BuriedCity1x2AllExit02 - fixed broken item block in lower right corner
Cave1x2VeryHighLeft01 - can be escaped if underwater
Cave1x2VeryHighDownRight01 - can be escaped if underwater
Balance Changes:
ArtificeBeam now costs 1 Red, Blue, Green and 0 Gray
The placement of bonus items is now effected by expected traversal capabilities. Items like Explorb and Master Map will no longer be placed behind gates that require the "final item", etc.
Aura Bolt's aura doesn't destroy projectiles
New items added to Buluc-Chabtan's item pool
New items added to Wadjet-Mikail's item pool
Phaserang now lets you fire multiple Phaserangs
Phaserang has an initial velocity of 24 opposed to 16
Phaserang DPS reduced from 35 to 24
Phaserang won't auto deselect unless your energy is lower than the cost to fire a new rang and there are no rangs currently out.
White Wyrm can target Co-op Players.
Secret Boss's laser can target Co-op Players.
Tyr's Horns now applies it's 10% champion spawn bonus before the 1/3 penalty of previously visited rooms is applied.
Bligthbark attacks faster
Other:
New Coolant Sewers Deathmatch map
All Coolant Sewers Shops have new BG Palette
Inactive teleporters provide dim light
Input on non-Player 1 controllers brings up "Join Game" prompt
Support for up to 3 co-op orbs
BIG WET UPDATE IS HERE (1.4.0.25)
Hey everybody! The Big Wet Update (1.4.0.25) is finally here!
This patch introduces The Coolant Sewers: a new alternate area with 2 new bosses, 6 new enemy types, new music and over 80 new rooms. It can be unlocked by defeating all bosses capable of spawning in the Caves area.
This MASSIVE FREE UPDATE also includes new items, water areas, additional new rooms, new item synergies, balance improvements, bug fixes and more!
BUT THAT'S NOT ALL! One of the largest changes is a completely overhauled and improved layout generation. Maps now feature more interconnectivity and the placement of special rooms (such as save rooms, teleporters and shops) is less predictable. Additionally 2 new layout patterns have been added to expand map variety.
If you enjoy these free updates, seriously consider supporting the game on Patreon. It allows me to continue to develop new content for the game without releasing it as paid DLC.
Fixed issue where flipped mouth babies spawn by killing Mouth Meat Splitters would get stuck or pass through walls.
Fixed issue with Cave2x1DamageBlocks02 traversal path that made it less likely to spawn
Fixed issue where player would float a fraction of a pixel above the ground
Fixed minor item in Factory2x1NoDown01
Cloaking device works against Wall Smashers
Fixed bug where tentacle blocks could harm you if you were above them
Fixed bug where fast players could leave the secret boss fight after it finishes, causing a crash
Fixed bug where spamming special move button could allow player to reopen shrine window during shrine teleportation effects
Fixed bug where getting hurt during a room transtion could put player out of bounds
Fixed bug where dying from purchasing an item while equipped with Artifice Helm would fail to give the player the item or achievements associated with it, and cause the shop to soft-lock if the player revisited it after respawning at a revenant station
Fixed bug where pongers could get stuck in corners
Fixed platform in Glitch1x2AllExits02 that dealth damage to player while standing on it
Fixed issue would game would sometimes recognize keyboard input while out of focus
Fixed issue where mouse would hide when booting up in windowed mode
Several other bugs I forgot to log
Siginificantly reduced chance for bouncing projectile to clip through terrain
New Area! Coolant Sewers
2 New Bosses
6 New Enemies
83 New Rooms
New Music
New Achievement To Unlock
New Bosses
Leviathan
Stalkus
New Enemies
Flesh Cherub
Bioplasma Tall Walker
Buzzer
Shelled Shooter
Eying Tenctacle
Flesh Seedling
New Items
*has an achievement
Lasorb*
Mechapirote
Web Bolt
Dive Shell*
Up Dog*
Hand of Hephastus
Zurvan's Pentangle
Laozi Bolt
Swell Bolt*
Bounce Bolt
Scrap Cache*
Artifice Beam*
Other New Achievements
GlitchScrap
New Synergies
Laser Beam synergizes with Fire Bolt
Prismatic Orb synergizes with Fire Bolt
Prismatic Orb synergizes with Big Bolt
Balance Changes:
While phaserang is in the air you can shoot as normal
If Revenant Stations are unlocked 2 Revenant Stations Will Always Spawn
Glitched Map reveals map tiles in the Forbidden Place
Invisible Champions now have a 75% chance to drop a minor item rather than a %100 chance
Spore Champions now have a 25% chance to drop a minor item rather than a %50 chance
Wall Smashers deal 1 damage rather than 2 damage
Buzzsaw Shell Damage increased
Health Vorb now only needs 25 gibs to spawn health
Energy Vorb now only needs 10 gibs to spawn energy
Scrap Vorb now only needs 15 gibs to spawn scrap
Player's base projectile speed is now 18 (was 16)
Beams and Clouds no longer destroy projectiles
Polyphemus Lasers do 2 damage instead of 1
Polyphemus Projectiles have a speed of 12 instead of 8
Vorbs won't target the same gibs
ChompFrogs spawn minichompers every 5.5 seconds instead of every 4 seconds, and have a lower limit on their max spawned at once
Other Changes:
Cave Map, Factory Map, and Buried City Map renamed to Zone 1-3 Maps.
Redid Electrocharge projectile art and sound
Lessened Bass on Projectile Sound
Radial Bolts sound lower volume
Toxin Bolt and Slime Projectiles have big sprite
Paths to shops paths will very rarely environmental barriers (heat, darkness, water)
Item rooms and shrines can have environmental barriers (heat, darkness, water)
Non-traversal environmental effects (fog, light-flicker) are now chosen after traversal effects and won't prevent paths to secondary rooms from having said environmental traversal barriers.
Neighboring rooms have chance to form conncetions
New Rooms:
ForestSlums1x1LeftRight01
ForestSlums1x1UpDown01
ForestSlums2x1LeftRight
ForestSlums1x2AllDirections01
ForestSlums2x2AllDirections01
Cave1x2WaterJump01
Cave2x1WaterJump01
BuriedCity1x2WaterJump01
BuriedCity2x1WaterJump01
Factory1x2WaterJump01
Factory2x1WaterJump01
Factory1x2VeryHighLeftRight01
Caves1x2Jump02
Revised Rooms:
Cave1x1AllExits02
Cave1x2AllExits01
Cave2x2NoDown01
ForestSlums3x2Start02
ForestSlums1x1AllExits01
Factory4x1AllExits02
Surface1x1AllExits04
Surface1x1IgnoreTerrainUp
Surface1x1AllExits02
Surface1x1IgnoreTerrainUp
Surface2x1NoDown
Cave1x1HiddenDoorUp01
BuriedCity1x2AllExits02
1.4.0.25 is up on Beta! (+A Word of Caution)
Hey everybody! 1.4.0.25 is now available on the public BETA Branch.
This patch introduces The Coolant Sewers! A new alternate area with 2 new bosses, 6 new enemy types, new music and over 80 new rooms. It can be unlocked by defeating all bosses capable of spawning in the Caves area.
This MASSIVE FREE UPDATE also includes 12 new items, water areas, 13 additional new rooms, new item synergies, balance improvements, bug fixes and more!
BUT THAT'S NOT ALL! One of the largest changes is a completely overhauled and improved layout generation. Maps now feature more interconnectivity and the placement of special rooms (such as save rooms, teleporters and shops) is less predictable. Additionally 2 new layout patterns have been added to expand map variety.
Instructions for how to access the beta are below (the password has changed). But first...
A WORD OF CAUTION!
A small number of alpha testers have lost their saves while testing this new version. This occurs when you switch back to the main branch from beta, or Steam forces you to re-verify and you're switched back to main branch unintentionally.
This issue is caused by a bug in the previous version of the game (1.3.0.24) that makes new save files incompatible with it. It WILL occur if you defeat either of the new bosses on beta and then switch back to the main branch.
IF YOU SEE THIS SCREEN AND YOUR SAVE IS MISSING, GO NO FURTHER
Don't worry! Your save is not yet lost. Exit the game immediately. If you advance further, the empty file will be written and your save will be lost.
Return to Beta branch and your save should be there.
The issue has been resolved in 1.4.0.25 and won't occur in future versions. I investigated making a hot fix for 1.3.0.24 to prevent this issue, but the version of Unity used to create 1.3.0.24 (Unity 2018.1.9f1) has been scoured from the internet and the next major Unity release causes a variety of issues that have been resolved in 1.4.0.25 but would be too time consuming to fix again for a hot fix.
"BUT I ALREADY TRIED TO LOAD THE EMPTY SAVE FILE AND NOW MY SAVE IS GONE FOREVER!"
Don't worry! Switch back to the beta branch and select your now empty save file. On the main screen for that file (w/ New Game, Settings, etc.) press Left Ctrl + A. This will look at your steam achievements and sync your new save file to them. Sadly, your current run and your stats are lost, but you don't need to grind for all your achievements and unlocks again. You can now stay on beta or switch back the main branch, whatever you prefer.
Everything is going to be fine.
To access the beta, follow these steps:
-Right click on A Robot Named Fight in your library and select properties
-Go to the tab labeled BETAS
-Enter this code and change the drop down to beta: abracadabra4
-The game should now appear as A Robot Named Fight [beta] in your library
Please report all bugs to #bug-reporting on Discord.
Enjoy!
A Robot Named Fight T-Shirts Now Available!
A Robot Named Fight T-Shirts, designed by fan Rogue Justice, are now available for pre-order from Shark Robot! Pre-ordering ensures the design will remain on the site after January 21st. If you're a fan of ARNF and its continued development, grab one of these shirts today!
Hi everybody! You may have noticed the recent update to 1.3.0.24. This small patch addresses a couple issues with the previous release including several soft locks that could occur within a new mode accessible in a hidden seed. It also fixes the bug that caused helms not to display properly.
In addition to these fixes there have been some slight tweaks to the player physics. Though reception of the game is generally positive, when negative reviews do crop up they often mention that the physics feel too "floaty". This feeling of floatiness was very much intentional, attempting to match the feel of other classic titles from the golden age of SNES. However, in an attempt to provide everyone with a more positive experience I've tweaked the player's jump phsyics ever so slightly to try and find a happy medium between the floaty physics of the titles that inspired ARNF and the more tightly tuned controls of modern platformers. These changes were tested on the beta branch by the community on Discord and Patreon and were largely met with positive feedback, so I wanted to roll them out in time for the Steam Winter Sale. Please let me know your thoughts!
Fixed issue where helm sprites wouldn't change until leg sprite changed
Upped version number on Mac package
Fixed issue with ForestSlums3x1AllExits01 that could cause soft locks in Exterminator mode
Added check that prevents player from being locked out of rooms they've already visited in Exterminator mode
Balance Changes:
Decreased time until jump apex from 0.73 to 0.68 seconds
Decreased minimum jump height from 0.5 to 0.45 units
Increased starting speed from 9.5 to 10 units
Rudeboys:
Removed a hidey boy in Factory2x2AllExits02
LOCAL 4-PLAYER SPLIT SCREEN DEATHMATCH!
Good news everyone! The Deathmatch Update is now live! What was once a fun secret is now a fully functioning game mode with support for over 50 items, scoreboards, new voice over, balanced maps, and tons of options to customize your matches.
Additonally the game has 10 new items, an overhauled champion system with 6 different champion types, and teleporters that link the various areas of the world.
Speaking of friends, a lot of work and playtesting went into this update to ensure Deathmatch is a fun, unique and intuitive experience. Many of the quality of life features are thanks to feedback from my wife, Kayla Bitner, and my friends, Andrew Kenady (Nintendrew), Clint Waters, Chad Brown, Will Kronenberger, Josh Hines and Nick "Stewie" Stewart.
I also recieve great support from Hitcents, my publisher on Switch, especially Jordan Taylor and LeAnne Farmer who teamed up with Kayla for promotional efforts.
And as always, financial support from Patreon. and tons of feedback from Discord. made possible by community moderators Kroze and TheLoserLad.
I may be a solo dev, but I have a lot of awesome people behind me.
PS. There's already another update in the works. You can learn more about it on Patreon. It will be a good while before it see release as I intend to make it "quite large". Patrons will get to see it rolled out in small chunks on alpha.
Patch Notes 1.3.0.23 - Deathmatch Update
Deathmatch
Deathmatch now an officially supported game mode (no longer a secret seed).
Menu to set frag or time limit
Item Options: All, Energy Only, or None
Menu to add/remove levels from the map rotation
The following items are now supported in Deathmatch: Attractor Helm, Shield Orb, Shoot Orb, Tri Orb, AuraBolt, Fragment Shots, Buzz Orb, Health Orb, Regeneration Helm, Buzzsaw Shell, Dash, Viridian Shell, Wave Bomb
End game score board that shows frags and deaths
Option for starting items decided by slot machine
Fixed issues with non 16:9 resolutions
Fixed issue where visible weapons wouldn't work sometimes
Drastically reduced stutter when player picks up item
2 New Deathmatch Maps
Activated Item Button Glyph should match controller player is using
Modified Camera behvior to promote better flow from room to room
New Champion Types!
Spore Champions - Create damaging acid clouds and explode on contact. Drop loads of scrap or 1 special scrap.
Blue Champions - Have higher health, improved stats, new projectile patterns. Drop loads of scrap or 1 special scrap.
Red Champions - Melt when killed and respawn moments later unless destroyed.
Ghost Champions - Transparent champions that clip through terrain. Drop Glitch Modules.
Cloaked Champions = Identifiable by a tell-tell shimmer. Drop Various Modules.
Plasma Champions - Glow with energy unleash a bioplasma nova when hit. Drop Energy Modules.
New Items
Cloaking Device
Toxin Bolt
Toxin Pauldrons
Personal Teleporter
Deadlock Boots
Tyr's Horns
New Enemies
<*>Corrupted Orb
<*>Mouth Meat Splitter
Other Changes:
Teleporters now spawn in the caves, factory and buried city
All menues have headers
Added option for numeric health bars
More Surface details
More Cave details
New secret seeds
Bug Fixes:
Fixed some issues with text generated for keyboard hints
Fixed issue where Buzzsaw Shell could cause maps to generate with absent or inappropriate traversal locks (The "I can go straight to the Buried City from the Caves" issue).
Fixed ui soft lock associated with Steam API not initializing and added in game warning
Fixed several rare issues that could cause the layout to generate with overlapping rooms or incomplete maps in Exterminator Mode.
Removed stray Phasebolt power up in Factory1x1HiddenDoorRight01
Jet pack exhaust no longer comes out of a point above arachnomorphed player's head.
Fixed potential out of bounds in BuriedCity2x3AllExits01
Fixed issue where bouncing and deflected projectiles would calculate incorrect normals to determine bounce direction
Projectiles no longer collide with dying projectiles
Fixed missing minor item in BuriedCity2x3DamageBlocks01
Fixed bad tiles in BuriedCity4x1DamageBlocks01
Megabeast bg art no longer appears in the Megabeast Forest Slums Room
Fixed exploit where arachnomorphed player could easily unmorph and clip through terrain.
Fixed issue with Necroluminant Spray and Big Bolt
Fixed minor item block in ForestSlums3x2AllDirections02
Automap won't show rooms from environments other while in The Forbidden Place.
Balance Changes:
More enemies will target K1K1 in Co-op
Toxin Cloud deals 5 less damage initially, but deals 5 over time
Damage multiplier (used for effects, not projectile damage) from Damage Modules slighlty reduced.
Player knockback velocity increased to 14 from 12
3 of each archaic scrap now spawn in a run as opposed to 4. This reduces the total number of minor items in a run from 35 to 32
Shoot Orbs, Explorb, and Glow Bot no longer deal contact damage to enemies or other players in Deathmatch
Energy Axe works when gravity flipped due to Viridian Shell
Buzzsaw Shell does more damage, and spin dash damage is now based on velocity
Rudeboys:
Fixed Surface2x1AllExits02
One Year Since Launch!
It's been one year since launch, and I feel like bragging on myself. The game has spawned a humble following and a wonderful discord community. With their feedback and support from the steam forums and Patreon the game has grown a ton since launch.
What follows is a list of all the content that's been added for free since the game launch. Keep in mind that this doesn't include the alpha content available now to Patreon supporters. They have currently access to teleporters, deathmatch improvements, more new enemies including dozens of new champion variants, and 4 new items (and counting).
Since Launch on 09/07/2018
Ported to and Launched on Switch
Added The Forest Slums
2 New Bosses
6 New Enemies
32 New Rooms
New Level Music
Added A Forbidden Place
10 New Enemies
35 New Rooms
New Final Boss
New Ending
New Level Music
New Boss Music
Added 38 New Items! Necroluminant Spray, Prismatic Orb, Hive Helm, Repair Kit, Buzzsaw Shell, Hover Boots, Phaserang, Power Pauldrons, Power Shield, Search Burst, Lil Tyr, Lil Zurvan, Lil Phaestus, Lil Wadjet, Lil Buluc, Lil Orphy, Phantasmal Orbs, Energy Vorb, Health Vorb, Scrap Vorb, Chrome Dome, Glitch Map, Glitch Module, Glitch Shell, The Glitched Key, Cognitive Stabilizer, The Thief, The Red Key, The Blue Key, The Green Key, The Black Key, Mega Shot Speed, Master Map, Artifice Helm, Shot Speed Module, Attack Boost Aura, Speed Boost Aura, Mothorb