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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

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!