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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

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]
01001001 01010010 01001001 01010011
[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!).