Roboquest
Charts
463

Players in Game

20 701 😀     988 😒
93,19%

Rating

Compare Roboquest with other games
$24.99

Roboquest Reviews

Roboquest is a fast FPS Roguelite in a scorched futureworld. You're a rebooted Guardian, ready to kick some metal ass! Fight with your buddy or by yourself and annihilate hordes of deadly bots in ever-changing environments.
App ID692890
App TypeGAME
Developers
Publishers Starbreeze Publishing, RyseUp Studios
Categories Single-player, Steam Achievements, Steam Cloud, Multi-player, Co-op, Online Co-op, Partial Controller Support, Cross-Platform Multiplayer, Steam Trading Cards
Genres Indie, Action
Release Date7 Nov, 2023
Platforms Windows
Supported Languages Portuguese - Brazil, French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Russian, English, Korean, Bulgarian, Hungarian

Roboquest
21 689 Total Reviews
20 701 Positive Reviews
988 Negative Reviews
Very Positive Score

Roboquest has garnered a total of 21 689 reviews, with 20 701 positive reviews and 988 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Roboquest 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: 3291 minutes
good game but i never felt like doing runs outside of getting achievements tbh 7/10
👍 : 0 | 😃 : 0
Positive
Playtime: 60 minutes
Cross-platform multiplayer is *completely non-functional.* after troubleshooting a large amount with my friend and making an entire epic games account, it STILL didnt work.
👍 : 1 | 😃 : 0
Negative
Playtime: 1045 minutes
Roboquest is like all the best parts of the Borderlands franchise simmered down into pure concentrate. Good gameplay and fun upgrades. Really well done game.
👍 : 5 | 😃 : 0
Positive
Playtime: 1801 minutes
For a game that markets itself as being a co-op experience, the online integration REALLY stinks. If you're playing with a friend and they have a connection issue, your run is over. Made it up to the third boss, kitted yourself out, spent all this time progressing with your friend? Doesn't matter, your buddy had a random disconnection and now the run is over. There's no way to reconnect to a run, no way to salvage a run if someone temporarily drops out of it, it's SO frustrating. Completely ruins an otherwise great multiplayer experience that one person having Internet issues will flat out kill the fun you're having. Fix your multiplayer.
👍 : 2 | 😃 : 0
Negative
Playtime: 20451 minutes
This game drops too many inputs and has too many collision and race condition issues for how fast paced it is. I'd love to list all of the things about the game that kept me addicted enough to acquire every achievement within less than 70 hours, with more than enough things to do to keep me playing even after doubling that playtime, but it seems pointless when the game has such glaring issues still. Enemies move around while stars are spinning over their heads. The stun mechanic doesn't work. This is probably because enemies are programmed to teleport 3 times in a row the exact moment a player aims at them, which seems to have priority over the "hold still because you're stunned" effect of the impact system. This is one of the ugliest race conditions I've ever seen. Players' legs are, apparently, about 10x longer than they should be. Landing on a surface after using a jet pack to get up to it is surprisingly difficult when the appearance of clearing the landing disguises the ugly truth that you were supposed to fly about twice as high to actually make it onto a ledge, which is not news you want to learn when your jet pack only had enough fuel for one landing attempt. "Interesting" map geometry decisions often have weirdly placed details that seem to serve no purpose other than to cancel upward momentum, or trap players in one spot between things dangling from a ceiling. Needing to fly so high to land on a surface doesn't really synergize with the speed boost you get from sliding, either, which turns into slamming if you're too high above the ground (and yet, you would want the gadget for slamming enabled, because slams are so helpful for so many other situations). Mantling would have immediately solved this disconnect between expectation and reality. The worst collision culprit is sniper shots that pass through walls, which seems to mostly be a co-op thing...but it also affects the player who is hosting, so it's hard to believe it's a network issue. Actually, that's wrong; the worst collision culprits are those grind rails that always seem to grab you and drag you into enemy fire when you're avoiding those rails, but then they never catch you when you actually try to land on them. Some sort of snapping based on player camera angle would have made more sense...or even better, make it a keybind, so the game doesn't have to guess player intent. The Grappling Hook almost never grapples onto surfaces. Sometimes it doesn't because it's an invalid surface, but there's no indication when this will be the case. Sometimes it doesn't because it just doesn't. Sometimes it doesn't because the cooldown is too long to make sense for how much of a danmaku some of the rooms turn into, which DOES happen when the game's other issues leave a room full of enemies for too long...and sometimes, the Grappling Hook will grapple onto surfaces, or enemies, and then it simply lets go of them without actually pulling the player. It's the most important movement tool in the game, countering the awful vertical speed of other height gaining methods, offering iframes (sometimes...those don't seem to work consistently, either), improving evasion, and keeping players above dangerous surfaces and spaces filled with projectiles...but it just doesn't work. Co-op doesn't let players rejoin after they've been disconnected by connection issues. That on its own is probably enough for many people to be disappointed with their purchase. The game also only supports 2 player co-op at most, which is...a choice. The Pogo Stick mechanic has its own share of issues that lean more toward "badly designed" than "doesn't work right". It's so easy to slide - which it should be, because the speed boost is necessary for higher difficulties - and this means that trying to use the Pogo Stick can make a player slide off of a ledge, even if they are barely moving when they crouch. Needing to come to a complete stop to Pogo jump off of small platforms is not ideal for a game that demands speed, but falling off of a ledge while charging a Pogo jump just cancels the charging, and there's no coyote time. The charge time is also abysmal for actual firefight situations, and it seems to be longer than it should sometimes, resulting in an accidental early release and a loss of the charge. That leaves a player on the ground, where enemy projectiles are already headed, at the worst possible moment. I don't know if the longer charge times are a co-op latency issue, or if they're related to the horrible stuttering that randomly occurs in the middle of an enemy filled room, but the inefficacy of the Pogo Stick makes the Grappling Hook even more important, so it's a real shame that the Grappling Hook doesn't work. I have to update this review. There is a much more significant issue that this game has that has plagued otherwise fun games since the inception of gaming: artificial difficulty. On its own, artificial difficulty creates a boring meta centered around circumventing bad design choices at the expense of utilizing the good ones. Coupled with glitches that make those better design choices inaccessible even when they're desirable leads to many hours of playtime that don't feel like any playing as actually done. Most people get paid to sit through such thoroughly unenjoyable experiences: it's called having a job. I don't want the games I play to feel like a job. That means enemies shouldn't: - Pass through walls unimpeded (or have their projectiles do so) - Hide inside of those walls, or each other, or corpses of other enemies - Target invisible players - Spawn projectiles so far from their locations that the concept of projectile travel time ceases to exist, which is horribly paired with another thing enemies shouldn't do: - Perfectly aimbot players at all times, with instantaneous rotation, so that evasion is often futile (especially when certain attacks linger longer than they should due to a glitch, causing giant lasers that were not meant to be hyper mobile to suddenly appear inside of players that were nowhere near them) - Teleport to "random" locations that are often directly next to players, so that they can kill them instantly at point blank, especially because of ANOTHER grappling hook bug: it doesn't work on things that are too close, so it can't be used as a panic button for this exact situation - Blind players with flashbang effects when players aren't even looking at them - Run away when all players are several rooms away, in a game where letting an enemy escape incurs a huge penalty - Explicitly delay their attacks so that they fire exactly when players come to a halt after a slam or a grappling hook pull, rendering 2 of the most useful gadgets irreparably risky to use - Constantly shoot at bottlenecks so that safe approaches become a matter of chance - Skip charging animations, rendering telegraphs pointless - Act almost immediately after being made inactionable by stun mechanics that normally buy more time for players - Retreat to hide behind walls or under grind rails, where they can't be seen or slammed, in a game that punishes players affected by these stalling tactics ...but enemies in this game do ALL of those things, and at Guardian IV, they do them regularly. It does not "make the game hard", it just makes the game less fun. All of these things can be dealt with, but the way they're most easily dealt with is by...ignoring the game's best features. This just one more case of a great game being a disappointment because of a small number of easily fixed issues that, unfortunately, have massive consequences.
👍 : 5 | 😃 : 0
Negative
Playtime: 1279 minutes
game is amazing and really addicting, i love how every single character has theyr own play style and there are so many different ways to play and so many maps. if u like fps and rogue likes this is a musthave. *i aint no bot btw*
👍 : 2 | 😃 : 0
Positive
Playtime: 952 minutes
I absolutely love this game. It is fast paced FPS action. The rogue-lite qualities and different classes gives enough variety to each run to not feel stale. I wish I had a friend to play it with, but it has still been a blast solo.
👍 : 5 | 😃 : 0
Positive
Playtime: 3802 minutes
TL;DR: This game is just pure fun, it is like doom + dead cells. --- A run can take somewhere from 30-50mins which makes it excellent for short pick and play sessions. Weapons are varied, many and fun to use, by their different nature they factor very well into different builds but at the same time can be fully independent. At first just having 2 weapons at any given time might seem like to little, but there is so many things to do in a given moment that more would just not work. Classes are different enough and the skills are balanced in a way that you can mix and match and still get something out of it and they complement each other for most part. The game allows ridiculous broken builds and every expect of the gameplay has its own build or a class that excels in it. Skill is rewarded but mastery is not required to complete the runs ( at the initial difficulties at least). It is both forgiving and challenging at the right places. The skill progression is very natural and at first I was not even aware of it and by the time I got all the gadgets it finally clicked. The boss battles are very fun and are not just bullet sponges, and some can even be made trivial as the mastery of the game increases. They might in fact be some of most fun I had with boss battles in the fps genre, and fighting them again and again doesn't really get boring, which given the nature of this game is crucial. The story is there enough to provide the backdrop and some lore and it doesn't affect the game much. The controls and control settings are accessible and address some of the problems such as auto-running etc. The audio cues are clear the music is good.
👍 : 7 | 😃 : 0
Positive
Playtime: 2411 minutes
Good game but i have 2 friends, all 3 of us have this game and it is ruining our friendship
👍 : 9 | 😃 : 9
Positive
Playtime: 21255 minutes
Booted up the game after a while and there was a new EULA, requiring people to accept before playing. It mentions automatic data collection and referred to a Privacy Policy but gave no link. Checked the developer's (RyseUp Studios) webpage (https://www.ryseupstudios.com/privacy) and their privacy policy is ridiculous: "The type of information that we automatically collect may vary, but generally includes (a) technical information about your computer, device, hardware, or software you use to access the Internet or our services, such as IP address or identifier information for your device (such as device make and model, information about device operating systems and browsers, or other device or system related specifications)...user identification device identifiers or usage information...the location of your device, such as may be derived from your device’s IP address." Roboquest was a great way to play Borderlands without having to deal with TakeTwo stealing all your data but now RyseUp has apparently decided to get in on the game. This was my GOTY but uninstalling this spyware and never looking back.
👍 : 22 | 😃 : 2
Negative
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