Bibots cover
Bibots screenshot
Genre: Indie

Bibots

1.052 update - Bug Fixes and Balance

Bugs fixed:


  • Fixed a bug where the “Sales” passive in the survival branch could spawn an item with a smaller pop up
  • Fixed a bug that caused the “be as water” passive from the soldier path to prevent the character from dashing
  • Fixed a bug that caused the “Tesla” passive from the scientist path to activate infinitely on a dead enemy
  • Fixed a bug that could make chasing enemies stuck against walls
  • Fixed a bug that could prevent progression in the tutorial if the player restarted the game while in bibots.
  • Fixed a bug that could make scarab enemies die prematurely in a fight
  • Fixed a bug that made the shuriken from the tactical ability “Surprise shuriken” remain after death
  • Fixed a bug that made the first slides of the prologue not being displayed after a restart
  • Fixed a bug that made the “Born flayer” passive from the soldier path give bibot’s attacks the bleed property
  • Fixed a bug that made the visual effect from the passive “Plague” from the soldier path appear on enemies that were not affected
  • Fixed a bug that made enemies teleported by the “Mass grave” passive from the soldier path to die at the same time as the enemy that triggered the effect
  • Fixed a bug that made slime enemies teleported by the “Mass grave” passive from the soldier path to appear at the wrong location
  • Fixed a bug that prevented the time of the battle against the last boss and the completion time of the last biome to be displayed in the details of the end game recap.
  • Fixed a bug that prevented the player to navigate between their unlocked passives in the character menu with a controller
  • Fixed a bug the locked the progression in the tutorial if the player picked a psym cannister too soon
  • Fixed a bug that made the slime enemies stuck in place after a dodge from the player
  • Removed an unwanted collision in a chest room in biome 2: No’okmul
  • Fixed a bug that prevented the player from picking up items after opening the sarcophages in biome 1 : Makbara without picking up the spawned items.
  • Fixed a bug that prevented the corrupted teleporting enemy from walking before its teleportation.
  • Fixed a bug that prevented to move the map with a keyboard he first time it was opened
  • Fixed a bug that prevented the Neutrinox rifle’s projectiles to go through enemies
  • Fixed a bug that could cause the player’s homing projectiles to track their own decoy
  • Fixed a bug that caused the bullet trail chip to spawn too many bullets


Balance:


  • Made enemies invincible for an instant after being charmed, preventing them from dying inadvertently without being able to be of use to the player.
  • Reduced the screenshake when shooting with the sniper rifle: NT-Maser
  • The experience gauge is no longer displayed in the end game menu once the selected bibot is level 20
  • Reduced the probability the get a common or legendary equipment from the timed confrontation challenge in the biome 2 No’okmul

NEW PATCH!

LIST OF CHANGES:

Level design:

- Fixed the collisions of a treasure room in the first biome

Enemies:

- Increased the health points of the Comets during the boss rush

Other:

- The occurence of the "Harvest" effect has been slightly nerfed

Bugs:

- Fixed a bug that could disable traps too soon in special rooms under certain conditions

- Fixed a bug that could cause a bad display of the price on the keys at the merchant with the passive "Business is business"

- Fixed a bug that caused the effect of the passive "Sales" to be repeated several times in the merchant - when coming into contact with the items.

- Fixed a bug that could prevent an animation to be played on the tactical ability interface

- Fixed a bug that could change the visual of a pick up after their spawn in some special rooms

- Fixed a bug that could prevent the Compos'Up purchase screen from closing properly after a purchase

- Fixed a bug that played the audio of the passive "Sales" at a too high volume

- Fixed a bug that played the audio of the passive "Pyromaniac" at a too high volume

- Increased the number of crebuk boxes in some speedrun rooms

- Fixed a bug that could prevent progress in the tutorial after picking up the first chip

- Fixed a bug that could prevent the progression in the tutorial if the player died several times and managed to generate too much psym too early

- Fixed a bug realted to the "Decoy" tactical ability that could prevent bosses from targeting the player again

Achievements Update

Since the last patch we worked on answering a popular request amongst players. We added steam achievements in the game and hope you'll have fun unlocking them :)
We also kept working on improving the experience by fixing bugs linked to chips and the player’s interaction with them.

New additions:



32 achievements to unlock:



  • Reach level 5 with a bibot
  • Reach level 10 with a bibot
  • Reach level 15 with a bibot
  • Reach level 20 with a bibot
  • Kill 500 enemies
  • Kill 1000 enemies
  • Kill 2000 enemies
  • Cause an affliction on 200 enemies
  • Upgrade a weapon to level 2
  • Upgrade a weapon to level 3
  • Upgrade a weapon to level 4
  • Upgrade a weapon to level 5
  • Complete the tutorial
  • Spend more than 5000 crebuks
  • Spend more than 100 metal scraps
  • Summon your bibot 50 times
  • Purchase 30 items
  • Open a speedrun door
  • Open 10 speedrun doors
  • Complete a playthrough in 30 mins
  • Spend 30 level points in the soldier path
  • Spend 30 level points in the scientist path
  • Spend 30 level points in the survivalist path
  • 9 other secret achievements


Bug fixing:



  • Fixed a bug where it was possible to infinitely recycle/pick up an item dropped from the inventory.
  • Fixed a bug where a chip dropped from the inventory had its properties and visual changed.
  • The visual representation of used chip slots in the weapon HUD can no longer be misplaced.

Hotfix patch

Hotfix patch is out:

Fixed a bug where the time played in previous playthroughs for every biome was kept in the timestamps calculation, making the time doors unable to be opened after subsequent playthroughs.

Third update is here!

Hello,

Here is the third patch note of Bibots!
We focused on fixing bugs that were mainly reported on our discord, we thank you again for the feedback you give us there!

We also brought new interface elements for clarity and to give more informations to the player, especially to be able to compare the basic damage of weapons without having to pick them up.

We are actively working on the integration of achievements as it is a feature that has been requested a lot, it will be available very soon.

PATCH NOTE :



User Interface:


  • Added an element in the UI that displays the base damage of the equipped weapon
  • Added an element in the weapon pop ups interface that indicates the base damage of the weapon the player is interacting with
  • Added an element in the character selection menu interface to make it clearer which composup is currently hovered by the player


Passives :


  • Balanced the bonus given by the passive "The Digger" on energy packs


Others:


  • Made a change on the time of the speedrun doors. Now the doors require a time that is specific to the current biome rather than a cumulative time to be opened.


Bugs :


  • Fixed a bug that allowed the player to upgrade the weapon beyond the 5 chip slots limit
  • Fixed a collision issue that allowed the player to exit the "Maghamir" boss room
  • Fixed a bug on the tactical ability "Lockpick". Now when the player will use this ability to open the door with 3 locks in the second biome, the uses of the ability will be spent correctly
  • Fixed a bug on the "Business is business" passive that could cause a difference between the real price of an item and the one displayed in the interface
  • Fixed a bug that prevented the "Ultimate Pride" passive from working properly

Bibots Second Patch

Enemies :
The Imp in the special room in the second biome has been made slower and has less health points


Passives :
Nerfed the damage bonus per shield given by the passive "Ares"
Slightly nerfed the psym gain given by some of the passives in the Scientist path
Slightly nerfed the shield gain given by some of the passives in the Scientist path


Chips :
The psym gain from the "Harvest" effect has been nerfed


Weapons :
Pistols
Peashooter: Damage changed to 7
Agum III: Damage changed to 11
LT-Andre: Damage changed to 8 and reduced the cooldown between shots
XC-K Cardinal: Damage changed to 11
Echo Saber: Damage changed to 7
Tchak - Mx2: Damage changes to 8
Clovis: Damage changed to 7
Qwarkz: Damage changed to 7 and reduced the cooldown between shots
Aspik: Damage changed to 12
Magellan: Damage changed to 11
R.O.G.U.E: Damage changed to 10
Ifrit: Damage changed to 25
Volikh-AR: Damage changed to 13
Adjahak: Reduced the cooldown between shots
Redemption: Reduced the cooldown between shots

Shotguns
Voltor: Damage changed to 8
Haarp : Damage changed to 8
LT-Gargantua: Damage changed to 12
XC-K Xymer: Damage changed to 8
Alpha Basilik: Damage changed to 12 and precision improved
Shango - Mx2: Damage changed to 12
Kanga: Damage changed to 8
Rhyzon: Damage changed to 9
Rixine: Damage changed to 12
Kabral: Damage changed to 8
R.A.S.C.A.L: Damage changed to 14
Balthazarm: Damage changed to 25
Bomb-X: Reduced the cooldown between shots
SH010: Damage changed to 18
TITAN M00N 4: Damage changed to 15
Ti-Amator: Damage changed to 10
Zultron 3000: Damage changed to 20
Nosferator: Damage changed to 13
Tarasque: Damage changed to 20
SH-AMAGO: Damage changed to 18
Temperance: Damage changed to 20
PHOBOS M00N 1: Reduced the cooldown between shots
Coriolys: Damage changed to 15 and reduced the cooldown between shots
Ifrit: Damage changed to 12 and reduced the cooldown between shots
Vlad T3: Damage changed to 30
Fafnir: Damage changed to 23
SH-AKABA: Reduced the cooldown between shots
Faith: Reduced the cooldown between shots

Rifles
Maxwave: Damage changed to 6
G-Robo-Arm: Damage changed to 10 and reduced the cooldown between shots
XC-K Venatris: Reduced the cooldown between shots
Kresnik - Mx2: Damage changed to 8 and reduced the cooldown between shots
Trajan: Damage changed to 10
Fermix: Damage changed to 10
Gama-V: Reduced the cooldown between shots
R.A.P.T.O.R: Damage changed to 9 and reduced the cooldown between shots
MAR - D00K: Damage changed to 7
LT-Kotos: Damage changed to 12 and reduced the cooldown between shots
HYDRA-K Damage changed to 12 and reduced the cooldown between shots
UMBRIEL M00N 3: Damage changed to 15
Covalys: Damage changed to 17 and reduced the cooldown between shots
Urakan: Reduced the cooldown between shots and reduced the range
Zultron 300: Damage changed to 16
Agarth-A: Damage changed to 17 and reduced the cooldown between shots
Blastophage: Damage changed to 7

Snipers
Maxthuzalem: Damage changed to 20
NT-Maser: Damage changed to 13 and now have a burst of 4 bullet
KR-Sigma: Damage changed to 20
XC-K Notrox: Reduced the cooldown between shots
Falcon Odachi: Damage changed to 13 and reduced the cooldown between shots
Tenji - Mx2: Damage changed to 15
Kheops: Damage changed to 10
Neutrinox: Damage changed to 16
Sumac: Damage changed to 14
Aldryn: Damage changed to 20 and reduced the cooldown between shots
C.O.R.S.A.I.R: Damage changed to 6
LT-Goliath: Damage changed to 20
Xyloscope: Damage changed to 27 and reduced the cooldown between shots
Gladiunov: Reduced the cooldown between shots
Celerys: Damage changed to 28
Vulkin: Reduced the cooldown between shots


Others:
The teleport point in the second biome special room no longer teleports the player behind the visual of the altar
Fixed a text error in the French language at the weapon upgrade station
Balancing of the time needed to open the speedrun door in biome 3 from 14 to 21 minutes


Bugs:
Fixed a bug where the player could spend his nanites multiple time by clicking again when unlocking a Compos'Up
Fixed a bug where the Compos'Up would be reset between two runs
Fixed a bug where the number of crebuk displayed did not correspond to the real crebuk obtained if the player had the passive "Business is business"
Fixed a bug where a charmed enemy could not be killed
Fixed a bug where the effect of the passive " Ionic Gift " could be triggered repeatedly on a dead enemy
Fixed a bug where the "Molotov" effect could cause 150 damages
Fixed a bug where Nazir could perform the clone summoning animation without making the clone appear
Fixed a bug where Nazir could be stucked in his idle animation
Fixed a bug where one of the Nazir's orb could lack a visual effect after a restart
Fixed a bug where the player could exit the biome 2 boss corridor and end up outside the level

Enjoy!

Meet the Team


Hello everyone !

It's been a few days since we launched Bibots.

But we never introduced the devs behind this game.

Bibots is developed by 3 people.

Younes: He is in charge of the graphic aspect of Bibots. From the concept to the animation of the characters and monsters, including the creation of the sceneries.

Philippe: With Benjamin he takes care of the game design and code. He also manages the Level Design and Technical Art with Younes.

Benjamin: In addition to the game design and code, he is in charge of the AI of the enemies and the bosses. He also produces the game's FX.

Bibots is our first achievement and we are working hard to keep on improving your gaming experience.

The Bibots team.

Bibots' first patch

Hello,

Here is Bibots' first patch!

We've considered all player's feedback. As for all Rogue Like, the diversity of experiences and point of view makes the balancing of the game tricky.
We've seen players accustomed to this kind of game playing with ease, but also other players whose experience has been more difficult.

To answer every feedback in the best way possible we decided to integrate these fixes!

Patch note:

Economy:


  • Recycling value is balanced. It's now a fixed value of 50 Crebuks per recycled item.
  • Enemies now drop Crebuks more frequently


Monsters:


  • Biome 1 boss - Nazir's health is reduced
  • Nazir's attack speed is reduced when his clone appears
  • Nazir's clone pattern is simplified
  • Difficulty curve between Biome has been balanced. Monsters have more life when progressing between Biomes
  • Biome 2/3/4 bosses's health have been increased
  • The possibility to see boosted enemies after Biome 2 is now bigger


Bibots:


  • Psym is now gained more easily
  • You now can stay longer in Bibots form
  • Doli / Kranzer / Nitric's damage has been reduced


Passives:


  • Passive “Lucky Day” and “Survival Instinct” have less chance to drop hearts
  • Passive “Chemist” has been deleted since players are now invulnerable to area of effect
  • Passive “Mass Grave” has been deactivated until bugs related to it are fixed


Chips:


  • "Piñata" chips' synergy with Bleeding has been decreased
  • "Molotov" doesn't inflict damage to players anymore
  • "Flame trail" doesn't inflict damage to players anymore


Tactical Abilities:


  • The number of use of "Gravitating Orbs" has been decreased
  • Tactical Abilities "Molotov" doesn't inflict damage to players anymore


Weapons:


  • Peashooter's damage has been decreased
  • Peashooter's fire rate has been decreased
  • Sniper Maxthuzalem has seen its damage and fire rate increased
  • Sniper Calisto M00N 2 has seen its damage increased
  • Shotgun TITAN M00N 2's damage has been increased
  • Pistol R.O.G.U.E's damage has been increased
  • Sniper KHEOPS's damage has been increased
  • Assault Rifle TRAJAN's damage has been decreased


Pick Ups:


  • Lootable objects are not pushed by the player anymore


Other:


  • Shield price has been increased


Bugs:


  • Fixed the bug that prevented the recycling possibility to be displayed correctly when interacting with an object


  • Fixed the bug that give player experience after defeating the final boss that cause UI conflict


  • Fixed the bug that made FX related to the "kombo slice" chip remain between playthroughs


Future changes:

This is just the first patch. We intend to release other ones soon, including a revamped balancing of the weapons, and other bug fixes.

Thank you for your feedbacks.

Thank you all for playing

Hello everyone!
So we finally released Bibots! That sure was a ride!

And as you know, releases are always stressful times! However we're so grateful to you all for taking some time to play our title!

We saw a few proper feedback and we're going to address them. One by one.

And no later that tomorrow!

We'll release a patch the 7th of October that will rebalance the economy and allow you to use Bibots more often!

Stay with us while we make Bibots better and better.

The team!

Who let the Bibots out?

Bibots is now available. We are happy to finally let you play Bibots and hope it will pleases you all!



It's time! Choose your Bibot, pick a weapon and make your way trough Takaful's environment.

Still on the fence? Check out our latest trailer to see if Bibots is a game for you!

https://youtu.be/mDteXfPYa3c

Buy Bibots and follow the game to get the latest news, updates coming your way. Don't forget to let a review as it is really useful for indie games to be visible on Steam!

Thank you for your support!

https://store.steampowered.com/app/1610500/Bibots/