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Roboquest - Endless Patch-Notes (v1.5)

Here's the changelist for the Endless Update.

View the release announcement here: https://store.steampowered.com/news/app/692890/view/4444585538764144673





Patch Notes v1.5

[h2]Endless Mode[/h2]

• Added a new machine at the basecamp to access the Endless Mode
• It is unlocked by crafting it for 120 Wrenches or completing Guardian 1 difficulty mode
• Added shorter, enemy-packed versions of the regular levels to the Endless Mode
• Updated the starting location for all levels if they are elected to be the first level of your Endless Run
• Added a new 'corrupted Canyon' level to the Endless Mode
• Added the 'Singularity & Glitch' system to the Endless Mode
• Each level adds either a Singularity or a Glitch, either granting bonuses to enemies or changing other aspects of the game affecting your character
• Modified the player's character progression system for the Endless Mode
• Added a lighting swapping system to the levels in the Endless Mode
• Added Duo-Boss system to the Endless Mode
• 5 new Achievements added specific to the Endless Mode

[h2]General[/h2]

• Added 'Save & Quit' feature
• Reduced the cost of adding 'Perfume' at Willy Wonder from 4 Powercells to 3

[h2]Enemy[/h2]

• Added a new Goliath enemy coming into two different versions: Goliath Driller & Goliath Digger
• Updated a few portrait images that were not properly updated for some enemies in the Museum
• 'Haven City' now features 1 goliath of each type

[h2]Balance Changes[/h2]


[h3]Weapons[/h3]

[h3]Torpedo Rifle[/h3]
Primary Fire
• Damage increased from 20.0 to 22.0
• Impact force increased from 19.0 to 20.0

[h3]Patator[/h3]
Primary Fire
• Damage increased from 68.0 to 70.0

[h3]Buffalo Cannon[/h3]
Primary Fire
• Explosion radius increased from 2.2m to 2.3m

[h3]Elephant Gun[/h3]
• Added 'Havoc' as default affix

[h3]Classes[/h3]

[h3]Ranger - Awareness (Passive)[/h3]
• Critical Damage bonus from each point reduced from 2% to 1.5%

[h3]Elementalist - Mantra (Passive)[/h3]
• Bonus elemental damage increased from 15% to 20%

[h3]Elementalist / Recon - Overpower (Perk Upgrade)[/h3]
• Fixed an issue were the 15% bonus were added to the 15% damage bonus of the base perk (leading to a whooping 2.25% damage increase in total) - it now adds 15% damage to the total damage of the secondary ability

[h3]Elementalist - Power Infusion (Perk)[/h3]
• Fixed an issue were the 15% bonus were added to the 15% damage bonus of the base passive ability bonus damage (leading to another whooping 2.25% damage increase in total) - it now adds 15% damage to the total damage bonus of the passive ability

[h3]Elementalist - Dynamic Mantra (Perk)[/h3]
• Increased bonus damage from 10% to 15%

[h3]Items[/h3]

[h3]Ball and Chains[/h3]
• Now considered a corrupted item
• Grappling Hook damage increased from 350% to 450%
• Now increases Grappling Hook cooldown by 3s

[h2]Bug Fixes[/h2]

• In 'Bomb' levels, you will no longer be sent to the defeat screen as the client player when the host player actually managed to defuse the bomb on time
• Fixed issues with perk HUD animations still playing while the game was paused leading to them being out-of-sync with in-game cooldown
• Fixed issues with special effects not being properly displayed or displayed with wrong rotations for the Drones
• As well as numerous undocumented fixes for random crashes




View the release announcement here: https://store.steampowered.com/news/app/692890/view/4444585538764144673

Roboquest - Endless Update Release Date

Hey Guardians.

It is finally time to reveal the Endless Update release date.

And it's coming real soon.

[h2]This November 27th at 3pm CET we will be releasing the Endless Update.[/h2]

We prepared a video summing up the addition coming into this update, view it here:
[previewyoutube][/previewyoutube]

You can also read about the different additions in details in our previous devblogs (if you haven't already) here:

[h3]That Which Has No End (Endless Mode)[/h3]
https://store.steampowered.com/news/app/692890/view/4444583635753894158

[h3]Saving the Day (Save & Resume)[/h3]
https://store.steampowered.com/news/app/692890/view/4452465569899216933

[h3]Over Nine Thousand (Progression)[/h3]
https://store.steampowered.com/news/app/692890/view/6904675658203398265

[h3]Make it Double (Bosses)[/h3]
https://store.steampowered.com/news/app/692890/view/4444584904812920864




The Endless Update is coming, to be released across all platforms the 27th of November, 3pm CET.






[h2]Join the community on Discord.[/h2]
[h2]Follow us on X.[/h2]

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

Roboquest - Make It Double

Hey again Guardians.

This is the final devblog for the incoming Endless Update. And it's going to be a short one.

Let's talk about bosses.

Endless Mode and Bosses

We contemplated for a while what to do with Bosses in the Endless Mode.

Are they even there?

Yes, obviously, not adding them would make the game quite different from the normal mode, and probably hinder the build diversity in the process. Not only that, that would also be quite sad not to find your favourite Mole to whack.

But, do we just add those as they are right now?

Since you probably already fought them a lot and know their attack patterns and behaviour by heart, that might be lacking some kind of… novelty? And we’re adding a “new mode”. That meant we needed something “new” to go along with.

And at some point we were like “you know Diggy Mole, we like him, and players seem to like him as well”, “so what if there were TWO Diggy Moles?”.


And that was the beginning of the addition of “Duo-Bosses”.

We crafted several new encounters featuring combos of Bosses. We tweaked their arenas, their attack patterns and their nameplate.

In the Endless Mode, you will face a Duo-Boss every two levels.

There are quite a few variations and we hope they’ll provide an interesting challenge for you!





So yeah, that was the final quickblog.

The Endless Update release is nigh and we hope you're pumped to try it out!



[h2]The Endless Update lands end of November.[/h2]

Roboquest - Over Nine Thousands

Hello Guardians.

Here's the third out of four quick devblog about the Endless Update.

Today we'll be discussing the progression systems that support the Endless Mode.

Singularity & Glitches

When we were designing the new mode, we realized we needed something that would make Endless Mode more complete in its intent to be a replayable experience.

And we felt like a "mutator" system would be a great solution to that.

We called those "Singularities and Glitches".


There are "main mutators" (Singularity) and "secondary mutators" (Glitch).

Whenever you defeat a boss, it adds a random Singularity to your run, up to a certain maximum. And every other level completed, it adds a random Glitch to your run, endlessly.

Singularity have a greater impact on your run whereas Glitch tend to modify metric values from the base game or from the Singularities that were added to the run. Pretty much like "enemy perks and upgrades".

Here are a few example of Singularities:
Bunny Shield - Some enemies have a shield that can only be broken by headbonking them
Safety Goggles - Enemies have a chance to have an eye patch protecting their weak spot
Kaboom Protocol - Enemies have a chance to explode when destroyed

[h2]Enemies[/h2]
In addition to that, every level comes with an updated roster of enemies and the difficulty will ramp up endlessly. Enemies get beefier and deadlier, more elites come into play and mechanically weaker enemies are replaced with stronger ones.

Character Progression
Every few levels, you'll have a perk choice, up to a maximum of 5.
Every levels aside from those, you'll have an upgrade choice, up to a certain maximum (resulting in much more upgrades than regular runs).
In terms of items, you won't be limited (that is, until you have them all).
Once you reached the maximum number of perks and upgrades, you continue to level up and get to pick one of three "Boosters".

The main reason we're limiting perks is that going above a certain thresholds removes the idea of "having a build", you just "have everything" and that didn't sit right with us.

Hopefully this will still make you reach high highs and let you experience an "end-game build" for much longer compared to the regular runs. But we will be monitoring this closely.





That's the end of the third quickblog, there's a final one planned later this week (a very short one) and then we'll be in "soon to be released" territory.

[h3]Stay tuned![/h3]


[h2]The Endless Update lands end of November.[/h2]

Roboquest - Saving the Day

Guardians, it's us again.

We're back with more information on the Endless Update.

Save & Resume

The "Save & Resume" feature is coming in the Endless Update.

"Finally, this should have been there day one". You'd probably be correct to think that. But it wasn't and there isn't much more we can say about it other than "our bad, sorry".

To be fair, that was a lot of work and we wanted to make sure the main game architecture was final before starting it. But it's finally coming.


When finishing a level, you'll be given the choice to "Save and Quit" the game.

This will bring you back to the title screen.


From there, clicking "Continue" will launch your saved run while clicking "Basecamp" will erase your saved run and... bring you back to the Basecamp for a fresh start (after a confirmation window, obviously).

Please note that this feature is not available in multiplayer, only in single player.

This feature is available for both Normal and Endless Run.

[h2]Was it necessary?[/h2]
Let's discuss if that feature was required for the game since it was a growing debate within the community.

Lots of people were asking for it and lots of people were against it (mostly because it would take us time away from developing other features).

Let's get this straight: it doesn't deter us from doing anything else. Despite this feature being a lot of work, the person in charge wouldn't be able to implement other things like weapons and classes anyway (we would need to game-design those, but we were busy game-designing the Endless Update).

And then, the main point defending the idea of having this feature was that not everybody has 45+ minutes to allocate to a full run. That's completely fair and we do understand that everybody has different lives and different spare time for their hobbies.

We apologize if anyone felt like "we weren't respecting their time". It was always one of the pillar of our philosophy (to respect your time), that's why we tried to limit as much as possible the feeling of "grind" in our game (among other things).

In any case, the question became broader with the incoming Endless Mode. A run virtually has no end in this game mode. So regardless of the previous debate about "Save & Resume", we knew we needed that feature for this new mode.

So yeah, that's it. You'll be able to save and resume your runs at a later time!

Power Ceiling


Apparently, we weren't clear enough in our previous devblog regarding power ceiling and player progression.

To be a little bit more accurate, we quickly setup this graph so that you can have an idea of the character growth over time in both Endless and Normal modes.



Approaching the 30/40 minute mark is when players usually complete the normal mode according to our data. Reaching about level 16.

In Endless Mode, by that time you will be around level 22 and you will have reached level 16 about 25% to 30% sooner than normal mode.

So what will happen in the Endless Mode in terms of character growth?
You will reach highest highs
You will progress faster
You will spend more time in the "superpower" state that late game builds bring

Keeping the progression from Normal Mode would be boring in terms of reward distribution after the first time you beat The Moon. It doesnt fit that "quickest" progression and "highest" peak we were looking for in the Endless Mode.

We hope we clarified the situation about character growth and power ceiling.





That's it! But we will be back soon once again :)

[h3]Stay tuned![/h3]


[h2]The Endless Update lands end of November.[/h2]