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Robothorium screenshot
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Genre: Role-playing (RPG), Simulator, Strategy, Turn-based strategy (TBS), Tactical, Adventure, Indie

Robothorium

Update 0.7.8.0

This update is focused on fixing the remaining fight hanging bugs that could still occur in specific situations. If you still encounter any, please tell us on Steam forums or on Discord so we can permanently eradicate this bug.

Many fixes have been made, as well as QoL improvements in the Workshop and for Overload modifications in fights.

In addition, we have implemented or fixed the remaining tiers 1 and 2 talents that were missing/not working as intended, so we can focus on implementing ALL the remaining tiers 3 and 4 talents for ALL robots to make them available for players asap.

[H1]Improvements[/H1]

  • Tiers 1 and 2 remaining talents have been implemented for all robots.
  • Items attributes will now be displayed in gold text when rolled to the maximum possible value.
  • Set items in the Workshop are now sorted by class and by set.
  • Critic range is now displayed in the Workshop with decimals.
  • Reforging an item now keeps the item selected and refreshes its attributes instead of resetting the selection to the first item in the list.
  • Number of components in inventory is now displayed in the Components tab of the Workshop.
  • Sounds added to the Juggernauts’ and Communication units’ skills, some exploration interactable elements and some goals.
  • Sounds added to missions cutscenes.
  • Overload increase and reduction from skills and effects are now displayed on fighters.
  • Better timing for Shield regeneration displayed on fighters.
  • Game is now running in background again.
  • L.A.D.Y.’s Conversion Bonus stacks from her Aura of the actress skill are now displayed on the effect icon.



[H1]Bug fixes[/H1]

  • More fixes to avoid fights to hang randomly.
  • Fixed the UI of factions milestones 1 and 2 not corresponding to the value on the bar.
  • Fixed an issue preventing some players to have 9 robots in the reserve.
  • Fixed an issue preventing items to be displayed correctly in the Black Market when players had too many of them.
  • Fixed an issue causing the game to not respond for a while when going into the Black Market with the common items auto-sell option enabled.
  • Fixed an issue preventing the factions reputation summary to refresh correctly after finishing a demonstration.
  • Fixed an issue preventing The head in the radioactive clouds mission to be generated with a goal on the map.
  • Z.E.R.K.E.R.’s Inferno capsules projectiles now correctly display the impact fx when hitting the target.

Robothorium Devlog: the Tier 3 and 4 talents in the skill tree



Hey everyone,
Welcome to our 15th devlog article about our upcoming tactical RPG, Robothorium.
This week, we will focus on tiers 3 and 4 talents in the skill tree. You will soon have access to powerful upgrades for your uprising!

The tier 3 and 4:





For now, tiers 3 and 4 are locked, but you will soon be able to use your hard-earned talent points and build a powerful army of robots!!!


Examples of new talents:



The Z.E.R.K.E.R.




Supersonic ammo




If the enemy is killed by Supersonic ammo, the launcher’s Overload is reduced by 10/20%




Inferno Capsules





Inferno Capsules also increases the Overload of the enemy by 7/15% if they are slower than the launcher





The W.A.R.




Neutronic ammo



If Neutronic ammo launches again, grants 50/100% chance to apply enhanced heals to the launcher



Protons shot




Each time Protons shot bounces, regenerates the Shield of a random ally by 10/20% of damage dealt





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.

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 right here.

We’ll share with you our recent work, studio’s stories, goodies and future news that you don’t want to miss.

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!

The Golbinz Team

Minor update 0.7.7.1

We've made several fixes to reduce even more the possibility of fights hanging randomly, as well as fixing several minor bugs here and there.

In addition, an new secondary mission is now available.

[H1]Features[/H1]

  • New secondary mission available: Scientific espionage. Put some spy devices in the facility and find a way out.


[H1]Improvements[/H1]

  • S.C.O.U.T.’s tier 2 talent Turbulences mitigation has been implemented.
  • Players can now close the fighter details window in fight by using Escape.
  • The “Defeat” button has been temporarily disabled in fight in Rebellion mode.
  • Security added to pass the turn of enemies if AI gets stucked.


[H1]Bug fixes[/H1]

  • Fixed an issue allowing players to buy robots in the hangar even if team and reserve were full.
  • Fixed an issue that sometimes considered the reserve to contain a maximum of 6 robots instead of 9.
  • Fixed an issue allowing items that should be locked to drop when completing demonstrations.
  • Fixed an issue preventing all the items to correctly load in the reforge and recycle list.
  • Fixed an issue allowing locked secondary missions to be available on the world map.
  • Fixed an issue preventing secondary missions to be correctly loaded on the world map.
  • Added missing rewards for Rescue secondary mission.
  • Fixed several issues resulting in a combat hang. There might still be some that we have overlooked, so don’t hesitate to tell us on Steam forums or on our Discord.
  • Fixed an issue allowing demonstrations to give negative reputation for the same faction that the one implied for the demonstration.
  • Fixed an issue where W.A.R. Neutronic ammo was increasing Overload when launching again on crit.

Robothorium Early Access Development




Welcome aboard AIs!




The civil war between humans and robots is in full swing, but it’s just the first step in your uprising. We have planned substantial content updates over the course of the Early Access: new missions, robots, bosses and more. Of course, this in addition to constant technical and gameplay updates - all for free. And those are just the major updates, we have even more stuff coming soon.




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 right here

We’ll share with you our recent work, studio’s stories, goodies and future news that you don’t want to miss.

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!

The Golbinz Team

Patch notes 0.7.7: Balancing and bug fixes

We are aware that some players want to play teams which need time to be set up to finally reach a very powerful spike after turn 3 or 4. However, robots were taking too much damage and could die before they could do anything. To solve this, we’ve increased the base Resistance on each class of robot to give them more tankiness early in the game. With the increase of Resistance on items from the previous update, you can now reach a good amount of damage reduction earlier for your fragile robots. We’ve also increased the base Critic on each class of robots to help players to build teams around this attribute earlier. In return, Resistance per level and Critic per level have been turned down to 0.

We wanted Overload to be a very important mechanic to manage in fight. We’ve reduced enemies' Structure and Shield, but increased their Resistance in return. Slow teams can now take their time to set up their combo to unleash it when enemies are overloaded since Overload sets the Resistance to 0. To make it more relevant, we’ve increased the amount of Overload generated by enemies' spells. If you want to play a team built to quickly kill enemies, you can still do it. With this update, if you want to play a team built to reach a powerful spike a little bit later in the fight, you should be able to do it too.

Overall, enemies have been slightly nerfed to make the early stages of the game a little easier. We’ve adjusted Psyborgs to prevent them from being killing machines who can oneshot your robots and prevent players to answer back.


[H1]Balancing[/H1]

- Skills:
  • Neutralizing ammo (Rifleman Recruit):

    • 50% to apply Reduced power instead of Reduced damage.
    • Overload cost increased from 20% to 25%.


  • Rallying cry (Rifleman Major):

    • Overload cost increased from 40% to 45%.


  • Cybernetic burst (Rifleman Colonel):

    • Overload cost increased from 30% to 35%.


  • Quick regeneration (Technomed Assistant):

    • Overload cost increased from 20% to 25%.


  • Protective aura (Technomed Doctor):

    • Overload cost increased from 30% to 35%.


  • Thorium flask (Technomed Scholar):

    • Overload cost increased from 25% to 30%.


  • Jump to the throat (Cyberdog Guardian):

    • Power scaling increased from 0,7 to 0,75.
    • Overload cost increased from 20% to 25%.


  • Piercing roar (Cyberdog Stalker):

    • Overload cost increased from 30% to 45%.


  • Telekinesis (Psyborg Apprentice):

    • Overload cost increased from 30% to 35%.


  • Psychic Discharge (Psyborg Prodigy):

    • Power scaling reduced from 0,65 to 0,5.
    • Overload cost increased from 20% to 30%.
    • Chance to apply Stunned reduced from 100% to 50%.


  • Mental assault (Psyborg Master):

    • Overload cost increased from 40% to 45%.


  • Close protection (Police Officer):

    • Overload cost increased from 20% to 30%.


  • Defensive formation (Police Sergeant):

    • Overload cost increased from 30% to 35%.


  • Cyber baton (Police Commander):

    • Overload cost increased from 40% to 45%.


  • Fortifying frequency (Communications Technician):

    • Power scaling reduced from 0,7 to 0,6.
    • Overload cost increased from 15% to 25%.


  • Numbing emission (Communications Specialist):

    • Overload cost increased from 30% to 45%.


  • Strident crackle (Communications Expert):

    • Power scaling reduced from 0,8 to 0,5.
    • Overload cost increased from 20% to 35%.


  • Assassination (Security Agent):

    • Power scaling reduced from 0,9 to 0,75.
    • Overload cost increased from 15% to 25%.


  • Sacrifice (Special Agent):

    • Power scaling increased from 0,8 to 1.
    • Overload cost increased from 30% to 0%.


  • Self-defense technique (Secret Agent):

    • Overload cost increased from 40% to 45%.


  • Suppressive fire (W.A.R.):

    • Power scaling increased from 0,1 to 0,12.


  • Supersonic ammo (Z.E.R.K.E.R.):

    • Power scaling reduced from 1,2 to 1.


  • Sulfuric ammo (S.C.O.U.T.):

    • Overload cost reduced from 30% to 25%.


  • Robotic coordination (S.C.O.U.T.):

    • Overload cost reduced from 25% to 0%.


  • Cyberstims (S.C.O.U.T.):

    • Overload cost reduced from 35% to 20%.


  • Targets analysis (S.C.O.U.T.):

    • Overload cost reduced from 35% to 30%.


  • Syntonization (L.A.D.Y.):

    • Overload cost reduced from 20% to 15%.


  • Illusion of the show (L.A.D.Y.):

    • Overload cost reduced from 20% to 15%.


  • Powerful acting (L.A.D.Y.):

    • Overload cost reduced from 40% to 35%.


  • Aura of the actress (L.A.D.Y.):

    • Overload cost reduced from 30% to 25%.


  • Passion of the group (L.A.D.Y.):

    • Overload cost reduced from 25% to 20%.


- Effects:
  • Bonus: Posture: Masked (L.A.D.Y.):

    • Increases Speed by 20 instead of increasing Power by 20%.


  • Bonus: Conversion:

    • Duration increased from 2 to 4 turns.


  • Penalty: Reduced precision:

    • Chance to miss a skill reduced from 25% to 20%.


  • Bonus: Enhanced resistance:

    • Resistance bonus reduced from 200% to 100%.


  • Enhanced damage Bonus and Reduced damage Penalty have been completely removed.

- Robots:
  • R.I.O.T.:

    • Resistance increased from 58 (8,11%) to 185 (22,54%).
    • Critic increased from 4 to 8.


  • W.A.R.:

    • Resistance increased from 44 (6,26%) to 137 (17,55%).
    • Critic increased from 4 to 15.


  • R.E.P.A.I.R.:

    • Resistance increased from 22 (3,21%) to 98 (13,1%).
    • Critic increased from 4 to 10.


  • Z.E.R.K.E.R.:

    • Resistance increased from 14 (2,06%) to 85 (11,53%).
    • Critic increased from 4 to 20.


  • S.C.O.U.T.:

    • Resistance increased from 36 (5,17%) to 115 (15,08%).
    • Critic increased from 4 to 12.


  • L.A.D.Y.:

    • The L.A.D.Y. unit is now immune to Short circuit and Mesmerized.
    • Resistance reduced from 44 (6,26%) to 128 (16,55%).
    • Critic increased from 4 to 10.


- Enemies:
  • Rifleman Recruit:

    • Base Structure reduced from 175 to 150.
    • Structure per level reduced from 52,21 to 44,74.
    • Base Shield reduced from 175 to 150.
    • Shield per level reduced from 52,21 to 44,74.
    • Resistance increased from 66 (9,15%) to 160 (20%).


  • Rifleman Major:

    • Base Structure reduced from 245 to 210.
    • Structure per level reduced from 73,05 to 62,63.
    • Base Shield reduced from 245 to 210.
    • Shield per level reduced from 73,05 to 62,63.
    • Resistance increased from 102 (13,57) to 180 (22,04%).


  • Rifleman Colonel:

    • Base Structure reduced from 392 to 336.
    • Structure per level reduced from 116,89 to 100,21.
    • Base Shield reduced from 392 to 336.
    • Shield per level reduced from 116,89 to 100,21.
    • Resistance increased from 134 (17,22) to 211 (25,04%).


  • Technomed Assistant:

    • Resistance increased from 50 (7,06%) to 73 (10,03%).
    • Base Regeneration reduced from 40 to 30.
    • Regeneration per level reduced from 11,95 to 8,95.


  • Technomed Doctor:

    • Resistance increased from 81 (11,03%) to 89 (12,01%).
    • Base Regeneration reduced from 56 to 42.
    • Regeneration per level reduced from 16,68 to 12,53.


  • Technomed Scholar:

    • Base Regeneration reduced from 90 to 67.
    • Regeneration per level reduced from 26,84 to 20.


  • Cyberdog Rookie:

    • Base Structure reduced from 285 to 248.
    • Structure per level reduced from 85 to 73,95.
    • Base Shield reduced from 95 to 83.
    • Shield per level reduced from 28,32 to 24,74.
    • Resistance increased from 74 (10,16%) to 211 (25,04%).
    • Base Regeneration reduced from 20 to 15.
    • Regeneration per level reduced from 5,95 to 4,47.


  • Cyberdog Guardian:

    • Base Structure reduced from 399 to 347.
    • Structure per level reduced from 116 to 103,43.
    • Base Shield reduced from 133 to 116.
    • Shield per level reduced from 39,68 to 34,58.
    • Resistance increased from 116 (15,2%) to 244 (28,05%).
    • Base Regeneration reduced from 28 to 21.
    • Regeneration per level reduced from 8,37 to 6,26.


  • Cyberdog Stalker:

    • Base Structure reduced from 638 to 554.
    • Structure per level reduced from 190,26 to 165,21.
    • Base Shield reduced from 213 to 185.
    • Shield per level reduced from 63,53 to 55,16.
    • Resistance increased from 160 (20%) to 267 (30,03%).
    • Base Regeneration reduced from 45 to 34.
    • Regeneration per level reduced from 13,42 to 10,16.


  • Psyborg Apprentice:

    • Base Structure reduced from 63 to 60.
    • Structure per level reduced from 18,79 to 17,89.
    • Base Shield reduced from 188 to 180.
    • Shield per level reduced from 56,05 to 53,68.
    • Base Regeneration reduced from 25 to 20.
    • Regeneration per level reduced from 7,47 to 5,95.
    • Speed reduced from 135 to 115.
    • Base Power reduced from 70 to 65
    • Power per level reduced from 33,16 to 30,79.


  • Psyborg Prodigy:

    • Base Structure reduced from 88 to 84.
    • Structure per level reduced from 26,26 to 25,05.
    • Base Shield reduced from 263 to 252.
    • Shield per level reduced from 78,42 to 75,16.
    • Base Regeneration reduced from 35 to 28.
    • Regeneration per level reduced from 10,42 to 8,37.
    • Speed reduced from 189 to 150.
    • Base Power reduced from 91 to 85
    • Power per level reduced from 43,11 to 40,26.


  • Psyborg Master:

    • Base Structure reduced from 140 to 135.
    • Structure per level reduced from 41,74 to 40,26.
    • Base Shield reduced from 420 to 404.
    • Shield per level reduced from 125,26 to 120,47.
    • Base Regeneration reduced from 56 to 45.
    • Regeneration per level reduced from 16,68 to 13,42.
    • Speed reduced from 216 to 180.
    • Base Power reduced from 118 to 111
    • Power per level reduced from 55,89 to 52,58.


  • Police Officer:

    • Resistance increased from 268 (30,11%) to 400 (40%).
    • Base Power increased from 40 to 48.
    • Power per level increased from 18,95 to 22,74.


  • Police Sergeant:

    • Resistance increased from 330 (35,04) to 480 (45%).
    • Base Power increased from 52 to 62
    • Power per level increased from 24,63 to 29,37.


  • Police Commander:

    • Resistance increased from 400 (40%) to 572 (50,03%).
    • Base Power increased from 68 to 81.
    • Power per level increased from 32,21 to 38,37.


  • Communications Technician:

    • Base Structure reduced from 234 to 204.
    • Structure reduced from 69,79 to 60,84.
    • Base Shield reduced from 156 to 136.
    • Shield per level reduced from 46,53 to 40,58.
    • Base Regeneration reduced from 31 to 27.
    • Regeneration per level reduced from 9,26 to 8,05.
    • Base Power increased from 33 to 45.
    • Power per level increased from 15,63 to 21,32.


  • Communications Specialist:

    • Base Structure reduced from 328 to 286.
    • Structure per level reduced from 97,84 to 85,32.
    • Base Shield reduced from 218 to 190.
    • Shield per level reduced from 65 to 56,68.
    • Base Regeneration reduced from 44 to 38.
    • Regeneration per level reduced from 13,11 to 11,32.
    • Base Power increased from 43 to 59.
    • Power per level increased from 20,37 to 27,95.


  • Communications Expert:

    • Base Structure reduced from 524 to 457.
    • Structure per level reduced from 156,26 to 136,32.
    • Base Shield reduced from 350 to 305.
    • Shield per level reduced from 104,37 to 90,95.
    • Base Regeneration reduced from 70 to 61.
    • Regeneration per level reduced from 20,89 to 18,21.
    • Base Power increased from 56 to 77.
    • Power per level increased from 26,53 to 36,47.


  • Security Agent:

    • Base Structure reduced from 145 to 140.
    • Structure per level reduced from 43,26 to 41,74.
    • Base Shield reduced from 145 to 140.
    • Shield per level reduced from 43,26 to 41,74.
    • Resistance increased from 90 (12,13%) to 115 (15,08%).
    • Critic increased from 2 to 10.
    • Base Power reduced from 65 to 55.
    • Power per level reduced from 30,79 to 26,05.


  • Special Agent:

    • Base Structure reduced from 203 to 196.
    • Structure per level reduced from 60,53 to 58,47.
    • Base Shield reduced from 203 to 196.
    • Shield per level reduced from 60,53 to 58,47.
    • Resistance increased from 116 (15,2%) to 142 (18,09%).
    • Critic increased from 4 to 15.
    • Base Power reduced from 85 to 72.
    • Power per level reduced from 40,26 to 34,11.


  • Secret Agent:

    • Base Structure reduced from 325 to 314.
    • Structure per level reduced from 96,95 to 93,63.
    • Base Shield reduced from 325 to 314.
    • Shield per level reduced from 96,95 to 93,63.
    • Resistance increased from 142 (18,09%) to 160 (20%).
    • Critic increased from 6 to 20.
    • Base Power reduced from 111 to 94.
    • Power per level reduced from 52,58 to 44,53.



[H1]Improvements[/H1]

  • In fight button available in Rebellion mode to auto win is now labelled as “Defeat” instead of “Skip” to avoid players confusing it with a “Skip turn” option.
  • Secondary missions are not refreshed anymore on the world map when switching to other views.


[H1]Bug fixes[/H1]

  • Several issues leading to fight being stuck have been fixed. If you still encounter any, don’t hesitate to report it on Steam forums or on our Discord.
  • Fixed an issue where the name and personality displayed in the rescue window was not the same in the inventory after recruiting a robot.
  • Fixed an issue preventing effects to display the correct number of stacks applied on a fighter.
  • Fixed an issue where prices of robots owned was not refreshed when leveling up.
  • Fixed an issue where enemies where joining a fight just after an enemy was defeated in some secondary missions.
  • Fixed an issue where robots rescued or bought were not added in the team or reserve with their maximum shield and structure value.
  • Fixed an issue were finishing a mission was giving items with the wrong level.
  • Fixed an issue allowing players to launch a mission even with no robots alive.
  • Fixed an issue were the talent points available indicator was not refreshed correctly for robots in the reserve.
  • Damage and overload values displayed in notifications for traps are now correct.
  • Fixed an issue preventing the world map to be displayed with the correct part of the world for specific main missions.
  • Fixed an issue preventing the right impact fx to be displayed when using a skill with a projectile.

Update 0.7.6.0

Patch notes: 0.7.6.0

After all the feedback about game balance and difficulty curve we've received from you since last thursday, here are the major changes to missions and enemies level scaling you've all waited for, as promised.

A lot of bugs have been fixed as well, but we are still actively working on the game stability, performance and the blocking bugs in fights if there are still any.

0.7.6

[H1] Gameplay, balancing and improvements [/H1]

  • Main missions now have a fixed level for Rebellion and Insurrection modes. Players can do them no matter the level of their team. Secondary missions are also always available so players can catch up the level if necessary or if they want to bypass the main mission level.
  • After completing the first Rescue mission, players will now always have 2 secondary missions available on the world map. One of the same level as the highest level robot in the team and another one lower than the highest level robot in the team.
  • Missions level is now displayed in the Rebel base.



  • Secondary missions now have a new circle icon on the map to better differentiate them from main missions.
  • New robots will be available for sale in the Hangar only after completing the first Rescue mission.
  • Text added in the Hangar when no robots are available for sale.
  • When the players’ team is composed of less than 5 robots, they will face as many enemies as there are robots in their team. Else, players will face groups composed of 5 or 6 enemies.
  • Monsters’ level doesn’t scale up anymore if you level up during a mission.
  • If you have a team fully composed of level 20 robots, missions will now be scaled to level 20.
  • Players will now encounter less grade 2 and 3 monsters in Rebellion mode.
  • The amount of experience granted after completing secondary missions has been lowered.
  • Items dropped on enemies and after completing a mission have now the same level as the enemies or the mission done.
  • Attributes scaIing on items has been smoothed out to avoid dropping lower level items with better attributes than higher level items of equivalent rarity.
  • Structure and Resistance attributes on items have been slightly increased.
  • Weapons are now available for reforging and recycling in the Workshop.



  • If players fail a mission, Hangar and Black Market now refresh automatically. Doesn’t refresh if players give up in a mission or in a fight.
  • Robots recruited in a mission or bought in the Hangar are now fully equipped with common items of their level.
  • Arena is now locked in Rebellion mode to prevent issues with the Skip fight button and to avoid players being advantaged by this option given to them to grind more easily and faster in PvE.
  • CyberGoliath’s Nuclear reactors skill now also deals damage in addition to its previous effects.
  • Items prices are now scaling depending on their level and rarity.
  • Price ratio divider when selling items at the Black Market and robots in the Hangar has been reduced from 4 to 3.
  • Blur from Twitch vote window is now more transparent to better see the elements and actions available. Special mention to “Big Boss”, aka PDM_Oblivion ;).



  • Many UI polishes and improvements.



[H1] Bug fixes [/H1]

  • Fixed an issue where the CyberGoliath encountered in the First trip into the city mission didn’t have the correct level.
  • Fixed an issue preventing the last exploration dialogue after defeating the CyberGoliath in the First trip in the city mission to be displayed, preventing players to finish the mission.
  • Fixed an issue with R.E.P.A.I.R.’s Preprocessing talent preventing Penalties to be removed correctly and reducing turn duration on Status as well.
  • R.I.O.T.’s Loss of control and Resounding sound talents now correctly reduce Overload generated by Provocating shout instead of increasing it.
  • Fixed some issues preventing the Steam achievements to be completed correctly.
  • Fixed an issue preventing the skill’s Overload increase effect in talents to work correctly.
  • Fixed several issues that were causing the fight to be blocked in some situations.
  • Fixed an issue where basic attacks used for free like S.C.O.U.T.’s Drone OP Status effect or Z.E.R.K.E.R.’s Forces optimization talent were also reducing Overload.
  • Fixed an issue where Z.E.R.K.E.R.’s Forces optimization talent was skipping other fighters turns when it was triggered.
  • Drag and drop has been disabled in the hangar.
  • Fixed minor issues preventing the L.A.D.Y.’s Postures effects to be correctly considered as permanent Status with no duration.
  • Fixed an issue not generating random robots classes correctly in Rescue mission.
  • Fixed an issue preventing the effects from the L.A.D.Y.’s skills to be picked for random Bonus or Penalty application by other fighters’ skills.
  • Game over screen will now be correctly displayed with a delay of 1-2 seconds instead of 5.
  • Fixed an issue resulting in Technomed’s Thorium flask to bounce on dead enemies.
  • Fixed a bug preventing the Twitch vote to work correctly with no votes from the viewers.
  • Fixed dialogs missing in exploration in The chip's diagrams mission.
  • Fixed an issue allowing players to indefinitely recycle the last item in the list.
  • Fixed several typos, texts missing or incorrect texts.
  • Fixed an issue where attributes and skills tooltips were not refreshed correctly when upgrading a talent or resetting talents on a robot.
  • Fixed an issue allowing players to leave a blank name when renaming their robots.
  • Fixed an issue where using the Skip fight button was granting the experience, the drops rolls and Rez twice.

Update 0.7.0.0

Patch Notes: 0.7.0.0

The version between 0.7.0 and 0.7.5 contains only minor bugfixes we grouped them here

[H1] Features [/H1]

  • New enemies : Secret Agent, Police Commander, Cyberdog Stalker, Major Rifleman, Communications Expert, Scholar Technomed, Perfect Juggernaut.
  • Added difficulties: Rebellion and Insurrection (easy and normal, hardcore will come soon)
  • Robots must be repaired in the Hangar in Insurrection mode.


[H1] Improvements [/H1]

  • HUGE amount of UI polishing.
  • Three demonstrations are now available at the same time.
  • CyberGoliath is now stronger.
  • Experience gain and level up have now animations displayed in exploration.
  • New L.A.D.Y. move animation in exploration.
  • Improved idle animations.
  • Secondary missions are now affecting the remaining duration of demonstrations.
  • Cash machine now gives money instead of experience.
  • The composition of enemy groups has been balanced.
  • You now only need 3 talent points to unlock Tier 2 talents.
  • Minimap UI has been polished.
  • Added talent icons.
  • Improved Workshop ergonomy and added securities to avoid tab or scene switching



[H1] Bug fixes [/H1]

  • Fixed gold amount gained after a fight.
  • Fixed Reserve in equipment scene.
  • Fixed L.A.D.Y. ultimate.
  • Fixed Biothorium mission 1.
  • Fixed demonstrations.
  • Fixed W.A.R. ultimate.
  • Fixed R.E.P.A.I.R. Quantum bond skill.
  • Fixed overload animation in exploration preventing the walk animation to play correctly.
  • Fixed R.E.P.A.I.R. talents.
  • Fixed Black market bug removing the attributes of an item when cancelling a sale.
  • Fixed Thoriumeter in PvP.
  • Fixed several graphic bugs in Rebel base.
  • Fixed missions location on the worldmap.
  • Fixed second main story line mission.
  • Fixed Master Psyborg skills.
  • Fixed Prologue 2 mission.
  • Fixed CyberGoliath skills.

Robothorium Devlog: The L.A.D.Y

Hey everyone,

Welcome to our 14th devlog article about our upcoming tactical RPG, Robothorium.
But first, I want to tell you (or remind you) that Robothorium will reach Early Access on Steam on 7th June:
https://youtu.be/dLsnacKvRms

Now let’s talk about another robot that you will play during your uprising: The L.A.D.Y


If you want more or want to participate to our open beta, come join us on Discord

For those who don’t already know about our game Robothorium, I invite you to read our
articles right here

Lifelike Android Designed for You






Skills





Put the mask on:
Change the launcher’s skills and take an aggressive posture. Increases Power by 20%



Take the mask off:
Change the launcher’s skills and take a defensive posture. Increases Resistance by 20%

Passion of the group:
Regenerates the Shield of an ally line by (x). Applies Cooling.



Syntonization:
Applies Damage transfer to an ally and to the launcher.


Illusion of the show:
Applies Immaterial barrier to an ally.


Artistic performance:
Deals (x) damage to an enemy. Applies Charmed.


Aura of the actress:
Applies Conversion to an ally line.


Powerful acting:
Applies Stalked to all enemies.


Queen of the stage:
Applies Mesmerized to all enemies.



That’s all for now and don’t forget, next week it is the release of the Early Access on Steam!!!

Please share any questions, feedback or thoughts in the comments, we really love to hear from you.

The Goblinz Team

Robothorium Devlog: the enemies part 3

Hey everyone,

Welcome to our 14th devlog article about our upcoming tactical RPG, Robothorium. Today we focus on some enemies that you will encounter during your uprising.



If you want more or want to participate to our open beta, come join us on Discord
For those who don’t already know about our game Robothorium, I invite you to read our articles right here

Juggernauts


Juggernauts are humans who have received significant clinical experiences to strengthen their fighting abilities. A corrosive product runs into the veins of these mastodons, who are able to deal colossal damage and have an huge defense.




Applies corrosion on the robot that targets him and causes a devastating shockwave.




Psyborgs


The Psyborgs have obtained telekinetic abilities due to their grafts stimulating certain areas of the brain.



They can apply Weak spot and Overheat to the enemies, stun them or send them devastating shockwaves.




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 Goblinz Team

Robothorium will reach Early Access on Steam on 7th June!!!



We are proud to announce that Robothorium will reach Early Access on Steam on 7th June!!!

And here is the announcement trailer:

https://www.youtube.com/watch?v=dLsnacKvRms&feature=youtu.be


FOR THE GLORY OF ROBOTS!!!

    Features:



    <*> Lead your own robotic revolution:
    Your uprising will be unique! Each of your choices will impact random generation and the next missions! They will also change your relations with the 5 different factions present in the game.

    <*> Turn-based fights:
    Develop your strategy with 10 classes of robots, each one having its own synergies. Face plenty of enemies designed with unique mechanics and defeat the BreakTech enterprise!

    <*> Manage your troop of robots:
    Choose your allies and manage your reserve of robots. Craft and gather powerful items, upgrade your talents and give your support to demonstrations all around the world!

    <*>Online multiplayer:
    Face other players and prepare your response by customizing your AI!


    Come chat with us and the other players on our Discord