Hello there,
We've just released a new update for
Robot Arena Survivors.
The leaderboards
have been reset for fairness purposes, as the game balancing has been dramatically reworked and it's now unlikely to be able to reach crazy scores like before. As the game still is in early access, such resets might happen from time to time until a final reset when the game will be released in 1.0. This being said, we'll make sure to reset as few times as required.
Presets of abilities
We're introducing a brand new mechanic to the game: the possibility to make your own abilities deck and to save/load presets of abilities! During a run, you'll be able to loot up to 4 abilities based on your current abilities deck, and fine-tune your gameplay experience.
It also brings 3 new abilities to the game, and with them a new meta progression feature: the ability to purchase new abilities by spending your Tokens.
A new melee-oriented H.C.U.
Say hello to MK-05 Metallic Chaos and its powerful rotating blade to dominate your enemies in close quarters! This unit also comes with a passive HP regeneration boost when starting a run.
A new sticky Arena
We're introducing a new playground: the Acid Pit!
In this Arena, enemies will use explosive robots and sticky acid attacks to slow you down. Will you succeed in beating them all? The Arena also comes with its own endless challenge leaderboard!
Complete changelog
Abilities:
- Implemented a new abilities deck system, with configurable presets and the possibility to purchase new abilities.
- Added a new ability: Ember. Similar to the Guardian, it summons orbiting drones that will burn enemies on collision.
- Added a new ability: Air Strike. This ability will drop a line of bombs nearby the player, dealing a ton of explosive damage.
- Added a new ability: Zippo. Similar to the Shuriken, it summons a pack of drones that will use rotating flamethrowers to burn their enemies while roaming in the Arena.
- Global rework of all abilities and weapons stats.
H.C.U.:
- Implemented a new H.C.U.: MK-05 Metallic Chaos.
- Modified the weaponry of the H.CU. MK-03 Steel Titan. It will now start with a weapon rack behind its hull, and get a new one in front when retrieving the associated reward.
Arenas:
- Implemented a new Arena: Acid Pit.
- Removed all inner pillars from Robotic Nest and The Furnace.
Rewards and stats:
- The Dash action now has a 3s cooldown instead of 2s.
- Reintroduced the reward that reduces the cooldown of your Dash action, down to a cooldown of 1s at minimum.
- Increased the HP regeneration efficiency by a lot: it will now tick every second.
- Reduced the Armor efficiency by a lot, and removed the initial 90% cap of the stat.
- Global rework of all rewards stats.
Gameplay:
- Added an arrow around your H.C.U. to indicate where a spawned Elite is, in the Arena.
- Increased the time available to destroy an elite to 3 minutes instead of 2 minutes, before Reapers enter the Arena.
- Flames will now affect your H.C.U., dealing damage over time when stepping on a trap or being hit by a flamethrower attack.
- Acid will now affect your H.C.U., slowing you down when stepping on a trap or being hit by an acid attack.
- Fire ticks over time will no longer be able to do critical damage.
- H.C.U. will no longer receive a passive healing by default. You'll have to get some HP regen rewards in order to get it (only the MK-05 starts with a passive HP regen buff).
- Added a Loot Bot! This little robot will now have a chance to spawn every 500 kills, based on your current Luck statistic, and will drop a large amount of experience upon destruction.
- Global rework of the wave system used in all Arenas to ensure a challenge, especially in Endless.
Polish:
- Implemented a live tracker of several stats during a run: time spent, robots destroyed, and Elite destroyed.
- Reworked the H.C.U. selection screen to add lore and details about them.
- Reworked the layout of the in-game HUD, based on players feedback.
- Added a new SFX when an Elite enters the Arena.
- Reworked the post-processing to make the game less dark and reduce the contrasts between dark areas and bright, emissive textures.
Bug fixes:
- Fixed an issue where the animation of the reward cards was acting weirdly when your mouse pointer was above a card.
- Fixed an issue where the Cold Impact reward of the Guardian wasn't properly slowing the enemies down.
- Fixed an issue where the pooling system of some abilities wasn't working properly.
- Fixed an important performance issue where some VFX were generating way too many trianges for their particles, overloading the GPU for no good reason.