Hello Guardians! Our friends at Flat2VR have been cooking non-stop since the release of RQVR on PSVR and SteamVR. And today, they are glad to announce that Roboquest VR is now available on Meta Quest! (3+3S) Reminder that RQVR is a standalone game made by Flat2VR. It is available
Hello Guardians!
Our friends at Flat2VR have been cooking non-stop since the release of RQVR on PSVR and SteamVR.
And today, they are glad to announce that Roboquest VR is now available on Meta Quest! (3+3S)
Reminder that RQVR is a standalone game made by Flat2VR. It is available on PSVR2, SteamVR and now Meta Quest. It is not the same game as RQ and it's being developed by Flat2VR as a different team.
Hey Guardians! To support World Ocean Day , we're running a 40% discount starting now and ending on the 11th of June. We'll be donating 10% of all revenues generated during this sale to the Whale and Dolphin Conservation fund! We're calling all Guardians, players and future Guard
Hey Guardians!
To support World Ocean Day, we're running a 40% discount starting now and ending on the 11th of June.
We'll be donating 10% of all revenues generated during this sale to the Whale and Dolphin Conservation fund!
We're calling all Guardians, players and future Guardians to join — solo or with your brobot — and help us with this cause.
The Whale and Dolphin Conservation Fund is a registered Charity in the UK, with registration no 1014705
Hello Guardians! We've been watching the reports about the multiplayer for a while now, the negative reviews, and the kind requests to fix it. So we worked hard on our end and asked for help from SpaceRock (another development studio) and Epic Games. And with that, we managed to
Hello Guardians!
We've been watching the reports about the multiplayer for a while now, the negative reviews, and the kind requests to fix it.
So we worked hard on our end and asked for help from SpaceRock (another development studio) and Epic Games. And with that, we managed to find a solution for the "session ID failing to generate" (leaving you unable to play in multiplayer with your friends).
It was a arduous task as we had no way to recreate the problem internally, nor was SpaceRock. And the error message we were receiving from our backend was very vague (something like "random server problem").
Everything pointed towards an issue between Steam failing to connect to the multiplayer platform we're using (Epic Online Services) and Epic confirmed that with us.
So we've integrated a failsafe in case that happens, where we're silently generating an identifier allowing you to connect to EGS in case the regular Steam-connection fails, and Epic Games updated a few things on their backend that apparently were problematic on their side.
It seems "easy" when said like this, but it wasn't. Because we had no experience regarding this, because we couldn't test ourselves, but also and more importantly because it was moving pieces bigger than we are.
We just released a hotfix for the "multiplayer session ID" issue. They should finally be generating properly, allowing you to play with your brobots.
The patch should be live on all platforms, except Xbox that has a bit of a delay (about ~30 minutes).
It's been a while since you heard about us, but we've been silently cooking our next game behind the scenes.
If you wish to follow along, we'll be posting news about the development on our Discord server (discord.gg/Roboquest) and we hope to see you there!
Since it has been a long time, we wish you happy robot smashing everyone!
Hello Guardians! Roboquest VR is now live and available! View game page A few reminders Roboquest VR is a standalone game made by Flat2VR It is not a "port" of the game but a complete VR adaptation , with reworked controls, revamped weapon and movement mechanics and much more Mul
We recommend at least checking out the gameplay (or behind-the-scene) video, just so you can see how much work they've put into moving Roboquest from flat to VR in such an impressive way.
Hello Guardians! Roboquest is now available for Playstation 4 and Playstation 5! You can get it here on PlayStation digital store . You can also get a physical copy here . Here are the available features for Roboquest on Playstation: - Adaptive Triggers - Haptic Feedback - Cross-
Hello Guardians!
Roboquest is now available for Playstation 4 and Playstation 5!
Here are the available features for Roboquest on Playstation:
- Adaptive Triggers - Haptic Feedback - Cross-Platform (if enabled in your Playstation settings) - 2 Players Cooperation (with PS Plus)
The release on a new platform also means that we have to update the game on all other platforms, and we patched a few things along the way.
Changelist
- Ukrainian language has been added to the game - Fixed a crash in Quick Play if a player was spamming the "Start/Stop" research brobot - The Handgun sprint animation no longer jitter when playing below 60 FPS - On Xbox Series: fixed an issue where a white square would sometime replace the Roboquest icon upon launch - Fixed an issue where cinematics wouldn't be added to the Museum after watching them once (they will be automatically unlocked for all players in that situation) - Fixed overlapping or overflowing text in several languages - Fixed an issue where Battle Rooms in the last level where sometimes open by default - Improved Loading Screen performances (freezes and stutters) - Improved Memory Overload (less assets loaded at once)
In addition and up until the next week, Roboquest is at 36% discount on Steam!
When I was a kid, post-launch support was a concept reserved mainly for NASA, and rarely the domain of video games. Sure, you might download the odd online patch on your 56k modem to fix particularly gnarly bugs. But that was more or less it. These days, it's expected that games
When I was a kid, post-launch support was a concept reserved mainly for NASA, and rarely the domain of video games. Sure, you might download the odd online patch on your 56k modem to fix particularly gnarly bugs. But that was more or less it. These days, it's expected that games will be supported for months and even yearsafter release. And this support isn't limited to fixing bugs: Developers are expected to add new, often free content to their games if they want to keep those Steam reviews in the blue... Read more.
Back in the late summer of 2020, RyseUp Studios put its roguelike FPS Roboquest out on Steam Early Access, after many years working on the game before it was ready for players to preview. Over time, it went on to garner a solid reputation, its all-time 'overwhelmingly positive' u
Back in the late summer of 2020, RyseUp Studios put its roguelike FPS Roboquest out on Steam Early Access, after many years working on the game before it was ready for players to preview. Over time, it went on to garner a solid reputation, its all-time 'overwhelmingly positive' user rating on Valve's platform placing it alongside renowned fast-paced shooters like Echo Point Nova and action-heavy roguelikes such as Returnal or Hades 2. Now, after supporting the game for nearly five years, RyseUp has announced that it's ready to cease work on Roboquest.
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 e
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!
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. 1 Million This past month, we reached a significant milestone, not only for the game, but also for our studio in genera
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.
1 Million
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.
Playstation Port
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!
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 General - E
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
General
- 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
Bugfixes
- 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
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. Bug Fixes • Gol
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.
Bug Fixes
• 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')
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
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.
Balance Changes
- 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”
Bug Fixes
- 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
Hello Guardians! The Endless Update is now LIVE and available! It is up on all platforms at once, if you don't see the update, please restart your platform (Steam) or force an update (Xbox). View the full changelist here: Here's a video showcasing the highlight s coming into the
Hello Guardians!
The Endless Update is now LIVE and available!
It is up on all platforms at once, if you don't see the update, please restart your platform (Steam) or force an update (Xbox).
In singleplayer only, you will now be able to save and resume your run at a later time. At the end of each level, you will be given the opportunity to "save and quit". You will then be able to resume your run from the landing screen by choosing "continue".
New Game Mode: Endless Mode
Unlock a machine at the Basecamp to start the Endless Mode. You can either craft it for 100 Wrenches or clear Guardian 1 difficulty to unlock it.
Alternate Levels You will run through alternate variants of the usual levels. They are shorter and enemy-packed. Mixing and matching environment and different lighting scenarios.
Singularity & Glitches Each time you complete a level, a random bonus will be granted to enemies. That can be a major bonus (Singularity) or a minor one (Glitch).
Singularities have an impact on the game as a whole and Glitches create smaller differences to the base game or to other Singularities.
Duo-Bosses Every two levels, you will be facing a combo of Bosses that have been specifically crafted for this new game mode.
Progression Your character progresses faster than the normal mode and reaches higher highs. You can get up to 5 perks and way more upgrades than in regular mode. You will finally get to experience a "late game build" for longer period of time than in the regular mode.
Full changelist available here: https://store.steampowered.com/news/app/692890/view/4444585538764144675
We wish you all the best robot-smashing time in the Endless Update!
Here's the changelist for the Endless Update. View the release announcement here: Patch Notes v1.5 Endless Mode • 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 short
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
Endless Mode
• 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
General
• Added 'Save & Quit' feature • Reduced the cost of adding 'Perfume' at Willy Wonder from 4 Powercells to 3
Enemy
• 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
Balance Changes
Weapons
Torpedo Rifle
Primary Fire • Damage increased from 20.0 to 22.0 • Impact force increased from 19.0 to 20.0
Patator
Primary Fire • Damage increased from 68.0 to 70.0
Buffalo Cannon
Primary Fire • Explosion radius increased from 2.2m to 2.3m
Elephant Gun
• Added 'Havoc' as default affix
Classes
Ranger - Awareness (Passive)
• Critical Damage bonus from each point reduced from 2% to 1.5%
Elementalist - Mantra (Passive)
• Bonus elemental damage increased from 15% to 20%
Elementalist / Recon - Overpower (Perk Upgrade)
• 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
Elementalist - Power Infusion (Perk)
• 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
Elementalist - Dynamic Mantra (Perk)
• Increased bonus damage from 10% to 15%
Items
Ball and Chains
• Now considered a corrupted item • Grappling Hook damage increased from 350% to 450% • Now increases Grappling Hook cooldown by 3s
Bug Fixes
• 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
Hey Guardians. It is finally time to reveal the Endless Update release date. And it's coming real soon. This November 27th at 3pm CET we will be releasing the Endless Update. We prepared a video summing up the addition coming into this update, view it here: You can also read abou
Hey Guardians.
It is finally time to reveal the Endless Update release date.
And it's coming real soon.
This November 27th at 3pm CET we will be releasing the Endless Update.
We prepared a video summing up the addition coming into this update, view it here:
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 addi
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!
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 E
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
Enemies
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.
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 is
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.
Was it necessary?
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.
Hello Guardians! Today we're back with a (short) devblog to talk about the elephant in the room. The "Endless" thingy. Let's hero cape right down :) The Endless Update Like many of you have guessed, the "Endless Update" is about adding an Endless Mode to the game. But there are m
Hello Guardians!
Today we're back with a (short) devblog to talk about the elephant in the room. The "Endless" thingy.
Let's hero cape right down :)
The Endless Update
Like many of you have guessed, the "Endless Update" is about adding an Endless Mode to the game.
But there are many ways to implement such a system, so which direction did we go?
To Loop or not to Loop
The first major question we had to answer was "would the endless mode be based on playing another run while keeping all your perks from the previous one?". Basically "looping" through the game.
And the simple answer we came up with was "no".
Looping wasn't the best choice for the experience (in our opinion), a few examples of what bothered us:
After your first run, there would not be much more to give you without breaking the power ceiling in either way (you or the enemies)
The base path of the levels of the game and the quest (and other interactable) within are tailored to be encountered once per run, it doesn't make much sense to cross them several times in a row
The repetitiveness of seeing the same stages in the same order over and over would quickly become boring
That means we needed to come up with something different than just looping through the base game.
Then What?
It was weird to start by telling you what the Endless Mode isn't instead of telling you what it is, so let's correct this.
So… the Endless Mode is an alternate game mode, separate from the regular runs.
You unlock it after beating the final Boss for the first time (in Guardian 1 or above) or by crafting it directly with Wrenches at the Basecamp.
Starting an Endless Run works exactly like the regular ones: you choose a difficulty, a class and interact with the Endless Portal to start the run.
Then, you play through a endless series of levels, with some unique twists on them.
Those levels are shorts and enemy-packed, some have battle and challenge rooms while others don't.
Note that you can't complete quests or progress the story in this mode.
And that's it for this devblog.
We will be back shortly to talk more about what we have in store for the Endless Update.
Hello Guardians! Today's a special day, it marks the first anniversary of the 1.0 release. But it is also more or less the eighth year we've been working on it and the fourth year since its first Early Access public release. To celebrate, we thought we'd take a trip down memory l
Hello Guardians!
Today's a special day, it marks the first anniversary of the 1.0 release. But it is also more or less the eighth year we've been working on it and the fourth year since its first Early Access public release.
To celebrate, we thought we'd take a trip down memory lane and take you with us (or at least those interested in it).
In this post, we'll be showcasing some (very) old footage alongside visuals you've probably never seen before. It will highlight the different phases the project went through. And that later became the game you're playing now.
The Beginning?
"Eight years?!" You might think it's too long for a game this size. And you'd probably be right. But truth be told, when we started, most of us had just graduated out of school. We thought we were ready to make games (we clearly didn't expect that kind of journey).
So we just started…
We worked on a prototype, both visually and gameplay-wise. And we ended up with something quite different from where we are now.
Gunpawns had a really different shape and tone back in those days.
You can already notice the will to make some kind of "forward-combat FPS", you can also notice how the game was called "Robot Quest".
Needless to say, we were happy but… We learned so much along the way of doing this that we thought we could do much better if we tried again.
So we "rebooted" the project and the prototype.
Reshaping the Tone
Aside from cleaning up the mess the prototype was in terms of code, we wanted to go way further in terms of player movement and we also fiddled around with a more colorful tone for the game.
So we restarted a prototype, find some visuals from that period below.
You might recognize a weapon which is still here to this day.
We clearly had amazing UI design skills as well.
Below is the map we created to try out the new style of movement we wanted for the game. One where we'd be able to move faster, jump higher and even double-jump! At that time, we didn't have any other movement capabilities.
We called that map "Lunapark".
We spent countless hours just running, jumping and traversing it. Tweaking every single movement value.
One little trick we decided to implement was to modify the player's acceleration after landing. When simply moving, the player's character acceleration was really high, and it tampered with the ability to stop precisely when landing on platforms. So we added something that slows down your acceleration for a little while after landing. This is a trick that is still in the game today and (hopefully) provides a better platforming experience overall.
The 'Dark' Days
Once again, we learned a lot during the new prototype. And once again, we wanted more. So we rebooted everything, again. But this time, we leaned towards a more serious approach in our visual concepts. You can see what it looks like below.
One positive thing about this reboot though is that we were finally joined by real programmers. That meant no longer needing to reboot the code because we ended up with some spaghetti-thing that was impossible to expand upon.
Dark Canyon
Old Concepts of the Moon
Advanced Key Art of the Moon
Concept Arts for Fields
Concept Arts for Story/Cinematics
But after fidgeting for quite a while with that direction, we realized we weren't really happy with it.
Let's turn on the Light!
That wasn't what we were looking for. We've always wanted a game that feels good to be in in terms of mood.
So we tried something more "colorful". But we were still quite far away from the final "cartoon-comic" style you can find in the game right now. Find some concepts arts below.
Zen Gardens
Residential Districts
Promenade
Chill Zone
Futuristic Apartments
And we were also becoming """"better"""" at handling Unreal Engine and its lighting capabilities.
Fields
Suburbs
Haven-City
Canyon
We also turned our eyes to investors and people who were willing to support us financially speaking in general.
While we were quite happy with the overall tone of the colors and the game being more "vivid", we still felt like we were missing something. So wanted to go more all-in in the comic-book approach.
Here's what it started to look like in our concepts / paintovers at the time.
But it didn't look quite as good in-game yet...
Or didn't it?
Meanwhile, we were also leveling up in marketing and business development.
The Early Access
After continuous tuning, we finally managed to find our artistic seed: the comic-style we were striving for.
And fortunately for us, because we were running out of time. We needed to actually make the game now and not just fiddle with graphics and gameplay.
So we released it in Early Access in 2020.
Some of you might remember, you joined us around that time!
We even made a little something to thank the first 200 of you who joined our Discord. We still can't believe we actually recently reached 15.000 members!
And we also had the chance to attend Gamescom one year later!
Also, a little something our main (and only) animator did in his free-time… Probably the first time we could enjoy the presence of Buddybot in our studio.
Final Form
Three years later, in November 2023, Roboquest finally reached "its final form".
Our concept artist worked hard for the Steam Key Art.
Well, this was quite a long post, mostly because of all the visuals we shared.
We hope you liked this trip down memory lane, we sure did here at the studio. We laughed tracking back those visuals and remembering the fun (and challenging) times connected to them.
As for the future, the Endless Update is coming end of November. Like we said earlier, we will be sharing information about it over the course of the month. We will also share devleaks on Discord (we will sum them up in our posts here on Steam when able).
Stay tuned Guardians, have a great robot-smashing times!
And most importantly, thanks to everyone tagging along to that amazing journey.