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Robo Instructus was released 5 years ago today, time flies! To celebrate the game will be on sale for a week & new 1.35.1 update is available. Read more in the (probably final) devblog post & sales report. Changes
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Robo Instructus has been out for 2 years today. To celebrate it's on sale for the next 7 days. Have a look at the blog to see how the game has done over the year.
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If you're spending more time inside, it's a good time to code.
As an early holiday gift to Russian robo instructors we have the very first full game translation. Let me say a huge thanks to those that helped translate, in particular Henry Steinway who appeared this week and translated a ton of text pushing the ru work over the line. As this is the first completed translation there are likely a few spots left with untranslated text & some more improvements to be made to the translation itself. If you see issues or want to improve this, or another, translation head over to big-ab-games/robo-instructus-translation.
1.17
* Update German language UI translations. Thanks Squirkyy. * Update code dependencies.
After a couple of weeks with unofficial builds and no major issues Mac builds are now officially supported!
This week's update lays the ground for improving localization.
# Loops
`loop` is used to repeat commands. It will repeat the commands in its scope forever. A loop's scope is the commands indented that come after a `loop` line.
```max_run=11
robo_forward() # called once
loop
robo_forward()
robo_left()
robo_left() # never called
```
Scores can now be compared with your friends & graphs now show the global lowest/best scores in each category. Read more in today's devblog.
This update addresses a bunch of issues I've noticed since release. This should be a nice improvement for optimisers. More details in today's devblog. The translations have also improved thanks to the amazing contributors. All game translations are made by the community at big-ab-games/robo-instructus-translation. I've recently added all company message text there. If you're multilingual and want to help, please do!
The game is out, but the weekly updates are not over! I'll be looking to further improve the game, fix issues and react to feedback.
One thing I noticed confusing some is how the score bars work. This image tries to clarify what the bars mean.
So basically if your score sits in the lowest bar you should be decently satisfied that it's a good one! Notice in the image the solution is actually the most optimised one, as this level is very simple, so in reality no-one got better than 3525/9/9.
Now available for Linux & Windows. For the story behind the solo-development of the game checkout Robo Instructus: Behind The Scenes.
This update is the last before the beta keys are deactivated on Monday. Robo Instructus 1.0 will be released on the 16th July 2019.
One final weekend to fire up the beta, send me feedback and be immortalised in the game's credits. The feedback I've received over the beta phase so far has been totally invaluable, particularly as I'm a solo dev. So thank you to everyone that sent me their thoughts!
Along with this update the game has new store art.
Also find a detailed look at the new "Dark Stages" in today's devblog.
Some nice new features in this one. Read more in today's devblog. Reminder: The beta will end on 24th June 2019.
This update brings improvements to level selection and more. Read more in today's devblog.
Note: The beta will end on 24th June 2019.
This update is a big one. It brings the final game levels, all levels are now playable in the beta. Read more in the devblog.
Note: The beta will end on 24th June 2019.
This update is smaller as the current focus is finishing the final game act's content. Read more in today's devblog. The devblog also announces that the beta will end on 24th June 2019. We have 1 month of beta testing time left. After this time the game will be removed from your steam libraries in readiness for full release. Everyone that sent in useful feedback during the beta will have a chance to receive one of a limited amount of full game keys, and you'll all be in the game credits. So if you haven't tried the game yet, you still have 1 month to fire up the game, send me your thoughts and be immortalised in slowly-scrolling white text.
Robo Instructus now has achievements. Read more in today's devblog.
If you've got to the end of the current levels and want more, this update is for you. Read more in today's devblog
Today's update takes baby steps towards translating Robo Instructus. Initially it's only part of the interface seeing translation into 3 new languages. But this can be improved to full interface translations in every language people are prepared to help me with. This leaves the much more difficult story translation, but one step at a time. Read more in the devblog.
This update beefs up the ability to save & load solutions to a particular level. This UI appears when you start Use Your Powers Wisely along with a new overlay tutorial to explain it. Read more in the devblog.
This update brings a new feature for players that like optimizing, plus some smaller improvements.
This update switches all textures to GPU compressed versions significantly reducing the load time & VRAM usage. Read the devblog for, probably too much, more info.
This update improves the VRAM usage of the game, fixes panic error logging to help solve future issues and more. I also worked on eliminating scenarios that could cause save data loss. Read the blog for more.
This update brings new story, graphics effects & autocomplete improvements. Read more in the blog.
This week's update brings many quality of life improvements to the game based on the feedback I've received. More info on these changes will be published a little later today in the devblog.
A week ago I was working with a group of 32 semi-active alpha testers, now over 2000 beta testers have signed up to try Robo Instructus. I've already received a lot of great feedback that will help improve the game. Thanks very much to everyone that sent in their thoughts! One main theme that's coming through is the learning difficulty spike that happens at the 5th level. Improving this, then, is the main objective of beta-1.2. This version adds new levels & reworks some to spread out the cognitive load of learning the new concepts. It also better explains variable scoping which becomes quite important around this point. So please try out these new levels and features and let me know what you think. Steam should update the game automatically.
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