Robothorium
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259 😀     107 😒
67,26%

Rating

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$14.99

Robothorium Reviews

Robothorium is a cyberpunk dungeon crawler with turn-based fights, where all your choices will have a direct impact on your revolution against Humankind. Deep Strategy, Crafting, Party Based management, Talents and so much more in this roguelike!
App ID657090
App TypeGAME
Developers
Publishers Goblinz Publishing, Whisper Games
Categories Single-player, Steam Achievements, Steam Cloud, Multi-player, PvP, Online PvP, Full controller support, Steam Trading Cards, Steam Workshop, Includes level editor
Genres Indie, Strategy, RPG
Release Date31 Jan, 2019
Platforms Windows, Mac, Linux
Supported Languages English, Portuguese - Brazil, French, Italian, German, Spanish - Spain, Simplified Chinese, Russian

Robothorium
366 Total Reviews
259 Positive Reviews
107 Negative Reviews
Mixed Score

Robothorium has garnered a total of 366 reviews, with 259 positive reviews and 107 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Robothorium over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 1140 minutes
The Rating is hard to say - i enjoyed playing, but was still let down: The Bossfights are boring and the bosses attackpatterns are "very" predictable One boss was dead in 2 turns The final boss was just a checklist and extremely disappointing There was no buildup of tension and the ending was abrupd and completely not in line with what the game was up until that point I had more fun with the normal encounters - especially with elites those are not (as) predictable and can actually be a threat The game also always lags for 2 seconds when you open your inventory
👍 : 8 | 😃 : 0
Negative
Playtime: 1394 minutes
What a wonderful game! Robothorium is a visually appealing and delightful dungeon crawler, growing your team of mechs has never been more fun Normally I'd write up a list of pros and cons - but this game is in early access, so I feel it more appropriate to list *Elements I enjoy/ aspects I dislike* Love: * Distinct classes: Standard fare for the dungeon crawler/Rogue LITE category; very well thought out abilities * Intriguing factions system: Multiple factions with different agendas - you feel like your choices have an impact to the story * Loot: So much gear! very easy to make a powerful set of characters *Talent trees/class abilites: Each class has a detailed talent tree and a variety of abilites, this helps to have a more varied playstyle *community engagement: The developers are very active in engaging with those who have questions, I posted a question at 22:00 GMT on Discord to the team and had a solution within two hours (Special thanks to @Akrythael for that) Dislike: *Puzzles: Somewhat unimaginative and overly reliant on RNG *Loot: Sometimes the abundance of loot can make upgrades feel pointless, Deciding between the 5 weapons that dropped in 1 mission that gives me 0.1% more crit or 1 more DPS diminshes the value of the loot *Buffs: Not uncommon to see upto 10 de/buffs per char on the screen, this can be confusing (for certain buffs/debuffs would it not be possible to have debuffs cancel/delete other buffs on screen? Such as +15% dmg received being cancelled out by the opposing debuff, rather than having both appear) All in I would recommend this game, esp at the current price - it's only going to get even better
👍 : 12 | 😃 : 2
Positive
Playtime: 707 minutes
This is a game that knows what would be cool in a game, and then can't execute on it. The inventory management system, black market and workshop are all great ideas. They're so terribly executed you'll spend more time fighting the UI than playing the game. There's no near enough filtering options or precision to this and what you get is having to sit and compare and re-compare and re-compare and look and look because items can fit multiple robots and look all the same and have completely randomized stats. The Black Market/Workshop have similar issues. Want to reroll that one BreakTech Rifle that has a higher level? Here's a list of all the items you currently have. Its now time to play scavenger hunt to find it. Randomized gear is cool, as is allowing for rerolls. The problem is that all the items are very strictly and linearly controlled by their item level and the gear is 100% random. Diablo3 had this problem during its early stages. A gadget should have a common theme of stats, and a random. So should a chassis, upper, and lower. You can see that the developers know this exists because it is in the game: as the craftable gear set items. A few set stats, one random. Non-story missions are boring because there is essentially four of them. Spy, Worker, Rescue, Reactor. There's an odd different one or two thrown in later in the game (which may or may not be spoilers so I'm not naming them), but these are the ones you'll be working with from now on. Buy up as many robots as you can afford. Send some out on NewCom style away missions, choose one of the 1-3 randomly generated side-missions, come back to base and cry because now you have to do inventory management again. Fortunately it seems that skills and gear do not affect the success percent odds of an away mission. This is good because you can have a pool of gear-naked no-skill robots at low level sent out that will perform just as successfully as your top tier keep-your-hands-off-of-them prized fighters. Which seems odd. Its just a boring grind so that you can boringly sort through more trash loot and boringly get rid of it. The main story is garbage, if you care about story. It feels as if one of the people at GoblinzStudios read William Gibson's Neuromancer once as a kid and decided to make a game based off a weird Animatrix fever dream they had 20 years later. Also the cutscenes leave a lot to be desired. Combat isn't balanced particularly well, and I find that unorthodox strategies tend to work better than what the game designers thought you would do. Combat is the the thing that most of the other negative reviews have covered in depth. Its a neat idea... just not well executed.
👍 : 9 | 😃 : 1
Negative
Playtime: 1600 minutes
I have played up to the boss fight, and the game feels more tedious than fun now. Moving between rooms is slow. Fighting is slow, even at 3x speed. Keeping track of all the buffs, debuffs, tricks and special abilities is slow. If you're trying to optimize the equipment loadout for your robot, you have to hold down shift to compare them. The comparison should be on by default. Moving between the workshop and the robot you want to outfit is slow. Remembering the right level of gear and type of gear to make in the workshop is slow. Gradually gathering more and more blueprints, hoping you'll get a complete set for this one type of robot is painful. The boss fights are not much fun. Jaklov is particularly bad because he changes the rules on you - after playing the entire game and having enemies drop off the board when you fight, this one guy just endlessly respawns them over and over until you are arbitrarily done. No indication of progress. The council boss fight is also ridiculous. I have fully levelled to 20 robots, but I have tried this fight four times now on normal difficulty and I'm just not interested in trying anymore. Several times I have wished for an option to take my turn later, or to take a pass because the robot would damage itself against one of the reflecting bosses, and I couldn't.
👍 : 13 | 😃 : 0
Negative
Playtime: 646 minutes
I almost put the game down because of bugs, but decided to pick it back up and finish it. After completing the game, I still cannot recommend it. Lets get the good out of the way. Robothorium's combat system feels solid. It's a turn based combat system akin to Darkest Dungeon except slightly more complex. Each robot has 4 moves plus one "ultimate" they can use at a time. You can choose from a pool of 7 moves. You can customize this further by slotting talent points to improve certain abilities or stats on the robots. All this felt well designed and I liked seeing my robots get more powerful and build synergies together over time. The cyberpunkish theme about robots, cyborgs, and humankind and their social impact is refreshing, though it does not really break new ground. If you read sci-fi, this won't blow you out of the water, but it's not an all too common theme in video games. It's nice to see a story focus on more social aspects than guns blazing. Now the bad. For starters, Robothorium is currently a fairly buggy game. It's completely playable, but I had to restart one mission because the game did no correctly spawn the third objective on the procedural map. I actually had to restart the last mission of the game halfway through the final boss because the last boss was stuck and would not take an action. I also found other bugs like black backgrounds during combat or an talent I don't think was working right (or I did not understand). There are also numerous typos and grammatical mistakes throughout the game. This is not a deal breaker, but it does make the game feel a little unpolished. A number of game mechanics do not feel utilized well. It's possible these matter more on the hardest difficulty, but on normal I barely bothered with them. For starters, there's a faction system. The choices you make throughout missions will increase or decrease a faction's standing. I did not find out what the purpose of this was until the very end of the game when I decided to click on the reputation box. Apparently you get bonuses based on your standing with a faction. I never made it past the first level of standing in any faction. I feel like you would have had to grind them a lot to build it up to the second or third tier of bonus. There simply was not a need for it. You can also craft equipment for your robots. The issue is that you're limited to blueprints you pick up. On one robot, I only ever unlocked two piece of gear I could craft for it, and only one had stats I actually wanted. I basically ignored crafting except for the rare piece of gear that had some stats I liked. There are side missions you can send robots you are not using on to give them XP and various other rewards. These seemed pretty useless because the success chance was often 60-70%, and they did very little to help your passive robots stay leveled up. It was way easier to just buy a new robot from the hangar than to level up a robot you had not been using. But all this is fine if the gameplay is actually good, right? While, yes, Robothorium has a good battle system, but most of the fights play out the same. You'll always fight similarly configured enemy groups, so your strategy is always the same. Take out the healer and/or DPS first, then kill the rest. I wish there was more variety in enemy types and group configurations that required different robot team compositions to defeat. As it is, I stuck with one team through most of the game. You can switch out robots, but I never needed to. The only variety in combat were the bosses, which were fairly sparse. Overall, Robothorium has the foundations of a good game, it just was not executed well. If the under-utilized mechanics had been improved, the bugs and typos ironed out, and a little more variety to combat was introduced, this would be a great game. As it is now, I cannot recommend.
👍 : 31 | 😃 : 0
Negative
Playtime: 74 minutes
I'm going to split this short review into two parts, technical one and gameplay. Technically, I have nothing against the game. Serviceable graphics, UI, sounds. I can live with this kind of presentation and enjoy the game. The gameplay is another beast though. You are gonna spend most of your time in combat which follows the Final Fantasy principles. Group of your guys against group of their guys. Turn-based. Each robot has its stats, skills, levels up, unlocks new or improves current skills. The fights are not too easy and at the same time not too hard, nice balance there. After a battle, experience is awarded and you get loot - ingredients for crafting and equipment for your robots. Lots of item actually. So far, so good. What I don't like is the fact that you can have a lot of robots on your roster and you get new shiny gear after each battle. The gear has level and rarity (imagine Diablo). The problem here is that the developers are asking you to check every single new item, compare it to the equipped items and decide which one is more useful. This becomes quite tedious for a large roster. After a while, I gave up. If I have a character or two, I can live with this item spam and look excitingly for all the legendary and set stuff. But to do this for 8+ characters, no thanks. The story is sadly nothing to write about. What surprised me, if we talk about robots being sentient beings having advanced AI, why is there no background/storyline information on your squad? Nor is there any interaction with your guys. No feedback to you as the player on the stuff which is going on in-game. I can't recommend a game which I didn't enjoy. Thanks for reading.
👍 : 19 | 😃 : 0
Negative
Playtime: 211 minutes
Man...I really wanted to like this game but it's just ultimately not fun. If you don't want specifics about why this game is bad then just know it has a lot of problems. There are only 2 real strengths that aren't riddled with caveats and that is the game seems to run fine (I personally encountered no bugs), and that the music is actually really good. In fact, I would say that if this game had a soundtrack to buy, I'd just buy and skip the game altogether. For those of you who want specifics: Battles take way too long and are a chore and unfortunately battles are the bulk of the game. The story is hard to take seriously--the dialogue is laughable and the characters are either stock action/sci-fi characters or straight up rip-offs (when the obligatory cyborg mission came up and they introduced a guy that was JUST DC comics cyborg, I was pretty much done). Event nodes are RNG based, and it's not clear what dictates your chances. You're never given any clue what the stakes or rewards are for attempting them either. You can't even pick a specific bot to try the skill check, which is weird considering you have 5 specialized robots on your team. They throw loot at you by the bucket, and its all completely random (I had about 12 weapons for one of my bots and then another had basically no gear at all). There are way too many different stats and you can't compare equipment side-by-side, so its a chore to try compare the differences between items without getting a headache. There are balancing issues between the different robots where some seem extremely useful and others appear to be nearly useless. I actually could go on about this game's numerous problems, but truthfully there are a just too many to cover them all individually. Unfortunately there is just very little fun to be had here.
👍 : 24 | 😃 : 0
Negative
Playtime: 584 minutes
Very well done game. More JRPG than strategy, but it contains all the great elements of a solid game. Character customization, armor and weapons that actually appear on the characters and change the look, healthy skill trees, interesting and even philosophically challenging storyline that truly ponders the dystopian realities of the future, great music, a highly intuitive and informative menu and interface system, and lastly...it has never crashed on me even one time. This game was made with love and considerably well-informed concepts regarding game design and execution. To anyone considering the game, it delivers exactly what it promises. You will find yourself pleasantly surprised at how good it really is. Devs, I just have to say one thing: Bravo. I look forward to what further works of art you bring to us in the future.
👍 : 32 | 😃 : 2
Positive
Playtime: 777 minutes
Well, I got to the end. Somehow. From the top, Robothorium is a Strategy Game in a similar vein to something like Darkest Dungeon - you make a team of five Robots, go do the mission, go back to base, fix your dudes and tinker with the gear, repeat. A very simple Gameplay loop, but it works. ...Only, unlike Darkest Dungeon or similar games, I never really had any particular favourites. I think the reason for this was the big problem that stopped me from enjoying the game. Enemies. Are so. Fucking. Bullet. Spongy. As a result, because they took forever to kill and how many of them there were, I ended up taking the same five Robots in just about every mission - a Soldier, a Guard and a Song as my front, and a Scout and Repair as my backline. This group pretty much waltzed their way though most of the opposition - slowly and ponderously mind - by way of spamming debuffs, overheating everyone (forcing them to skip their turns), removing enemy buffs and having plenty of AOE to skip though the laborious combat. The worst of the combat was easily the bosses. Two bosses come to mind. First was Shiro - a boss so ridiculously powerful even looking up the solution on the forum (hilariously, the aforementioned team was once again the ideal composition) couldn't beat him and took several successive runs. So many in fact my guys were over levelled for the rest of the game. Bear that in reference as we carry on. Anyway, he basically tore though my party and then, well I beat him...by way of skipping the boss fight with a glitch I'm not even sure how it happened. But whatever, I don't have to fight the shitty overpowered boss anymore. Moving on... ...The second I want to mention is the Final Boss - a trio of trick bosses that serve as a marathon boss. And in this game, "Marathon Boss" even with the aforementioned team translates to "hour long tedious fuckfest". One of them regenerates his shield if you have a randomly tagged team member with less than 100% shield (and even with a fully specialised Repair Bot designed for healing, I wasn't able to completely restore some folks shields fully by turn end), one them causes damage by way of you restoring shields, and another reflects damage (in a game where all your enemies have a five course meal's worth of health). Even slapping on all the Debuffs (including DOT and extra damage), it still took the best part of an eternity to finish. By this time, my team had just hit Level 20, and I even had some decent Mythic Tier gear. I really cannot put into words how fucking boring - key word here - this boss fight was. It was less challenging, and more "just fucking die already". And then I got the biggest slap in the face. The thing that convinced me not to uninstall the game on sight was the story - not the most original thing ever, but decent enough to keep playing. The ending? For all the choices I made, for all my choices made with the factions and the game telling me this stuff would affect the ending...it didn't. The game just...ends. And it does so in a really unsatisfying manner. What happens now BreakTech are beaten? How do you govern the rest of the world now they're gone? Did the Robots gain their rights or enslave humanity? Lolnope, you get none of this. Instead, you get an ending on par with the infamous Mass Effect 3 ending - it just ends. All that tedium and the payoff is a slap in the face, followed by "thanks for the money, sucker!" This entire game is a middle finger. I bought it with a 20% discount and I still feel ripped off for what I got.
👍 : 142 | 😃 : 2
Negative
Playtime: 1792 minutes
A wonderful RPG dungeon crawler game! Robothorium is a story of a robot resistance against oppression from a tyrannical human government. You play as an artificial intelligence called S.A.I.A and you have a group of robots in your command. Over time you can recruit more to grow your force. The robots come in a variety of classes, some being more offensively-oriented, others more tank-like, and thirds acting as supports for the team. Your active party can have up to a total of 5 robots at a time, so you can mix and match different party compositions like in other similar rogue-lite dungeon crawler games. The gameplay usually takes place in 2 different phases. The first one is the planning phase. You have the map screen where you see the available missions and other information, such as all the robots in your possession, all your equipment, access to black market and workshop. There is also info on your standing with each of the 5 factions. That's right, the game's setting has factions, and the choices you make during the missions and the actions you do will win or lose trust with these factions. Some factions are more pacifist, others are more zealous, and some just plain worship money and nothing else. Best of all, this affects some of the main story missions, as you are able to only do missions for the factions you are friendly with (this is good for replay value). The second phase is the actual dungeon crawling. Once you've selected your team and the mission, you go into the dungeon, which is usually a lab of some kind or other type of sci-fi facility. In here you traverse rooms and can interact with some items, such as trying to hack a security camera to detect possible traps in the level, or coming across a civilian you can choose to spare or kill (which will affect your rep with factions), and so on. And most of all you'll be seeing when dungeon-crawling - the battles! The combat is incredibly fun if you enjoy strategic turn-based battle systems. It's quite standard from what you might expect - turn order is dependent on each participant's speed, each one has a go at attacking the other side till all enemies are defeated. There is, however, a flare of its own that this game's combat system has, and that's the Overheat system. Since you control a group of robots in battles and they use powerful attacks, their systems can overheat. Each ability apart from basic attack increases the overheat. If overheat reaches 100%, that robot becomes overloaded and has to skip a turn before they can be used again. So you have to balance special abilities with regular attack, or to have teammates that can reduce their allies' overheat in battle. There is a lot of customization available as far as each robot's equipment, each robot's skill setup and skill upgrades, and also the overall party composition as mentioned previously. So, this game is very suitable for anyone who likes to experiment with different party compositions and fighting styles within the team, for example to have a party focused on regeneration or a party focused on tanking damage or a party focused on dishing out massive criticals, or a party focused on more exotic strategies such as damage reflection, and so on. The story is a very standard type of story you might expect from a sci-fi game about robots - robots vs humans, rebels vs tyrannical governments, and so on, but it is pretty fun and executed well. Despite being a dungeon crawler, it has a very well fleshed-out world building and some nicely developed characters. The art style and visuals are incredibly beautiful. Everything looks good together, ranging from robot models, to character busts, to the graphical interface. And I absolutely love the soundtrack in this game too. It's a sort of mix of electronic, synthwave, EDM, and a little bit of rock (in some battle tracks). I enjoyed the music so much that I ended up buying the soundtrack separately as well. I've noticed many reviews mentioned that the game is buggy, but I've personally not come across any at all, neither major bugs nor minor bugs. A few little things I would criticise though: - The gear management can be a bit of a pain in the neck, because you always end up finding a tonne of gear in every mission, and it's not easy to determine what you should keep and what's the outright trash to be thrown out. Each gear can only be applied to one or two robot classes, so you end up holding onto everything just in case one of your other classes might need it, and this really clogs up your inventory. After a while you stop selling altogether. - The pinata bots are a bit too boring. Pinata bots are "enemies" you encounter in some missions that pretty much do nothing but sit there for a number of turns, and each time you attack them, you gain some loot. I think it's possible to make loot acquisition to be a lot more fun than having to fight an enemy that doesn't fight back. I wouldn't mind if this was once or twice in the game, but you come across these in more than half of the missions and I didn't see an option to avoid attacking them. Once you see them, the game makes you fight them. That's all. Aside from the few little annoyances, this is a wonderful and a rather underappreciated game. It greatly pleased the turn-based tactics lover in me. This game is made for people who have enjoyed XCOM, Darkest Dungeon, Steamworld Heist, and other similar gameplay style games.
👍 : 32 | 😃 : 0
Positive
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