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Roboquest News

Hotfix v0.1.2.3

Yosh over here :)

We just released a new hotfix to solve a critical issue, here's the changelist:

[h2]Localization[/h2]
• Several Brazilian Portuguese typos fixed
[h2]Bug Fixes[/h2]
• Clients will no longer be stuck in an infinite loading screen in cooperation
• Joining your friend's game at the same time he launches the game won't put you both in a state where you can no longer invite or join multiplayer games

Hotfix v0.1.2.2

Hey everyone!

We released a hotfix to solve minor issues.

Multiplayer connection and performance issues are still being investigated.

Here's the changelist:
[h2]Localization[/h2]
Brazilian Portuguese translation has been added to the game. It was kindly brought to us by Gabriel "Bandicoot" Ribeiro
LinkedIn: https://www.linkedin.com/in/gabriel-ribeiro-a90bb6163/
[h2]UI[/h2]
• Added 100 FPS cap to the list of available FPS limits
[h2]Fixes[/h2]
Ruins music properly loops again
• Shadows will no longer appear when turning them "off"
• Fixed a bug preventing you from opening the invite UI
• The Toy Box will no longer reroll the affixes of the weapon it contains

Hotfix v0.1.2.1

Heyo there!

We've just released a patch to hotfix a few critical and minor reported issues.
Here's the full list:

[h2]Alt-Tabbing[/h2]
Removed "alt-tabbing pauses the game" for now as it was causing a bug with window focus, it will return in a future update
[h2]Music[/h2]
• The music in the Ruins only loops twice, we're investigating the issue and will be pushing a hotfix in the future
[h2]Game Fixes[/h2]
• Added missing rewards in the Junkyard (Ruins' green arena)
• Explosive weapons no longer deal self damage
Cooking Laser (Perk): Now properly triggers at or above 30% (and not 1%)
[h2]Bug Fixes[/h2]
• Weapon Affixes should now be the same on Server and Client
Note: We don't manage to reproduce the issue causing affixes to reroll when dropping a weapon and re-equipping it or when switching levels, we'd be glad if people experiencing this issue could provide additional information about it (such as reproduction steps).
• You should no longer be able to travel to work-in-progress levels ( :'D )
• Scope Overlay is always centered, regardless of your aspect ratio
• Removed hidden 200 FPS limit when setting "no limit FPS"
• You can no longer open or close the perk selector while navigating the main menu

v0.1.2 is now LIVE!

Howdy Guardians!

The 0.1.2 update is now out.

While we initially planned to do a small update, we had so many things to pack in that we've decided to release it as a major update.
We're still hard at work to bring you new content to experience and our plan remains the same to release this content in the Autumn update.

For now, we're here with a large set of system changes and experimental features that will improve the gameplay experience. As always you can discuss these changes on Discord or the Steam community forums.

Here are a few highlights of this update:
[h3]Powerslide[/h3]
You've been asking for new movement mechanics for a while now, and here it is!
We decided to opt in for a slide rather than a dash because we needed a lateral dodge which could not be performed mid-air. We already had a very agile (and complex) mid-air movement and we did not want to add more complexity on top of that.
The polish level is low for now, we want to see how this mechanic unfolds before diving further into its implementation.



[h3]Weapon Affixes[/h3]
We pushed the first iteration of the system. It gives random bonuses to weapons you loot. There are over 15 different affixes for now and we plan to add more. We initially wanted to wait a little bit before releasing this feature but we figured out that you'd love to try it out and we'd be glad to hear your impressions and suggestions about it.

[h3]Gameplay Changes[/h3]
We implemented many modifications to existing systems: reworked Recon ability, cooldown-based ability, attribute rework, scope rework and health flow changes being the most important.
You can find a full list of changes below.

[h3]Localization[/h3]
As usual, the localization process has been supported by kind members of the community. This time around, we kindly thank Flo, Tryyton (German translation) and Ria (Chinese translation) for their work!

Patch Notes v0.1.2

🍉 Community Suggestion: These features have been asked or suggested by the community.
🚧 Experimental Features: These features are either a work-in-progress or something we would need your feedback about. They might be reworked or removed from the game over the course of the EA.

[h2]Menu and UI[/h2]
• Added a landing menu before going in the basecamp where you can modify your settings, view news, latest patch notes, incoming updates and reset your profile
🍉 Added new resolution and widescreen support (4/3, 16/10, 21/9, 32/9)
🍉 Added a field of view slider in the graphic settings
🍉 You can now press space to continue in the end and score screens
🍉 Added an option to remove onomatopoeia visual effects nearby the weapon when shooting and reloading
🍉 Added an option to remove camera shakes for people suffering from motion sickness
🍉 Alt Tabbing now pauses the game (in soloplayer) and disable sounds
🍉 An option has been added to enable sounds in background
• The game is automatically paused if you unplug your gamepad or if you open the Steam overlay (in soloplayer)
• Locked loadouts are now displayed and a tooltip explains how to unlock them
• The settings for mouse and gamepad have been split up and reworked
• Weapon tooltips now clearly display affixes and bonuses
• Added a "Reset Profile" button in the settings but you can only use it in the landing menu
• Several settings tooltip and validation window texts have been revisited
• Several Basecamp texts have been revisited
• Added an extra text font to properly display Cyrillic characters (please report any missing character)

[h2]Powerslide[/h2]
🍉🚧 A powerslide has been added to the character movement tools
• You can press "crouch" while moving to trigger it
• It's available from the start (but it's not highlighted in the tutorial)

[h2]General Gameplay[/h2]
Health pickup frequency increased by 50%
Health restored from pickups reduced to 12% down from 15%
🍉 Cells last 1.5 seconds longer
Burn damage calculation has been reworked. Instead of accumulating "stacks" of burn on the same target, you now deal burn damage depending on the base damage of the tool you're using to apply it
Cryo effect has been reworked. You now accumulate cryo "stacks" on the same target up until it's completely frozen (and unable to move)
Shock calculation have been modified and while you shouldn't perceive much changes, the shock power of the different weapons should feel more logical
Homing projectiles now tries to prioritize the target you were looking at when shooting
• You can now reload while sprinting, consequently we've removed the option "sprint cancels reload"
• Arenas now have "invisible walls" on their doors, effectively preventing you and the enemies from shooting through (this means you now have to enter the arena to fight the enemies)
New "toe snapping" system to better snap to edges when trying to jump on them
Ruins key is now acquired by beating the first boss, in multiplayer both players must have the key to open the door
Developer’s Notes: Keys were a little bit too hard to retrieve (or understand what they were about) which resulted in players never finding the Ruins. This was never our intent so we're easing the finding process for that specific key. We'll be monitoring the others as well.

[h2]Character & Progression[/h2]
[h3]Abilities[/h3]
Abilities are now cooldown based instead of regenerating when you gather cells (they now recharge over time)
Skill for Dummies (artefact): Now reduces ability cooldown by 15% (it was previously reducing ability cost by 25%)
Developer’s Notes: While "cell-recharging" was initially one of the ways to promote forward combat, it was really tough to build a sense of "ability rhythm" as the regeneration rate could sometimes be quite irregular. We think this change won't hurt forward combat, will help create that mental rhythm and will make "long-range" playstyles more viable.
[h3]Attributes[/h3]
Assault attribute points now also increase Melee Damage by 2%
Precision attribute points now also increase Critical Damage by 2%
Demolition attribute points now also increase Firerate by 2%
Technology attribute points now also increase Explosion Radius by 2%
Developer’s Notes: The attribute system was all about maxing out one stat. We expect these changes to make players think about what type of secondary stat they want.
[h3]Upgrades[/h3]
Polished Core now also decreases your ability cooldown
Weapon Mastery has been removed and split into 6 other upgrades
• Each of these new upgrades increases a combo of 2 attributes
• When you'd have the choice to pick Weapon Mastery, you now have a random one of these upgrades as a choice instead
Developer’s Notes: Considering the attribute changes, "Weapon Mastery" became far too powerful (granting one attribute of each) and had to be split down into several smaller bonuses.

[h2]Loadouts[/h2]
[h3]Mark (Recon)[/h3]
"Mark" has been removed and replaced by “Stealth”
• Stealth: Instantly stealths you and creates a decoy in front of you. Stealth automatically ends after 6 seconds or upon dealing damage. All enemies you looked at while stealthed are marked when exiting stealth
Marked enemies now take 30% additional damage from all sources instead of taking critical damage from all sources
Developer’s Notes: Mark had many issues, starting with the fact that it wasn't that much fun to use. Also, it was only enabling "longrange playstyle" if you were playing Recon. Finally, it was not really synergizing with critical hits (it wasn't buffing their damage in the end). We shifted the "longrange playstyle" enabler directly on Scopes, modified Mark debuff so that it can scales with Precision weapons and finally tried to find a funnier implementation of the Recon skill.
[h3]Taser (Engineer)[/h3]
No longer requires charging, now instantly releases a pulse dealing shock damage in front of you
• Has a 3 seconds cooldown
• Added placeholder sound
Developer’s Notes: In addition to lacking proper feedback, this melee attack was kind of tedious to use because of its charge time. We decided to make it way simpler to use and to counterbalance its power with a built-in cooldown.
[h3]Drone (Engineer)[/h3]
🍉 Drones now properly follow you, teleporting to you if needed (that’s how much they love you)
• They shoot energy projectiles instead of bullet hitscan
• They persist even when switching levels

[h2]Weapons[/h2]
[h3]General[/h3]
• Many weapons have received small gameplay and value tweaks to follow the new system update and metrics. Considering the amount of micro changes, we won't go over the details this time around, rest assured that we'll be providing more details as the EA progresses and the systems settle
• Most area of effect radius have been reduced by 10% (they were scaling too hard with the new technology area size bonus)
Graviton Launcher: Now has its unique 3D model and animation set
Grandma's Shotgun: Replaced secondary fire by Dual Rockets, it shoots two explosive rockets
Heavy Crossbow: Added secondary fire Marking Blast, it shoots one explosive arrow marking all enemies around the impact point
Heavy Crossbow: Primary firerate highly increased
Handgun: Added an equip animation played in the tutorial, at the basecamp and in the Canyons
[h3]Affixes[/h3]
🚧 Weapons can spawn with random additional affixes
• You’ll have to craft a specific upgrade at the basecamp to unlock them
• Fixed a bug where Swift would apply its bonus twice
Swift no longer grants 5% Speed, instead it grants 7% Movement Speed
Developer’s Notes: Like you, we felt like 5% Movement Speed was too small to notice, but with the previous iteration, buffing the value would also buff Firerate and Reload Speed, which we did not want. Making Swift only buff Movement Speed, makes us able to increase the value without risking to break anything else.
[h3]Scopes[/h3]
• Scope weapons critical ratio reduced by 25%
• Scopes now increase critical damage by 30% (when scoping)
Scopes now automatically gather cells if you kill an enemy with a critical shot (when scoping)
Developer’s Notes: Balancing weapons is a continuous process and we’re carefully following your feedback on that side. And while there were (surprisingly) no clear under or over powered categories, we felt like Precision weapons could feel a bit underwhelming to use at times. With the changes on attributes and cell fade time we expect most precision weapons to already feel better without other changes. Though, scopes still clearly needed some love so we take this opportunity to revisit them a bit.

[h2]Enemies[/h2]
• Average enemy damage increased by 20%
• Flying enemies can no longer be staggered mid-air (and therefore will no longer fall and explode), stunning them with shock damage still works though
• The rate at which enemies spawn in arena has been increased overall
Stunning bosses will effectively stop and stun them for a short duration (but no longer deals extra damage)
• Bosses should no longer chain the same pattern more times than intended
Diggy Mole: Now has a slight delay before going underground after using Shockwave
Sniper Pod (Fields): Projectile speed modified to be dodgeable with a powerslide
Gatling Pod (Fields): Damage increased but projectiles slowed down
Guard Pawn (Fields): His melee attack now targets the player rather than an area (should make him less likely to randomly stun you from behind or upward)

[h2]Basecamp[/h2]
[h3]New Upgrades[/h3]
Weapon Affixes (4 levels): Unlocks or increases the amount of affixes weapons can get
Healbot (3 levels): Increases the amount of health restored by the Healbot by 5%

[h2]Audio[/h2]
[h3]General[/h3]
🍉 General volume reduced by 40%
• Your brobot sounds are 30% quieter than before
• Fixed a bug where some weapon sounds playing in first person view would spatialize, resulting in hearing the weapon shooting “from the side” if you were moving while shooting
🍉 Jetpack overall volume reduced
• Cryo Explosion accumulated sounds nuisance reduced
[h3]Music[/h3]
• “Metal Hero” (landing screen music) now fades in and its general volume has been reduced
🍉 Fixed an issue where musics would fail to loop correctly when transitioning from one state to another
[h3]Added Sounds[/h3]
Assault Sentry - Secondary Fire
• Engineer - Drone - Shoot & Rocket Perk
[h3]Reworked / Replaced Sounds[/h3]
• Enemy Arena Spawn
Ride Spline
Chest Open
• Recon - Slash
Assault Rifle - Primary Fire
Grenade Launcher - Primary Fire
Fire Flower - Primary Fire
Junk Sniper - Primary Fire
Mine Gun - Primary / Secondary Fire

[h2]Bug Fixes[/h2]
(in multiplayer, the 'host' refers to the player inviting his friend to join his game, the 'client' refers to the player joining his friend's game)
• Potential Fix: Clients should no longer spawn outside of the map when switching levels
• Potential Fix: Clients should no longer see invisible enemies after exiting a safe zone
• Potential Fix: Clients should no longer be stuck in the boss safe zone after the boss cut-scene has played
• Potential Fix: You should no longer be stuck in a white screen when trying to play the after-boss cinematic
• Potential Fix: You should no longer be stuck in an arena without any enemy spawning
• Reduced the amount of crashes when restarting a game in multiplayer
• Fixed a bug which would prevent players with non-Latin characters in their nickname to create or join multiplayer games
• Both players now have the same rank calculation at the end of a level (previously, there was a chance for the client to earn a lesser rank)
• You will no longer be stuck in a black screen when opening the perk selector while switching levels
• Enemies can no longer be permanently shielded, even when the enemy providing the shield is dead
• Fixed an issue where the FPS Limitation setting would override the VSync setting (effectively applying a FPS cap lower than your screen refresh rate)
• You will no longer hear an interface sound popping at the end of the loading screen
• Optimisation: traps and other interactive items are now properly unloaded when out of sight
• The 'Difficulty Unlocked' text no longer appears if you already unlocked that difficulty
• Fixed various level design holes and get-out-of-map spots

Community Update: The Roadmap

[h3]Hello Guardians![/h3]
This past month was crazy! Between the launch, the update we're preparing and the amazing suggestions that we're trying to implement, there's plenty of work for everyone here at RyseUp Studios!

And with all this, we haven't really taken the time to keep you informed about our update format and what you can expect going forward into this EA.

So we figured out... now would be a good time to fix this!

[h3]The Roadmap[/h3]


Some of you might have seen it already (on the store page).
During the 8-10 planned EA months, we'll be going through this roadmap pushing two sorts of updates:

[h3]Major Update[/h3]
The "Autumn Update" is the first major update we'll release and you can already see what it is going to feature.

We aim to release a major update every ~2 months.
They will contain one or more of the large "blocks" you can see on the right of the roadmap.
The release order of these blocks is not defined yet and will change based on your feedback and the evolution of the EA (the roadmap will be updated accordingly).
Some of these blocks will also be worked on progressively such as basecamp or FX improvements up until they reach the 1.0 level of completion we’re aiming for.

In addition, we'll always try to implement some of the most-wanted community requests in each update (whether it's a major or a minor one).

Note: As the game design structure is still subject to change, you can expect account resets over the course of the EA. We apologize for the inconvenience and we’ll keep you informed in advance when and if that happens.

[h3]Minor Update[/h3]
We aim to release at least 1 minor update in between each major update.
They will most likely contain bug & crash fixes, balance changes and other quality of life changes. We might also push some experimental changes or mechanics to get your feedback on them.

[h3]Community Feedback[/h3]
Aside from these updates, you can expect us to be pretty active on Discord and the Steam forums (as we already are). We're reading all your feedback, keeping the most relevant and requested ones and we're implementing them as fast as we can.
If you want to get involved in the development, our designers are often up on Discord, hunting for some gameplay feedback. So make sure to tune in if you wish to participate!

[h3]Localization Issues[/h3]
Some languages might become unavailable over the course of Early Access.
While we'd love to keep them up-to-date, the EA will be a place of many iterations.
It's hard to maintain translations in such a fast-changing environment.
We apologize in advance if your language is put on hold during the EA, rest assured that it will be back for full release!

Note: All translations have been made by kind members of the community so far. We likely won't be going over any sort of official translation process before the full release. Please report (and excuse! :D) any mistake, typo or spelling error you might see.

[h3]"When it's ready"[/h3]
We'll always try our best to deliver everything we've talked about, with the quality we expect.
But there are times when iteration takes more time than anticipated. And a specific feature might not be ready... or up to our standards. If that happens, we’ll take more time to polish and test the feature before we release it to the community.
We'd rather deliver quality updates over quantity.

[h3]What are we working on?[/h3]
The team is working hard towards the "Autumn Update". That means new content and tons of community request additions!
We will go over the details of those in our next community update, within the next two weeks.
If you can’t wait until then, we invite you once again to join the Discord or start a conversation on Steam. We're reading all your comments and have dedicated channels for feedback and open dialogue with the team.

[h3]And that's it![/h3]
Hope you liked this community update!
Whether your did or did not, you can hop in the conversation to tell us why. We're all hear!
We'll be back soon, in the meantime happy robot bashing everyone!