Robot Resistors cover
Robot Resistors screenshot
Genre: Role-playing (RPG), Indie

Robot Resistors

Hotfix for crash

Hotfix for a crash introduced with previous bugfix when starting new runs

Tiny Bugfix

Fixed a couple small bugs including a glitch with Stage 5 achievements and difficulty unlocks, and a bug that could crash the game the first time a player purchased and used the extra passive upgrade. Thanks to shhfiftyfive, Ash Voller and others for pointing these out!

Dinobot Weapon Drop

Hey Resistors! We have a quick little patch today that adds some new weapons and ultimates! Unlock requirements are listed below, or you can find the same information in the armory menu in-game. We hope you enjoy them, happy resisting as always!

  • New Weapon - Egg Launcher:


    This shoulder-mounted incubator-cannon fires eggs that leave behind poisonous slowing yolks in addition to hatching dinobots. Leveling up the Egg Launcher unlocks the potential to hatch different and rarer dinobots, as well as increase the chances of rarer spawns. Beat Scorpion Land to unlock this weapon for all characters. –Dev Note: Another “weird” weapon. The semi-random nature of the dinobots it spawns was a fun departure from our other weapon designs, and we hope players agree and enjoy it as much as we have.

  • New Ultimate - Eggcellent Launcher:

    This upgrade to the egg launcher splices forbidden robo-DNA into the incubator, giving a chance to hatch the mythic “Dino-Dragon” himself… Beat Scorpion Land on hard difficulty or higher with egg launcher equipped to unlock this ultimate. –Dev note: ??? All yolking aside, this weapon is a bit eggcentric, even for us…
  • New Weapon - Virus Wall:

    This weapon spawns perpendicular walls that slowly expand before hovering in place. Enemies passing through are stunned and lose a percentage of their current hit points while becoming immune to the wall’s effects for several seconds. Unlocked by completed Stage 4, the Servo Sea. –Dev Note: Yet another “weird” one, the virus wall is designed as an extreme support weapon. Since it does damage based on enemy health, it scales very well in late game and on harder difficulties, but is relatively underpowered in other scenarios.
  • New Ultimate - Virus Field:

    This ultimate upgrade causes the virus walls to spin once they reach maximum size. Unlock by infected 500+ enemies with the virus wall. –Dev Note: This ultimate is a simple behavior change, but one that drastically improves the virus wall’s effectiveness and essentially gives them a giant circular area of effect.

  • Various tiny bug fixes

These were our first weapons designed without needing them to be “starter” weapons attached to specific characters, so we were able to get a little stranger in terms of design. As always, feedback is appreciated, so reach out in the Steam forums or on Discord with any comments. Happy resisting!

The Crablacksmith Team

Small Balance Patch

Small patch to ease on-boarding of new players.




  • The Robot Graveyard now spawns the boss after 15 minutes (instead of 20) on normal difficulty
  • Graveyard boss HP reduced by 1/6th on normal difficulty to account for less leveling time
  • Adjusted timer in graveyard to count down instead of up
  • Font size of timer slightly increased

Hotfix v1.0.1

This small hotfix fixes a bug with the Flash Freeze Bomb unlock. It was always hard to get, so we opted to change it's unlock requirements entirely. Check it out in the Armory for more details!
This won't change anything for anyone who had already unlocked this Ultimate Weapon.

Small art fix


  • Swapped out some temp art that made it into 1.0 build

1.0 Launch Brings Stage 5: The Moon!

Version 1.0 has arrived!



Whew, we made it! It took longer than we expected, and it was harder than we expected, but we’ve had so much fun along the way. All the classic tropes of montages apply to our journey with Robot Resistors: Music Fade Ins, Learning, Failure, Improvement, More Learning, Thumbs-Uppery, Freeze Frame High Fives, Success, and Music Fade Outs. When we decided to make a fun little video game in our limited spare time, we thought it might take around three months to complete. Cut to almost two years later, and while we’re sheepish about our initial inexperience and ignorance, we’re very happy with where we’ve ended up. We hope all our players enjoy our game half as much as we’ve enjoyed making it!

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Release Notes



A new stage, new ultimate weapons, difficulty settings, and new weapon and passive upgrades are just some of the changes arriving as we leave Early Access.

Stage 5, The Moon, is now available!


Travel from the depths of the oceans to the moon itself while enjoying the absolute finest in 1994-era graphics technology. Battle all-new enemies as you defend the rocket drills on the lunar surface, and complete your robotic resistance!

Stage 5 Features:



  • 15 new unique enemies with custom abilities!
  • New gameplay mechanics!
  • New art!
  • New music!

Added Difficulty Settings!


Normal, Hard, and Hopeless difficulties are now available for those looking for extra challenges and rewards. Unlock harder difficulties by completing stages on easier difficulties.

  • Normal Difficulty = Standard gameplay, unchanged.
  • Hard Difficulty = Altered enemy waves, tougher enemies, slightly increased xp and salvage earned.
  • Hopeless Difficulty = Even more alteration of enemy waves, even more challenging enemies, increased xp and salvage earned.

Dev Note: Additional difficulties are something we’ve wanted to add for a long time. While enemies do have better stats on harder difficulties, we’ve tried to primarily increase the difficulty by changing and modifying the enemy waves. We feel it’s ultimately more fun to have a different kind of challenge than simple raw numbers whenever possible, and we hope you agree!

Other Changes:



  • New Ultimate Weapon - Arcing Coils: This ultimate version of the Tesla Coils chains between nearby enemy targets. Base damage and max charge up damage is slightly reduced, and damage is reduced for enemies further along the chain. Unlock this ultimate by beating any stage on hard difficulty.

  • New Ultimate Weapon - Ricochet Pulse: This ultimate version of the Cyber Pulse ricochets off solid objects and walls, dealing increased damage based on the number of times it has ricocheted. Additionally, if no solid objects are hit, the blade will ricochet back toward the player. Unlock this ultimate by beating any stage on hopeless difficulty.

  • Added a purchasable upgrade to unlock an extra passive slot. –Dev note: Unlock this upgrade by beating Stage 4 on any difficulty.
  • Added a purchasable upgrade to unlock an extra weapon slot. –Dev note: Unlock this upgrade by beating Stage 5 on any difficulty.
  • All weapons can now reach level 10 through the newly updated Advanced Weaponry upgrade, which has had its initial cost reduced from 850 → 650 and its cap increased from 3 → 5 levels. We’ve also made some small alterations to the leveling paths of certain weapons to accommodate this change, as well as giving some weapons unique upgrades at higher levels (listed below) .
    –Dev Note: We wanted to increase the maximum cap for weapons as we’ve once again added a challenge in the form of higher difficulty settings. This should help advanced players keep up while not affecting balance too much on easier stages and difficulties. In addition, we are always looking for ways to increase the viability of upgrades and builds beyond flat damage increases. Increasing the level cap of the Advanced Weaponry upgrade while reducing the initial cost makes this a more attractive option.
  • Chain Gun now gains 100% armor piercing at level 9.
  • Orbital Lasers suck nearby enemies into their beams at level 6.
  • Cyber Pulses gain size with every enemy they pierce at level 9.
  • Energy Burst now pierces terrain at level 9.
  • Sawblades now apply a debuff to struck enemies at level 8, causing them to take 15% more damage from all sources for 3 seconds after being hit.
  • Flame Chain now does reduced damage, but applies burning. Overall damage dealt with this weapon should remain roughly equivalent. Some level up options have been changed to affect the amount of burning damage directly instead of regular damage. –Dev note: When we created the Flame Chain weapon, we didn’t have burning as a status effect implemented in the game. Now that we do, we wanted to do the obvious and make Flame Chain apply the burning status to enemies as part of its damage profile. The updated leveling path for Flame Chain now includes special burn bonuses as well.
  • Chain Gun max speed firing uptime slightly reduced. At max level, total uptime bonus reduced from 13 → 11 seconds. –Dev Note: The Chain Gun is still an odd weapon that oscillates from feeling incredibly powerful to feeling incredibly weak depending on the situation. We continue to play with the numbers.
  • Adjusted the Extra Projectiles passive. Old: Each level of this passive subtracted between 7-10% from the initial damage penalty, levels 1, 3 and 5 granted an extra projectile each. New: Levels 2 and 4 grant between 10-13% reduced damage penalty depending on rarity, levels 1,3 and 5 grant ONLY extra projectiles. –Dev note: We continue to play with the extra projectiles passive. We feel this change leaves it largely the same in terms of power early on, while reducing the late game power slightly to make alternate builds more attractive. Additionally, this change makes the damage penalty reduction on level 2 and 4 feel more impactful while leveling.
  • Added a secret unlockable [redacted] for [redacted]. The intention is to eventually add more alternate [redacted] like this in the future, but enjoy dino-hunting for the first one. –Dev note: Hopefully people still like obtuse and secret [redacted] in video games.
  • Boosted starting shields for all characters by 10% –Dev Note: As a general rule, we want to encourage risk/reward gameplay. Giving a boost to default shields is intended to make the choice to sacrifice some shields to snag xp from betwixt groups of enemies more attractive, especially in the early game. And yes, we know "betwixt" is an archaic term and a bizarre word choice, but it's still apt, and we wanted to have some fun with these 1.0 patch notes! We're celebrating here!
  • Boosted Heavy Metal health bonus by 10% to compensate for the new starting shield levels of other characters. –Dev note: Heavy Metal has no shields by default, so we gave it a larger health boost since we increased the starting shields of other characters.
  • Added 18 new Steam achievements. –Dev note: We think most of them are very punny.
  • Added small intro and outro animations to stages –Dev note: Something we wanted for awhile. Our game has now surpassed most cinema in terms of conveying emotion.
  • Fixed tiny bug. Splash effect restored for xp and salvage dropping into oases in Scorpion Land.
  • Updated graphical effect of enemies falling from above.
  • Updated sprites used for tesla coil weapons and ults.
  • Small balance changes to stages and waves.

As we look past Early Access, expect new weapons/ultimates/characters/etc… as we continue to add to the game. Thanks so much as always to all of our playtesters and players: the feedback and support was invaluable, and now the journey continues post launch. All Robot Resistors are welcome to reach out in the Steam forums or our Discord channel, and let us know what you think! Until next time, happy resisting!

The Crablacksmith Team

Welcome to the Servo Sea!

Stage 4 Features:



  • A new stage mechanic and layout to challenge our players!
  • Over 15 new unique enemies, all with custom abilities and animations!
  • New boss!
  • New music!
  • Cutting edge 1990s graphics technology: parallax scrolling!

Other Changes:



  • Lowered the unlock requirements for the bonus experience upgrade from level 30 → 25. –Dev note: This was a little too onerous a requirement for such a useful and basic upgrade, so we made the unlock requirement easier
  • Gauss Rifle base damage increased from 175 → 200. –Dev Note: The gauss rifle was feeling slightly underpowered in later stages vs stronger enemies, so we buffed its damage. It should function largely the same in earlier stages, but should now be a more viable pick in later stages as well.
  • Removed the on-hit armored sound from armored enemies –Dev Note: The armor “plink” sound was too oppressive and constant when armored enemies were onscreen, particularly against rapid damage weapons like tesla coils and the chain gun. While we conceptually like the idea of armored enemies giving an audio cue, we’ve removed the sound effect until we can find a better implementation.
  • Small Art Changes
  • Small Sound Changes

We hope all of our players really enjoy Stage 4! It took us a bit longer than we expected due to some intrusions from our real life responsibilities, but we made it! As we turn our full attention to Stage 5 (our last planned stage before exiting Early Access), we are aiming for a 1.0 release sometime in the late fall/early winter. In addition to the final stage, we’re hoping to implement features such as difficulty settings, more endless modes and options, new weapons, new ultimates, and some other QoL changes, so stay tuned for updates! Thanks as always for your patience and support, and happy resisting!

–The Crablacksmith Team (James, Frank, Luke, and Adrian)

Small update 0.8.7.1

Changes in 0.8.7.1

Some balance changes and small improvements while we get ready to release Stage 4. Details below.


  • Adjusted cyber blade base damage from 65→70. –Dev note: Cyber blade was a little too weak overall, this buff will help it scale slightly better
  • Changed cyber blade weapon art to be more dynamic. –Dev note: The old art was… not great.
  • Energy Burst knockback AoE increased slightly.
  • Attack damage upgrade increased from 5 → 7.5% per level. –Dev note: Another change to help with scaling, this attack damage boost will help player progression in later stages.
  • Floppy Disks default max range buffed slightly –Dev Note: Floppy disk range slightly increased to help with viability at medium-short ranges
  • 2 Dimensional Disks firing rate (time to complete a circular rotation) buffed from 4 seconds → 3.25 seconds –Dev Note: 2 Dimensional Disks were slightly underperforming compared to their regular counterpart, this buff makes them more useful from a functional standpoint
  • Reduced starting cost of Advanced Weaponry upgrade from 1500 → 850. –Dev Note: We always want to promote build diversity as much as we can, and we’ve decided to further drop the cost of Advanced Weaponry to make it a more attractive upgrade choice
  • Added a passive experience multiplier for harder stages –Dev note: This experience bonus should help incentivise playing the more challenging stages, and make it slightly easier to reach higher levels if you’re having a good run.
  • Changed Poisonator ultimate weapon art. –Dev note: The old version was leftover temp art, now it has dedicated sprites.
  • Fixed bug causing Crystal Cavern enemies and terrain to sometimes spawn inside walls
  • Fixed crash related to using Rat GPT’s Spray and Pray ability with certain weapons and ultimates.
  • Misc tweaks and minor changes.

New Character, Weapon, and Ultimate!

Changes in 0.8.7.0



A new resistor has joined the team! Introducing Rat GPT, the world’s most advanced Ratbot! Featuring cutting edge Rat-AI algorithms and chaingun welded to his back, Rat GPT is ready for action! In addition to the new character and weapons, this patch contains several tiny tweaks and changes, and a new passive ability for Robo-Shop. We are also currently hard at work on Stage 4, which we hope to release soon!

Rat GPT- A new playable character, Rat GPT comes armed with a chaingun (also new) and a new active ability: Spray and Pray. When activated, all weapons gain +3 bonus projectiles for eight seconds. Additionally, Rat GPT starts with +100 bonus shields.

New Weapon- Chaingun: This minigun spins up and fires a continuous stream of bullets at a random enemy until the target is destroyed, then finds a new target. Enemies in the path between the player and the target of the chaingun will block bullets and take damage instead. In addition, the chaingun has an overheat mechanic: it will spin up to max firing speed and shoot very rapidly, then overheat and need to cooldown, at which point it will fire more slowly. The amount of time it is able to fire at max speed is increased by both leveling and the weapon enhancer passive ability. Additionally, the time spent cooling down can also be reduced significantly by leveling the weapon up. –Dev Note: The chaingun is a rather unique weapon. Internally, we find it to be both over and underpowered: it shines in certain situations and is incredibly strong, while in other situations it is very underwhelming. As such, we are especially interested in getting any feedback from players, as it has been a tough weapon to balance for those reasons!

New Ultimate - Poisonator: This ultimate version of the chaingun spins in a constant circle, shooting poisoned bullets that damage enemies over time. Similar to the chaingun, it has an overheat mechanic, but no longer chooses random targets and instead continuously spins in a circle.

Smaller Changes:



  • New Robo-Shop Passive Ability: Recovers more health from pickups. –Dev Note: Robo-Shop was missing a passive ability or bonus, now he has one!
  • Crystal Cavern enemies that drop from ceiling have a slightly higher trigger radius now, and as such will drop sooner upon player approach. –Dev Note: The enemies that drop from above in the crystal caverns now trigger at a wider range, which should make them function more as originally intended.
  • Tiny under-the-hood changes and miscellaneous tweaks to spawn waves and sprites.

Thanks again to all our players! We anticipate releasing Stage 4 soon, and as always, appreciate any and all feedback! Reach out to us on our Discord or the Steam forums anytime, and good luck resisting!

–The Crablacksmith Team (James, Frank, Luke, and Adrian)