.

Not only is it rewarding in itself to discover such areas or hidden interactions, the actual rewards contained within are often interesting in terms of gameplay and can incentivize going in a specific level just for them.

We’re bringing back those kinds of secrets.

“Secrets” in Roboquest can take various forms: hidden places, interactive elements scattered in the levels, items to carry on from a run to another (or within the same runs) and other things like this.

Some Secrets will grant unique and permanent rewards (and you won’t have to “find” or “resolve” them again). Some others will unlock the access to rewards you can gather each single run (which can have an impact on the levels you’re going for in a specific run).

We can’t really dive deeper into the details of what secrets are, at the risk of spoiling them. But we’ve concocted a wide variety of interactions that we hope you’ll be thrilled to discover by yourself (and to take advantage of during your runs).

While it may seem like it doesn’t “add more content”, we believe the additions of those secrets will actually be interesting “side run objectives”.

[h3]Alternative Levels[/h3]

Tied to the quests, the secrets, the power crystals and the exploration of the levels in general comes the addition of several alternative levels.

We’re populating the game with various “corrupted” versions of the levels.

These levels will be harder, weirder, sometimes different in terms of gameplay and filled with different enemies than usual.
Accessing these levels will first require you to complete quests, find secrets or simply to explore the regular levels.

These levels will each contain a “power crystal” that you must claim for yourself.

Once a crystal is claimed, you will still be able to reach these corrupted levels and run through them (in case you’d want it for various reasons such as gaining run time, earning specific rewards or taking a specific route).

We hope that finding the way to access the corrupted levels and then completing them will be a compelling experience for you as it diversifies the way to play the game.



[h3]Various elements to unlock[/h3]

Unlocking non-gameplay things for the sake of unlocking them. Things such as unlocking all achievements or filling the entirety of Max’s Museum (a collection of everything you’ve encountered in the game).

While it isn’t something that directly “adds playable content” (depending on what type of player you are), one shouldn’t undermine the importance of such “unlocking” systems.

Granting players “a list of things to do” and the possibility to show how much of the world of Roboquest you’ve explored (and challenged) is something that often greatly increases the amount of “content” to play with.

While “unlocking non-gameplay things” is a joy in itself and doesn’t grant you any reward gameplay-wise we’re still ironing out the details of these systems and imagining the potential ways to add gameplay rewards to them.





[h2]”Wrong” Content[/h2]

During the Early Access of Roboquest and along the way of adding more content, we’ve come across several systems that we deemed unfit to the game. Either they didn’t fit our philosophy or they’d be detrimental to the gameplay experience for various reasons.

Among those ways, we ruled out the idea of increasing the length of each run, the idea of having to grind for numerous small stat upgrades in order to be able to compete against the enemies (in terms of raw stats) or the idea of “virtually multiplying” everything we have (from basecamp upgrades to levels).

These solutions mostly added “content” that we didn’t deem worthy of your time. We like grinding stuff, but not in Roboquest. Ultimately, our goal is to provide a very high rate of awesome / second.

[h2]After 1.0.0[/h2]

If there’s one thing we’ve been discussing for a long time now it is “alternative game modes”. And two of them have caught our attention.

We’ll be discussing something here that won’t be included in the 1.0.0 but that we have our eyes on.

We very much like the idea of having things such as an endless mode and a run-of-the-week system.

While both modes seem to be straightforward in terms of design, there are still some design decisions to make and some technical difficulties to face. We can’t just say “let’s add them” and be done with it.

“Run-of-the-week” would simply be a fixed run that every player can try to finish once a week. That would require implementing things such as leaderboards, data synchronization between players (and platforms) as well as a few other details.

Another mode we’re thinking about would be “Endless Mode”. We have a specific implementation in mind for such a mode, which is a bit different than just saying “loop again with a higher difficulty once you complete a run”. We won’t dive into too much detail here but basically it would be something like an endless stream of short levels, alternating between free-corridors, battle rooms and boss fights. That would require us to tweak the player progression a bit and also probably to do some adjustments to some Bosses.

Basically these are both ideas we like and enjoy and they do highly increase the game’s content. But they need a lot of work and like we said previously, we need to focus on the core gameplay first and foremost.

And that concludes our thirteenth devblog. We hope you like what you read. Don’t hesitate to give us feedback here on Steam or on our Discord (link below).

We wish you all the best Guardians, and see you soon with more news :)




Discord | https://discord.gg/roboquest

Website | http://www.roboquest.com/

Twitter | https://twitter.com/RoboquestGame

YouTube | https://www.youtube.com/channel/UCiusIjcrkm3HrAESaKZALYQ

If you have a question about the game, you can find the FAQ here on the Steam forums. And if your question is not answered there, make sure to ask us in the community forums or on our Discord server (where you can interact directly with us!).

Roboquest - Regional price adjustments

Hello guardians.

Today we’ll be discussing a most controversial topic among the Steam community: regional price adjustments.

You might have been aware that price adjustments started taking place globally around July last year in order to avoid mass key purchasing at low prices. We initially did not want to increase our price as we felt like it was fair for everyone to be able to purchase their games at their regional price.

But we’ve recently been witnessing a surge of purchase in certain regions that were not reflected in terms of player count in those regions, meaning we were directly being hit by mass-key-purchase (from shady retailers).

We’re a small indie studio and Roboquest is the breadwinner for us. These low-purchase tactics are hurting both the game development and our ability to be making a living off our passion.

As a result and after much consideration, we’re adjusting most of our regional prices.

It wasn’t a light decision to make and we delayed it as much as possible, but we can’t any longer.

We know it will be unfair for people in those regions and we’re sorry about this, but we hope you’ll understand our situation and why we have to take those actions. In the end, the retailers enabling the selling and the mass-purchasing of keys are responsible for this unhealthy situation.

Prices have been adjusted across all regions starting now. It will not affect people who already purchased the game.

We tried to be as transparent as possible as usual and we hope we managed to explain our situation to you.

We will obviously continue to offer promotions and to participate in other sale events and we’re still hard at work on the 1.0.0 version of the game. We’re also cooking the next devblog to keep you all in touch with our latest efforts.

Thank you for your understanding.

The Roboquest Team
RyseUp Studios