A Robot Named Fight cover
A Robot Named Fight screenshot
Linux PC Mac Switch Steam
Genre: Shooter, Platform, Adventure, Indie

A Robot Named Fight

1.1.2.15 is Live (small patch, shrine tweaks and bug fixes)

Hey all! I just put up 1.1.2.15. Full patch notes here

This is a small update intended to fix what I felt were some issues with shrines. The duration of the temporary effects they provide has been greatly increased, as they always seemed to run out before they became useful. Having noticed some confusion about their "recipes", I've also made it to where all permutations of their holy numbers should yield decent results.

I'm also aware that its a little too easy to accidentally donate nothing. That will be addressed in the next patch.

There's also some significant bug fixes. There was a Buried City room that could let you skip ahead and potentially get soft locked. Aura Bolt had some issues with blocks. I finally fixed where text in the shop was getting covered by keyboard hints. I also intend to make it to where seeds don't get (quite as) messed up when new rooms are added.

Several new rooms!

Finally, the controls for co-op are significantly better. Thanks to Nintendrew for pointing out how crumby they were. I rarely play as the orb, and I guess no one had the heart to tell me :)

Expect more smaller updates like this until the end of April. More rooms, bug fixes, quality of life changes. After that I'll start working on more significant things like Alt Areas, New Bosses, More Traversal Stuff, Champions, etc.

Patch Notes 1.1.2.15

Bug Fixes:



  • Fixed issue where deleting your last save file would automatically create a new save file in the slot deleted
  • Fixed bad tiles in Cave1x2AllExits01
  • Fixed traversal path in BuriedCity2x1DamageBlocks01 (damage type for blocks wasn't being set)
  • Left and Right can now change Vsync, Look Controls, Flashing Lights, and Blood in Display Menu.
  • Tentacles in Surface2x1AllExits02 above tiles now.
  • Fixed issue where aura shot would prevent damage blocks from breaking
  • Forge no longer covered by keyboard tip in shop window
  • Fixed potential out of bounds in BuriedCity2x3AllExits01
  • Fixed issue with Factory2x1NoDown03 related to out of bounds.


New Rooms:



  • Surface1x1ItemRoom02
  • Surface1x2AllDirections01
  • Surface2x1AllExits04
  • Cave1x1AllExits04
  • Factory1x2AllExits05
  • BuriedCity1x1AllExits06
  • BeastGuts1x1AllExits03
  • Glitch1x1AllExits04
  • Surface1x1NoUp02


Balance Changes:



  • Removed negative shrine effect that removed 2 from a random stat
  • Removed negative shrine effect that removed 3 from a random stat
  • Duration of random temporary debuffs increased from 90 seconds to 180 seconds
  • Duration of random temporary buffs increased from 60 seconds to 300 seconds
  • Duration of recipe temporary buffs generally increased for 1-2 minutes to 3-5 minutes
  • Stat-boosting holy number recipes work for multiple amounts of red, blue, green scrap
  • Donating combinations of red, blue, and green scrap that total a shrine's holy number will always yield positive results
  • Shrines now have associated item pools. These pools serve as back ups for holy number combos that don't have unique recipes or when you already have the item a recipe would reward.
  • Unique shrine recipes have a narrower range items they try to reward at first (before pulling from the pool).
  • Toxin Cloud's damage scales with player damage
  • Wave Bomb's damage scales with player damage
  • Energy Axe's damage scales with player damage
  • Rocket Launcher attack delay changed to 0.75 seconds from 0.5 seconds
  • Buzzsaw Gun attack delay changed to 0.55 seconds from 0.35 seconds
  • Scatter Gun attack delay changed to 0.9 from 0.75
  • Projectile Energy weapons attack delays affected by rate of fire mods


Other Changes:



  • New art for Caves
  • New art for Beast Guts
  • Health and Energy Bar pulse if a temporary effect is providing regeneration.
  • When Kiki (co-op orb) teleports to player a trail shows where it came from.
  • True analog controls for Kiki (co-op orb).


Rudeboys:



  • Fixed rudeboy in Cave3x1AllExits02

Patch 1.1.2.14 (Shrines) is live and the game has been out for 6 months!

The new update is live! It adds a bunch of new items and fixes several bugs, but the biggest addition is a new room type, Shrines.

Shrines are ancient machines that dole out the will of the mechanical gods. At shrines you can donate archaic scrap to trigger random effects, some good, some bad. You can also donate the right combination of scrap to gain stat boosts and items reliably. They can be found on the surface, in the caves, in the factory, or hidden in the buried city.



Full patch notes can be found here.

You also may have noticed that the game is now priced at $12.99. When the game launched it featured 60ish items, 175 rooms, 3 shop types, and 2 endings. In the six months since launch the game is up to 104 items, 361 rooms, 4 shop types, and 3 endings. It's gained seeded runs and secret game modes. It gained an entire hidden world and now it's gained shrines. It's much larger beast than it used to be, and for that reason I've raised the price $3. The game will still see healthy discounts during steam sales and I've also lowered the price of the OST to $2.99 (it's gained a few tracks since launch actually).

Updates like this wouldn't have been possible with out the support of folks on Patreon and the wonderful community on my Discord channel and here on Steam. You guys are awesome! You've helped me test the game and made great suggestions regarding balance and new content. Your continued support keeps this game alive. To cast a wider net I've recently set up a ko-fi for those not keen on the monthly donations via Patreon. I can't thank you enough, but I hope these updates come close.

The next patch will likely be fairly small, focused on bug fixing, quality of life, polish and new rooms. I have big news for the end April, so stay tuned. After that I plan on working on a large update with at least one alternate environment, some new bosses and some more traversal obstacles and items.

Enjoy!
-Matt

Patch Notes 1.1.2.14

Shrines:



  • Added a new room type: Shrines
  • Shrines for Buluc-Chabtan, Hephaestus, Tyr, Wadjet-Mikail, Zurvan, and Orphiel
  • Shrines grant semi-random effects as well as predetermined (recipe) effects base on the amount of scrap donated to them


New Items:



  • Buzzsaw Shell (Traversal)*
  • Hover Boots (Traversal)**
  • Phaserang (Traversal)*
  • Power Pauldrons
  • Power Shield*
  • Search Burst
  • Lil Tyr*
  • Lil Zurvan*
  • Lil Phaestus*
  • Lil Wadjet*
  • Lil Buluc*
  • Lil Orphy*
  • Phantasmal Orbs*

*New Achievement
**Inifinijump unlock replaced with Hover Boots unlock

New Rooms:



  • Cave1x2LeftRight02


Bug Fixes:



  • Fixed missing background in Cave2x1AllExits03
  • Fixed missing haze in various Surface Rooms
  • Fixed rapidly repeating sounds from floating pacers
  • Fixed issue where rate of fire more than 30 times a second wasn't framerate independent. (Most noticeable with machine gun).
  • Fixed issue where aura bolts could gain double auras
  • Fixed issue where some effects could cause player to have negative energy
  • Fixed bug with restart shortcut that could cause the game to crash
  • Fixed issue where seeded runs can make certain achievements unattainable
  • Seeded runs no longer change stats
  • Green ghosts in A Forbidden Place no longer spawn scrap
  • Fixed slide fast fall
  • Fixed bug that prevented player from using Arachnomorph while under confusion effect
  • Fixed bug where auras wouldn't hide when unequipped
  • Fixed blurriness on Buried City doors
  • Fixed potential soft lock in Glitch1x1UpDown01
  • Fixed potential soft lock in Glitch1x2AllExits04
  • Fixed potential out of bounds in Cave1x3Zag01, BuriedCity1x2Jump02, Factory2x1NoDown03
  • Fixed hidden item blocks in Factory2x1NoDown02
  • Fixed methods in layout generator that found unused exits in unused grid spaces
  • Fixed bug with Surface1x2AllExits02
  • Fixed bug with down door in Cave1x1ItemRoom02, Cave1x1ItemRoom03
  • Moved minor item hidden behind UI in Cave1x1AllExits01
  • Fixed bad tiles in BeastGuts3x2AllDirections01, Cave2x1IgnoreTerrain02, Factory2x1AllExits02
  • Fixed issue with SaveGameManager that could cause slow downs
  • Fixed issue where trail from celestial charge could persist after trading activated items
  • Fixed bug where map could be expanded while pause menu is visible


Balance Changes:



  • Wall Pukers' Puke Beam doesn't last as long
  • Made Factory2x1NoDown02 easier
  • Homing Bolts only home within a 45 degree arc
  • Picking up Mega Health refills you health to max
  • Picking up Mega Energy refills you energy to max
  • Fewer Spikes in Cave4x1AllDirections01
  • Removed some enemies from BuriedCity2x1LeftRight01
  • Slightly longer energy regeneration time
  • Player jump "time to apex" slightly lowered (jump is a smidge less floaty)
  • Larger explosions for larger projectiles


Other Changes:


<*>Sony DualShock 2 and 3 controllers should show appopriate button hints.
<*>Buried City Item Rooms won't drop you directly on the item if entered from the top.
<*>Several rooms redecorated.
<*>Remixed several sounds to be less abrasive.
<*>Narrowed Player collision bounds. Easier to drop into single tile holes.
<*>Hurt sounds can't play more than once every quarter of a second.
<*>Vorbs won't play munching sound if munching sound is already playing.
<*>Player flashes when they get stat boosts.
<*>Redid flame graphics


Rudeboys:



  • Removed tick rudeboy on the ceiling of Factory1x1AllExits02
  • Moved squid fly rudeboys in Factory3x1AllExits01
  • Flipped some pale chomper rudeboys in Surface1x2AllExits01
  • Moved rude mouth baby boys by in Surface2x1AllExits02
  • Moved orbitendril rudeboys in BuriedCity2x1Jump01
  • Moved rude flesh lump boy in Surface3x2Start02

1.1.2.14 Now On Beta Branch! Shrines? Price Increase?

New content just got put on the beta branch for testing! The patch will be made live for everybody on March 7th, baring the discovery of any unsightly bugs.

If you want to test it out early, you can access the beta branch by following 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: stupidnewbdev
  • The game should now appear as A Robot Named Fight [beta] in your library


This patch adds 13 new items, including 3 new traversal items. It also adds several achievements that you might notice have shown up. However, the biggest addition is a new room type: Shrines.

Shrines to the six different mechanical gods accept scrap of all kinds, and will bless or curse you with random effects based on your donations. These shrines also have "recipes" that can be donated for reliable effects like temp stat buffs, item rerolls, and other gifts. They're accompanied by achievements that unlock lil' versions of each shrines as well. These orbital version of the shrines will follow the player and collect scrap to bestow various blessings on the player.

In addition to this patch, the other big news is that March 7th will be the 6 month anniversary of the game's launch on Steam! Since launch, I've released 8 patches featuring free new content. These free updates wouldn't have been possible without the support of the community here, on discord, and on Patreon.

The game now has 104 Items, 361 rooms, 3 endings, a new secret world with its own boss and enemies, Linux support new item synergies, seeded runs, a new shop, a bunch of quality of life updates, and now shrines. Some of these numbers, most notably items, are nearly double what they were at launch. For this reason, the game will be seeing a price increase from $9.99 to $12.99 sometime between now and the 7th (pending approval).

Hopefully all of the additional content makes the game feels worth this modest price bump. The game will still see substantial discounts during steam sales, and I'm also lowering the price of the OST to $2.99 (pending approval). The game will also continue to see free updates in the future. There's one other reason for the price bump, but I can't reveal it until later in April. I'm really excited about it and I hope you will be too!

Full patch notes follow (may change before released on the 7th):

Patch Notes 1.1.2.14



Shrines:


-Added a new room type: Shrines
-Shrines for Buluc-Chabtan, Hephaestus, Tyr, Wadjet-Mikail, Zurvan, and Orphiel
-Shrines grant semi-random effects as well as predetermined (recipe) effects base on the amount of scrap donated to them

New Items:


-Buzzsaw Shell (Traversal)*
-Hover Boots (Traversal)**
-Phaserang (Traversal)*
-Power Pauldrons
-Power Shield*
-Search Burst
-Lil Tyr*
-Lil Zurvan*
-Lil Phaestus*
-Lil Wadjet*
-Lil Buluc*
-Lil Orphy*
-Phantasmal Orbs*
*New Achievement
**Inifinijump unlock replaced with Hover Boots unlock

New Rooms:


-Cave1x2LeftRight02

Bug Fixes:


-Fixed rapidly repeating sounds from floating pacers
-Fixed issue where rate of fire more than 30 times a second wasn't frame rate independent. (Most noticeable with machine gun).
-Fixed issue where aura bolts could gain double auras
-Fixed issue where some effects could cause player to have negative energy
-Fixed bug with restart shortcut that could cause the game to crash
-Fixed issue where seeded runs can make certain achievements unattainable
-Seeded runs no longer change stats
-Green ghosts in A Forbidden Place no longer spawn scrap
-Fixed slide fast fall
-Fixed bug that prevented player from using Arachnomorph while under confusion effect
-Fixed bug where auras wouldn't hide when unequipped
-Fixed blurriness on Buried City doors
-Fixed potential soft lock in Glitch1x1UpDown01
-Fixed potential soft lock in Glitch1x2AllExits04
-Fixed potential out of bounds in Cave1x3Zag01, BuriedCity1x2Jump02, Factory2x1NoDown03
-Fixed hidden item blocks in Factory2x1NoDown02
-Fixed methods in layout generator that found unused exits in unused grid spaces
-Fixed bug with Surface1x2AllExits02
-Fixed bug with down door in Cave1x1ItemRoom02, Cave1x1ItemRoom03
-Moved minor item hidden behind UI in Cave1x1AllExits01
-Fixed bad tiles in BeastGuts3x2AllDirections01, Cave2x1IgnoreTerrain02, Factory2x1AllExits02
-Fixed issue with SaveGameManager that could cause slow downs
-Fixed issue where trail from celestial charge could persist after trading activated items
-Fixed bug where map could be expanded while pause menu is visible

Balance Changes:


-Wall Pukers' Puke Beam doesn't last as long
-Made Factory2x1NoDown02 easier
-Homing Bolts only home within a 45 degree arc
-Picking up Mega Health refills you health to max
-Picking up Mega Energy refills you energy to max
-Fewer Spikes in Cave4x1AllDirections01
-Removed some enemies from BuriedCity2x1LeftRight01
-Slightly longer energy regeneration time
-Player jump "time to apex" slightly lowered (jump is a smidge less floaty)
-Larger explosions for larger projectiles

Patch Notes 1.1.1.13 Hot Fixes


-Fixed overflowing text in controls menu
-Fixed issue with older saves syncing achievements
-Fixed issue where nanobot explosions damaged player
-Definitely didn't add a new secret seed that only Patrons know

Other Changes:


-Sony DualShock 2 and 3 controllers should show appopriate button hints.
-Buried City Item Rooms won't drop you directly on the item if entered from the top.
-Several rooms redecorated.
-Remixed several sounds to be less abrasive.
-Narrowed Player collision bounds. Easier to drop into single tile holes.
-Hurt sounds can't play more than once every quarter of a second.
-Vorbs won't play munching sound if munching sound is already playing.
-Player flashes when they get stat boosts.
-Redid flame graphics

Rudeboys:


-Removed tick rudeboy on the ceiling of Factory1x1AllExits02
-Moved squid fly rudeboys in Factory3x1AllExits01
-Flipped some pale chomper rudeboys in Surface1x2AllExits01
-Moved rude mouth baby boys by in Surface2x1AllExits02
-Moved orbitendril rudeboys in BuriedCity2x1Jump01

A Robot Named Fight will be at Super MAGFest!

Hey guys! Happy to announce that A Robot Named Fight will be featured in MAGFest's indie videogame showcase at Super MAGFest this year!

My wife (Kayla) and I (Matt) will be at the Gaylord National Hotel & Convention Center January 4th - 7th showing off the game. If you're already a fan stop by and say hi! You can yell at me about how crumby homing bolts are. I'll probably spill the beans about some in-game secrets.

In the meantime, enjoy this sweet banner art, my friend Zack T. Jones made for the event.

1.1.1.13 Hot Fixes

The holidays have been crazy for me and there were a few new bugs that snuck into the last version as it was a little rushed. I just put up a new build that fixes some of the reported issues.

-Fixed overflowing text in controls menu
-Fixed issue with older saves syncing achievements
-Fixed issue where nanobot explosions damaged player
-Definitely didn't add a new secret seed that only Patrons know

Smol Update (1.1.1.13)

Hey guys! I just released a small patch that should fix some of the issues people have experienced since 1.1.1.12 came out. I've been super swamped over the holidays so there's not a lot of new content this time around. There's one new item and a few new rooms, but otherwise its just bug fixes. Next major update should be coming torwards the end of February, but it might be sooner or later depending on how carried away I get.

Full Patch Notes are here

As always, if you enjoy free updates, consider donating to the Patreon. Patrons are getting a little christmas present before the months up.

Patch Notes 1.1.1.13 (Small patch. Mostly bug fixes.)

Bug Fixes:


-Fixed bad tiles in BuriedCity1x1TheTraitor01
-Fixed bad minor item hiding spots Factory2x2AllExits06
-Fixed camera bounds exception in Factory2x2AllExits06
-Fixed issue where the first time you expand the map stats didn't show
-Flipping with Viridian Shell no longer flips gravity
-Hard enemies will no longer spawn on the surface until at least 2 traversal items have been collected
-Gibs get recycled if they exit the current room
-Vorbs don't chase gibs out of rooms.
-Vorbs will consume gibs sooner, rather than chasing them slowly
-Fixed bug where fragment shots would sometimes die immediately
-Tutorial Smith effects determined by seed
-Fixed bug where certain projectiles could damage enemies 2 to 3 times in the same frame
-Assigned fallback shaders for palette shaders. This fixes the issue where mac users have had the foreground disappear. However, on older macs, palettes and blood splatter are not currently working.

New Items:


-Machine Gun

New Rooms:


-Surface1x1AllExits04
-Cave2x1NoUp01
-Factory2x1NoDown03
-BuriedCity2x1LeftRight01

Other Changes:


-Modified alternate cave tileset.
-Selecting Restart Game during a seeded run wil now restart with the same seed.

Balance Changes:


-Nanobots' explosions actually deal damage (equal to the %120 of player's projectile damage per second)
-Nanobots' impact deals damage equal to half the player's projectile damage
-Nanobots ignore any enemy invulnerability frames
-Scatter Gun Damage increased from 0.5 to 1 (to account for projectile bug fix)

Rudeboys:


-Flipped a rude sine fish boy in Factory2x2AllExits04
-Moved rude shelled creeper in Factory1x2AllExits03

Update (1.1.1.12) is Live! Seeded runs, a new shop, and more!

Hey there! Just updated the game again! Below are some notes about what's new. For full patch notes click here.

Seeded Runs!


The big new addition is seeded runs. Seeded runs will allow you to replay previous runs you've enjoyed and share them with friends for things like racing. The seeds are 24 characters long, which I know is a bit cumbersome, but its as small as I could get them and still store the information necessary to keep runs the same. Unlike other rougelites with similar features, the item order generated in ARNF directly effects the way the map is laid out and what achievements you have directly effects the item order. So that was a fun little puzzle to solve. Currently the bonus items and shop contents may differ between players based on their achievements.

Scrap rebalance and a new ally!


Two new achievements will give you more to do with all that scrap you accumulate over a run. "Ally Bot" will ensure all allies stock 3 items and "The Traitor" will cause a new shop keep that offers mystery items to appear in the buried city. Beyond this, many items recieved price adjustments and enemies are more likely to drop scrap even if you've used energy.

Chrome Dome and The Vorbs


To complement the new ally stuff, the Chrome Dome item has been added. It reduces the cost of items forged by allies. 3 new orbs that devour gibs and poop out drops have also been added.

The Rest!


You can look up and down by holding up and down. Things are bloodier. The UI is friendlier. A bunch of bosses are tougher. Hunter Killer doesn't act so stupid. You can have a triple shot mondo huge laser beam. Probably some other stuff I'm forgetting.

A Warning!


There was a nasty factory room in previous builds that could cause soft locks. It's been changed in this build to prevent that, but the change my cause you to hit a dead end in runs continued from the previous build. To accomodate users that encounter this you can switch to the 'previousbuild' branch to complete your run. Sorry for the inconvenience.

As always, if you like these free updates consider throwing a dollar torwards my patreon.

Tight on cash? Leave a positive Steam review or help out with the wiki!