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Roboquest News

0.5.0 is LIVE

Hello everyone!

We have the pleasure to announce the release of the 0.5.0 version of Roboquest!

It’s available right now and the playtest branch has been closed as a result.
Please note that several language localizations are still being worked on.
As usual, we thank all playtesters and community translators involved in the development process!

Here are the highlights of this update:

Patch Highlights

[h2]New Level[/h2]
A twisted new level has been added after Haven-City, we hope you’ll enjoy the fully loaded Noisecream track it features!
The Haven-City boss fight has been moved to the new level as a result.

[h2]New Boss[/h2]
A new contender has come into play to spice up the newly added level!

[h2]Class Changes[/h2]
All classes have received from minor to major changes to make them fit the pace of the game more than before.

[h2]Weapon Changes[/h2]
Weapons can now be dropped when destroying enemies and many new affixes have been added to the game for extra robot mayhem!

You can also watch Jamesaroni' video about the patch note here:
https://www.youtube.com/watch?v=kinXh_tjvMA

Patch Note

🤖 These changes were requested or suggested by the community
[h2]Gameplay[/h2]
• Health System Update:
    • Health can no longer be recovered from picking up cells
    • Enemies now drop health pickups from time to time
    • Repair-o-Bot heal decreased
    • Bosses drop health every now and then
• Cryo effect now only has one Frozen state and no longer Chills (slows) enemies while stacking up
• Getting high ranks in a level now increases your stats at random
• Damage types have been removed from the game
Developer’s Note: Damage types were splitting up weapons into different categories effectively reducing the amount of weapons you could actually equip in a run. We expect this change to increase the variety of weapons you can effectively use in one run.
• Cores are no longer equippable items, instead they are consumed when interacted with and permanently increase your stats
Developer’s Note: The main intention behind this change is to diversify the repartition of stat points in order to increase the number of weapons you can consider viable during one run. This change also increases the amount of adaptation required to mini-maximize the efficiency of your current build.
• Massive animation update for the Guardian in multiplayer

[h2]Classes[/h2]
• Secondary skill hits (melee attacks) on Bosses are considered like ‘Elimination’ (destroying an enemy)
[h3]Guardian[/h3]
• Barrier is now always a protective bubble around you, making you invulnerable
• Barrier no longer has a battery system, instead it’s a one-shot cast with a cooldown
• Barrier is now called Protective Bubble
• Barrier no longer interrupts your current action (can be freely casted)
[h3]Recon[/h3]
• Stealth now only grants invulnerability for 1 second
• Stealth no longer destroys projectiles around you when used
• Combo is now only consumed at 5 combo points
• Dagger elimination grants combo points
[h3]Engineer[/h3]
• Scrap resource removed, Drone is now cooldown-based (as before)
• Passive modified from Scrap to Love Bond
• Love Bond - Using ‘Drone’ while having the maximum amount of drones now heals all deployed drones
• Secondary skill modified from Scrap Laser to Hand-Blaster, a short-range one shot impulse dealing damage in front of you
🤖 Drones are no longer instantly destroyed when being hit by Bosses
[h3]Commando[/h3]
• Passive modified from Fiery Sparks to Fury
• Fury - Elimination grants one stack of Fury, each stack increases the speed at which your skills refreshes, not getting any stack for a short duration resets the stacks
• Rocket is homing once more
Developer’s Note: In the previous update, we removed that homing component to increase the skill cap of that ability, but we realized using the rocket with the gamepad had become tedious and we decided to backtrack.

[h2]Perks[/h2]
• Lots of perks have been reworked or removed to follow the class changes and the damage type removal
Developer’s Note: Right now, we’re not fully happy with how leveling up a perk works and what bonus it provides and we’re planning to overhaul this part of the system later down the road.

[h2]Weapons[/h2]
• New Weapon: ‘Gauntlets’ - Two powerful gauntlets hurling laser bolts on the right hand and releasing energy kicks on the left hand
🤖 All scope weapons now have a dot as base crosshair when unscoped
• Many weapon affixes have been added to the game
• Weapon affixes have been split into several tiers and are spawned on weapons based on weapon level
• ‘Reroll Affix’ system updated to follow the changes above
• Added ‘Level-Up Weapons’ consoles at different spots
• The Hitscan affix has been updated to work properly even on gravity-based weapons
🤖 Firerate bonuses also decrease the heat cost of cooling weapons
Developer’s Note: This change is mainly aimed at smoothing the feeling of firerate buffs with cooling weapons and also makes combining them more viable.
🤖 Firerate bonuses also increase the weapons’ scope speed
🤖 The Assault Sentry no longer consumes an alt-fire stack when cancelling the deployment of a turret

[h2]Basecamp[/h2]
• Basecamp upgrades have been reworked to follow the other game changes
• New upgrades have been added
• Even with all basecamp upgrades unlocked, the available items at the beginning of a run have been modified
• Finishing the game as a Client will properly unlock the next difficulty as well as all locked difficulties in between your lowest and the newly unlocked difficulty

[h2]Gadgets[/h2]
• New gadgets have been added to the game (we let you discover them!)
• Pogo-Stick is faster to load-up
• Explosive Armor damage reduction decreased from 50% to 35%
• Football Shoes damage bonus decreased from 150% to 120%
• Aileron movement speed bonus increased from 10% to 12%
• Hero Cape now cancels Stealth

[h2]Enemies[/h2]
• Bosses you encounter are now randomly chosen among a pool of different bosses
Developer’s Note: Only the first boss can currently be different than the one you’re used to. This is a feature we wanted to have for a longtime. More bosses will come later down the road to increase the boss pools.
• Dr. Turret laser cannon hitbox reduced to better match its visual (but it can still be somewhat awkward, we’ll continue to improve it)
• You can now headbonk Dr. Turret (at your own risks!)
• Judge Ball laser attack now spawns pillars leashing you when you get close to them
• Enemy health bonus in multiplayer has been decreased
• Enemy health bonus over the course of a run has been decreased
• Some enemies received new sounds to feedback their presence
• Goliath hook and shockwave range decreased
• Enemy rocket speed and radius decreased
• Trail robots can now properly be staggered, stunned and frozen
• Boombots no longer instantly explode when taking burn damage

[h2]Balance Changes[/h2]
[h3]Recon[/h3]
Stealth
• Cooldown increased from 14.0 to 15.0 Dagger
• Damage increased from 35.0 to 40.0

[h3]Commando[/h3]
Rocket
• Damage increased from 45.0 to 60.0
• Impact force increased from 55.0 to 85.0
• Cooldown increased from 8.0 to 10.0 Shorty
• Cooldown decreased from 5.0 to 4.0

[h3]Dual Uzi[/h3]
Primary Fire
• Damage increased from 5.6 to 6.0

[h3]Pumping Shotgun[/h3]
Primary Fire
• Impact force increased from 10.0 to 13.0

[h3]Sawed-Offs[/h3]
Primary Fire
• Damage increased from 8.0 to 9.0
• Impact force increased from 9.0 to 12.0

[h3]Scratch Rifle[/h3]
Primary Fire
• Impact force increased from 7.0 to 9.0 Alternative Fire
• Damage increased from 28.0 to 40.0
• Stack amount decreased from 3 to 2

[h3]Scout Sniper[/h3]
Primary Fire
• Damage increased from 48.0 to 52.0
• Impact force increased from 52.0 to 60.0

[h3]Arquebus[/h3]
Primary Fire
• Damage increased from 30.0 to 34.0
• Impact force decreased from 32.0 to 26.0
• Firerate increased from 2.5/s to 2.85/s
• Heat per shot decreased from 15.0 to 14.0

[h3]Sheriff's Carbine[/h3]
Primary Fire
• Damage increased from 47.0 to 48.0

[h3]Longbow[/h3]
Primary Fire
• Damage increased from 50.0 to 56.0
• Projectile speed decreased from 12500 to 10000

[h3]Revolver[/h3]
Primary Fire
• Damage increased from 30.0 to 38.0
• Impact force increased from 36.0 to 46.0
• Range decreased from 22 to 16

[h3]Flare Gun[/h3]
Primary Fire
• Damage increased from 18.0 to 36.0
• Impact force increased from 36.0 to 48.0

[h3]Mine Gun[/h3]
Primary Fire
• Damage increased from 22.0 to 23.0
• Impact force increased from 32.0 to 34.0

[h3]Junk Beam[/h3]
Primary Fire
• Damage increased from 15.0 to 18.0
• Heat per shot decreased from 3.5 to 3.0

[h3]Graviton Launcher[/h3]
Primary Fire
• Damage increased from 44.0 to 48.0

[h3]Shock Rifle[/h3]
Alternative Fire
• Duration of the expanded ticking orb decreased

[h3]Assault Rifle[/h3]
Primary Fire
• Damage increased from 9.0 to 9.5

[h3]Assault Pistol[/h3]
Primary Fire
• Impact force increased from 33.0 to 45.0

[h3]Blast Sniper[/h3]
Primary Fire
• Damage increased from 42.0 to 44.0
• Firerate increased from 2.22/s to 2.7/s
• Projectile speed increased from 25000 to 40000
• Heat per shot decreased from 14.0 to 12.0

[h3]Elite Sniper[/h3]
• The Heavy Sniper has been renamed Elite Sniper Primary Fire
• Damage increased from 76.0 to 80.0
• Impact force increased from 70.0 to 80.0

[h3]Elite Crossbow[/h3]
• The Heavy Crossbow has been renamed Elite Crossbow
• Alternative Fire has been removed
Developer’s Note: The Elite Crossbow was too strong all around and its alt-fire made many perks and effects useless compared to it. In addition, it was constraining our design space for the system we’re planning to add for alt-fires.

[h3]Long Rifle[/h3]
Primary Fire
• Damage increased from 28.0 to 34.0
• Critical ratio decreased from 1.75 to 1.5

[h3]Minigun[/h3]
Primary Fire
• Damage increased from 8.0 to 8.5
• Impact force increased from 7.0 to 8.5

[h3]Fire Flower[/h3]
Primary Fire
• Back to being a bouncing fireball
• Recoil pattern has been updated
• Damage increased from 12.0 to 20.0
• Firerate decreased from 5.0/s to 2.85/s
• Projectile speed increased from 2800 to 5000

[h3]Unreal Gun[/h3]
Primary Fire
• Damage increased from 42.0 to 46.0 Alternative Fire
• Damage increased from 100.0 to 110.0

[h3]Blast Shotgun[/h3]
Primary Fire
• Damage increased from 9.0 to 10.0
• Heat per shot decreased from 15.0 to 12.0

[h3]Elemental Cannon[/h3]
• The Elem Cannon has been renamed Elemental Cannon Primary Fire
• Effects changed from homing bolts to taser-like pulse at short-range
• Damage decreased from 16.0 to 10.0
• Firerate decreased from 3.7/s to 2.0/s
• Pellet amount increased from 1 to 15
• Range decreased from 25 to 9
• Heat per shot increased from 6.0 to 16.0

[h3]Blastgun[/h3]
Primary Fire
• Damage increased from 17.0 to 19.0
• Impact force increased from 8.0 to 10.0

[h3]Blast Rifle[/h3]
Primary Fire
• Damage increased from 8.0 to 8.5

[h3]Militia Rifle[/h3]
• Ammo in clip increased from 30 to 32 Primary Fire
• Recoil pattern has been updated
• Impact force increased from 10.0 to 13.0
• Firerate increased from 2.17/s to 2.27/s
• Burst count increased from 3 to 4
• Burst firerate increased from 14.28/s to 25.0/s

[h2]Levels[/h2]
• A new level is available after Haven-City
• Haven-City boss encounter moved to the new level
• Most chests now offer a choice between two weapons or cores
• Quarry’s secret area door no longer lock when you leave it
• The level design of Energy Center’s combat room has been updated
• New Challenge rooms have been added
• Some Challenge rooms from Act 3 have been moved to Act 2
• Some Challenge rooms have been simplified
• Challenge rooms no longer lock when you leave them
• Added new movement rails in Act 1
• Trap damage now scale up with difficulty levels
• Haven-City keys are now shared in multiplayer (picking it up will also grant it to your brobot)
• Reward generation have been added to the loading time to avoid Client players from getting an error when interacting with chests at the beginning of a level

[h2]Interface[/h2]
• Added Screenshot mode
• Health Bar now turns orange when low on health
• Weapon Tooltips now display firerate, range and a comparison with your currently equipped weapon
• Goliath and Haven-City keys are now displayed on the minimap
• Added Brobot List (Friend List)
Developer’s Note: This is just the beginning of the implementation of our new multiplayer systems to prepare the next updates.
• You can no longer resize your window in Windowed mode to prevent players from doing it unwillingly

[h2]Bugfix[/h2]
• Switching audio sources should no longer crash the game
Developer’s Note: Unplugging your audio device while in the game can still freeze your game, it’s an Unreal Engine related issue and we have no lead to fix this for now.
• Dying in multiplayer while your brobot has left the game will no longer lock yourself in resurrect mode
• Alt-tabbing at game launch will no longer crash the game
• Shooting at the beginning of a boss’ cutscene will no longer lock you in fire mode when the cutscene ends
• The base invulnerability frame now properly works on Client
• Battle Pods (in Haven-City) shoot the appropriate amount of projectiles while in anti-air mode

Public Playtest is available!

Hey everyone!

The playtest branch is now open again to try out the incoming 0.5.0 version of Roboquest!
The playtest will last up until the next week, when the full update releases.

We need you to make this update as smooth and bug-free as possible so we hope you’ll be numerous to try out these new changes!

Here are the major changes you can experience right now:
• One new level after Haven City! (please do not report the pink vegetation)
• Classes rework (from light to heavy depending on the class)
• Enemies now drop weapons!
• New weapon affixes & affix system overhauled
• Health system updated
• You now "consume" core instead of equipping them

We’ll obviously be releasing a patch-note containing the details of all the changes when the full update lands.

The translation for this update is still being worked on so expect to see many English terms for now.

If you want to join or post feedback about the playtest, please head over the playtest forum (here: https://steamcommunity.com/app/692890/discussions/9/3077621988048442615/ ).

That’s it for the playtest! We wish you all a nice day!

Hotfix 0.4.3

Hello!

Here's a small hotfix to add some of the missing translations!

We're still short on the Brazilian, Italian and German translations and we're sorry for the inconvenience.
If you are interested in helping translating Roboquest into those languages, we'd be glad to have you on board! You can join the Discord (discord.gg/Roboquest) and we'll guide you through the steps to become a community translator :)

Here's the (pretty small) patch note:

Patch Notes 0.4.3

[h2]Localization[/h2]
• Updated Spanish translation
• Updated and added missing Polish translation

Hotfix 0.4.2

Heyo over here!

We’re continuing our work towards the next update, in the meantime, here’s the 0.4.2 version containing several bug fixes and minor quality of life changes.

Patch Notes 0.4.2

🍉 These changes were requested, suggested or found by the community
[h2]General[/h2]
• As the Recon, using Stealth while leashed now breaks the leash
• You can now jump using scrollwheel (but you can't use jetpack this way)
• Laser traps no longer bump you when invulnerable
• Pogo Stick gadget now works smoother on Client
• Game textures quality has been increased in both Low and Medium settings (this shouldn't affect your performance)

[h2]Localization[/h2]
• Added missing Spanish translation
• Fixed issues and rephrased certain terms in other translations

[h2]Bug Fixes[/h2]
• The assault stat in player overlay now properly displays the bonus to your current melee ability
• Fixed perk reroll prices from 5/4/4 Wrenches to 6/5/4 Wrenches (depending on basecamp upgrade level)
• Gadgets are no longer randomly swapped at the beginning of a multiplayer game
• We attempted to solve some of the issues preventing you from joining your brobot's game, though we're unsure all issues have been fixed
• Mouse sensitivity no longer resets after swapping classes
• Game timer will properly locks and resumes when validating and exiting challenge rooms
• Your brobot will no longer be stuck in Falling animation pose
• The Recon perk "Oil Thirst" no longer resets your damage bar when healing you
🍉 Enemies now properly cancel their attacks when suddenly acquiring new targets
🍉 Bosses can no longer be stuck forever while searching for new targets to acquire

News and 0.4.1 Hotfix

Hey there Guardians!

Here’s a quick fix for some of the crashes, bugs and unintended behaviors of the Spring Update. We also wanted to take this opportunity to say a few words about the game and our work in general.

As you all know, the game’s in Early Access, for us it’s the right time to make mistakes if we have to. It also means that your feedback is really important to us, we’re reading them all and trying to take into consideration anything that we consider is hurting the fun of the game.

In the Spring Update, we reworked all four classes and it was a challenging task, which is not complete yet. We’re still unhappy with the current Commando’s passive and overall identity as well as with the Engineer’s Mining Laser which you have been numerous to point out. We will be improving them!

In that regard, we really love to hear your suggestions regarding new Perks for each class. We therefore decided to create a new channel on Discord to listen specifically to perk-suggestions. If you are on the Steam forums, we’ll be reading those posted in the Suggestion & Feedback forums, adding [Perk Suggestion] at the beginning of your thread title will make sure we don’t miss it! So if you feel creative or simply have ideas on that side, we can’t wait to read you!

That being said, let’s move on to the 0.4.1 hotfix!

Patch Notes 0.4.1

🍉 These changes were requested or suggested by the community
[h2]Gameplay[/h2]
• Enemy health scaling per level reduced
• Enemy health scaling reduced in Multiplayer
• Engineer’s Mining Laser tickrate increased by 50%
Developer’s Note: This is just a temporary fix to increase the damage and farm rate of scrap. Like mentioned above, we’ll be looking at modifying this aspect of the Engineer in a more satisfying way.

[h2]Weapons[/h2]
🍉 Fixed an issue with the ‘Bounce’ affix not properly propelling projectiles
• The ‘Bounce’ and ‘Pierce’ weapon affixes no longer affect alt-fires (and only affect primary fires)
Developer’s Note: A lot of alt-fires were not designed or were losing their utility when bouncing off walls or piercing targets and we therefore decided to prevent those affixes from affecting alt-fires.
• Dual Crossbows can no longer roll the ‘First Round’ affix
Developer’s Note: For now ‘First Round’ only works with hitscan weapons, it obviously is a bug and we’ll be extending it to projectile-based weapons in the future.

[h2]Basecamp[/h2]
• Jetpack is now working in the levels and not only in the Basecamp
• Picking the Jetpack now properly sets your gadget slots to 2/2
• Switching classes in the Basecamp no longer breaks the gadget slot counter
• Equipping gadgets now properly updates the gadget counter

[h2]Levels[/h2]
• You can no longer walk through the ‘Under Construction’ door in Haven City
• The Boss Arena in Quarry is now shown on the map

[h2]Text & Localization[/h2]
• The [Health] tag is now replaced by a proper term in the Repair-o-Bot upgrade description (and all other places where it is used)
• Polish language name properly named ‘Polski’ instead of ‘Polskie’, we’re really sorry for this mistake

[h2]Cosmetic / Quality of Life[/h2]
• There is now a Wrench counter displayed in the Perk Selector

[h2]Bug Fix[/h2]
• The ‘Blast Shotgun’ can no longer roll the ‘Pierce’ affix twice
• Drones now properly follow you in the Boss arena
• Client players will no longer be sent to a level loading screen after the game over menu
• You will no longer be stuck in the loading screen if your brobot disconnects during that time
• Pausing the game while opening the Perk Selector will no longer lock the game in pause-mode
• Fixed some occurrences where the client player did not have any sound in the Basecamp
• Hero Cloak should feel more responsive when playing as the Client player