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Roboquest News

Roboquest - The End of the Journey

Hello Guardians.

It is with great emotion that we write this devblog today. We’ve been quite silent for the past months, not knowing exactly what to say, how to say it or when to say it. But today’s the day.

2025 marks nearly a decade working on Roboquest, and it also marks the end of the journey for the game.

We know many of you would have loved to see more updates, more content, more Roboquest. But that isn't something we are able to deliver. Spending as much time on the same project takes a toll, and no matter how passionate we have been about Roboquest, it is finally time for us to look at new horizons.

When we first designed Roboquest, it was never meant to be what is called today "a game as service". Pumping out updates just for the sake of "maintaining the game" was never on the cards. Yet, we tried to scrap whatever we thought could constitute "good additions" to the game (some with more success than others). Because we really wanted to give you guys something worthy of your dedication and passion about the game. But we think we reached the end of that. We stretched both the additional content and our energy to the maximum. We can’t stretch any more.

The initial experience was designed to be a 25/50 hours gameplay experience, there's no way we can continue to provide content for players with over 1000 hours of gameplay. Or at least "meaningful" content. But we tried something with the Endless Update, with some shortcomings, for sure. But the passion that burnt bright for so many years started to falter. Fatigue kicked in, and we realized we really needed to turn the page.

We did everything we ever wanted (and even more) with Roboquest and we thank you for being here with us during all this time.

We're not planning any more updates on Roboquest. The multiplayer and cross-platform will still remain available obviously. And we're turning to another project. In fact, most of the studio (people that weren't working on the Playstation port) have already shifted for a while now.

A new project you say? Yes, a new project. Something that, after spending 10 years on the same thing, re-ignited the passion and the flame that allowed us to craft Roboquest. Hopefully, with the experience we accumulated and all the errors we made along the way, we're aiming for a much, much more efficient development plan.

We have nothing to announce for now, but when we do, you’ll be the first ones to know.

There are still two things on the horizon for Roboquest though: the Playstation port (27th of May) as well as the standalone release of Roboquest VR (end of the year). We know those are typically not what you are expecting from a Steam news, but it was still worth mentioning it again.

So yeah, that’s it. After over 50 billion badbots destroyed, we’re finally turning the page.

We hope you had and will continue to have the best robot smashing times nonetheless, and we hope we can count on you for what we'll be bringing in the future!

Roboquest - News

Hello Guardians!

It's been quite a while since our previous news, but today we're back with a bunch of news mostly related to the Playstation port of Roboquest.

[h2]1 Million[/h2]

This past month, we reached a significant milestone, not only for the game, but also for our studio in general.

Roboquest has sold over 1 million copies across all platforms.

When we started the journey, we were mostly focused on living our passion, and making a great game. We were obviously hoping to have a bunch of players following us along the way, liking (or loving!) our game. At least enough to continue being able to make games.

And you made us able to do so, you validated the work we've done as a passion.

And now we reached 1 million sales.

To be honest, we never dreamt of even half this success. Many people we came across and sometimes required help from didn't believe in it as well. This was tough, but we persevered. For some peculiar reason, we believed in it. We were probably naive, because it all came from a place of good will and good heart. Thinking that simply loving the game and our work would pay off. We were all-in.

But now it is real, and it is all thanks to you.

So, thank you for this opportunity, Guardians. We will continue to make games, trying our best to continue focusing on making "great games" (when able, and if you allow us to call them that) and thinking of the player experience first.

Thank you.

[h2]Playstation Port[/h2]

The port was a tough journey for us. As a (rather) inexperienced studio, we discovered everything about this process over the last few months. And, oh, was it tough!

But we're finally seeing the end of that. We still have a bunch of steps to go through but we believe the Playstation version should be available around the end of May.

Here's a sneak peek at the front-cover of the physical version:



Roboquest will be available in digital version for Playstation 4 and Playstation 5 and in physical version for Playstation 5. There will be two different physical versions: one standard and one deluxe edition containing more goodies (noticeably a neat game manual, a softcover artbook - basically a lite version of it - and a comic book presenting the adventures of Max and the Guardians from the cinematics of the game).

In fact, the physical edition is available for pre-order today. It was made by "Strictly Limited". You can access them here:
- Strictly Limited

We're not necessarily fond of the pre-order system at the studio, as players. But in the case of Roboquest, the game is already out and you know what it is about, you know what you'll be getting.

We'll be back in the weeks to come with more information :)

In the meantime, we wish you all a happy robot smashing time!




[h3]Join the community on Discord.[/h3]
[h3]Follow us on X.[/h3]

https://store.steampowered.com/app/692890/Roboquest/

Roboquest - Mid-January Patch

Hello Guardians!

We just released a mid-January patch for Roboquest, alongside a 2-weeks 36% discount (starting now).

This small update is available on all platforms and focuses mostly on bug and issues fixes.

Here are the additions coming into this update:

Changelist

[h2]General[/h2]
- Each friendly bot you complete the quest of will now be appearing at the Basecamp. Stop by and say hi!
- Added unused tracks “Sector”, “Entropy” and “Destination” to the random track list in the Endless Run
- “Corrupted Cells” (in Endless Mode) now have a clearly different shape
- The Corrupted Healbot has been completely removed from the game, RIP!
- You can now upgrade your weapon to “Fantastic” rarity in Endless Mode at the cost of 10 powercells (at Willy Wonders)
- Reduced the price to improve a weapon to “Epic” rarity at Willy Wonders from 10 to 8
- Smithing Ted now always appear at the start of the second level in Endless Mode
- Added a "Return to Basecamp" button that appears if you're stuck in the loading screen for a while

[h2]Bugfixes[/h2]
- Fixed issues with several perks not properly saved when using the “Save & Quit” feature and loading your game
- “Goliath Diggler” and “Goliath Digglet” will now properly undig if they spend more than 6 seconds under map
- Fixed an issue preventing the uncrouch input to be properly recorded when opening a menu in the basecamp or during a multiplayer game
- Updated the position of weapon pickups when you drop them to avoid them ending up underground or inside a wall
- Duke Nuker can no longer propel you inside a wall or underground when you use grappling hook on him
- Fixed an issue with player or enemy feet going CRAZY when stepping on doors
- Picking up sub-choice of upgrades or perks will properly register them as “Discovered” and show them in the class selector
- Rerolled bazar items now have the right price (and not the price of the previous item at their slot)
- Fixed an issue with the Endless Portal collision at the basecamp where you could get stuck inside
- Note: Version numbers are different on Xbox than other platforms, but it doesn't have any impact on cross platform multiplayer

Roboquest - Hotfix 1.5.2

Hello Guardians.

We just released yet another hotfix for the Endless Update and we're continuing to monitor the feedback and bug / crashes are continuing to being tracked. Though with this hotfix, we should have taken down most of the glaring gamebreaking crashes.

[h2]Bug Fixes[/h2]
• Goliath Driller and Goliath Diggler will no longer be stuck underground forever
• Saving and Quitting will no longer fail to register Perks that have multiple choice contained within them (like Superbot's Homemade Cannon for example)
• Ambient Volume should be properly tied to Master Volume regardless of your sound setup
• Duke Nuker will no longer be stuck in its "mortar" animation forever
• Fixed several crashes happening when returning to the Basecamp or switching levels
• The Damage Counter will continue to update properly after reaching over 2 billions damage
• Working on getting stacking perks (and other counting perks) to restore their exact number of stacks when saving and resuming your runs (like 'Spicy Meal')

Roboquest - Hotfix 1.5.1

Hello Guardians!

We just released a hotfix fixing some of the most common crashes and bugs we spotted. We’ve also squeezed in a few balance changes following your feedback from the past week.

We’re planning other balance changes and we’ll continue to monitor your feedback on the matter.

[h2]Balance Changes[/h2]

- Misfortune (Glitch) - Auto critical chance reduction reduced from 25% to 15%
- Broken Hourglass (Glitch) - Ability cooldown increase reduced from 35% to 20%
- Pyro Flies are no longer valid targets for the Singularity “Bunny Shield”

[h2]Bug Fixes[/h2]

- Fixed a crash occurring when Drones would get buffed while returning to the Basecamp at the same time
- Merchants can no longer sell the same item twice or an item you already picked up
- The Repair-o-Bot can once again be hit by projectiles
- Spare Head is no longer reset when saving, quitting then resuming the run
- Reactivated audio that were (wrongfully) deactivated on certain boss introduction cutscene
- Saving & Quitting will properly take into account every levels you played when displaying the number of ranks at the end of run and in the run history
- The Singularity “Time’s Up” no longer deals damage during Boss fights and to the Client player when switching levels
- The Superbot’s map is properly displayed again in the Basecamp
- Purchasing an item to a merchant in the Stadium, the Museum or the Movie Theatre and coming back at a later time will no longer crash the game
- Enemy level is no longer reset after stage 120+
- Boombox now properly scales with player level (instead of being stuck with level 1 damage)
- Fixed a crash occurring when purchasing an item right after selecting an upgrade
- The Damage Counter is no longer reset after saving, quitting and resuming your run
- Fixed an issue with the "Injury Bill" glitch which wasn't properly increasing the cost of using the Healbot to 3