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Roboquest Devblog #12 - What's going on?

Hello Guardians!

It’s now been a bit more than two months since we released the Winter Update and you might be wondering what we’ve been up to meanwhile.

So here we are with this twelfth devblog.

Today we’ll be having an overview of what’s to come in the 1.0.0 launch and we’ll follow up with monthly devblogs to give more details and juicy visuals about several of these additions.

Please note that we may or may not manage to include them, depending on the time frame. But we’re aiming for that and we’re trying to mini-maximize our schedules to include all of them.

We know a lot of you might be more curious about the “when” than the “what” though, so let’s talk about this real quick.

We can’t confirm any date yet, but we’re aiming for a release around Q3 2023. Obviously, this is subject to change and we will properly announce the release date once we’re certain of it and feel comfortable about the schedule.

As you probably all know by now we’re always aiming for quality over quantity or speed, and what we plan for 1.0.0 makes it our biggest update so far.

That being said, what will the 1.0.0 launch include exactly? The roadmap is well and good but… it isn’t that descriptive.





The 1.0.0 will include everything you can expect from a full-fledged game, noticeably things such as:

[h3]Achievements[/h3]

One of the most asked features, we’ve been patiently waiting for the rest of the game to be in a more final state to include them, and they’re coming!

[h3]Compendium[/h3]

Who doesn’t love collecting things? We certainly do! For now, we’re working on bringing Enemies, Weapons and a few other things to the compendium.
Research / Work in progress

[h3]Story implementation[/h3]

We’re reworking all cinematics (and a bit of the storytelling within) with brand-new graphics. We’re implementing more Max’s dialogues and story bits to read in the data-logs. We’re giving Max a major graphic overhaul (and new animations!). In other words, we’re infusing the story and worldbuilding we’ve been working on since the very beginning of the development of Roboquest. We wanted to do that for a while now, but the gameplay was our primary focus during Early Access.


[h3]Complete localization[/h3]

We’re still unsure of which languages will be available at launch, but those selected will be 100% completed (unlike most of our update releases so far).





We will also implement the remaining parts of the gameplay-loop:

[h3]Corrupted levels[/h3]

We’ve been discussing this in several devblogs and it should have been included in our previous update (but it was postponed). We’re still hard at work to include those special levels. They will be directly tied to your game progression, your exploration of the world and will make choosing your run-path a more meaningful choice.

[h3]The final boss[/h3]
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[previewyoutube][/previewyoutube]





And necessarily, we will be cleaning up what’s still considered “wip” in the game:

[h3]Interface[/h3]

A lot of user interface bits are still placeholder and we’re reworking / finalizing them.
Work in progress

[h3]Game textures[/h3]

For a long time, lots of game textures were pretty “simple” and we’re in the process of injecting more details and personality in those.

[h3]Weapon names[/h3]

While pretty anecdotal, we thought it’d be fun to mention that we worked hard to choose new weapon names that would sound less generic (while still keeping those we deemed emblematic or that would have a nostalgic feel to them). And we will also make them localizable.





We’ll also be reworking some older system:

[h3]Gadgets[/h3]

For now, we’re planning to overhaul the gadget system to make you able to equip any and as many gadgets as you want. Yes, this has a huge impact on the balance of the game and we’re still thinking of the exact implementation of this system. That will also mean that some gadgets might get removed / replaced / reworked / transformed into other game elements (such as perks or items).

[h3]Basecamp upgrades[/h3]

We will be adding / removing some upgrades and we will fine-tune the price of everything to reach the progression feeling that we deem pleasing for a game like Roboquest. We will also complete the visuals of the basecamp (polishing it and making its evolution clearer).

[h3]Wrenches flow[/h3]

You will loot wrenches on destroyed enemies, it should feel more rewarding than simply gaining them at the end of a level. And we will obviously fine-tune the amount of wrenches you earn to make sure it’s not becoming too long to progress through the basecamp upgrades (and to follow the new progression feeling we’re aiming for, which would be a tad faster than the current implementation).

[h3]Elite system[/h3]

As said in an older devblog, the elite enemies were quickly added to the game in their current form. The final form of its system should be better and be intricate with other systems in the game.

[h3]New game+[/h3]

For those who don’t know, NewGame+ is the fact of restarting a game with a higher level of difficulty (it’s basically what Heroes+ difficulties are at the moment). We’re currently thinking of ways to improve this system and to create more differences between each difficulty level (more than just increasing the health and damage of enemies each time). For now one of the leads is to modify the enemy roster of the different levels based on your current difficulty.

[h3]Class perks[/h3]

We’re always in the process of fine-tuning perks, whether that’d be removing / adding / reworking existing ones following our data and your feedback.

[h3]Tutorial[/h3]

The current tutorial doesn’t include some important Roboquest features such as the powerslide (but not only), we will make sure to rework / complete that.

[h3]Items[/h3]

While the system is already in a spot we deem good enough, we will probably clean up some of its aspects and include and tad more control over its random and rarity system.





But more importantly, we will be implementing several new systems you probably haven’t heard of yet:

[h3]Corruption Crystals[/h3]

But what are those?! They are directly tied to corrupted levels, and we’re not ready to tell more about that just now.

[h3]NPCs[/h3]

Bazaar Bob and Smithing Joe aren't the only friendly bot you will encounter...
Work in progress

[h3]Quests[/h3]

What would RoboQUEST be without quests? We’ve been thinking about this for a long time. And there will definitely be some questing involved!

[h3]Secrets[/h3]

While there were some secrets in the past, they’ve been really scarce since we removed a few of them. But we definitely want to add a little bit more spice and mystery to the game, so look forward to the addition of secrets to the game.

[h3]End-run stats[/h3]

Something many of us have been waiting for, end-game stats! That would make it more simple to share builds and simply to check out how well you’ve been performing.





And finally, we will continue to add more content to the game:

[h3]New class[/h3]

We’re planning to add one more class to the game. Nothing more to say on the subject for now.


[h3]Enemies[/h3]

We will be adding more enemies (and reworking existing ones) to continue fine-tuning each level’s enemy roster and tune down the level of annoyance of some of them.

[h3]Weapons[/h3]

While it’s not our primary focus, we’re working on new weapons for the 1.0.0 launch (and all the ideas you’re posting in our community channels help us a ton on that side!).
Roboquest 40k

[h3]Items[/h3]

We will be adding more items to the pool as they help each run feel fresh and different. We’ll be closely monitoring those aspects in order to avoid a situation where the pool of items is so vast that every “good item” is diluted in it.

[h3]Affixes / Alternative Fires[/h3]

We’re continuing to think of new affixes and alternative fire to add to our weapons.





Obviously, there probably are several things that aren’t on that list and will end up being added / reworked, and others that are on this list that won’t make the cut.

But you should probably have a clearer idea of where we’re going with Roboquest.

You might be wondering why we’re not releasing all of this in different updates rather than all at once and we’d like to give you a little bit of context about this.

Preparing and releasing an update slows down the entire development process since we need a stable version of the game. This forces most of the team to stop implementing things in the game for a little while each time. Considering the sheer amount of content we’re working on, not stalling the development allows us to keep working on every new system at once and eventually to release the 1.0.0 faster.

In addition, most of the new systems are tied up with each other (the corrupted levels with the final boss, the elites and the NPCs/quests as well as the story elements) like we’ve discussed in other devblogs.

And we deemed necessary for the “1.0.0 update” (the launch of the game) to include those final systems in order to have a very impactful launch.

All of those reasons made us consider halting the release of updates to deliver the 1.0.0 version of Roboquest we’ve been envisioning for a long time now.

We know it’s a long road to the 1.0.0 launch and that you might be getting impatient. But bear with us, we’re hard at work to bring Roboquest in its FINAL FORM. Like we said early in this devblog, we’ll keep you in touch with monthly devblogs to give you insights and juicy visuals of the new features. Stay tuned for that!

Roboquest - Hotfix 0.12.2

Hey there.

Earlier this morning (or afternoon, or night, depending on where you live, a few hours ago basically), we released a silent patch.

Here are the changes:

Changelist 0.12.2

[h2]Bug Fixes[/h2]
• Fixed a crash occurring when you brobot disconnects while you were opening a door
• Fixed a crash occurring when you or your brobot disconnects just before finishing loading a new level
• Fixed a crash occurring while the level generation system was cleaning up a level before sending you back to the basecamp
• Fixed a crash occurring when the level generation system was loading or unloading an enemy while you were returning to the basecamp
• Fixed a crash occurring when the game was teleporting your drones nearby you while you were returning to the basecamp
• Fixed a crash when combining any projectile weapon and the item "Jigsaw Box"

Roboquest - Hotfix 0.12.1

Hello everyone!

We just released a small hotfix for Roboquest (v0.12.1).

Find the list of changes below.

Also and to keep you in the loop let's say we're still hard at work for the final release of the game which will come somewhere in 2023. We have no other news yet but we'll be back with a devblog in the weeks to come to tell you everything we can.

But meanwhile, we hope you're having a blast!

Changelist 0.12.1

[h2]Gameplay[/h2]
• Reduced maximum speed reduction from 40% to 30%
• "Paint Brush" elemental ratio reduced from 1.5 to 0.7

[h2]Optimization[/h2]
• Improved performances of some HUD elements such as crowd control feedback, floating texts and maps

[h2]Localization[/h2]
• Added a few missing translations (mainly for Chinese)
• Fixed a few text errors

[h2]Bug Fixes[/h2]
• "Toaster" bonus damage against burning enemies now properly applies to Engineer's drones
• "Cryo Mastery" automatic critical hit against frozen enemies now properly applies to Engineer's drones
• Fixed a few out-of-bounds routes in "Quarry" and "Haven City - Corrupted"
• Fixed some floating cryo traps in "Aqua Station"
• Fixed an issue when restarting a game in multiplayer, it will now work as intended (and restart the game, you know)
• Speculative: Fixed a crash occurring when battling flying enemies
• Speculative: Fixed a crash occurring relative to shoot decals when loading a level
• Speculative: Fixed a crash occurring when watching at a recently dropped weapon on client

That's it for this little hotfix, we wish you all a happy robot smashing!

Roboquest - Winter Update is now LIVE!

[h2]The Winter Update is now LIVE and available![/h2]
Hello guardians!

The Winter Update is now available (there might be a slight availability delay on different platforms).

The playtest branch has been closed as a result.
Like usual, we thank all playtesters who allowed us to improve it and fix most of the gamebreaking issues.
There were a lot of positive and constructive discussions during this playtest (even more than usual!) and we were closely following them. Thanks again for that!

Note: A sale is planned to be launched at 10am Pacific Time so make sure to wait for that if you wished to pickup Roboquest!

Below are the highlights of the changes that you can experience in the Winter Update and you can access the full patch-notes here.

You may also want to check out our resident player Jamesaroni's video highlights of the Winter Update available here:
[previewyoutube][/previewyoutube]



PATCH HIGHLIGHTS

[h2]New Class: the Ranger[/h2]

A new class is coming into play: the Ranger.
The ranger can stealth and throw javelins at enemies and it accumulates bonus critical damage as long as it doesn’t take damage.
It is more of a ranged-precision class.
In order to unlock the ranger, you will have to find the ‘lost javelin’ hidden in one of the levels.
Most of the perks related to Stealth have therefore been moved to the Ranger (view below for a brief explanation of that).

[h2]Recon Rework[/h2]

We moved Stealth away from the Recon and gave him a dash instead.
Stealth seemed more fitting to the Ranger after playing it for a while and a dash seemed to synergize very well with the natural strengths of the Recon (noticeably its melee and front-fighter aspects).
Therefore we added a bunch of completely new perks to tailor its new ‘Blink’ (dash) ability to your liking and we also reworked several other of its perks.

[h2]Elite enemies[/h2]
Elite enemies are powerful variants of a new enemy called ‘Elitepawn’.
There are a few variations of this enemy (with different attacks and behaviors) and we will add more variations as time goes by.
You may encounter one or several ‘elitepawns’ in each level and this number will increase based on the difficulty level you’ve chosen (starting in Heroes+1 onward)
But right now, this system is still in its very early stage and will be finalized later down the road, but its addition will help us determine exactly how the system should behave and how these elite enemies should be.
We already know that elite enemies' spawn rate will be tied to game progression in its final version but we do not have much more information to share right now.

[h2]Rocket-Jump[/h2]

We added a new functionality to most explosions: rocket-jump!
Your own explosions will propel you into the air, in the direction opposed to the center of the explosion (your brobots explosions won’t propel you).
Some explosions in the game do not trigger a rocket-jump (such as ‘Pulse Blaster’ and ‘Hero Knee Pad’ explosions). While testing, we realized that adding rocket-jump to those explosions was very detrimental to the weapons’ gameplay (and your own movement gameplay).

[h2]New Boss[/h2]
‘El Moustiko’ has joined the fray!
He’s been added to the random pool of bosses for Act 1.

[h2]Energy Weapons[/h2]
For a long time, energy weapons were unable to use any of our ‘reload’ systems (such as ‘reloading grants X bonus’ for example).
But no more!
You can now press ‘reload’ with energy weapons to force them to overheat.
Every mention of ‘reloading’ in the game now applies to energy weapons as well, making them fit in much more builds than before.
In addition and consequently, we modified most of their energy metrics: they can shoot for longer periods of time (reduced energy cost) but also reduced their energy regeneration speed (it takes more time to cool down passively).
We felt like we needed to make these changes in order to make sure energy weapons have a healthy place into the different perk builds.
We also initially gave energy weapons a very low impact force. It was part of our design philosophy to make them ‘different’ than other weapons. After consideration, we realized it made them feel weaker than other weapons and we didn’t need that aspect at all. We therefore increased the impact force of all energy weapons.

[h2]Basecamp visuals[/h2]

We started to implement the final stage of the basecamp visuals and building placement.
You will still find your usual couch co-op and hoverbus starter zone but also new buildings that are yet to be activated (noticeably a ‘compendium’ building!).
Each basecamp level will improve all of the basecamp buildings, props and accessories.
For now, reaching a new basecamp level will not immediately show in the basecamp. The visuals will only be updated once you reload the basecamp.
We know there are still a few quirks and oddities in the new basecamp, especially regarding gameplay collision but we will be monitoring and addressing the issues as usual.
We hope you’ll like those new and fancy visuals!

[h2]New Content[/h2]

Finally and as usual, we’ve added a bunch of new enemies, bazaar items, perks and affixes to the game as well as a new class, new boss and new weapon.

You can access the full patch-notes here.

Happy robot smashing everyone!


Roboquest Discord - https://discord.gg/roboquest
Roboquest Website - http://www.roboquest.com/
Twitter - https://twitter.com/RoboquestGame
Facebook - https://www.facebook.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 - Winter Patch-Notes



Here is the breakdown of all the changes of the Winter update.
View the announcement and the highlights of the update here.

PATCH NOTES

• Your own explosions trigger a rocket-jump (some explosions such as the Pulse Blaster’s do not trigger the rocket-jump)

• Increased the requirements to reach rank A
• Reduced the requirements to reach rank C
Developers' Note: Most of you were getting rank A kind of regardless of your performance. We decided to modify that to create a more visible difference between succeeding and performing. Also, rank D really felt like a harsh punishment for players who were actually trying to do well and should only be limited to players really ignoring most enemies while still going slow.
• Increased player size and player camera height a bit
Developers' Note: This was made to clearly show how big of a height difference there is between the guardian and the other characters in the game and to better grasp the environment scale. This shouldn’t have any impact on the gameplay whatsoever.
• Armor and movement speed bonus are now clamped at 70%
• Player abilities damage scaling per level increased from 20% to 25%
Developers' Note: This should have been the case in the previous update and we missed it. That’s why the ability-centric builds seemed to be a little less viable than weapon-based builds. It should feel better in this update.
• Your brobot will automatically be rebooted after 60s if you do not reboot it yourself
Developers' Note: This makes sure you’re not soft-locked in multiplayer if your brobot dies in a spot you can’t reach (because you don’t have the proper gadget for example).
• Player stun duration increased from 1.75s to 2s
• Enemy stun duration increased from 3s to 3.5s
• Enemy freeze duration increased from 4s to 6s
• Effects increasing your damage based on your current movement speed bonus will no longer reduce your damage when you’re slowed or have movement speed reduction effects


• A new class has been added: the Ranger

[h3]Ranger (new!)[/h3]
• Unlocked by finding the lost javelin in one of the level
Javelin
• New Secondary Ability
• Throws a spear which you can then pickup on the ground to refill, has 2 charges by default
Stealth
• New Primary Ability
• Your OG’ stealth, except it reloads all of your Javelin charges
Awareness
• New Passive Ability
• Passively generates charges every second, increases critical damage per charge, some charges are lost upon taking damage
Perks
• Added all previous Stealth’s Recon perks to the Ranger (and modified a few of them)
[h3]Recon[/h3]
• Updated its class upgrades
Blink
• New Primary Ability
• Dashes a short distance, becoming immune to damage during travel and staggering enemies at the arrival point
Laser Dagger
• Damage increased from 50.0 to 65.0
• Healing cell generation when hitting bosses increased from 1 to 3 Perks
• Added perks for its new primary ability
• Updated, reworked and moved around lots of upgrades following the addition of its new ability and the Ranger/Recon ability swap
[h3]Guardian[/h3]
Bash
• Damage increased from 35.0 to 50.0
• Impact force increased from 70.0 to 80.0
[h3]Commando[/h3]
Shorty
• Damage increased from 11.0 to 12.0
• Impact force increased from 14.0 to 15.0
[h3]Engineer[/h3]
Scrap Blaster
• Impact force increased from 60.0 to 66.0


• Increased the number of class-upgrades from 2 to 3
• Modified the metric values and effects of many different perks
• Moved some upgrades to different perks or as class-upgrades
[h3]Guardian[/h3]
Tactical Slap
• Piercing arc range increased from 1600 to 1800

Stim Bubble
• Bonus firerate increased from 30% to 50%

Quadrinity (previously Trinity)
• Next shot damage increased from 50% to 60%
• Now triggers every 4 shots instead of 3

Lucky Ammo
• Auto-critical chance bonus decreased from 30% to 25%

Lock N' Load
• Bonus firerate increased from 30% to 40%

[h3]Recon[/h3]
Dancing Blade
• Bonus damage increased from 30% to 35%

Favorite Weapon
• Bonus damage increased from 25% to 30%
• Bonus reload speed decreased from 25% to 20%

Discipline
• Duration needed to activate decreased from 1.35s to 1.25s
• Bonus damage of super-shot increased from 50% to 70%
• Now also activates when using your primary ability

Good Fortune
• Auto-critical chance bonus decreased from 12% to 10%

[h3]Engineer[/h3]
Targeting Protocol
• Duration of drone bonus increased from 5s to 6s

[h3]Commando[/h3]
Hot Potato
• Cooldown between weapon throw increased from 3s to 4s

[h3]Ranger[/h3]
Night Shroud
• Duration increased from 6s to 9s
• Bonus armor decreased from 30% to 20%
• Bonus movement speed decreased from 20% to 15%
• Bonus damage increased from 35% to 50%


[h3]Energy Weapons[/h3]
Developers' Note: Read the highlights for more details on these changes.
• You can now press R to force your weapon to overheat
• Added new overheating animations shared by different energy weapons

• All energy weapons regenerates their energy slower
• All energy weapons energy cost has been reduced
• Increased the impact force of all energy weapons
Developers’ Note: We heard a lot of feedback during the playtest version and we hear you: energy weapons don’t feel as good as they could. We think the current system is the right one considering it makes them fit into the rest of the game, but we will definitely look into ways to make them feel better.
[h3]General[/h3]
• Added a new weapon: Throwing Axe

• Reworked ‘Bubble Splasher’ shoot pattern
[h3]Affixes[/h3]
• Added 4 new affixes
• Removed ‘Trigger Tap’ from the ‘Shock Cannon’ (thanks StoutShakoForTwoRefined, it was indeed pretty useless of an affix on this weapon)
• Added 'Sidekick' as a base affix for 'Buddy Bot' (if anyone deserves to have it, it’s definitely this lovely little dude)
• 'Sheriff Carbine' can no longer roll the 'Bounce' affix
• ‘Warmup’ firerate bonus increased from 20% to 25% (affecting only the affix which can roll randomly on weapons, not the base affix some weapons inherently have)
• ‘Amplifier’ damage bonus for consecutive hits reduced from 60% to 40%
Developers' Note: The Mine Gun and the Pulse Blaster were doing exceptionally well against bosses and that was mainly due to the effects of the Amplifier base affix they both have. Reducing this affix should put them closer to other weapons in terms of efficiency against bosses in particular without hurting their other performances.
[h3]Alt-Fires[/h3]
• All alt-fires that shoots a volley of projectiles have more spread (and therefore should hit more enemies than before while still dealing the same amount of damage per enemy)
[h3]Balance Changes[/h3]
Developers' Note: You will see a lot of buffs and a few nerfs in the next section. We tried to raise a lot of weapons to the level of the average “good-performing” weapons and to tune down the few “godlike-performing” weapons a bit. We followed our statistics, your feedback and our feelings to validate those changes. We will obviously keep monitoring the balance of the game.
[h3]Dual Uzis[/h3]
Primary Fire
• Damage increased from 7.5 to 8.0

[h3]Assault SMG[/h3]
Primary Fire
• Impact force increased from 8.0 to 9.0
• Critical ratio increased from 1.25 to 1.5

[h3]Windmill Rifle[/h3]
Primary Fire
• Damage increased from 11.0 to 13.0
• Impact force increased from 11.0 to 13.0

[h3]Tommy Gun[/h3]
Primary Fire
• Damage increased from 9.0 to 10.0
• Firerate decreased from 12.04/s to 11.36/s

[h3]Light Machine Gun[/h3]
Primary Fire
• Recoil pattern has been updated
• Damage increased from 13.0 to 14.0
• Impact force increased from 13.0 to 15.0

[h3]Blast SMG[/h3]
Primary Fire
• Damage increased from 10.0 to 11.0
• Impact force increased from 7.0 to 9.0
• Energy cost decreased from 2.75 to 2.25

[h3]Scratch Rifle[/h3]
Primary Fire
• Critical ratio increased from 1.25 to 1.5 Alternative Fire
• Damage increased from 60.0 to 64.0

[h3]Pumping Shotgun[/h3]
Primary Fire
• Damage increased from 12.0 to 14.0

[h3]Sawed-Offs[/h3]
Primary Fire
• Damage increased from 9.0 to 10.0

[h3]Grandma's Shotgun[/h3]
Primary Fire
• Damage increased from 12.0 to 15.0

[h3]Kramer[/h3]
Primary Fire
• Damage increased from 14.0 to 17.0
• Energy cost decreased from 4.5 to 3.0

[h3]Blunderbuss[/h3]
Primary Fire
• Damage increased from 9.0 to 10.0
• Impact force increased from 8.0 to 13.0
• Energy cost decreased from 12.0 to 10.0

[h3]Power Gloves[/h3]
Primary Fire
• Damage increased from 38.0 to 52.0
• Impact force increased from 68.0 to 76.0
• Energy cost decreased from 8.0 to 6.0

[h3]Graviton Launcher[/h3]
Primary Fire
• Damage increased from 50.0 to 52.0
• Impact force increased from 42.0 to 62.0
• Explosion radius increased from 1.0m to 1.2m
• Energy cost decreased from 14.0 to 10.0

[h3]Flare Gun[/h3]
Primary Fire
• Damage increased from 36.0 to 38.0

[h3]Torpedo Gun[/h3]
Primary Fire
• Damage decreased from 12.0 to 11.0

[h3]Mortar[/h3]
Primary Fire
• Impact force increased from 80.0 to 92.0

[h3]Missile Gatling[/h3]
Primary Fire
• Damage increased from 22.0 to 24.0
• Impact force decreased from 35.0 to 26.0

[h3]Throwing Knife[/h3]
Primary Fire
• Damage increased from 25.0 to 28.0
• Impact force increased from 10.0 to 16.0

[h3]Rifle Crossbow[/h3]
Primary Fire
• Critical ratio increased from 1.5 to 2.0

[h3]Revolver[/h3]
Primary Fire
• Critical ratio increased from 1.5 to 2.0
• Removed ‘Bullseye’ as a base affix

[h3]Dual Crossbows[/h3]
Primary Fire
• Damage increased from 30.0 to 36.0
• Impact force increased from 32.0 to 36.0
• Critical ratio decreased from 2.25 to 2.0

[h3]Scout Sniper[/h3]
Primary Fire
• Damage increased from 52.0 to 54.0
• Critical ratio increased from 2.25 to 2.5
• Removed ‘Bullseye’ as a base affix

[h3]Arquebus[/h3]
Primary Fire
• Impact force increased from 26.0 to 40.0
• Critical ratio increased from 1.75 to 2.0
• Energy cost decreased from 15.0 to 10.0

[h3]Sheriff's Carbine[/h3]
Primary Fire
• Damage increased from 53.0 to 55.0
• Impact force increased from 46.0 to 48.0

[h3]Longbow[/h3]
Primary Fire
• Damage increased from 70.0 to 72.0
• Critical ratio increased from 1.5 to 1.75

[h3]Ice Cannon[/h3]
Primary Fire
• Damage increased from 50.0 to 52.0
• Energy cost decreased from 22.0 to 12.0

[h3]Cryo Launcher[/h3]
Primary Fire
• Firerate increased from 4.54/s to 5.0/s
• Energy cost decreased from 6.0 to 3.5

[h3]Fire Gun[/h3]
Primary Fire
• Damage increased from 14.0 to 15.0
• Energy cost decreased from 6.0 to 4.0

[h3]Shock Rifle[/h3]
Primary Fire
• Damage increased from 8.0 to 9.0
• Energy cost decreased from 3.0 to 2.25

[h3]Shock Cannon[/h3]
Primary Fire
• Damage increased from 8.0 to 9.0
• Energy cost decreased from 4.0 to 3.0

[h3]Fire Launcher[/h3]
Primary Fire
• Damage increased from 30.0 to 36.0
• Projectile speed increased from 5600 to 6500
• Energy cost decreased from 8.0 to 7.0

[h3]Junk Beam[/h3]
Primary Fire
• Energy cost decreased from 3.5 to 2.5

[h3]Blast Rifle[/h3]
Primary Fire
• Damage increased from 9.5 to 10.0
• Impact force increased from 7.0 to 9.0

[h3]Assault Rifle[/h3]
• Ammo in clip increased from 30 to 35 Primary Fire
• Damage decreased from 11.0 to 10.0
• Impact force increased from 9.5 to 10.0
• Critical ratio increased from 1.25 to 1.5

[h3]Militia Rifle[/h3]
Primary Fire
• Damage increased from 11.0 to 13.0
• Impact force decreased from 13.0 to 12.0

[h3]Minigun[/h3]
• Ammo in clip decreased from 100 to 80

[h3]Blastgun[/h3]
Primary Fire
• Impact force increased from 14.0 to 18.0
• Energy cost decreased from 6.0 to 5.0

[h3]Blast Minigun[/h3]
Primary Fire
• Damage increased from 7.0 to 9.0
• Impact force increased from 5.0 to 8.0
• Energy cost decreased from 1.5 to 1.2

[h3]Dual Guns[/h3]
Primary Fire
• Impact force increased from 10.0 to 12.0
• Critical ratio increased from 1.25 to 1.5

[h3]Blast Shotgun[/h3]
Primary Fire
• Damage increased from 10.0 to 11.0
• Impact force increased from 5.0 to 10.0

[h3]Assault Shotgun[/h3]
Primary Fire
• Damage increased from 6.0 to 7.0
• Firerate decreased from 3.57/s to 3.44/s

[h3]Sulfator Shotgun[/h3]
Primary Fire
• Damage increased from 6.0 to 7.0
• Impact force increased from 10.0 to 11.0

[h3]Laser Saw[/h3]
Primary Fire
• Damage increased from 15.0 to 16.0
• Firerate increased from 2.5/s to 3.12/s
• Projectile speed increased from 7000 to 9000
• Energy cost decreased from 10.0 to 8.0

[h3]Barrel Cannon[/h3]
Primary Fire
• Explosion radius increased from 1.0m to 1.2m

[h3]Rocket Launcher[/h3]
Primary Fire
• Damage increased from 64.0 to 70.0

[h3]Pulse Blaster[/h3]
Primary Fire
• Impact force increased from 4.0 to 14.0
• Energy cost decreased from 3.5 to 2.5

[h3]Flak Cannon[/h3]
Primary Fire
• Damage increased from 16.0 to 18.0
• Impact force increased from 12.0 to 18.0 Alternative Fire
• Damage increased from 70.0 to 72.0
• Impact force increased from 76.0 to 82.0

[h3]Long Rifle[/h3]
Primary Fire
• Damage increased from 36.0 to 40.0
• Impact force increased from 32.0 to 36.0
• Firerate decreased from 3.03/s to 2.77/s
• Critical ratio increased from 1.5 to 2.0
• Removed ‘Bullseye’ as a base affix

[h3]Blast Sniper[/h3]
Primary Fire
• Impact force increased from 26.0 to 42.0
• Energy cost decreased from 12.0 to 10.0

[h3]Dual Blast Guns[/h3]
Primary Fire
• Damage increased from 34.0 to 42.0
• Impact force increased from 26.0 to 38.0
• Firerate increased from 3.12/s to 3.57/s
• Energy cost decreased from 8.0 to 6.0

[h3]Elite Sniper[/h3]
Primary Fire
• Damage increased from 80.0 to 86.0
• Impact force increased from 80.0 to 86.0
• Critical ratio increased from 2.0 to 2.25

[h3]Elite Crossbow[/h3]
Primary Fire
• Damage increased from 52.0 to 56.0
• Critical ratio increased from 1.5 to 1.75

[h3]Blast Palms[/h3]
Primary Fire
• Damage increased from 18.0 to 20.0
• Impact force increased from 15.0 to 18.0
• Energy cost decreased from 4.0 to 3.0

[h3]Assault Sentry[/h3]
Primary Fire
• Damage increased from 18.0 to 20.0

[h3]Ball Cannon[/h3]
Primary Fire
• Impact force increased from 80.0 to 96.0
• Energy cost decreased from 48.0 to 30.0

[h3]Cyclone[/h3]
Primary Fire
• Impact force increased from 32.0 to 46.0 Alternative Fire
• Impact force increased from 90.0 to 110.0

[h3]Blast Arbalest[/h3]
Primary Fire
• Damage increased from 39.0 to 48.0
• Impact force increased from 29.0 to 46.0
• Firerate increased from 2.5/s to 2.77/s
• Energy cost decreased from 10.0 to 8.0


• Added 28 new bazaar items
[h3]Balance Changes[/h3]
Boombox
• Bonus firerate decreased from 35% to 30%

Rice Cooker
• Healing-cell efficiency bonus decreased from 35% to 20%

Ugly Tie
• Bonus damage against bosses decreased from 15% to 10%

Rake
• Bonus damage against turrets decreased from 15% to 10%

Bug Net
• Bonus damage against flying enemies decreased from 15% to 10%

Credit Card
• Chance to refund ammo increased from 8% to 10%
• Ammo refunded decreased from 2 to 1
• Energy refunded decreased from 6% to 2%

Party Popper
• Chance to drop a healing cell increased from 2.25% to 3%

Olive-Oil Bottle
• Bonus reload speed increased from 7% to 10%

Claw String
• No longer reduces health
• Bonus melee damage decreased from 30% to 10%

Knight Banner
• Bonus armor increased from 10% to 15%

Atomic Radish
• Rocket-jump damage increased from 60 to 65
• Rocket-jump explosion radius decreased from 1600 to 800

Super Sandwich
• Bonus duration increased from 2s to 6s
• Bonus movement speed increased from 20% to 25%

Toy Helicopter
• Rocket-jump damage increased from 20 to 65
• Rocket-jump impact force increased from 20 to 75

Artishock
• Now has a chance to stun you when you take damage rather than when dealing shock damage
• Bonus damage decreased from 30% to 20%
• Chance to stun upon taking damage increased from 1.5% to 5%

Snow Globe
• Now always deals cryo damage to enemies attacking you
• Chance to freeze upon taking damage increased from 3% to 10%
• Freeze rate increased from 2 to 2.5 (freezes more efficiently)

Bonsaï Tree
• Bonus auto-critical chance decreased from 25% to 20%

Dragonfly Ball
• Healing-cell efficiency decreased from 100% to 40%
• Now reduces Healing cell duration by 30% instead of 50%

Hero Knee Pads
• Firing grenades no longer has a cooldown


• Added the visuals for Bazaar Bob (he’s now a polite and gentle monsieur)



• Completely overhauled the basecamp map, size, buildings visuals and placement

• Added 7 visual levels for the basecamp buildings (each have 7 different appearances based on your level and many other aspects of the basecamp will evolve alongside them)
Developers' Note: For now, you will only witness the visual evolution when going back into the map after you leveled up your basecamp through purchasing upgrades. Later down the road, you will probably get to experience it on-the-fly.
[h3]Upgrades[/h3]
• The upgrade ‘Lottery Ticket’ level 2 now grants a chance to find 2 powercells in Max’ Chests


• ‘Safety Helmet’ now grants Armor instead of Health
Developers' Note: ‘Yoyo design’, remember?

• Added several new enemies: Firepawn, Ghostpawn, Hatfly, Larvabug, Goliath Larvabug, Firepod and Elitepawn (4 variations)
• Added a new boss in the random pool of Act 1 bosses
• Decreased 'Firefly' hitpoints from 90 to 80
• Reduced homing targeting range of enemy missiles by 25%
• ‘Icebots’, ‘Iceflies’, ‘Rocketpawns’ and ‘Firepawns’ no longer explode on death
• Spawned enemies no longer grant experience points under certain circumstances
• Updated the size of several different enemies
Developers' Note: Shouldn’t change much from a gameplay perspective aside from being just a tiny bit easier to shoot at. This change was mainly a subsequent change of the player-character height change.
• Increased ‘Bullfly’ impact resistance
• Movement prediction on enemies such as the ‘Shockpod’ (and other ground area patterns) reduced to make them easier to dodge when moving at full speed
• The ‘Shotgun’ pattern of Goliath enemies changed to more of a ‘Gatling’ pattern to reduce the number of projectiles being spawned at once (therefore reducing the performance overload)
Developers' Note: We therefore reworked the pattern a bit and it should even be a little more interesting to play around (in terms of movement skills).
[h3]Elite Enemies[/h3]
• Elite enemies are different variations of the new enemy ‘Elitepawn’
• Based on your current difficulty level, a certain number of elite enemies will spawn in each level (starting from the very beginning)
• Elite enemies won’t appear on Standard difficulty and below
Developers' Note: View the patch highlights for more details.
[h3]Bosses[/h3]
[h3]Dr. Turret[/h3]
• Laser speed rotation has been decreased
• Fire area damage reduced but now deals burn damage (I mean… like walking into a literal burning area would)
• Replaced its mortar attack by an homing missile attack
[h3]Judgeball[/h3]
• Mine hitbox detection, explosion and visual effects aligned to better reflect their actual danger zone
• Removed the shockwave from the artillery pattern
• Laser bars and laser blasts from the artillery pattern have more spread (leaving more room to move left and right)
• Reduced charge speed acceleration
• Increased preshoot timings for most attacks
[h3]Uncle Jim[/h3]
• The duration of its head-helmet protection has been reduced
• Missile attack preshoot time decreased from 1.5s to 1s


• Removed the hidden upgrade in ‘Oasis’
Developers' Note: While it may seem interesting to add a little bit of exploration to the levels, being forced to reach a hidden place every single playthrough quickly becomes a chore. We will look at other ways to incentivize a little bit of exploration.
• Reduced enemy density in ‘Energy Center’ by 15%
• Fully reworked ‘Haven-City’ and ‘Haven-City’ corrupted visuals
• Removed the dead-end containing enemies in ‘Haven-City’
• Added easier access to ‘Haven-City’ heights
• Added new railings in ‘Haven-City’ heights
Developers' Note: These 3 previous changes should make backtracking in ‘Haven-City’ less frequent and the entire level faster to travel therefore reducing the amount of time spent in ‘Haven-City’ overall.
• Reworked the corruption visuals (you know, these purplish thingy things)
• Reworked the enemy line-up of all levels (following the introduction of new enemies)
• Added 2 Goliath enemies in ‘Haven-City Corrupted’ (you don’t have to take them down to unlock the door to the boss)
• Added 1 Goliath enemy in ‘Quarry’
• Added 2 Goliath enemies in ‘Fields’
• Added ‘Larvabug’ as an enemy in ‘Oasis’ (it’s a huge enemy, but less threatening than usual Goliaths)

• Reduced the frequency of Flashflies encounter in ‘Ruins’
• Reduced the frequency of Leashbots encounter in ‘Fields’
• Reduced the enemy density in ‘Fields’ battle room
• Added new challenge rooms everywhere


• Max no longer talks through the dialogue bubble in the top-right corner (except in the tutorial level)
• Max now talks using a 3D bubble above its head when you meet her in the different levels, approaching her will pop-up the bubble and allow you to read it
• Updated all Max dialogues
Developers' Note: This is just the very first step of the integration of a more ‘final’ experience for the story elements. Do not be surprised if Max tells you about things you already know or have already completed as the new system is based on your game progression (and the dialogue system starts fresh: he considers you as a new player). We will be monitoring your feedback and reactions to this new system and update it accordingly.

• Entirely reworked the Class Selector interface

• Updated the icons of all gadgets
• Added an option to remove the white-flash damage indicator on enemies when dealing damage to them
• Added a colored frame to the text popping in when interacting with ingame shop
• Switched the colored frame to red when you don’t have enough powercells to interact with ingame shops
• Switched the stun interface from displaying arrows to displaying movement keys
• Updated the key design of the stun interface to also displays the movement direction
• Increased the size of the screen-space available when being flashed
• Added new elements and polished the end-level and end-game screen
Developers' Note: This is just the first step in improving these screens, we’re thinking of adding more elements and information including but not limited to the scores and figures of your run as well as detailed information regarding your build.

• Updated the attachment point of all enemy invulnerable bubbles (one by one, by hand, with love and passion for the task)
• Updated the tail indicator on enemy invulnerable bubble
• Updated enemy projectile, trails, muzzle flash and laser color
• Updated challenge rooms laser and projectiles color
• Updated ‘Flare Gun’ explosion and added elemental variations
• Improved ‘Bullfly’ preshot visual effects
• Added a pulsing shield visual effect to ‘Judgeball’ shielding pillars
• Reworked overheating visual effect for all weapons
• Added a Burn and Cryo variations of enemy explosions
• Updated explosion and trail visuals effects of the enemy homing projectiles
• Updated explosive barrels visuals in ‘Quarry’
• Updated Pulse Blaster and Cyclone explosion and reworked their elemental variants


• ‘Electro Punishment’ perk now properly triggers against Frozen enemies rather than Stunned ones
• 'Shieldpods' will no longer continue to shield enemies that are too far away from their active range
• The information panel now properly displays hit points depending on your basecamp upgrades
• Elemental-based perks will no longer fail to properly display their name in their description
• Binding the interact action to the left face button (B) of the gamepad will no longer prevent you from opening basecamp menus
• The ‘Reboot Brobot’ text will no longer appear when your brobot is under the effet of an invulnerable bubble
• Other numerous bug fixes


• Some languages still have missing localization
• You may experience low framerate in the main menu, unfocusing and re-focusing the window will fix the issue