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Robothorium
Goblinz Studio Developer
Goblinz Studio Publisher
2018-05-10 Release
Game News Posts: 69
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed (244 reviews)
The Game includes VR Support
Public Linux Depots:
  • Robothorium Linux [1.1 G]
Available DLCs:
  • Robothorium - Soundtrack
  • Robothorium - Skin pack
Robothorium's Post Mortem


Robothorium is not dead already, we want to make new updates. But we figured it was time to take a look back and see what's been going on during the production, learn from it, and move forward!
First, a note about how Im doing this post-mortem. Im a Marketer who arrived in the team a few weeks ago and gathered the feedback of everyone working on it. They sent me by DM to make it a bit more anonymized and less influenced by other people experience. I also added feedback from my own point of view, as someone arriving in the latests months of a project.

Who worked on it



How it went


After the success of Dungeon Rushers, Johann, the creator of Goblinz Studio, wanted to work on a game using the same codebase & gameplay. It would be a sci-fi RPG game taking the gameplay basis of Dungeon Rusher but improving it. The same team would be on board and use the experience gained on the first game of Goblinz Studio. There were some hiccups and the art director of Dungeon Rushers wasnt available any more. Johann hired Mathieu to do Robothorium! Its quite important because it was Mathieus first project. He learned a lot but still had to gain experience to make something cool. Mathieu accommodated nicely but the art and creative direction were a bit clunky from the beginning. The team had to do a complete rework of the art direction and change all sprites, for the sake of the game. It did help but we still noticed players were not interested in it that much.
Using the old engine was a bit hard to do at first. We used the basis of Dungeon Keepers. Using an old basis seems flawless and the best use case. Thats you know, in programmers dreams. Not in reality. The story is a sci-fi tale about a war between robot and humanity. There is a whole plot about how robots trying to integrate in a future society. There are also links between dangerous science and who should own it. Alas, the writing is a bit disconnected from the gameplay! We could feel that the sci-fi part wasnt interesting for layers.
Dungeon Rushers was very fun and put cheesy adventurers in crazy dungeons. Robothorium was serious business and the writing was different from Dungeon Rushers. Some players didnt really recognize themselves in it. Our marketing was very focused on robots, sci-fi, story until we realized that the very best thing of Robothorium is its gameplay. The gameplay is generous, with skill trees, crafting, looting and such. The progression curve is nice. We decided to shift the marketing more onto the gameplay and less around the story.
We arrived near the end of the Early Access and we knew that the game was good, but the sales couldnt skyrocket. The team decided to give its best though because everyone loved the game. All the team pushed trough the release, and it went pretty well. We organized a stream run with around 30 streamers ready to cover it around released. We had a coupon with Chroma Squad which generated significant sales! Today were preparing the 1.1 patch for Switch + PC, but were unsure about how well push after that. We want to work on our new projects like Legend of Keepers. We also have to keep working on Sigma Theory & Seeds of Resilience.

What went right


The gameplay is solid. There are a lot of strategy to try, the rpg parts allow for customization and its a good tactical game. Early Access helped to make a strong & balanced gameplay. The project only lasted 2 years and made okay revenue for this kind of length. On the side, we had other projects to make and the team made the project without crunch. It feels like team management is good! The marketing was solid and allowed for a lot of experiments. Spendings between production & marketing were well balanced. People like to work at Goblinz, because there is a lot of freedom and trust between people. Everyone told me they liked working here (well remotely, but still here!). Bastien hunted community feedback, bugs reports and answers to every reviews possible! It helped with our rating and branding, people saw we care about addressing issues.
A 3D Printed fan art!

What went wrong


The creative direction at the beginning was very weak. It created a lot of problem around writing and art direction. People werent too sure on where the project was going. Not everyone on remote work was fitting. Remote can be great for some people, harsh for others.
The project wasnt super easy & chill. The reshaping of the art direction was exhausting and took a lot of time. Some people didnt really live it well! Matching procedural missions building with history & gameplay. It was hard to do and the result is quite deceiving. People lacked a bit of experience so the production value is a bit weak, but they definitely learned a lot. Were currently working on the first iterations of our next game Legend of Keepers. You can see this improvement at every level.

Stats for nerds


I love stats. You love stats. Lets make a stats party! As of today 20/02/2019:
  • 63 Steam news
  • Robothorium Twitter = 800 followers
  • Robothorium Facebook = 400 followers
  • Production Budget = around 180k
  • Translation budget = around 35k
  • Marketing Budget = around 35k
  • Rough units on all platforms = around 14k

Were french but have quite a low amount of French users, we dont know why. For RU, we hired Pangolin (https://twitter.com/YaPangolin) around launch to help us a bit. China is still quite low cause we had some issues with our publisher there.
125 around EA launch SP ; 510 daily ; 220 around launch. Still going :)!

What we learned


Prepare your creative direction seriously. Itll be useful all along the production and is hardly lost time. Sometimes games have an excellent gameplay but theyre not appealing. You can patch it a bit, but sometimes its a lost cause. Deal with it and finish the project. Narration must fit the gameplay, it has an impact on the whole experience. Thanks for reading! Robothorium is NOT DEAD! We still want to push new updates, so stay tuned ;)


[ 2019-02-20 16:27:44 CET ] [ Original post ]

Robothorium is a futuristic turn-based RPG combining rogue like gameplay and turn-based combat. Lead a robotic uprising by playing the AI, choose your allies by taking decisions and manage your team of robots to free them from the Human domination. Get the best items for your characters and specialize them through their talent trees to succeed in an advanced combat system!

Synopsis


2052. Planet Earth. BreakTech, an enterprise specialised in robotic construction, is flourishing thanks to thorium, an unlimited and innovative power source. After many years of exploitation, robots are finally protesting for their rights. But the peaceful movement is quickly escalating to riots and the human repression is near. Now seen as a first degree threat, robots are hunted down and culled throughout the planet. You, S.I.A, an enhanced artificial intelligence, have to end this surrounding chaos and build a future for your robots. Unite with the new rebel factions, which have been engaged in turf war for months, then deal with cyborgs, humans and robots to lead your own robotic uprising.

Gameplay


Play an AI to lead your own robotic uprising and deploy your robots in many places from factories to highly secured laboratories with different objectives to achieve. Select the best robots combination to succeed in your missions and to overcome traps and enemies guarding experimental projects or top secret datas. Upgrade the skills of your robots with their talent trees to make them even more efficient and dispose them strategically to achieve victory. Craft your equipment with components gathered during your missions thanks to an intuitive but deep crafting system. Complete randomly generated campaign levels and take decisions to choose your allies and your enemies. Build your own factory, orbital base or hangar in which you can spread traps and guards to prevent other players to steal your datas!

Features


  • Campaign mode with different types of missions and a storyline
  • Randomly generated levels and enemies scaled with your level
  • Wide assortment of exciting environments, locations and fearsome enemies
  • Deep sci-fi universe with a lot of philosophy and reflection
  • Decisions to take to choose your allies and your enemies
  • Visual evolution of your robots when you equip them with different weapons and armors
  • Tactical turn-based combat with advanced mechanics
  • Wide array of skills and Ultimates to choose for your robots
  • Randomly generated stats on items depending on their level
  • Crafting system featuring many recipes to unlock
  • High replay value thanks to the random missions generator and level scaling
  • Online arena system with matchmaking and rankings

MINIMAL SETUP
  • OS: Ubuntu 12.04+
  • Processor: 1.3 GHz CPUMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: Graphics card: DX9 (shader model 2.0) capabilities
  • Storage: 1250 MB available space
RECOMMENDED SETUP
  • OS: Ubuntu 12.04+ Desktop only
  • Processor: Dual-core 2Ghz CPUMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: Graphics card: DX9 (shader model 2.0) capabilities
  • Storage: 2 GB available space

GAMEBILLET

[ 5979 ]

12.44$ (17%)
16.39$ (18%)
7.54$ (16%)
17.54$ (12%)
4.95$ (17%)
16.96$ (15%)
4.95$ (17%)
16.57$ (17%)
12.44$ (17%)
12.71$ (15%)
16.94$ (15%)
8.29$ (17%)
12.44$ (17%)
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13.14$ (12%)
20.72$ (-4%)
8.39$ (16%)
50.96$ (15%)
16.97$ (15%)
16.96$ (15%)
8.39$ (16%)
17.19$ (14%)
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4.14$ (17%)
13.14$ (12%)
42.46$ (15%)
13.14$ (12%)
GAMERSGATE

[ 1961 ]

9.56$ (62%)
5.09$ (49%)
15.74$ (48%)
3.4$ (91%)
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0.45$ (85%)
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5.95$ (70%)
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2.0$ (90%)
2.17$ (87%)
7.5$ (75%)
4.08$ (66%)
0.68$ (91%)
5.0$ (80%)
8.49$ (58%)
0.6$ (91%)
6.0$ (70%)
0.75$ (92%)
2.0$ (90%)
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1.53$ (91%)
16.0$ (60%)
3.4$ (91%)
9.89$ (51%)
6.96$ (83%)
16.0$ (60%)
3.0$ (80%)
3.4$ (91%)
MacGamestore

[ 3733 ]

3.99$ (73%)
1.09$ (84%)
1.99$ (87%)
13.49$ (10%)
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1.24$ (75%)
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1.99$ (90%)
5.99$ (60%)

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