Players can now give up during the first mission in exploration and in fight to go back to menu. Game won’t be saved on the current save slot by doing so.
Sounds added to traps when they are triggered.
Sounds added to the skills of the last grade 3 enemies that were still missing one.
Sound added for the L.A.D.Y. and the S.O.N.G. when selected in the intro selection scene.
Sounds added for the Patroller actions that were still missing one.
[H1]Bug fixes[/H1]
Fixed an issue with personality bonuses causing game breaking bugs in fight affecting the attributes.
Fixed and issue were Policemen enemies were able to Protect the same target with two different Protectors.
Fixed the damage preview of W.A.R.’s Suppressive fire ultimate skill that was displaying damage for only 1 rocket.
Update 0.9.0: A musical uprising
Here comes the new update with the big surprise we’ve promised last week:
The S.O.N.G. unit is now available!
Become the master of Overload with this new drumming robot coming from Senegal!
[H1]Features[/H1]
The S.O.N.G. unit can now be played! Discover his unique skills, talents and sets bonuses!
[H1]Improvements[/H1]
Cash machine reward when succeeding the Action has been increased from 10 to 100 Rez.
[H1]Balancing[/H1]
W.A.R.:
Suppressive fire ultimate skill:
Power scaling has been increased from 0.12 to 0.8.
Base damage has been decreased from 24 to 0.
Critical chance and critical damage bonus per critical hit landed with a rocket have been increased from 5 to 10%.
S.C.O.U.T.:
Killer discipline ultimate skill:
Power scaling has been decreased from 0.15 to 0.1.
[H1]Bug fixes[/H1]
Fixed missing texts in English for the Patroller choices and Rigged crate name.
Fixed an issue preventing the Juggernaut’s passives skills to work correctly in specific situations.
Fixed an issue preventing players to buy robots in the Hangar when using the “BUY” button.
Fixed an issue causing the S.C.O.U.T.’s free basic attack at the beginning of his turn to trigger the Irradiated effect more than once in the mission “The head in the radioactive clouds”.
Fixed an issue causing the Action button on the Cash machine interactable element to be set at the wrong place in some situations.
Fixed an issue causing the wrong choice to be saved when Soraya meets the cops in the first Biothorium faction mission.
French manicure: Fixed one of Jon Wint’s finger in his dialog animated sprite that had an odd “behavior”.
A new robot is joining the uprising: The S.O.N.G.
Welcome aboard AIs,
It’s time for our 6th Open development issue about Robothorium. Our weekly rendez-vous where you can see what we are working on, future updates and pretty much everything we have in mind.
Subscribe here if you want to receive our news by mail
The S.O.N.G. is a really tanky robot and its whole gameplay is based on the Overload:
He can increase and decrease the Overload of his team mates or his enemies and has powerful supporting skills based on his Overload bar.
Equipment visuals
Skills
Digital score If an ally is targeted, applies Cooling (decreases the Overload each turn). If an enemy is targeted, applies Overheat (increases the Overload each turn).
Robotic minuet Increases the Overload of all enemies by 20%.
Digitized bolero Deals damage to each enemy of a line per percent of Overload from the enemies.
Engines' serenade Regenerates the Shield of an ally line per percent of the launcher’s Overload.
Procedural requiem Reduces the Overload of one ally by 10%. If the ally’s Overload remains above 50%, bounces on a random ally.
Programmed Nocturne Deals damage to all enemies. 10% chance to apply Short circuit (can’t use skills generating Overload).
Machines' prelude Applies Growing discharge (each time Overload is reduced, increases Power by 5%. Stacks up to 3 times) to an ally line.
Ultimate: Memorable symphony Reduces the Overload of all allies to 0% and regenerates their Shield.
Indies are love:
Next week, we will start a new weekly event on our Discord.
Each friday, we will talk about an indie game that we love and you will have a chance to win a Steam key for it by joining our Discord in the channel #othergames.
Share with us indie games that you are playing or that you like and if we love it too, it will be selected for a future giveaway.
That’s all for now. We will be back soon to share with you our progression on Robothorium.
Please share any questions, feedback or thoughts in the comments, we really love to hear from you.
The Golbinz Team
Update 0.8.2
We're back from Gamescom with an update containing many bug fixes and QoL improvements!
Expect another update to be pushed live on September 3rd with a short patch notes, but containing a huge surprise!
[H1]Improvements[/H1]
Personality bonuses have been adjusted and are now increasing the base attributes of robots by a percentage instead of a flat bonus.
Major choices in the prologue will now reduce reputation of the opposite faction.
Dialogs have been added for each action when succeeding or failing on a Patroller or a Drone.
Skills other than the basic attack will now be locked in the skill bar when a robot is affected by Short-circuit.
Animations will now play until the end before transitioning to the Stun and Overload animations to avoid unwanted behaviors.
Rez are now displayed in the Workshop.
M.A.I.A. and G.A.I.A.’s position has been adjusted to better fit with the background.
M.A.I.A. and G.A.I.A. will now correctly provide experience, Rez and drops as if it was only 1 boss.
Tutorials dialogs have been added for the Hangar, Black Market, Workshop and demonstrations.
An indicator has been added on the top menu bar for Hangar, Black Market and Workshop the first time a player unlocks them.
Some choices on the Engineers and the Zerker will now provide a random weapon to the player.
Sounds and animations added to interactable elements which didn’t have any.
Traps now have sounds when succeeding Actions.
[H1]Bug fixes[/H1]
Fixed an issue preventing players to change the language because of overlapping UI.
Fixed an issue preventing players to finish the Water treatment Biothorium mission.
Fixed an issue where fight speed setting was not kept and displayed correctly between fights.
Fixed an issue that could cause robots to not be displayed in the equipment.
Fixed an issue where the talent icon indicator on robots portrait in the equipment was not disappearing after using all remaining talent points.
Fixed an issue preventing the L.A.D.Y.’s Artistic performance skill to launch correctly in some specific situations.
Added a security to avoid Action buttons to be clicked more than once.
Fixed an issue preventing the Sturdiness Status to apply correctly when the Communications unit was using the Fortifying frequency skill. Skill tooltip has been changed accordingly.
Fixed an issue preventing the damage preview to show correctly when hovering an enemy before selecting a skill with a shortcut.
Fixed an issue preventing the Juggernaut’s Radioactivity passive to launch correctly at the beginning of turns.
Fixed an issue where CyberGoliath’s Nuclear reactor was not removing a Bonus correctly.
Robots can no longer be selected in the intro while the first dialog is still displayed.
Fixed an issue where the duration of some Bonuses applied by talents with offensive skills was decreased at the end of the turn they were applied.
Fixed an issue where the Provoker Status was applied to the launcher even if the target had a resistance to Provoke.
Fixed an issue preventing Statuses from M.A.I.A.’s skills to be displayed over robots in fight when the different Viruses were applied to them.
Fixed an issue causing Overloaded Status to sometimes reduce Resistance under 0.
Fixed an issue causing Resistance displayed to be wrong if several enemies were Overloaded at the same time.
Update 0.8.1, mythic items and Gamescom!
[H1]Patch notes 0.8.1[/H1]
[H1]Features[/H1]
New traps system! You now have 3 actions to choose from when encountering a trap instead of an instant trigger.
4 new traps have been implemented!
Sets bonuses are now all implemented for all classes!
Mythic items are now implemented and have a chance to drop at the end of fights, missions and manifestations! Put your hands on them to test their special power!
[H1]Improvements[/H1]
All L.A.D.Y.’s skills now have their own sounds.
L.A.D.Y.’s postures tooltips are now taking count of talents which upgrades their effects.
Overload reduction, Overload increase and Shield regeneration timing has been improved.
Overload reduction from basic attacks are now displayed over fighters.
Fight scene loading time has been improved.
Exploration notifications have been polished, and size has been increased.
The right amount of notifications are now displayed when several demonstrations end at the same time.
Odds for robots dialogs to appear when landing or taking a critical hit have been reduced.
Robots dialog when taking a critical hit are now displayed on the robot concerned if he’s still alive.
Choosing an action on a trap will show the wheel of chance before displaying the result.
New icons for main and secondary missions and demonstrations on the worldmap.
[H1]Balancing[/H1]
S.C.O.U.T.'s Assassination prototype talent has been reduced from 50/100% to 35/70% chance for Drone OP effect to execute 2 times at the beginning of each turn.
Cybergoliath’s skills have been adjusted:
Irradiated shot:
Power scaling reduced from 1.3 to 1.
Radiant grenade:
Power scaling reduced from 0,85 to 0,8.
Overload cost increased from 10% to 15%.
Radioactive rain:
Overload cost increased from 10% to 15%.
Opportunistic burst:
Overload cost increased from 20% to 22%.
Protonic ammo:
Overload cost increased from 10% to 15%.
Nuclear reactors:
Overload cost increased from 20% to 22%.
Deafening hyperfrequency:
Power scaling reduced from 0,8 to 0,7.
Overload cost increased from 10% to 12%.
Increase of the enemy’s Overload reduced from 20% to 10%.
Cybergoliath’s attributes have been adjusted:
Base Resistance has been increased from 106 to 211.
Resistance per level has been reduced from 25.14 to 0.
Base Regeneration has been increased from 63 to 75.
Regeneration per level has been reduced from 19 to 15.
Chance to drop a Blueprint at the end of a secondary mission has been increased from 20% to 50%
Enhanced critical damage Bonus has been merged into Enhanced critical hits Bonus.
Reduced critical damage Penalty has been merged into Reduced critical hits Penalty.
Enhanced damage Bonus and Reduced damage Penalty have been completely removed.
[H1]Bug fixes[/H1]
More security systems and fixes to avoid fights to freeze have been done. It shouldn’t happen anymore.
Fixed an issue in exploration resulting in a black screen before a fight.
Fixed an issue with robots hidden serial number that could lead in random game breaking bugs.
Fixed several talents that were still not working as intended.
Fixed a bug that could prevent the 2nd CyberRights and Biothorium missions to spawn correctly on the worldmap.
Fixed an issue that could allow players in Revolution difficulty to continue when losing while still having robots in the reserve sent to demonstrations.
Fixed an issue in Revolution difficulty preventing the Game Over screen to appear when the last robot alive was killed by a trap.
Fixed an issue preventing music to be played correctly in Ghetto environment.
Fixed an issue displaying the wrong enemies’ level in the mission details window on the worldmap.
Fixed an issue preventing the posture Status applied to be refreshed on a L.A.D.Y. unit when upgrading the Ethereal face talent.
Fixed the behaviour of Agent’s Sacrifice skill.
Fixed an issue when moving by using the minimap that could leave an empty notification displayed if there was a notification displayed in the previous room.
Fixed an issue that could display the wrong text color on the wheel of chance in exploration.
Fixed the behaviour of the Juggernaut’s Infectious radiations passive skill that were not displaying its animation correctly when taking damage.
Fixed an issue when right clicking too soon on a fighter at the beginning of a fight that could lead to the fight to hang.
Fixed an issue with the amount of damage dealt to structure when damage was enough to decrease shield to 0.
[H1]Mythic items[/H1]
Mythic items are here!!!
All the equipment items are now implemented and you now have a chance to drop mythic items at the end of fights, missions and demonstrations.
Don’t forget to get fancy during your uprising!!!
[H1]The R.I.O.T.[/H1]
[H1]The W.A.R.[/H1]
[H1]The R.E.P.A.I.R.[/H1]
[H1]The Z.E.R.K.E.R.[/H1]
[H1]The S.C.O.U.T.[/H1]
[H1]The L.A.D.Y.[/H1]
[H1]Gamescom[/H1]
Like we’ve already told you, we’re going back to Gamescom next week, from 21th to 28th of August. Our booth will be in the Hall 10.1 - Booth A023 with all the other indie studios.
And we’ve prepared some surprises just for you:
A new robot will be playable there, the S.O.N.G. from Senegal!
We’ll do a focus on this new unit in a special update in the future, but the only thing that I can say for now is that its gameplay is based on Overload.
And last but not least, here are all the goodies you can pick on our booth to bring them back home!
So if you’re around, come to our booth to meet us!!!
Robothorium Devlog: New gameplay video
Today, we are going to be quick. Here is the latest gameplay walkthrough of Robothorium made by the studio. Enjoy 🤖
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https://www.youtube.com/watch?v=MruEKV4PZpM
We've interviewed Bastien (aka Akrythael), the swiss army knife of Goblinz Studio
Can you tell me about your coding job at Goblinz Studio?
I mainly take care of sprites integration and views creation (HUD, game scenes UI, icons, tooltips, skill tree, etc.), sounds and musics, some animations, text files management for content addition (UI, descriptions, dialogs, localization double check) and level and items creation.
I’m also creating functionalities or features needed for the development of the game in general, for UI and UI ergonomy. And of course, a lot of debugging and improvement of what has already been done. The more we do, the more we have to polish and the more we are nitpicky about details. But this is important and it helps a lot regarding gameplay experience… and it satisfies our inner perfectionist.
On which project are you working? What did you do before?
I’m currently working on Robothorium with Goblinz Studio’s team, a turn-based RPG with rogue like aspects in a sci-fi universe. It’s the first time I’m taking part in the creation of a project. Before that, I joined Goblinz Studio on Dungeon Rushers’ project, which was already fairly developed, a bit more than 6 months before it reached Early Access.
How did you start coding? Languages you’re using to code? Why them? Any advices for those who want to get started?
I started by myself thanks to tutorials on the web to get prepared to get back to studies in a new field, with the aim to do a professional retraining. I started learning web coding (html, css), then I switched to C++. I finally couldn’t get back to studies because I didn’t find any work-study contract in time and I had the chance to find Goblinz Studio at the right time. I’ve been able to learn everything on the field to finally be enrolled in the team and I’m now coding in C#, the language used for Unity.
Having a quite uncommon path, I can’t give any other advice than to follow lessons and tutorials on the web to get familiar to all this. One must be ready to call oneself into question and to develop one’s logic and analysis abilities. I think that being eager for knowledge is highly appreciated, that it needs a lot of motivation and that one shouldn’t be disheartened when discovering the huge universe that programmation can be.
Can you tell us a bit about Unity? How is it to work on this engine? Why this one more than another?
The tools you’re using that you like?
Unity is a free editor which is often used by indie studios for its easy to use aspect, its internal tools and its structure which helps with creating 2D things pretty quickly, as long as you have graphic assets. It’s practical, ergonomic and versatile.
Aside from Unity, I’m using Visual Studio to code, NotePad++ for the data files and Sourcetree to work remotely (project stored on a cloud). We are using the Google Drive tools a lot for Game Design and Level Design documentation, todo lists, graphic assets, sounds, musics and spreadsheets for text files or communication and marketing. To communicate between us, we are using Slack for the text part and Discord to work on a voice chat. I find this more convivial to code and it sometimes helps to fix tough bugs and to help each other. And this is way faster than a keyboard to talk to each other.
And the recurring question: what is you favourite game? Or the one you’ve passed the most time on?
It’s always a tough question which is difficult to give an answer to. There are a lot of iconic games or that are worth to play, that had a particular place in our gamer’s life or that made us play for a huge amount of time. I’ve played a lot to games like Pokémon, Final fantasy, Age of Empires/Mythology, Warcraft 3, Diablo and Borderlands, but I’d say that The Witcher 3 is the RPG that impressed me the most and that I’ve really enjoyed finishing it completely.
On another hand, I played for almost 3 years to the MMO Star Wars: The Old Republic, to finally get disappointed and bored because of the lack of interest from the devs for the PvP community. I’ve also played for more than a year to the MOBA Paragon during its open beta phase, before the studio decided to stop the project to focus on Fortnite, *hum* “due to lack of resources”...
Update 0.8.0: Hardcore difficulty and new factions missions
Back from holidays!
We have been absent and silent for the last two weeks because the team deserved some vacations after all the hard work they have accomplished before and after the Early Access launch, but we are now back on track with our motivation at its best with this new update!
We know that you were waiting for the hardcore difficulty to be available, and this day has arrived!
Enjoy!
[H1]Features[/H1]
Revolution difficulty available for our hardcore players!
New factions missions available! CyberRights and Biothorium second missions are now playable!
New environment available: Ghetto, city by night!
[H1]Improvements and Balancing[/H1]
M.A.I.A. and G.A.I.A. bosses have been tuned down:
Shield reduced from 2000 to 1000.
Structure reduced from 40,000 to 25,000.
Power reduced from 400 to 300.
First Biothorium and second CyberRights missions are now taking place in Ghetto.
[H1]Bug fixes[/H1]
More fixes and checks to avoid the game to hang in fight.
Fixed an issue allowing players to reforge or recycle items even if they didn’t have enough Rez.
Fixed an issue causing the R.I.O.T.’s Combat experience talent to apply the Damage reflection Bonus to the whole team instead of himself only.
Fixed an issue where the Provoked Status was not removed if the Provoker was killed.
Fixed an issue preventing the Insurrection difficulty to be selected by default on the difficulty selection screen when launching a new game.
Fixed an issue causing the Z.E.R.K.E.R.’s Force optimization talent to trigger with critical hits landed by other Z.E.R.K.E.R.’s auto shoot triggered with the talent.
Fixed missing texts for Sarah’s 3rd story line mission.
Fixed an issue preventing item affixes to be correctly generated for rare items names.
Robothorium Devlog: New mission and first boss
Hey everyone,
Welcome to our 16th devlog article about our tun-based RPG, Robothorium.
We’ll go on vacations for 2 weeks but before we have released a new Sarah story line mission and Tiers 3 and 4 talents are now all implemented and available for players.
If you want to be the first one informed about Robothorium’s future updates, community events, etc., you can subscribe to our open development newsletter
And if you want to chat with us about robots, sharing your best team, give feedback and find new players, you can join our ! Discord server
Sarah Simov
Young, bold and intrepid, Sarah fight to bring justice on the disappearance of her father, Alan Simov, the creator of S.A.I.A.
You will now discover the story of Sarah and infiltrate the most secret laboratory of Breaktech in order to find the truth behind these missings.
M.A.I.A. and G.A.I.A.: the Twin intelligences
These twins share their life points and are complement one another. If one is slow and sends only penalties, the other will attack relentlessly the targets of her sister.
Once overloaded they regenerate their shield but remain passive during 1 turn. At the end of this turn, if the shield is not destroyed, M.A.I.A. and G.A.I.A completely regenerate their structure.
Arm yourself with courage, because this fight will push you into your last retrenchment.
That’s all for now but there are a lot more to come in two weeks! Hardcore players we’re looking at you!
Update 0.7.9.0: Talents, new mission and balancing
Short patch notes, but there are a lot more to come in two weeks! Hardcore players we're looking at you!
[H1]Features[/H1]
Tiers 3 and 4 talents are now all implemented and available for players!
New Sarah story line mission available!
[H1]Balancing[/H1]
Robots had too much power between lvl 15-20, so we made some adjustments to Power per level on weapons and gadgets and we have completely removed Power per level on robots.
[H1]Bug fixes[/H1]
Fixed an issue causing the music to still be playing during cutscenes.
Fixed an issue causing Conversion Bonus from L.A.D.Y.’s Aura of the actress skill to keep its previous stacks in specific situations.
Fixed some remaining T1 and T2 talents that were not working as intended.
Fixed an issue preventing demonstrations’ details to be loaded correctly.