Roboquest - Over Nine Thousands
Hello Guardians.
Here's the third out of four quick devblog about the Endless Update.
Today we'll be discussing the progression systems that support the Endless Mode.
Singularity & Glitches
When we were designing the new mode, we realized we needed something that would make Endless Mode more complete in its intent to be a replayable experience.
And we felt like a "mutator" system would be a great solution to that.
We called those "Singularities and Glitches".
There are "main mutators" (Singularity) and "secondary mutators" (Glitch).
Whenever you defeat a boss, it adds a random Singularity to your run, up to a certain maximum. And every other level completed, it adds a random Glitch to your run, endlessly.
Singularity have a greater impact on your run whereas Glitch tend to modify metric values from the base game or from the Singularities that were added to the run. Pretty much like "enemy perks and upgrades".
Here are a few example of Singularities:
Bunny Shield - Some enemies have a shield that can only be broken by headbonking them
Safety Goggles - Enemies have a chance to have an eye patch protecting their weak spot
Kaboom Protocol - Enemies have a chance to explode when destroyed
Enemies
In addition to that, every level comes with an updated roster of enemies and the difficulty will ramp up endlessly. Enemies get beefier and deadlier, more elites come into play and mechanically weaker enemies are replaced with stronger ones.
Character Progression
Every few levels, you'll have a perk choice, up to a maximum of 5.
Every levels aside from those, you'll have an upgrade choice, up to a certain maximum (resulting in much more upgrades than regular runs).
In terms of items, you won't be limited (that is, until you have them all).
Once you reached the maximum number of perks and upgrades, you continue to level up and get to pick one of three "Boosters".
The main reason we're limiting perks is that going above a certain thresholds removes the idea of "having a build", you just "have everything" and that didn't sit right with us.
Hopefully this will still make you reach high highs and let you experience an "end-game build" for much longer compared to the regular runs. But we will be monitoring this closely.
That's the end of the third quickblog, there's a final one planned later this week (a very short one) and then we'll be in "soon to be released" territory.
Stay tuned!
The Endless Update lands end of November.