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Roboquest News

Roboquest Autumn Update - Available now!

Hello everyone!

The 0.7.0 version is now live and available for download!

Please note that most translations are still being worked on and should be ready in the days/weeks to come. We apologize for the inconvenience of not having your language already implemented into the game. It is our fault as we didn’t give enough time to the translators to work on it. We’ll be improving our organization on that side for the other updates.

You can find below the highlights of the changes as well as the fully detailed patch notes.

Playtest Highlights

[h2]Perks[/h2]
We overhauled the perk system: instead of being able to level-up your perks, you’re now able to choose upgrades for them. This makes it way easier for us to balance and make the “base” perk fun, when we previously had to account for the fact that it could be leveled up (which could actually be damageable for that perk).
In addition, the new perk upgrades should make you feel more like you’re “building” or “specializing” your character in a specific direction, rather than simply “buffing” a perk.
Right now, each class has 12 different perks, each having a bundle of 3 to 4 upgrades specific to them. We’re thinking of increasing these numbers if needed.
There previously were about 45 different perks (15 per class). If we count the new upgrades as perks, there are now over 160 different choices (40 per class). This means we might have some balance issues, but this is something we’ll be monitoring closely.
You can have a maximum of 4 different perks in your run for now, we’ll adjust this number based on game lifespan, maximum level and number of perks per class.
We’re quite happy with this new system, but we’re eager to hear what you think about it as well.

[h2]Items[/h2]
Like we said in our previous dev update, we’ve never been really happy with any of our core systems.
Though, it is a necessary system for the player progression and we’re therefore trying a new iteration now.
‘Cores’ have been transformed into ‘Items’, you can equip and swap up to three of them, they grant stat bonus in different weapon categories and other specific bonuses.
We took this opportunity to also add a set of ‘corrupted’ items, which grant more powerful bonuses alongside debuffs. For now, you might find them a bit “bland” but we’ll be pushing some more ‘funky’ things once the dust settles around that.
We can’t wait to hear your comments about this new system! We’ll be reading them thoroughly.

[h2]Weapon Mods[/h2]
We call a “mod.” (as in ‘module’), the new alternate fire system added to the game.
Weapons now have a chance to spawn with a mod. chosen among a random pool.
We’ve been wanting to add alternate fire for a long time now, since we realized weapons are funnier and more interesting in terms of build and play when they have one.
Though, we needed an idea to add one to all weapons, and to make it random in order to increase the replayability and build variations it offers. Affixes were just a first step in that direction and most of them only modify the primary fire most of the time anyway.
That’s why we added the new “mods” system. It is still an early iteration and we’ll add more content and funky stuff later down the road.
Please note that weapons with a native alternate function can’t have mods for now but we’ll find a way to incorporate them.

[h2]Fields[/h2]
We completely reworked the ‘Fields’ level, both graphically and design-wise. We weren’t happy with the previous design for a long time but we needed time to rework it.
We wish you a happy discovery of that brand new ‘Fields’ level!

[h2]New Weapons[/h2]
Three new weapons are coming into play!

[h2]Boss[/h2]
A new boss is coming in the random pool of Act 1!

Patch Note 0.7.0

[h2]Gameplay[/h2]
[h3]General[/h3]
• A new stat has been added to the game: Resistance
• Resistance is a percent damage reduction, it can go up to a maximum of 60% and can be negative, increasing the damage you take
• Finishing a level with S rank now grants bonus Wrenches instead of bonus stats
• Playing in harder difficulties now grants bonus Wrenches at the end of the level
• Burn duration has been increased from 5 ticks every 0.5s to 7 ticks every 0.5s, dealing the same amount of damage than before (so less damage per tick)
• Entering Challenge rooms now disables your primary ability
Developer’s Note: Right now the only visible feedback is on your ability icon, we’ll be adding better interface and environment feedback later down the road.
• Deployed minions should properly gather cells when taking down enemies
• We added many FXs to weapons to clearly represent their current damage type
• You can now hold your melee button to keep using it
• We removed the ‘Robo’ stat, following the item changes (which you can view below)
• Repair-o-Cells are now automatically gathered when scoping
• Added a new difficulty named 'Discovery', it's easier than 'Easy'
• Increased 'Easy' difficulty a little bit
• You can no longer interact with basecamp elements once you started the game in Multiplayer
• Updated gamepad haptics
[h3]Health System Changes[/h3]
• The ‘Damage Bar’ system is back, when taking damage, a part of it is stored into the damage bar and gathering cells restores it
• In the ‘Easy’ difficulty, the damage bar never fades
• Repair-o-Cells health restoration has been increased from 10% to 15%
• The amount of Repair-o-Cells dropped by Goliaths has been decreased from 3 to 1
• Bosses no longer drop Repair-o-Cells
• Enemies no longer drop Repair-o-Cells
• Rail bots and Challenge rooms now drop 1 Repair-o-Cells

[h2]Classes[/h2]
[h3]Guardian[/h3]
• Shield no longer reduces damage taken by default
• Picking up cells now regenerates the Shield
[h3]Recon[/h3]
• Stealth cooldown now starts when leaving Stealth instead of instantly
• The decoy no longer blocks enemy projectiles but it still draws aggro
[h3]Commando[/h3]
• Fury no longer grants Firerate or Movement Speed, instead it grants increased damage and Resistance
[h3]Engineer[/h3]
• ‘Hand Blaster’ has been transformed into ‘Scrap Blaster’, it now is a long range homing ball and still generates Scrap
• Using the Repair-o-Bot now also restores the health of your drones
• The Drones’ AI has been updated to make them more present on your screen and better feel their presence while fighting the evilbots

[h2]Weapons[/h2]
[h3]New Weapons[/h3]
• Blast Arbalest - Assault / Technology

• Ball Cannon - Technology

• Blast Palms - Technology

[h3]Weapon Mods[/h3]
• A brand new system called “Weapon Mods” has been added to the game
• Weapons now have a chance to gain an alternate fire randomly chosen from a pool depending on each weapon
• These alternate fires are called “mods”
• As a result, we removed the base alternate fire some weapons had (Blast Ball and Rifle Crossbow)
Developer’s Note: Weapon mods are still in an early iteration stage, they will be updated and more will be added as the game development goes on.
[h3]Others[/h3]
• ‘Swift’ has been transformed into ‘Compact’, ‘Compact’ increases the weapon damage based on your bonus movement speed
• ‘Buckshot’ and ‘Fork’ affixes damage have been reduced
• Some weapons have been granted affixes by default to help differentiate “similar” weapons
• New basic affixes have been added to the random affix pool
• We moved some affixes from a category to another
• Some weapons have been switched from a category to another, other weapons have been granted dual-categories, view the “Balance changes” for more details
• Snipers now have a Cross crosshair instead of a Dot crosshair
• The Elemental Cannon has been removed from the game
Developer’s Note: The Elemental Cannon does not fit in many of our most recent systems, noticeably affixes and mods and we need to overhaul it to better incorporate it into the game. It will likely be reintegrated in one shape or another later down the road.

[h2]Perks[/h2]

• Perks no longer have a level 2 and 3, instead they have a bundle of 3-4 unique upgrades
• Every two levels makes you able to choose an upgrade for one of your perk instead of choosing a new perk
• Maximum number of perk set to 4
• Almost all perks have been updated to follow the new game system
• Some simply had their base values modified
• Some became upgrades of others
• Some perks we didn’t really like (and you didn’t really pick according to our data) have been deleted
• We added many new perks
Developer’s Note: We’ll continue to update and expand the content following your feedback and our analysis.

[h2]Cores[/h2]

• ‘Cores’ have been renamed ‘Items’
• You can now carry and swap up to 3 different items
• Like cores, items grant stat bonuses for two weapon categories
• Items are split into different types, each granting a different set of additional and new bonuses specific to their type
• Equipping twice the same item will reduce the specific bonus it grants
• ‘Corrupted’ items are a rarer, more powerful version of item granting both bonuses and debuffs
Developer’s Note: Like we said in the highlight parts, we’ll be carefully reading your feedback regarding the new item feature and adjust things accordingly.

[h2]Basecamp[/h2]
• Upgrades description have been updated
• Several new upgrades have been added and older upgrades reworked to follow the new game systems
• Gadgets are now unlocked through purchasing “bundles” of them, there are 4 bundles and each specifies what gadgets they’re going to unlock

[h2]Gadgets[/h2]
• New gadgets added: ‘Fancy Pins’ and ‘Explorer Slippers’
• ‘Glass Cannon’ bonus damage has been reduced from 35% to 30%
• Some gadgets have been renamed
• Removed ‘Cereal Bar’ and ‘Metal Detector’
Developer’s Note: They weren’t the funniest nor were they still adapted to the current game systems so we decided to remove them from the game. They might be back in the future in another shape.

[h2]Enemies[/h2]
[h3]Baddies[/h3]
• Enemy weapon drop frequency has been diminished
Developer’s Note: We needed to give players more weapons to play with so we implemented the enemy drops but it’s just a temporary measure. In the future they’ll be relocated entirely towards Arena and Boss rewards, alongside other potential systems unique to each level.
• We updated the difficulty and stats of enemies to follow the new player progression curve (with affixes, upgrades and weapon mods)
Developer’s Note: We modified the “Easy” difficulty to account for that modification, though it’s something we’re monitoring closely to keep the level of difficulty of “Easy” from the 0.6.0 version, which we deem acceptable.
• Sniper Pods attack cast time increased from 1.5s to 2s
• Added a teleportation FX for dashing enemies in Haven City (and other levels)

• Updated the models of some enemies
• Updated FX and ragdoll based on how enemies are being destroyed, we’ll be continuing to improve this aspect of the game
[h3]Bosses[/h3]
• A new boss has been added to the pool of available bosses for Act 1
• Beetle Royal hit points have been increased
• Judgeball hit points have been decreased
• Judgeball’s Artillery attack damage has been reduced by 20%

[h2]Levels[/h2]
• Decreased time requirements for ranks (in average 10% for S rank)
• ‘Fields’ graphical set and level design has been completely revamped

• Added safe zones in Oasis, Ruins, Energy Center and Haven City
• Safe zones in Haven City are now protected by an invisible wall preventing enemies from shooting you while you’re there
• The Cell chest in Quarry no longer counts towards the required cells for Cell ranking
• We removed the reward in the Oasis waterfall for now, it was quite boring having to check it all the time

[h2]Interface[/h2]
• Updated base game Field of View to 106 (you should try it out if you kept the previous default 110)
• We updated the death of the player with a an additional interface feedback
• Added an option to hide Rank information at the end of a level (it also disables Rank rewards)
• ‘Aspect Ratio’ and ‘Resolution’ settings are no longer available when displaying the game in ‘Borderless’ mode
• Following the Perk System update, the perk selection overlay has been modified
• Following the Item System addition, the core overlay has been modified to work with Items
• Dealing damage with Sparks now spawn a specific floating damage text
• Improved the feedback when your guardian gets destroyed in a run
• Added new tutorial panels for various mechanics
• Channeling laser attacks are now properly displayed on your compass locator
• Added new game tips to the game

[h2]Audio[/h2]
• Added new “ambiant” sounds for some enemies
• Reworked some previous sounds

[h2]Balance Changes[/h2]
[h3]Assault SMG[/h3]
Primary Fire
• Damage increased from 8.0 to 9.0

[h3]Scratch Rifle[/h3]
Primary Fire
• Damage increased from 8.0 to 8.5
• Impact force increased from 9.0 to 10.0

[h3]Dual Crossbows[/h3]
Primary Fire
• Damage decreased from 30.0 to 28.0
• Critical ratio increased from 1.5 to 2.0

[h3]Rifle Crossbow[/h3]
Primary Fire
• Damage increased from 14.0 to 16.0
• Impact force increased from 13.0 to 15.0
• Firerate increased from 5.55/s to 5.88/s

[h3]Arquebus[/h3]
Primary Fire
• Heat per shot increased from 14.0 to 16.0

[h3]Sheriff's Carbine[/h3]
• Now also belongs to the Demolition category

[h3]Throwing Knife[/h3]
Primary Fire
• Range increased from 13.0 to 16.0

[h3]Thumper[/h3]
Primary Fire
• Damage increased from 32.0 to 40.0

[h3]Windmill Rifle[/h3]
• Now also belongs to the Assault category

[h3]Grandma's Shotgun[/h3]
Primary Fire
• Damage increased from 9.0 to 13.0
• Impact force increased from 10.0 to 16.0

[h3]Kramer[/h3]
Primary Fire
• Damage increased from 11.0 to 12.0

[h3]Mine Gun[/h3]
Primary Fire
• Damage increased from 24.0 to 34.0
• Impact force increased from 34.0 to 42.0
• Firerate increased from 4.0/s to 4.54/s
• Radius increased from 1.3 to 1.4

[h3]Blunderbuss[/h3]
Primary Fire
• Damage increased from 8.0 to 9.0
• Firerate increased from 2.0/s to 2.22/s
• Range increased from 9.0 to 12.0

[h3]Blast Ball[/h3]
Primary Fire
• Damage increased from 8.0 to 10.0
• Heat per shot decreased from 3.0 to 2.75

[h3]Graviton Launcher[/h3]
• Now also belongs to the Demolition category
Primary Fire
• Impact force increased from 36.0 to 42.0

[h3]Shock Rifle[/h3]
Primary Fire
• Range decreased from 13.0 to 12.0

[h3]Power Gloves[/h3]
• The Energy Gauntlets has been renamed Power Gloves

[h3]Cryo Launcher[/h3]
Primary Fire
• Damage increased from 11.0 to 12.0
• Range decreased from 13.0 to 12.0

[h3]Junk Beam[/h3]
Primary Fire
• Damage increased from 19.0 to 20.0
• Range increased from 11.0 to 12.0
• Heat per shot increased from 3.0 to 3.5

[h3]Assault Rifle[/h3]
Primary Fire
• Firerate increased from 10.0/s to 11.11/s

[h3]Blast Rifle[/h3]
Primary Fire
• Damage increased from 8.5 to 9.0

[h3]Militia Rifle[/h3]
• Now also belongs to the Precision category
Primary Fire
• Damage decreased from 11.5 to 11.0
• Critical ratio increased from 1.25 to 1.5

[h3]Dual Guns[/h3]
Primary Fire
• Damage increased from 14.0 to 15.0

[h3]Long Rifle[/h3]
Primary Fire
• Range increased from 21.0 to 22.5

[h3]Blastgun[/h3]
Primary Fire
• Firerate increased from 5.0/s to 5.55/s
• Range decreased from 17.0 to 16.0

[h3]Assault Shotgun[/h3]
Primary Fire
• Damage increased from 6.0 to 7.0

[h3]Dual Blast Guns[/h3]
Primary Fire
• Range decreased from 14.0 to 12.0
• Heat per shot increased from 5.0 to 8.0

[h3]Elite Crossbow[/h3]
Primary Fire
• Damage decreased from 60.0 to 58.0
• Firerate decreased from 1.25/s to 1.11/s

[h3]Minigun[/h3]
• Now also belongs to the Assault category
Primary Fire
• Damage increased from 9.0 to 10.0
• Impact force increased from 9.0 to 10.0

[h3]Triple Shotgun[/h3]
Primary Fire
• Damage increased from 16.0 to 18.0
• Impact force increased from 13.0 to 16.0

[h3]Laser Saw[/h3]
Primary Fire
• Range increased from 14.0 to 16.0

[h3]Unreal Gun[/h3]
• Now also belongs to the Precision category
Primary Fire
• Critical ratio increased from 1.25 to 1.5
• Range decreased from 25.0 to 22.5

[h3]Blast Minigun[/h3]
Primary Fire
• Damage increased from 6.0 to 7.0

[h3]Commando[/h3]
Rocket
• Damage increased from 65.0 to 70.0
• Impact force decreased from 90.0 to 80.0
• Radius decreased from 2.5 to 1.85
• Cooldown increased from 10.0 to 12.0 Shorty
• Cooldown increased from 3.0 to 3.5

[h2]Bug Fixes[/h2]
• You should no longer be able to be at 0 health but not dead
• You can no longer open the perk selector during Boss intro cinematics
• Client players should no longer be stuck in the class selector after validating their choice
• Elemental effects are properly applied to ‘Laser Saw’ projectiles
• Channeling laser attacks now properly trigger “when taking damage” effects from your perks (like ‘Get Back’)
• Opening then closing the feedback menu while a tutorial panel is open no longer makes you able to shoot and move while the panel is still displayed
• The Repair-o-Bot now properly recharges all of your ability charges if you had several
• Opening and closing the main menu while in the tutorial no longer displays your ammo counter
• Player inputs are now properly disabled during boss intro cinematics
• Removed occurrences turning your weapons invisible
• Scoping with ‘Trigger Discipline’ will no longer remove the particle effect when unscopping the weapon
• Judgeball and other bosses should no longer be stuck indefinitely when colliding with deployed allies
• Assigning twice the same key to an action should properly display a red highlight on the conflicted bindings
• Scoping should now properly gather cells from afar for the client player
• Rail bot sounds is now played at the right location regardless of the random seed
• Fixed a crash in multiplayer when a player was picking up his brobot weapon
• Speculative Fix: Fixed an issue causing a crash when coming back to the Basecamp in multiplayer

[h2]Playtest Changes[/h2]
Those changes have been fixed during playtest thanks to all the players who helped us try out the new version.
[h3]10/22[/h3]
• Loading times after the first loading have been reduced
[h3]10/25[/h3]
• The ‘Y.O.L.O.’ upgrade now properly works
• The item granting damage reduction now properly calculates its damage reduction
• Bonuses granted by items have been slightly increased
• Bonus reduction from cumulating the same item types has been reduced
• Deployed minions no longer shoot Billy Boom if that would trigger its explosion
• Mods. now properly display their values in the alternate fire tooltip
• Billy Boom can no longer drop weapons
• Blast Arbalest now belongs to both Technology and Assault
• Fixed several reported typos, text errors, missing texts and tag errors
• Commando cooldown reduction perks and upgrades have been reduced
• Oasis’ waterfall door now properly reads 'Under Construction'
• Time is now properly paused in Haven City safe zones
• Fixed a environment issues such as OOB and blocking collisions
• Added Rail Bots to Ruins
• The 'Heavy Shell' upgrade now properly grants Resistance with all Heavy weapons
• The 'Drone Swarm' perk now properly reduces Drones' firerate instead of increasing it
• We increased the base metrics of Drones to make it up for it
[h3]10/26[/h3]
• Fixed more text errors
• Reduced 'Cooldown Reduction' metrics of Items, Perks and Upgrades to avoid getting up to 100% Cooldown Reduction, this is just a temporary fix until we modify the way it is calculated
• Increased the health restored from the damage bar by the cells to 15%
• Added rail bots to Aqua Station
• Added a new menu background image
[h3]10/27[/h3]
• Replaced 'Dancing Blade' perk of the Guardian by the 'Line Breaker' perk

Roboquest - Playtest v0.7.0 now open!

Hello everyone!

The playtest version is live and we decided to change things around regarding how we communicate about the new additions to the game.
This time, we’ll give you every bit of information we have right now, in order for you to get a grasp of what’s coming your way.
But before diving into the nitty gritty, we wanted to highlight the main changes you’ll be able to experience with the PTV.

Note: Just a quick reminder: if you want to play the test version, all you have to do is to open up the properties of Roboquest on Steam, head over to the “Beta” tab and change the beta you would like to opt into to “Playtest”. It will download the playtest version and you’ll be able to play right away. It won’t interfere with your progress over the regular version.

Note 2: You'll have all Wrenches needed to unlock all basecamp upgrades in the Playtest.

Playtest Highlights

[h2]Perks[/h2]
We overhauled the perk system: instead of being able to level-up your perks, you’re now able to choose upgrades for them. This makes it way easier for us to balance and make the “base” perk fun, when we previously had to account for the fact that it could be leveled up (which could actually be damageable for that perk).
In addition, the new perk upgrades should make you feel more like you’re “building” or “specializing” your character in a specific direction, rather than simply “buffing” a perk.
Right now, each class has 12 different perks, each having a bundle of 3 to 4 upgrades specific to them. We’re thinking of increasing these numbers if needed.
There previously were about 45 different perks (15 per class). If we count the new upgrades as perks, there are now over 160 different choices (40 per class). This means we might have some balance issues, but this is something we’ll be monitoring closely.
You can have a maximum of 4 different perks in your run for now, we’ll adjust this number based on game lifespan, maximum level and number of perks per class.
We’re quite happy with this new system, but we’re eager to hear what you think about it as well.

[h2]Items[/h2]
Like we said in our previous dev update, we’ve never been really happy with any of our core systems.
Though, it is a necessary system for the player progression and we’re therefore trying a new iteration now.
‘Cores’ have been transformed into ‘Items’, you can equip and swap up to three of them, they grant stat bonus in different weapon categories and other specific bonuses.
We took this opportunity to also add a set of ‘corrupted’ items, which grant more powerful bonuses alongside debuffs. For now, you might find them a bit “bland” but we’ll be pushing some more ‘funky’ things once the dust settles around that.
We can’t wait to hear your comments about this new system! We’ll be reading them thoroughly.

[h2]Weapon Mods[/h2]
We call a “mod.” (as in ‘module’), the new alternate fire system added to the game.
Weapons now have a chance to spawn with a mod. chosen among a random pool.
We’ve been wanting to add alternate fire for a long time now, since we realized weapons are funnier and more interesting in terms of build and play when they have one.
Though, we needed an idea to add one to all weapons, and to make it random in order to increase the replayability and build variations it offers. Affixes were just a first step in that direction and most of them only modify the primary fire most of the time anyway.
That’s why we added the new “mods” system. It is still an early iteration and we’ll add more content and funky stuff later down the road.
Please note that weapons with a native alternate function can’t have mods for now but we’ll find a way to incorporate them.

[h2]Fields[/h2]
We completely reworked the ‘Fields’ level, both graphically and design-wise. We weren’t happy with the previous design for a long time but we needed time to rework it.
We wish you a happy discovery of that brand new ‘Fields’ level!

[h2]New Weapons[/h2]
Three new weapons are coming into play!

[h2]Boss[/h2]
A new boss is coming in the random pool of Act 1!

That’s it for the highlights coming into the playtest, so let’s dive into the full patch notes now.
Please keep in mind that these are the changes for the playtest version, it might be modified according to your feedback during the playtest phase.
We will also update this patch note when the 0.7.0 version lands.

Patch Note PTV 0.7.0

[h2]Gameplay[/h2]
[h3]General[/h3]
• A new stat has been added to the game: Resistance
• Resistance is a percent damage reduction, it can go up to a maximum of 60% and can be negative, increasing the damage you take
• Finishing a level with S rank now grants bonus Wrenches instead of bonus stats
• Playing in harder difficulties now grants bonus Wrenches at the end of the level
• Burn duration has been increased from 5 ticks every 0.5s to 7 ticks every 0.5s, dealing the same amount of damage than before (so less damage per tick)
Developer’s Note: We needed burn to last longer in order to make effects triggering on burning targets easier to use, so it might seems like a nerf but it isn't really one.
• Entering Challenge rooms now disables your primary ability
Developer’s Note: Right now the only visible feedback is on your ability icon, we’ll be adding better interface and environment feedback later down the road.
• Deployed minions should properly gather cells when taking down enemies
• We added many FXs to weapons to clearly represent their current damage type
• You can now hold your melee button to keep using it
• We removed the ‘Robo’ stat, following the item changes (which you can view below)
[h3]Health System Changes[/h3]
• The ‘Damage Bar’ system is back, when taking damage, a part of it is stored into the damage bar and gathering cells restores it
• In the ‘Easy’ difficulty, the damage bar never fades
• Repair-o-Cells health restoration has been increased from 10% to 15%
• The amount of Repair-o-Cells dropped by Goliaths has been decreased from 3 to 1
• Bosses no longer drop Repair-o-Cells
• Enemies no longer drop Repair-o-Cells
• Rail bots and Challenge rooms now drop 1 Repair-o-Cells

[h2]Classes[/h2]
[h3]Guardian[/h3]
• Shield no longer reduces damage taken by default
• Picking up cells now regenerates the Shield
[h3]Recon[/h3]
• Stealth cooldown now starts when leaving Stealth instead of instantly
• The decoy no longer blocks enemy projectiles but it still draws aggro
[h3]Commando[/h3]
• Fury no longer grants Firerate or Movement Speed, instead it grants increased damage and Resistance
[h3]Engineer[/h3]
• ‘Hand Blaster’ has been transformed into ‘Scrap Blaster’, it now is a long range homing ball and still generates Scrap
• Using the Repair-o-Bot now also restores the health of your drones
• The Drones’ AI has been updated to make them more present on your screen and better feel their presence while fighting the evilbots

[h2]Weapons[/h2]
[h3]New Weapons[/h3]
• Blast Arbalest - Assault / Technology
• Ball Cannon - Technology
• Blast Palms - Technology
[h3]Weapon Mods[/h3]
• A brand new system called “Weapon Mods” has been added to the game
• Weapons now have a chance to gain an alternate fire randomly chosen from a pool depending on each weapon
• These alternate fires are called “mods”
• As a result, we removed the base alternate fire some weapons had (Blast Ball and Rifle Crossbow)
Developer’s Note: Weapon mods are still in an early iteration stage, they will be updated and more will be added as the game development goes on.
[h3]Others[/h3]
• ‘Swift’ has been transformed into ‘Compact’, ‘Compact’ increases weapon damage based on your bonus movement speed
• ‘Buckshot’ and ‘Fork’ affixes' damage has been reduced
• Some weapons have been granted affixes by default to help differentiate from other “similar” weapons
• New basic affixes have been added to the random affix pool
• We moved some affixes from a tier to another
• Some weapons have been switched from a category to another, other weapons have been granted dual-categories, view the “Balance changes” for more details
• Snipers now have a Cross crosshair instead of a Dot crosshair
• The Elemental Cannon has been removed from the game
Developer’s Note: The Elemental Cannon does not fit in many of our most recent systems, noticeably affixes and mods and we need to overhaul it to better incorporate it into the game. It will likely be reintegrated in one shape or another later down the road.

[h2]Perks[/h2]
• Perks no longer have a level 2 and 3, instead they have a bundle of 3-4 unique upgrades
• Every two levels makes you able to choose an upgrade for one of your perks instead of choosing a new perk
• Maximum number of perks set to 4
• Almost all perks have been updated to follow the new game system
• Some simply had their base values modified
• Some became upgrades of others
• Some perks we didn’t really like (and you didn’t really pick according to our data) have been deleted
• We added many new perks
Developer’s Note: We’ll continue to update and expand the content following your feedback and our analysis.

[h2]Cores[/h2]
• ‘Cores’ have been renamed ‘Items’
• You can now carry and swap up to 3 different items
• Like cores, items grant stat bonuses for two weapon categories
• Items are split into different types, each granting a different set of additional and new bonuses specific to their type
• Equipping twice the same item will reduce the specific bonus it grants
• ‘Corrupted’ items are a rarer, more powerful version of items granting both bonuses and debuffs
Developer’s Note: Like we said in the highlight parts, we’ll be carefully reading your feedback regarding the new item feature and adjust things accordingly.

[h2]Basecamp[/h2]
• Upgrades description have been updated
• Several new upgrades have been added and older upgrades reworked to follow the new game systems
• Gadgets are now unlocked through purchasing “bundles” of them, there are 4 bundles and each specifies what gadgets they’re going to unlock

[h2]Gadgets[/h2]
• New gadgets added: ‘Fancy Pins’ and ‘Explorer Slippers’
• Some gadgets have been renamed
• Removed ‘Cereal Bar’ and ‘Metal Detector’
Developer’s Note: They weren’t the funniest nor were they still adapted to the current game systems so we decided to remove them from the game. They might be back in the future in another shape.

[h2]Enemies[/h2]
[h3]Baddies[/h3]
• Enemy weapon drop frequency has been diminished
Developer’s Note: We needed to give players more weapons to play with so we implemented the enemy drops but it’s just a temporary measure. In the future they’ll be relocated entirely towards Arena and Boss rewards, alongside other potential systems unique to each level.
• We updated the difficulty and stats of enemies to follow the new player progression curve (with affixes, upgrades and weapon mods)
Developer’s Note: We modified the “Easy” difficulty to account for that modification, though it’s something we’re monitoring closely to keep the level of difficulty of “Easy” from the 0.6.0 version, which we deem acceptable.
• Sniper Pods attack cast time increased from 1.5s to 2s
• Added a teleportation FX for dashing enemies in Haven City (and other levels)
• Updated the models of some enemies
• Updated FX and ragdoll based on how enemies are being destroyed, we’ll be continuing to improve this aspect of the game
[h3]Bosses[/h3]
• A new boss has been added to the pool of available bosses for Act 1
• Beetle Royale hit points have been increased
• Judgeball damage hit points have been decreased

[h2]Levels[/h2]
• Decreased time requirements for ranks (in average 10% for S rank)
• ‘Fields’ graphical set and level design has been completely revamped
• Added safe zones in Oasis, Ruins, Energy Center and Haven City
• Safe zones in Haven City are now protected by an invisible wall preventing enemies from shooting you while you’re there
• The Cell chest in Quarry no longer counts towards the required cells for Cell ranking
• We removed the reward in the Oasis waterfall for now, it was quite boring having to check it all the time

[h2]Interface[/h2]
• Updated base game Field of View to 106 (you should try it out if you kept the previous default 110)
• We updated the death of the player with a an additional interface feedback
• Added an option to hide Rank information at the end of a level (it also disables Rank rewards)
• ‘Aspect Ratio’ and ‘Resolution’ settings are no longer available when displaying the game in ‘Borderless’ mode
• Following the Perk System update, the perk selection overlay has been modified
• Following the Item System addition, the core overlay has been modified to work with Items
• Dealing damage with Sparks now spawn a specific floating damage text
• Improved the feedback when your guardian gets destroyed in a run
• Added new tutorial panels for various mechanics
• Channeling laser attacks are now properly displayed on your compass locator
• Added new game tips to the game

[h2]Audio[/h2]
• Added new “ambient” sounds for some enemies
• Reworked some previous sounds

[h2]Balance Changes[/h2]
[h3]Scratch Rifle[/h3]
Primary Fire
• Damage increased from 8.0 to 8.5
• Impact force increased from 9.0 to 10.0

[h3]Dual Crossbows[/h3]
Primary Fire
• Damage decreased from 30.0 to 28.0
• Critical ratio increased from 1.5 to 2.0

[h3]Rifle Crossbow[/h3]
Primary Fire
• Damage increased from 14.0 to 16.0
• Impact force increased from 13.0 to 15.0
• Firerate increased from 5.55/s to 5.88/s

[h3]Arquebus[/h3]
Primary Fire
• Heat per shot increased from 14.0 to 16.0

[h3]Sheriff's Carbine[/h3]
• Now also belongs to the Demolition category

[h3]Throwing Knife[/h3]
Primary Fire
• Range increased from 13.0 to 16.0

[h3]Windmill Rifle[/h3]
• Now also belongs to the Assault category

[h3]Grandma's Shotgun[/h3]
Primary Fire
• Damage increased from 9.0 to 12.0
• Impact force increased from 10.0 to 16.0
• Firerate decreased from 1.81/s to 1.66/s

[h3]Mine Gun[/h3]
Primary Fire
• Damage increased from 24.0 to 34.0
• Impact force increased from 34.0 to 42.0
• Firerate increased from 4.0/s to 4.54/s
• Radius increased from 1.3 to 1.4

[h3]Blunderbuss[/h3]
Primary Fire
• Range increased from 9.0 to 12.0

[h3]Blast Ball[/h3]
Primary Fire
• Heat per shot decreased from 3.0 to 2.75

[h3]Graviton Launcher[/h3]
• Now also belongs to the Demolition category
Primary Fire
• Impact force increased from 36.0 to 42.0

[h3]Shock Rifle[/h3]
Primary Fire
• Range decreased from 13.0 to 12.0

[h3]Power Gloves[/h3]
• The Energy Gauntlets have been renamed Power Gloves

[h3]Cryo Launcher[/h3]
Primary Fire
• Range decreased from 13.0 to 12.0

[h3]Junk Beam[/h3]
Primary Fire
• Damage increased from 19.0 to 20.0
• Range increased from 11.0 to 12.0
• Heat per shot increased from 3.0 to 3.5

[h3]Militia Rifle[/h3]
• Now also belongs to the Precision category
Primary Fire
• Damage decreased from 11.5 to 11.0
• Critical ratio increased from 1.25 to 1.5

[h3]Long Rifle[/h3]
Primary Fire
• Range increased from 21.0 to 22.5

[h3]Blastgun[/h3]
Primary Fire
• Range decreased from 17.0 to 16.0

[h3]Dual Blast Guns[/h3]
Primary Fire
• Range decreased from 14.0 to 12.0
• Heat per shot increased from 5.0 to 8.0

[h3]Elite Crossbow[/h3]
Primary Fire
• Damage decreased from 60.0 to 58.0
• Firerate decreased from 1.25/s to 1.11/s

[h3]Minigun[/h3]
• Now also belongs to the Assault category
Primary Fire
• Damage increased from 9.0 to 10.0
• Impact force increased from 9.0 to 10.0

[h3]Triple Shotgun[/h3]
Primary Fire
• Damage increased from 16.0 to 18.0
• Impact force increased from 13.0 to 16.0

[h3]Laser Saw[/h3]
Primary Fire
• Range increased from 14.0 to 16.0

[h3]Commando[/h3]
Rocket
• Damage increased from 65.0 to 70.0
• Impact force decreased from 90.0 to 80.0
• Radius decreased from 2.5 to 1.85
• Cooldown increased from 10.0 to 12.0 Shorty
• Cooldown increased from 3.0 to 3.5


[h2]Bug Fixes[/h2]
• You should no longer be able to be at 0 health but not dead
• You can no longer open the perk selector during Boss intro cinematics
• Client players should no longer be stuck in the class selector after validating their choice
• Elemental effects are properly applied to ‘Laser Saw’ projectiles
• Channeling laser attacks now properly trigger “when taking damage” effects from your perks (like ‘Get Back’)
• Opening then closing the feedback menu while a tutorial panel is open no longer makes you able to shoot and move while the panel is still displayed
• The Repair-o-Bot now properly recharges all of your ability charges if you had several
• Opening and closing the main menu while in the tutorial no longer displays your ammo counter
• Player inputs are now properly disabled during boss intro cinematics
• Removed occurrences turning your weapons invisible
• Scoping with ‘Trigger Discipline’ will no longer remove the particle effect when unscopping the weapon
• Judgeball and other bosses should no longer be stuck indefinitely when colliding with deployed allies
• Assigning twice the same key to an action should properly display a red highlight on the conflicted bindings
• Scoping should now properly gather cells from afar for the client player
• Rail bot sounds is now played at the right location regardless of the random seed
• Starting the game in borderless display settings, then switching the display mode or the resolution will properly apply the new settings instantly

Roboquest Devblog #4 - Early Access and Items

Hello everyone!

It's been quite a while since we last released an update or even posted a news. We took some vacations and we're working on a meatier update than usual. But that shouldn't be a reason to leave you in the dark.

So we're here to make amends and give you some news.

[h2]State of Early Access[/h2]
It's been one year since we launched Roboquest in EA and we wanted to thanks everyone who purchased, whishlisted, helped us in the development and got involved in the community. We wouldn't be there without you. You give us the strength and motivation to move forward with the game every day, with each and every piece of feedback and love you send us. Thank you :LoveBot:

We expect the EA to last for another year (expecting around Summer 2022). We think that we need that much time to improve and finish the game up to the state we're aiming for.

During this time, we'll be adding new content and balancing existing content such as weapons, perks and enemies (among other additions you can look for in the roadmap).
Regarding new levels, we plan on releasing them alongside the 1.0. We understand many of you are waiting for more playtime and replayability (basically 'more things to do in the game'), but we need to release them all at once for them to work properly (as they are all tied with each other). In addition, we'd like to finish laying out the game before extending the game lifespan, in order to remain in a state where we can easily modify our systems based on your feedback and our observations.

[h2]Items[/h2]
A new "item" system is coming into 0.7.0 to replace the old "core" system.

Over the course of the development, we tried many different systems for cores, some you liked and some you liked less.

But all in all we never been really fully happy with it and it was always an internal debate for us.

There were three main issues with it: firstly the choice of what core to pick was not that much interesting to pick. Secondly, committing into a category forced you to stick to it until the end of your run. Finally, there wasn't much of "building" with secondary stats, they didn't really matter.

These are the problems we wanted to tackle with the new "item" system.

This new system is closer to the core system is 0.5.0 where you could equip and swap up to 3 different cores with several twists on it.
Firstly, items now have a set of 2 specific bonuses such as "Elemental Damage", "Ability Cooldown" or "Melee Damage" which are not tied to weapon categories.
Secondly, an internal system makes sure you always have at least a core of your main category available when opening chests and other rewards. This removes situations where you wouldn't find the core you're looking for at the beginning of a level and find yourself underpowered.
Thirdly, the 'Robo' stat no longer exists, their new specific bonuses serve its old purpose of building an interesting set of secondary stats.
Finally, there are several different "item types", each with its own visual and set of specific bonuses, making them easily identifiable at a glance.

Right now, we are quite happy with the system. We felt like equipping these items is funnier that equipping bland "cores" and it removes (or at least alleviate) the issues we highlighted earlier.
Though, we're eager to hear your feedback and point of view on that to be sure we're on the right track.

As last words on the subject, we're also also implementing an array of "corrupted items" which grant both a bonus and a debuff to your stats, making them pivotal in your build.
There aren't a lot of them in the game at that time, there will be more in the future, it's still a pretty early iteration.

[h2]Playtest Version[/h2]
We're going to open up the 0.7.0 playtest build in about two weeks.
This time around, you'll have every basecamp upgrades and classes unlocked automatically so you won't have to farm anything and will be able to experience every new piece of gameplay right away.
We will also make sure to highlight those new pieces so you don't have to wonder about what changed.
The playtest is also pretty important this time around for the balance of the game. We multiplied the number of perk and weapon effects and there is a high chance we missed some under or overpowered effects.
A quick note regarding translation: many things have changed regarding the descriptions of perks and affixes in the next update so there will be a sheer amount of work to be done. Brace yourselves!

We're sorry we remained quiet for so long, we're not necessarily used to share our work-in-progress or other information. This "dev update" format is something that we'll be looking to use in the future to be more active so we hope you like it.

Have a great day (or night) everyone, and expect to hear from us sooner than usual!

Roboquest - Hotfix v0.6.2

Howdy Guardians!

Today's a quick localization addition. This is our last hotfix before going in holidays and we'll be back in late August for the most of us!

We wish you all the best and in the meantime, happy robot bonking!

0.6.2 Changes

[h2]Localization[/h2]
• Added missing Simplified Chinese terms
• Added missing Polish terms

Roboquest - Hotfix v0.6.1

Hello everyone :)

We just released a quick hotfix for Roboquest.

0.6.1 Hotfix

[h2]Localization[/h2]
• The 'Gunslinger' perk is now properly translated in all languages
Developer's Note: Please note that the Portugese-Brazilian and the Italian translations are not being worked on currently and many terms are missing. The community translators in charge of these languages are no longer available. If you wish to get involved in the process, please, hop-in our Discord server! (https://discord.gg/Roboquest) Also note that the Chinese and Polish translations are almost complete but some terms are still not translated.

[h2]Bugfix[/h2]
• Using Stealth while being leashed by Judgeball's Leash Pods will no longer spam play sounds
• Fixed occurrences that were preventing people from jumping forever
• Flying enemies will properly keep their fly height when targeting Engineer's drones
• You will no longer be stuck infinitely in the "Send Feedback" screen when it is open while a cinematic starts
• Added numerous logs to track other bugs you've been reporting