Botlike: A Robot's Rampage cover
Botlike: A Robot's Rampage screenshot
Genre: Platform, Indie

Botlike: A Robot's Rampage

Monday patch delayed

Hello fine Sirs and Madams,

we are currently working on the champion system but unfortunately it took longer than expected. We will take this week to work on the spawning system and have a few finishing touches on the champion abilities. If everything works as planned we will have the Champions/Elite System ready on next Monday.

Here a quick sneak peek:

Game option now available in version 0.2.3

Hello there,


The milestone 3 update (version 0.2.3) is here!
It took a little longer than anticipated but now we have a solid option menu where you can tweak the game to your liking, including:

- Volume controls for sound music and a mute option
- Crash reports and telemetry toggle
- Language selection (for further translation - right now the only language available is English)
- Screen shake amount selection (low / Medium / high)
- Cursor Selection (you can give us suggestion what kind of cursor you like)
- Key bindings for gamepad and Keyboard / Mouse
- please note that the right gamepad stick is not re-bindable right now, if that is something you miss please leave us a note



Please also note that this is a work in progress system. We will tweak parts of it with upcoming patches. We are aware that the slider do not work well right now and we will address that issue as soon as possible. If you find any bugs, have suggestions or missing something in the options - please let us know!


Thanks for you patience!
S.I.R. is waiting for you.

Hotfix 0.2.2

This hotfix kills some bugs we encountered with the last update.
If you find further problems please let us know!

Patchnotes 0.2.2:
    the upgrade progress indicator correctly includes the last maxed value
  • corrected units for progress and number formatting
  • inventory tool tip now always stays inside the client area (is always visible)
  • fixed a spawn chance bug (off by 1) that could skew probabilities slightly
  • landing pods can no longer be incinerated
  • fixed the sir9000 supporter skin
  • scavenger tool fix (not counting spend money)

Halloween Sale

Hello fine Sirs and Madams,

have you ever carved out a pumpkin? With a Gatling gun?
If not, then today might be the time to change that.

Halloween is around the corner. And to celebrate this popular tradition, Botlike is on sale and 15% off until the 1st of November.



Also we give you a whole lot of new items with this patch. 7 regular items and 2 super items.
Each of them with unique mechanics and suitable for different play styles. Find out what they do and combine them for your ultimate build.
Dont forget the inventory that came with the last patch (i on keyboard / y on controller) for a more detailed description.



Complete patchnotes for Botlike version 0.2.1

<*> added 7 new regular items: ToxicTobacco, HydraulicPipe, LaserMonocle, ScrapDigger, ScavengerTool, FatLady, GentlemensCane,
<*> added 2 new supperitems: RockefellerRifle and, GoldenCloverDice
<*> changed Doom Watch effect. Now triggers to 6.66% on hitting a slowed enemy. Starts a countdown to an AOE Stun on player location
<*> implemented loot scaling, its now possible to have loot luck increase items (e.g. 100% loot luck increase doubles the drop chance)
<*> we had a bug where crashes were incorrectly ignored and the game just exited without the error send box
<*> the miner now longer slides if kicked back in its attack animations
<*> all enemys now always face their target, this fixes an error where knocked back enemys would shortly face in the opposite direction
<*> added option to disable gamepad input if needed (e.g. for broken gamepads)
<*> fixed a possible crash when objects would spawn new objects on level reset
<*> changed miner/hercules "look arround" speed to match trashy/brawly
<*> raised prices of all item and also less deviance in the price
<*> changed firerate of Rocketlauncher. First level stays at firerate 1. every level thereafter its 0.1 less

Halloween Sale and Monday Patch

Hello fine Sirs and Madams,

The spooky time of year is about to arrive. We know that you love it and that's why Botlike will be on sale for 15%, starting later this week.

For this reason, this weeks patch will be a few days late and is going live early on Thursday.

There will be a lot of new items, including super items. So make sure to check in!

First Milestone

Hello fine sirs and madams,

today we present you the second update on Botlike's Early Access Road. We continued to work on the first milestone and are proud that we made it.

You can now merge items into superitems!
Well, to be sincere, right now there is only one superitem in the game: the Doomwatch.
Next patch in two weeks will bring more items, more superitems and possibly the first monsteritem.



Also this weeks patch includes the much requested inventory. There you see all your items listed, with descriptions on what they do. You can access your inventory by pressing „i“ on the keyboard and „y“ on gamepad.



How does merging items work?

A superitem needs two regular items, a monsteritem needs two superitems. When you obtain the second one it will automatically merge into the associated super or monsteritem. The newly merged item will still hold the effects of the previous ones and also will have its own effect.
Which items you are gonna need? This you have to find out for yourselves :)


complete patchnotes for version 0.2.0

<*> integrated item merge, items can now be combined to generate stronger items. You will still keep the old items but a new one will be generated that has synergies with the old effects.
<*> added new doomwatch item, this is the first merged item
<*> added an inventory that shows your currently collected items with their accumulated stats. It can be opened with either "i" on the keyboard or "y" on the controller
<*> added item grouping for super and monster items to the hud
<*> added over 40 new deathmessages
<*> added dash cool down time again (was missed when we reworked the HUD) and added a small flash when its done
<*> moustache extension and capitalist gun now update their stack while they are active
<*> the close combat enemies got their "enemy detected" speed increased from 0.1 to 0.5 seconds
<*> fixed a bug where the guardian was not rendered while it should have been visible
<*> improved game pad navigation for the merchant menu (was falsely selecting the close button between the second and third item)
<*> fixed notifications showing above normal menus
<*> fixed enemies moving out of the update area. (this fixes a bug where enemies could attack the player while he is waiting for the boss intro to finish.)
<*> fixed a possible game crash with the oldmoney item
<*> fixed a knock back bug that could push enemies through walls
<*> old money now scales with the overall damage progress
<*> inverted magnet now scales correctly with the overall damage progress (scaled twice before)
<*> fixed a crash bug where we incorrectly used OpenGL 4.x functionality without checking if its available
<*> some minor performance improvements
<*> several minor fixes and additions in different tilesets
<*> reworked all woodmaps. Some were unfinished, some textures were missing, some textures were mixed up;
<*> fixed missing textures in several mountain maps
<*> fixed jumper in mountain maps, they now have the correct size and can not be jumped over anymore
<*> fixed wrong chest in one mountain map
<*> removed rocketlauncher pickup in mountains, added new chest
<*> changed duration of bodyparts and debris remaining in world down to 10 seconds from 20
<*> fixed background parallax being in wrong layer
<*> added new background parallax „ringcity“

First Update

Hello fine sirs and madams,

the first week in early access was a real blast for us. Lots of great feedback, constructive suggestions and so many lets plays, streams and reviews. It was overwhelming.
Thank you guys so much!

On the other hand it was a lot of work, too. Fixing bugs, communicate with players, streamers and media and continue our work on the game. But we managed and so today we bring you the very first update in the early access phase.




We are working hard on the first milestone, but it is quite a bit of work, so there still will be no item merge in this patch. But the new HUD is implemented, along with new notifications. Both are work in progress, though. Also, several bugfixes have been made and 5 new maps are added to the rotation.


Patchnotes for version 0.1.1

  • Added 3 new maps to forest biom
  • Added 2 new maps to mountain biom
  • Reworked HUD, new assets, new placement
  • Reworked pickup notifications, new assets, new placement
  • Added a combo timer to show how long you have left until your combo runs out. The combo gives a damage and crit boost (both up to 50% on level 12)
  • Fixed typo in tutorial
  • Fixed mustache extension, duration and visual effect now have correct (same) duration
  • We got some crash reports from people who had insufficient OpenGL versions or even no OpenGL driver installed. This was detected by the game but we crashed anyway. Now we show a message box with the reported errors and a possible solution.
  • The damage numbers now show un-clipped values. Previously the damage/heal was clipped to the effective value (e.g. the enemy had 5hp and you did 25 damage, only 5 was shown).
  • Added a low ammo warning that occurs before you run out of ammo. we currently set it to the size of one ammo pack (5 rockets, 20 plasma, 50 gatling, 15 shotgun and 10 rifle shells) but that may change.
  • Fixed the health/ammo rebuy bug where it was possible to buy ammo/health infinitely if you had the money.
  • Fixed a crash bug when the player died while opening the merchant
  • Upon opening the merchant, all player actions now stop (e.g. movement and shooting)
  • Changed the spikes mechanic to remove the bounce deadlock. Spikes now have a one second delay until they to the next damage/knockback. We kept the damage the same for now.
  • Added a knockback immunity to allow the player to escape situations where he would previously be bounced from enemy to enemy
  • Pickup tool tips are not shown for merchant purchases anymore
  • Removed max ammo from the game. Previously the max ammo was bound to the weapon level but that created unfair situations when you find weapons late into the game
  • The max combo level was broken and got fixed. The maxlevel is now 12
  • The Old money item now triggers aggro if you do damage with the money
  • fixed Capitalist Gun, now effect should be correct at +5% crit, +10% attackspeed and a duration of 5 seconds
  • changed Landing Pods, raised health to 2000hp for landing pods in graveyard (before guardian) and raised to 800hp for landing pods spawned by guardian

Botlike Early Access Roadmap

We want to share our plans and thoughts about the Early Access development of Botlike with you. That way, you can get an idea of what to expect in future updates and what the final release will look like.

Please note that the following is just a rough draft and may change whenever we feel it helps the improvement of the game

We'll try to update the game on a bi-weekly basis but will adjust that to the game's needs – that means that certain big updates may take longer and of course we will try to hotfix occurring game-breaking bugs. That said, let's take a look at the roadmap.
Of course there are ongoing tasks we want to mention quickly - these tasks will run independently from the bigger goals.
So, ongoing tasks are:

Bug Fixing


  • We'll try to prioritize urgent/critical bugs and eventually fix them with hotfixes
  • Minor bugs we will fix with the other normal updates


Balancing


  • we plan on expanding the game with new content, enemies, items and weapons - balancing all of that is an important task and will happen parallel to the other tasks

Polishing

  • While working on the game, we always find little things that can improve the overall experience. We try to pay as much attention to detail as possible.


Milestone 1 - Interface and Item Merge



Item Merge Feature


We've already communicated the item merge feature - but sadly it hasn't yet found its way into the game. We want to change that first because it's an important part of the game. If you're not familiar with this system, let us explain briefly:

The items you can find during a run (like inverted magnet, scrap clover pin, and so on) can be combined into super items. It takes two normal items to 'build' a super item. The new item will consume the two normal items but keep their stats and advantages + it gets a new effect. The game design aim is that this new effect builds synergies with the effects of the two normal items it is merged from, or builds up a super wombo combo for the monster item. A monster item is, as you can guess, an item merged from two specific super items. It will be a game changer - it supports you with really strong powers like orbital lasers or deadly knock-back combos.
With this update we plan to introduce the item merge system and probably a set of super items.

HUD Overhaul

We've already designed and started to work on an HUD / Interface overhaul. It will address quite a few problems that occurred during testing - we also need the overhaul for the item merge, so it makes sense to update them in a bulk.



The new HUD will address the following problems:

  • Better overall visibility and readability of the HUD
  • players didn't see their health bar
  • better communication of available weapons
  • Putting the dash cool down in the player's field of vision
  • Adding a combo timer and making the combo system more visible
  • rework of pickup notifications


Inventory
We want to give players the chance to find out in-game what a specific items does. We will introduce an inventory where you see all your collected items and their effects. If the item is a super or monster item you will see all the items it is merged from.

Interlude - Game modes



Right now the game has only one difficulty level. We want to change that and introduce an easy mode as well as 1-2 harder modes for those who seek a challenge. This should improve the replay ability and help new players get into the game quicker.

Milestone 2 - More Items



A lot of the fun in Botlike emerges from the combination of items and weapons you find during a run. We're planning to implement up to 28 normal items, 8 super items and 4 monster items until final release. Of course these numbers may be subject to change but should give a rough overview for what's coming up.
We won't implement all items at the same time - but this milestone should introduce some of them in a bulk, while the rest will find their way into the game in other updates.

Milestone 3 - Options



Everybody wants to individualize their games - and we totally understand that. In this milestone we want to bring you an option menu, accessible from the Main Menu, where you can configure at least:

  • Game resolution
  • Window mode
  • Vsync
  • Sound / volume
  • Screenshake amount
  • Key bindings
  • lock mouse cursor


Milestone 4 - Champion System



Champions are something we're really looking forward to implementing. They will bring more challenge and variety to the gameplay.
In a nutshell, champions are randomized special enemies that will spawn randomly in the level. They will have special abilities randomly picked and combined from a pool of possibilities. So every champion you encounter will be unique and a new challenge. Of course, they will have a higher chance of loot drop...

Milestone 5 - More Enemies



Right now we have a good amount and variety of enemy types in the game. But we feel that it's not enough. We will continuously add more enemies to the game. We've already planned out a bunch - but we're also looking forward to your ideas for enemy additions.

Milestone 6 - The next level



More levels means more content. We are planing to add at least two additional levels to the game, each with its own biomes and level boss. The work on the assets is the main part here. We'll start working on these parallel to the other tasks right away.

Milestone 7 - Who's the boss?



No new level without a good boss to defeat at the end of it, right? We don't want to reveal too much, because bosses should be a thing to encounter in-game. So please be patient :)

Milestone 8 - New Weapon(s)



We plan to add 4 more weapons with 5 upgrades each till the final release. Probably not all weapons will find their way into the game in this milestone - but will be added in different updates. Planned so far are:

  • Lazzzzer
  • Tesla Gun
  • Grenade thrower

The last weapon is not really mapped out yet. Feel free to give us suggestions!

Milestone 9 - Steam Achievements + Trading Cards



We know that this is a feature a lot of players are looking forward to. But we feel that it's important that we first add more content to the game before we go into the meta.

Milestone 10 - Powerups + more traps + more upgrades



We want you to feel great and suffer at the same time ;)
We have plans for temporary powerups - which will boost you for a short amount of time. We also want to bring in more upgrades to the base upgrade merchant. This might include an upgradable stomp, a drone that follows you, or a luck enhancement.

Botlike Early Access is now available!



Botlike - a robot's rampage Early Access is out now!
Help S.I.R. get his revenge!

We are really looking forward to your feedback and reviews.
Have fun playing and killing robots :)

Pre Early Access update 2

Hello Sirs,

We have gathered more feedback and made some small improvements on different parts of the game. We also added a small placeholder story intro - to make sure everybody knows why S.I.R. is in the forest shooting other robots.

This will be probably the last update before the early access launch.
We are really looking forward to tomorrow. Wish us luck for a smooth launch :)

Patchnotes:

- Fixed a bug where enemies would get knocked back through collision walls and disappear
- Fixed a Bug where you could quit the game and spend circuits, you already used, to buy other upgrades again
- Added a placeholder text intro (needs status reset to view, will only be played once)
- locked cursor in full screen mode
- game will now pause if it loses focus (e.g. Tab out)
- Adjusted visibility for the 'not buy able' state at the merchant (if you have insufficient scraps)
- Weapon damage balancing
- Enemy health scaling balancing