Name | Space Bob vs. The Replicons | ||
Developer | Intravenous Software | ||
Publisher | Independent | ||
Tags | |||
Release | 2018-09-28 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  1  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Space Bob vs. The Replicons Linux [1.13 G] |
A bug introduced in Major Update 14 disabled sound effects from some environmental objects and also disabled Replicon 'chatter' sound effects. This little hotfix resolves that issue. |
[h2]Combat Overhaul[/h2]
[h2]Quality of Life Improvements:[/h2]
[h2]Miscellaneous Improvements:[/h2]
[h2]Bug Fixes:[/h2]
Final Notes: The plan is still to release a demo ASAP. It was meant to go live for the Summer Sale, but then work began on the trailer, and that took a couple of weeks, and then the trailer inspired this update to increase the combat speed and here we are - running behind schedule like any good game development. Not to mention the fantastic feedback you guys have given over on Discord to help polish off the last few rough edges and improve the overall QOL for the players. So the current plan is to release the demo in a month or so, or whenever the next discount happens. If you find anything that still grinds your gears, please don't hesitate to let me know either here in the discussion forum or over on Discord where it's much easier to chat and share ideas. https://discord.gg/VUKM4tR3 |
[h2]Introduction[/h2]
The grapple physics system has been reworked and tightened up to resolve some edge case issues and ensure consistency throughout all actions.
QOL - The grapple gun and the grapple rope selection systems have been redesigned, rewritten, unified and improved.
Bob's jetpack thruster audio now cuts out correctly when he has no jetpack fuel Bob's jump height has been increased. This is most noticeable when his jetpack is out of fuel. Increased from 25 to 40. Further refined and tweaked the new system that automatically slows Bob near points of interest in the refinery ship (added in patch 1.434 below) Fixed issue where some text elements could randomly disappear on the System Map panel at specific windowed resolutions. Dave's first message, after starting Act 2 for the very first time, has been rewritten to give the player a better sense of what is happening and what they need to focus on next. When extending a grapple line, the grapple ghost no longer disappears when reaching maximum length. Fixed a bug introduced in Main Update 14 that caused Steve's messages to slide off the screen on a timer like Dave's messages. This was unintended and they now correctly remain on screen until the player presses the 'Continue' hotkey. Fixed a number of typos (please report all typos. Screen shots really help to track down the most obsure mistakes) Replicon spiders can no longer change direction multiple times per second. This prevents them from twitching uncontrollably when trapped in a tight space. All Replicon base stations now appear at the start of the game when starting a game in Act 2 or later. This gives players starting in Act 2, for the very first time, a more obvious new place to explore. The central station has a '!' icon on the system map from the very start of Act 2 now. Added fuel as a refinable resource to a few additional wasp, rask, and spider drop pod loot pieces that appear after they are destroyed. Helps to recover when out of fuel. Replicon loot already has plenty of energy. Rask damage tweaked again. In Main Update 14 Rask damage was reduced from 2.7 to 1.3. Further playtesting showed this was a step too far especially with the newly lowered default difficulty setting. Their damage has been increased to 2.0. Crafting Recipe Changes
The music now transitions more slowly, from calm through to intense, while playing on the default easiest difficulty now.
20% of Wasps will now fly away from Bob when below 50% health. This can be exploited to gather groups of these 'scared' wasps to form the equivalent of a hot air baloon for carrying Bob or loot. Have fun. [h2]Build 1.434 Patch notes:[/h2] Bob's suit no longer takes minor damage when bumping into the walls of the refinery ship or his own lander. (Thanks twitch/ClimateChanj for playing the game on 3 hours sleep and getting irritated by little things, hehe). Improved the system to allow Bob to escape if trapped by physics related glitches. It now detaches all grapples from the lander, and teleports the lander and Bob back to he refinery ship. Bob now slows down automatically when near points of interest, or narrow spaces, in the refinery ship
To avoid confusion, the hotkey labelled "Cancel / Back" was renamed to "Cancel Grapple / Back" Fixed an issue that could cause the 'Continue' text to disappear at some window resolutions [h2]Build 1.432 Patch notes:[/h2] Fixed an issue with the WR display on the speedrun overlay, Fixed some text on the newly updated Recent Salvage panel from not displaying at some windowed resolutions. |
A PERSONAL UPDATE
The tutorial has been tweaked and refined. Especially the grappling gun section. A new visual Getting Started panel has been added.
The edge of the screen now pulses when Bob is near death. The 'You Died' screen has been redesigned and also now includes a tips section.
Daves message panel has been updated and improved.
The Recent Salvage panel has been redesigned. Bobs movement, while walking/running, is now far more responsive.
Miscellaneous changes:
NEW FEATURES [h2]New In-Game Speedrunning Overlay and Leaderboards[/h2] This is something I always wanted to add to the game but never had the time to include before. Throughout the entirety of Space Bobs development I always planned features and gameplay with speedrunning in mind. From the very beginning I wanted to make a game that could be completed in an hour and this new feature will allow you guys to try and achieve that goal while having a leaderboard to share your progress. Close to the 1.0 release, I encouraged twitch/DrDoof (who had the the #1 high score at the time), to give speedrunning a try and after a few attempts he set a personal record of 89 minutes. Im not 100% sure if sub one hour is possible, but I have a hunch that it might be. If you stream your attempts be sure to let me know and Ill come hang out; I don't care how big or small your channel is. I doubt well ever get the attention of Summoning Salt or Karl Jobst (love those guys) but Id be happy if we only had a handful of players actively fighting for the top spots. There are actually two new speedrunning challenges, each with their own leaderboard. The first is the easy one that just about everyone can get involved with. Its the speedrun to pass through the Jump Gate as fast as possible and weve already seen sub ten minute times on that one during the beta test. The second leaderboard is for the full game and will be far less contested and active. Theres also a new speedrunning overlay where you can see your current time and split times compared to your previous best at various checkpoints in the game. This is very similar to the most popular external speedrunning overlays but this one is built into the game and triggers the split times automatically. It can be toggled on and off with a hotkey; go to Options/Controls and bind a new hotkey if needed. Its Y by default. [h2]Upgrade machines can now spawn as Epic(10% chance) or Legendary(5% chance)[/h2] The upgrade machines that give out permanent or temporary stat bonuses now have Epic and Legendary variants.
BRAND NEW GAME GUIDE: For more information, plus tips, tricks and videos, on how to not only beat the game but also how to achieve the fastest times on both speedruns, take a look at this guide. It'll teach even the most inexperienced players how to reach the jump gate in under fifteen minutes, and even Space Bob experts will likely find tips and strategies they didn't know before. https://steamcommunity.com/sharedfiles/filedetails/?id=2804067995 |
Builds 1.41, and 1.42 were minor hotfixes, released last week, that only contained minor tweaks and bug fixes. Build 1.43 deserves it's own announcement as it brings much bigger changes that may go unnoticed otherwise. |
Whooah. New build? Cool. Wasn't expecting that. Let's Go! |
New Features for both game modes:
Improvements and Tweaks for both game modes:
Replicon Tweaks: Miscellaneous Bug Fixes:
NB. A huge shout out must go to Mango Bongo who was a massive help with playtesting and bug fixing this build. |
Tweaks and Changes:
1.2 Bug Fixes:
Please Note: Previous mid-game saves are not compatible with this version due to significant changes in the system generation code. Checkpoint progress is however retained. If you run into any bugs,new or old, please let me know because as far as I'm aware there aren't any. Coming in Main Update 13 Survival Mode! |
First up, I hope you all had a fantastic holiday season and happy new year! |
Build 1.101 Changelog: |
Have fun with the new content and don't forget you can leave a reply to THIS POST, with a link to your channel, if you plan to stream so others can come and watch. |
Build 1.021 Changelog Something was left activated that should have been deactivated so it was deactivated. It was nothing exciting, it simply caused the new target indicators to be visible at the main menu and during the tutorial. This would have confused new players so it needed a quick fix. |
This update is a combination of a number of hotfixes that addressed a few bugs and added a handful of tweaks that have or requested by players since the 1.0 release last week.
Build 1.012 Changelog
Build 1.011 Changelog
Build 1.01 Changelog
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It's time! |
Space Bob's journey through early access has been incredibly useful in helping to smooth off the rough edges and the full 1.0 release is now just around the corner. This update includes the final balance tweaks and changes before that happens along with a couple of cool new features: hazardous weather and procedural grass.
Note: If you were previously playing on a very low-end system and you find that the new procedural grass is causing any performance problems, please leave a reply. An option to turn it off can be implemented if necessary. A brand new trailer was also released today here on Steam along with new screenshots and the new logo branding images that appear in the various places throughout Steam. If you have some time for gaming over the next couple of weeks give this build a spin. If you run into any issues please leave a reply so that they can be fixed before we go live with the 1.0 build on the 28th Sept. Thanks and as always and have fun. We're nearly there! |
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Linux and Mac support became the primary focus of this update cycle but there's still plenty of tweaks and updates for everyone here.
Development Roadmap - Leaving Early Access Soon There's still 2-3 weeks left in the development schedule for final tweaks and updates, but this update brings us extremely close to what will be the 1.0 build. We're expecting Space Bob to leave early access near the end of September. The remaining time is scheduled for behind the scenes stuff like updating the Steam page, updating screenshots, creating new trailer/s, new gifs and marketing. It's expected that the next 2-3 weeks at least will be spent on this type of preparation work with any final game updates coming closer to the 1.0 release. Once the hubbub of the official release is out of the way I'll get back to full-time content development. My goal was always to support Space Bob with new content for at least six months after release and hopefully far longer if I'm finacially able to do so. Please let me know if you run into any issue with this build, and remind me if you think I've forgotten a previously reported issue, and as always thanks for your continued support and kind words. We're nearly there folks. Paul. |
Let's turn a few recent frowns into smiles.
Patch Notes Full Information and Reasoning
Too fast and too slow at the same time? I'm struggling to work out how to resolve that issue for you. The same review also claimed that Bob always used fuel while in the air which is also completely untrue. If you want to alter or maintain your momentum in the air or change direction then that requires the jetpack and therefore uses fuel. The jetpack has both horizontal and vertical thrusters. releasing the controls and simply falling uses no fuel. No change required. Final Thoughts I hope these tweaks resolve the difficulty related issues a few of you have with the game because if I make it any easier you'll be able to play it with your feet. I'm kidding of course but the game does need to retain a certain level of challenge and difficulty for it to be rewarding and worth playing. If it can't kill experienced players occassionally then it's too easy. If less experienced players quit out of frustration then it's too hard. Finding the balance is always going to be tricky but hopefully the new difficulty sliders will resolve this for everyone. A recent negative review simply said that permadeath ruined the game. As permadeath is expected in rogue-lites I can't fix that without 100 others complaining but I'm hoping the reduction in overall difficulty makes the permadeath less common and less frustrating so that it's no longer an issue for you. Have fun, let me know if you run into any problems, and please share your thoughts on these changes. Next up: Linux and Mac support. (If you are interested in helping out with this let me know. I'll be putting together a group of testers for this over the next few weeks) Edit: Build 0.8401 contains a tiny extra fix for one of the exploit fixes in the main update. |
Update 0.8311 is now live. It contains only a new warning on the leaderboard and achievement panels to stress that the results only represent a tiny percentage of the game's user base. Only 1% of players have replayed the game since the last update so only 1% of players have completed any achievements. |
I would have prefered to not need to create this announcement but Space Bob needs your help. |
As mentioned in the Early Access information section, the $9.99 price tag was always likely to increase as we got closer to final release. With the 1.0 release only a few short months away we will soon be increasing the price to $14.99. |
Developers often say how excited they are by their latest release or update but it couldn't be more true in this case. Main Update 6 brings both leaderboards and achievements and I can't wait to see you guys battling it out.
Not only will the new leaderboards push players to find new strategies, but Space Bob now includes a new Score Multiplier System. So that's a total of 7 objectives and an x8 multiplier to your score. Combine this by learning how to salvage the most valuable loot and you can push that well past an x10 multiplier for some truly huge scores. How does it work?
Leaderboards There are four different leaderboards to compete on.
Achievements
The achievement system is currently fully functional but does not yet have an in-game UI. The Steam achievement UI is more than up to the job for the next few days while the in-game UI is developed for added convenience. This will come as a patch to Main Update 6 hopefully before the end of the week. EDIT: Work on the UI went smoothly so build 0.831 is already live with the new in-game achievements UI implemented. You access it from the Score panel - the same place as the new leaderboards. Main Update 6 - Build 0.83 - Changelog
The old High Score panel recorded your highest 'Total Score' ever achieved, the most times you had ever escaped without dying, and the longest you had ever survived without dying. However, the new leaderboards are all based on score. Your leaderboard highscore will show how long you survived in that specific game, and how many times you used the jump gate in that specific game. To keep things intuitive, the normal score screen high score panel now conforms to this new system and shows the number of escapes and time for the specific game that the highscore was achieved in. |
Hi all. I hope you are all doing well and enjoying Main Update 5 released last week. |
Graphical Updates
Gameplay Updates:
Audio Updates: Various audio tweaks, improvements, and additions.
Bug Fixes
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Full Changelog for build 0.8
Thanks as always to everyone for supporting the game by buying it on Steam. Keep your ideas and feedback coming. Together we'll make Space Bob the best it can be before final release and be sure to let me know if you run into any problems with this update. <3 Paul @ Intravenous Software |
System Map Update
New Carbon Plants
Miscellaneous Changes
Thanks As always, thanks so much to everyone for your support, feedback, bug reports, suggestions and ideas since the last update. <3 More stuff coming very soon. Now go save Bob.....and Dave.....and Steve! |
Next up, things. Soon. NOTE: This update has been pushed live to both the main branch and the public test branch so there is no need to swap no matter which one you were on before. Have fun. Save Bob! |
First, thanks so much to everyone who wrote reviews and offered feedback over the first few weeks of release. Your help in highlighting what needed tweaking was invaluable and much appreciated. It resulted in improvements and changes across the entire game that can be found in this first main update.
I'm pleased to say that a full game-state save system is now implemented allowing you to save at any point during play. It utilizes the traditional rogue-lite save mechanic where your game is saved when quitting to desktop. This was a big job and took up the majority of development time but it's now fully functional. Bob's lander physics were also significantly reworked and all players who had trouble controlling it should find it far more manageable now. Bob's suit also takes 50% less damage when bumping into things and Replicon expansion speeds over the system have been reduced. Since release there have been 19, often daily, incremental updates leading up to this Main Update. The patch notes below show all of those changes. Gameplay Changes:
Tweaks:
Bug Fixes
What's next? I'm happy to say that the release was a success and big content updates are already in the works. Expect plenty of new planets and exploration based content as we work towards final release. If you are enjoying the game then please let others know about it. Any time spent on building awareness for the game can not be spent on development so any help you can give to bring in new players will allow more of my time to focus on adding new content and features. Thanks again to everyone who offered feedback and don't forget you will be able to try out upcoming new content early by keeping an eye on the discussion area for updates on the test branch. Have fun with this first update, Paul |
Changes include:
For more details on what has changed and to find out how to try Main Update 1 early, click HERE. Main Update 1 is planned to release as the default game version next week. |
One of the most frequently requested features during the first week of release was for a mid-game save system and so it became the primary focus for the first major update. If you've been checking in on the discussions you'll know that we've been working to get a full game-state save system implemented on the public-test branch and it's now ready for everyone who is interested to give it an early try. |
Space Bob vs. The Replicons will release tomorrow (Friday 23rd Feb) at approximately 2pm GMT. Thanks to everyone for the amazing support leading up to release; thousands of you have already added it to your wishlists. We can't wait. |
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Hey there! Glad to see you here so early. Space Bob vs. The Replicons has been in development since early 2016 and is our second major Steam release. Our first was NeonXSZ. |