Update v2.2.0
Note: You may need to go to Options and click the "Reset" button in each tab if you played the game before this update to fix some options appearing blank.
Also previous Saves will not load as the map names have changed.
Farewell once more, for good.
This is a final push update as the Lead Developer appears to no longer have interest in developing the game further. This update has been in the works for the past year or so, but sadly progress has halted as of recent times. This is possibly the final update, aside from some possible bug fixes; for the foreseeable future.
I will be marking the project as cancelled, once again as stated many a time before; this was never a project that was going to be fully finished, or even meant to come out. This was us learning game development in Unreal Engine. With the knowledge we know today, hopefully someday in the future that will help us in the future. And if not then at least we had fun.
Additionally I'd like to add that the past few weeks or more I've been working on getting the game bug free and looking as intended. There were so many slightly different colors for text for example that it wasn't consistent. We used to use just a darker blue for some of the old menus so most of that stayed when more stuff was added to them. I've gone through and readjusted this and now it should all look the like the theme of the game.
Of course it wasn't just the past few weeks, this update has been long awaited, but Nova didn't want the new map to be released until he was done with it. Making it so essentially this update could never come out, because he stopped working on it months ago.
The vision for the most part has been completed in terms of UI, it could be better, could be worse. I even managed to fix the .ico and splash screen after so long haha. The plan for the next part of the story constantly changed but the next supposed idea Nova had was to make a village in the new area that is invisible until you enter it. You would talk to some of the old robots there and THEN proceed to the volcano.
Even now I'm still thinking of things I should add before release but I gotta stop sometime.
Thank you everyone for supporting the game, by playing or otherwise. It's time for me to take my leave. See you in the next project maybe!
- StolidSnow0 (SS0 Games and Novaverse)
General
- Added Compass Texture, Material and Image. (19/09/2023)
- Added Basic Compass Functionality (19/09/2023)
- Added Custom Compass Quest Icons (19/09/2023)
- Added Custom Test Compass Quest Icons (19/09/2023)
- Added Compass Quest Icon Component (Add this to things that need to be tracked on the compass.) (19/09/2023)
- Added Compass Components to certain objects in TestLevel for testing purposes. (19/09/2023)
- Changed Default Light Source (connected to day/night skybox) from y=-50 z=0.0 to y=-70 z=90 (19/09/2023)
- Changed default beginning day variable in day/night skybox to y=90.0 z=90.0 (19/09/2023)
- Added test compass quest icon to Enemy AI for testing. (19/09/2023)
- Updated Splash Icons to correct sizes (21/09/2023)
- Updated Game Icon to correct size (21/09/2023)
- Updated Project Icon (21/09/2023)
- Updated Roboland New.ico to be less squished. (21/09/2023)
- Added Splash Images to Images folder. (21/09/2023)
- Applied previous project images that may not have been applied earlier. (21/09/2023)
- Updated Project Thumbnail to be less squished. (21/09/2023)
- Imported ROBO-CONTAINER mesh (22/09/2023)
- Added ROBO_CONTAINER to TreasureChest (22/09/2023)
- Changed slots in chest inventory from 4 to 32 (22/09/2023)
- Changed chest inventory name from (Treasure Chest to ROBO-CONTAINER) (22/09/2023)
- Changed materials on ROBO_CONTAINER (22/09/2023)
- Added ROBO-CONTAINER to TestLevel (22/09/2023)
- Moved Guns closer to ROBO-CONTAINER (22/09/2023)
- Made desert_walls (27/09/2023)
- Created a new noise for desert_level1 (27/09/2023)
- Added a material for the base of Containers (08/10/2023)
- Added materials for the color wheel and sliders (08/10/2023)
- Created Material Paramater Collection for Containers to adjust colors on the fly (08/10/2023)
- Added Base Material to ROBO Container (08/10/2023)
- Created "BPI_ColorChange" with 3 functions inside that help with replicating color changes to clients (16/10/2023)
- Added event to Brink to allow applying color changes. (16/10/2023)
- Updated to the latest engine (Unreal Engine 5.3.2) (14/01/2024)
- Added SS0 Games Logo as a second "Startup Movie" (23/01/2024)
- Changed Bullet speed to 3000 (08/02/2024)
- Added PlayerName String to BrinkCharacter (12/02/2024)
- Reset spawned bullet damage from ranged enemies to be gun default, as some enemies had higher damage, and setting the gun damage to their variable is unbalanced (12/02/2024)
- Changed BrinkCharacter's Follow Camera's Boom Socket Offset to Y:40 for the over the shoulder thing brendon asked for (16/02/2024)
- Added Timer by function name called Shoot running at 0.2 looping for multiple bullets, shoot event is ran before this for if you want to just shoot once (16/02/2024)
- Added Aim Zoom and Unaim Zoom events to Brink so he can aim also changes orientation when aiming (16/02/2024)
- Adjusted SM_key_1's collision from convex collision to custom box collisions so the gap in the middle of the key can allow for the key to be hanging on objects when simulating physics. (02/03/2024)
- Switched SW_Electric_Power_Hum_Sound_Effect_Cue1 from looping inside the cue node to just looping within the cue settings. (02/03/2024)
- Changed SW_Save_Us_Cue Virtualization Mode from Restart to Play when Silent (06/03/2024)
- Adjusted BP_BrinkMenu_C's gravity to be 2.5 from 1 (06/03/2024)
- Added ability to enable Multiplayer through entering the correct code in ??? menu. (02/06/2024)
Map Changes
- Changed default beginning day in Island Omega to y=-70.0 z=90.0 (19/09/2023)
- Changed Test Level light source to also accurately replicate the correct sun positions compared to the compass. (19/09/2023)
- New location at lake in tutorial area in Island Omega (19/09/2023)
- New location where pond is, with cable's and wire's coming out of the ground and a bridge to near by voice module part in Island Omega (19/09/2023)
- Created desert_level1 (27/09/2023)
- Added another container to "Test Level" to test material changes. (16/10/2023)
- Switched around some AI within TestLevel to showcase the new working AI (11/02/2024)
- Updated TestQuest within TestLevel to contain ranged AI with a crazy spawn rate but still stops spawning after 15 seconds (11/02/2024)
- Updated TestLevel to contain some text around some key things to explain what they're there for and moved previously burried text from the ground to float near their respective thing (12/02/2024)
- Created New Menu Map named "MainMenuTest" to test an interactive menu environment. Using the white box method this map is testing a small area where the player can choose to explore the things around them or walk directly up to the screen and head into the game. (02/03/2024)
- Added BP_Menu_P Pawn with multiple variables that, when possed will only allow its camera to look left and right very slightly. This is to be sat in front of the menu screen in MainMenuTest. (02/03/2024)
- Added BP_InteractiveMenu Actor and added it to the MainMenuTest area. The player will use their mouse soley to interact with this widget. (02/03/2024)
- Adjusted BP_BrinkMenu_C's camera lens flares from 1.0 to 0.001 due to MainMenuTest containing the control panel that has like 50 million buttons on it that blind you otherwise. (02/03/2024)
- Added more to the MainMenuTest map (06/03/2024)
- Placed Player Start in Desert_Level1 (11/03/2024)
- Placed Player Start in LandScape_TestLevel (11/03/2024)
- Changed Priority of PP_BigPond in Island Omega from 0.00 to 2.00 (20/06/2024)
- Renamed current Post Processes in Island Omega (20/06/2024)
UI
- Added Compass to HUD (19/09/2023)
- Set Map on HUD to HIDDEN. (19/09/2023)
- Centered Compass on Brink HUD (19/09/2023)
- Moved Inventory Title to align to the left of the window (08/10/2023)
- Added Color Wheel Button to Inventories with the tag "Container" (08/10/2023)
- Added Color Wheel Widget (08/10/2023)
- Added Color Wheel Functionality (08/10/2023)
- Changed "Cancel" button text to "Close" as it closes the color wheel widget (08/10/2023)
- Added functionality to the color wheel's apply button that runs a message to the owning actor to apply the changed colors. (16/10/2023)
- Added functionality to the end of "Pick Color" in Color Wheel widget to change the color of the container locally (non replicated). (16/10/2023)
- Updated the "Old Color" to change to the current color of the container when applied in the color wheel widget. (16/10/2023)
- Removed Inventory Drag and Drop window functionality (too many issues with it) (16/10/2023)
- Began work on changing Inventory names via. "Inventory Window". (Not Complete) (16/10/2023)
- Added new widget "ChestName" (14/12/2023)
- Added scale box to text block in "ChestName" widget to allow for text to scale automatically as more text is added, rather than clipping out of bounds. (14/12/2023)
- Fixed "Android Databank" returning only to top level causing Pause Menu to not reappear. (14/01/2024)
- Removed "BPI_CloseWhenPaused" interface from Pause Menu as it was causing it to never actually be removed when called. (14/01/2024)
- Added some typewritter text to the bottom left of the WBP_Startup screen. (06/03/2024)
- Enabled "Auto Wrap Text" on description text in WBP_Network_Error (09/03/2024)
- Enabled "Auto Wrap Text" on description text in WBP_Travel_Error (09/03/2024)
- Resized buttons slightly in WBP_DeathScreen (11/03/2024)
- Resized buttons in WBP_MainMenu_Extras (11/03/2024)
- Resized News Combobox in WBP_MainMenu_News (11/03/2024)
- Resized buttons on the WBP_MainMenuScreen (11/03/2024)
- Resized buttons in WBP_Menu_AndroidDatabank (11/03/2024)
- Resized sliders and buttons in WBP_Menu_AudioOptions (11/03/2024)
- Resized Comboboxes in WBP_Menu_GameplayOptions (11/03/2024)
- Resized buttons, comboboxes and sliders in WBP_Menu_GraphicsOptions (11/03/2024)
- Added Map Image, Map Name, and Gamemode Description to the WBP_MP_HostGame menu that changes depending on what map and gamemode you select from the comboboxes. (11/03/2024)
- Resized buttons and sliders in WBP_MP_HostGame (11/03/2024)
- Re-enabled Co-Op button in WBP_MP_HostGame (Visibility set from Collapsed to Visible) (11/03/2024)
- Re-enabled Direct Connect button in WBP_ServerBrowser (Visibility set from Collapsed to Visible) (11/03/2024)
- Resized buttons in WBP_MultiplayerScreen (11/03/2024)
- Resized buttons in WBP_Options (11/03/2024)
- Resized buttons in WBP_Outfits_Menu (11/03/2024)
- Resized buttons in WBP_PauseMenu (11/03/2024)
- Resized buttons in WBP_SingelePlayerScreen (11/03/2024)
- Added ??? to Extras Menu (02/06/2024)
- Disabled Multiplayer button by default once more (02/06/2024)
- Disabled Event Button in Multiplayer Menu again (02/06/2024)
- Added all latest changes to the 2.2.0 News selection (14/06/2024)
- Added Brink info to Databank (14/06/2024)
- Added Omega info to Databank (14/06/2024)
- Updated Credits Roboland Logo Size to be less stretched (20/06/2024)
- Set Focus Button variable in Host Game menu when clicking on Co-Op (20/06/2024)
- Adjusted all menus Text Color and added Shadows to them (20/06/2024)
- Removed Recipes from CraftingMenuRepaired and added a No Available Recipes item recipe in their place (20/06/2024)
Cinematics
- Updated FireCreatedCin to show the same rotations as above for the day/night cycle. (19/09/2023)
Multiplayer
- Replicated Gun Damage to players (16/09/2023)
- Added TestAttenuation to the hit sound for other players to not just hear it everywhere (16/09/2023)
- Replicated resetting multigate after dying while crouched (17/09/2023)
- Added a left the game message on logout (sandbox gamemode) (17/09/2023)
- Added more functionality to the CapturePoint gamemode in TestLevel (12/02/2024)
- Added Team 1 & 2 String Arrays to Capture Point Game State (12/02/2024)
- Added Captured Point Cutscene for end game (12/02/2024)
- Switched Score Timer in Capture Point Player State from delay to a proper timer (12/02/2024)
- Added actual matchmaking to WBP_Menu_Matchmaking, if it fails to find a match after a certain amount of retries, it will create a session automatically. If it finds a session, it will attempt to join the player into that session. (09/03/2024)
- Added more maps to the Map Comboxbox in WBP_MP_HostGame to play around with (11/03/2024)
AI
- Changed a considerable amount of Ai Behavior (11/02/2024)
- Added Child Enemy_Melee and Enemy Ranged AI Actors (11/02/2024)
- Moved Various Ai files around and renamed some stuff (11/02/2024)
- Added New Animations for Ranged Enemies (11/02/2024)
- Added Subtrees for ease of use of behavior trees and its functions (11/02/2024)
- Added FocusTarget and ClearFocus Tasks and added them to ranged enemies (11/02/2024)
- Ranged Enemies will run to nearest cover to heal before going back out to fight (11/02/2024)
- Added ability for each AI class to have their own Behavior Tree ex. Ranged, Melee etc. (11/02/2024)
- Added Functions to the Combat Interface for Ai to Get Current Health, Max Health and Set movement (11/02/2024)
- Renamed Melee Attack to Attack in Combat Interface as this will be used for all attacks now (11/02/2024)
- Added e_AISense Enum (11/02/2024)
- Added e_MovementSpeed Enum (11/02/2024)
- Changed AI files from being named "BrinkAI" and "BrinkAI_CON" to EnemyAI respectively (11/02/2024)
- Added EQS's for Finding Cover, Finding a good spot to shoot the player and strafing. (11/02/2024)
- Added EQS Testing Pawn for testing EQS things (11/02/2024)
- Added Montage_Enemy_Rifle_Fire for handling firing rifle events with notifiers. (11/02/2024)
- Made Ranged Enemies shoot in bursts (11/02/2024)
- Replicated Ranged AI Damage/Bullets (11/02/2024)
- Switched AI_Enemy_Ranged shooting sound to play at location rather than directly in montage (12/02/2024)
- Readded Check for Non Threats to EnemyAI_CON before sensing sight and added AdminSpec to the list to avoid AI shooting at seemingly nothing. (12/02/2024)
Bug Fixes
- Readded sound for when AI hits the player. (16/09/2023)
- Fixed Health Regen doubling on listen server (16/09/2023)
- Fixed Brink Skeleton playing footstep sounds for all players even if the other player is not nearby. (16/09/2023)
- Fixed Containers showing tooltip for other players in multiplayer modes. (17/09/2023)
- Fixed crafting menu not working in multiplayer modes. (17/09/2023)
- Fixed Inventory Buttons Overlapping (08/10/2023)
- Fixed Gun Position in Brink_v2 Skeleton (08/02/2024)
- Fixed Container snap points not having "Placeable" trace blocked and all others ignored. (27/01/2024)
- Fixed Brink still being able to aim without a gun (11/02/2024)
- Fixed an issue where Health Low sound would keep playing, instead of using 2D anim using 2D sound instead. (11/02/2024)
- Fixed "Update Healthbar On Clients" Event on Melee and Ranged Enemies not actually being ran due to it not being added (16/02/2024)
- Fixed 'Inputaxis CameraZoom' not activating when aiming (16/02/2024)
- Added is local controller check to weapon_br_01 so you don't shoot 2 bullets (one normal one facing ground) in dedicated server (16/02/2024)
- Fixed a bug when entering the Options menu, a sound would play from the Audio Options setting slider values. Removed set slider value events as the sliders grab from the values that were being set before anyway. (11/03/2024)
- Fixed 'OnKeyDown' on most menus that allow you to go back to a previous menu with controllers not being 'Handled' (14/06/2024)
- Fixed "Credits Demo" widget not having the correct 'Return to Previous Menu' procedure (KeyDown, tell menu it's about to exit, key up, exit menu) this avoids accidentally exiting a previous menu when trying to only go back once. (14/06/2024)
- Fixed "Menu_Matchmaking" also not having the correct 'Return to Previous Menu' procedure. (14/06/2024)
- Fixed Left and Right Bumper icons in Options were set to Fill instead of Auto, leaving an undesired appearance for the buttons in between. (14/06/2024)
- Fixed Slider audio playing after being unpaused in Graphics and Controls Option Menus (14/06/2024)
- Fixed Gameplay Options not applying settings on Controller (forgot to add the whole thing like the other menus lol) (14/06/2024)
- Fixed BP_The_Door from not saving it's open state (20/06/2024)
- Fixed various text box texts being grey rather than black (20/06/2024)
Internal
- Added Compass Component fallback if Gamemode Story is not the current gamemode, the compass will cast to PC_Multiplayer (The multiplayer controller that contains the players HUD.) (19/09/2023)
- Added a check for if the actor is no longer valid, the compass quest icon will remove itself, rather than defaulting to world 0. (19/09/2023)
- Begun work on ALPHA Build System, a custom Build System that will hopefully work someday. (23/09/2023)
- Organised some events inside the Alpha Build System and switched them to functions. (25/09/2023)
- Removed snapping on containers on the front and back as it is not required. (25/09/2023)
- Made it so that if the current build overlaps too much into another object, it can no longer be placed. (25/09/2023)
- Moved away from using "MPC_BaseContainer" as MPC's are global. Now using dynamic material instance created within "Treasure Chest". (16/10/2023)
- Added new test level for learning landscape building (29/11/2023) [Nova]
- Added multiple files for landscape (29/11/2023) [Nova]
- Added New Blueprint Interface "BPI_ChangeName" for changing name of Containers. (14/12/2023)
- Added "BPI_ChangeName" interface to "Container" (14/12/2023)
- Removed "Text Render" component in favor of customisable widget for container name display. (14/12/2023)
- Added 4 new events to change and apply the name of the container and replicate it to all players. (14/12/2023)
- Added "Replicate Name Change" message event after player enters the name for the specified inventory. (14/12/2023)
- Added "BPI_ChangeName" interface to "BrinkCharacter" (14/12/2023)
- Added 3 new events to help replicate the changing of container names as the player is interacting as Brink and the player is the server, this is the only way to communicate these changes. (14/12/2023)
- Added "ChestName" widget component to "TreasureChest" (14/12/2023)
- Re-enabled AimOffset animation when holding gun (27/01/2024)
- Added "Debug Key 5" to BPC_AlphaBuildSystemComponent to create early version of the Build Widget. This contains all buildable items. (28/01/2024)
- Disconnected Scroll Up and Scroll Down from switching builds in favor of the new widget. (28/01/2024)
- Fixed "Backspace" key not deleting builds (the camera start distance wasn't connected). (28/01/2024)
- Added "UI_Builds" (28/01/2024)
- Added "UI_BuildSlots" (28/01/2024)
- Added ability to switch between build items within the Builds UI. Simply press 5, select the item you want to build with and place it down. (28/01/2024)
- Removed "AlphaBuildable" tag from container closest to the big building to show that without the tag, it cannot be destroyed. (28/01/2024)
- Added "Wall" 'sockets' to "Return Boxes" as it previously wasn't. (Snapping these will still not work as we have not got a wall that has its origin point to its bottom.) (28/01/2024)
- Added a sound cue when a buildable is destroyed. (28/01/2024)
- Added a Basic Wall Mesh (02/02/2024)
- Added more snap sockets to BP_BuildWall (02/02/2024)
- Added SnapEnabled? Boolean (02/02/2024)
- Added Debug Key to Enable/Disable Snapping (02/02/2024)
- Added a check in Detect Build sockets for if SnapEnabled? is true, if so continue detecting, else do nothing. (02/02/2024)
- Added ErrorSound for when you try to place a build while its red (02/02/2024)
- Added a check in Brink_Character when attacking, check if build mode in the Alpha Build System Component is false. (02/02/2024)
- Set Wall collision to WallTrace (02/02/2024)
- Material_009 has nanite enabled mesh as its on the basic wall (02/02/2024)
- Removed the "REMOVED!!!!!" print string from PauseMenu when it was destroyed. (02/02/2024)
- Added Aiming Bool to Brink Character and his Anim Blueprint (08/02/2024)
- Adjusted AO_AimForward to aim more straight (08/02/2024)
- Added AO_AimLeft (08/02/2024)
- Added AO_AimRight (08/02/2024)
- Made Cancel/Stop Building ALT Right Click due to aiming being the same button and not working when both are same input (08/02/2024)
- Added Aiming Function to BPI_Character Animation (08/02/2024)
- Added Brink_AimOffset3D for use of pitch AND YAW (08/02/2024)
- Added Aimoffset Replication (08/02/2024)
- Added BS_Aim Blendspace (08/02/2024)
- Turned on Replicates for Bullet Actor (11/02/2024)
- Turned on replicates for build system (preparing for future) (11/02/2024)
- Added Switch Has Authority to Take Bullet Damage Client in BrinkCharacter (11/02/2024)
- Added DEAD function to HealthDamageInterface (Not Replicated) (11/02/2024)
- Added Dead Bool to BrinkCharacter (11/02/2024)
- Added CeaseAttackIfOtherDead Service to be used with the DEAD function to tell AI when certain targets are dead so they stop attacking. (11/02/2024)
- Set Switch on ChaseStatus to all connected to attacking so that the enemy can switch focus to another enemy if it wants. (11/02/2024)
- Renamed BTTask_MeleeAttack to BTTask_Attack to fit more accurately what it does (11/02/2024)
- VERY IMPORTANT FOR THE SAKE OF REMEMBERING Added Switch has authority before Taking Bullet Damage Server IN BULLET ACTOR ITSELF. idk why but it works for ai shooting too. was working fine for player shooting before but still works so.... (11/02/2024)
- Added UpdateName Event in BrinkCharacter and made it run on beginplay (12/02/2024)
- Removed PlaySound Notify from Montage_Enemy_Rifle_Fire (12/02/2024)
- Added SHIFT TAB (disconnected for now) event to open and close the scoreboard for CapturePoint mode (12/02/2024)
- Added PlayerName_Overhead UI that hovers above Brink's head for other players if playing a mode that requires it (12/02/2024)
- Added UI_PlayerScoreboardStat (Contains Name of player and the capture score) (12/02/2024)
- Added UI_Scoreboard (Contains PlayerScoreboardStat) (12/02/2024)
- Added a bool variable to TestQuest within TestLevel named Auto Start and on begin play this variable is set and the auto start function is played depending on if this is ticked or not. (12/02/2024)
- TestQuest in TestLevel now spawns ranged enemies each second for a max of 120 seconds for testing purposes. (12/02/2024)
- Added Missing .fbx Animation Files for Enemy Rifle Specific Animations (13/02/2024)
- Fixed up redirectors (13/02/2024)
- Added a rock that will be used for collecting rocks in bulk (14/02/2024)
- Imported Mossy Rock texture from megascans (14/02/2024)
- Cleaned up BrinkCharacter's Blueprint Graph for performance reasons (17/02/2024)
- Reorganised some files and folders (17/02/2024)
- Renamed some files (17/02/2024)
- Renamed/Moved some more files and fixed up their redirectors. (21/02/2024)
- Set Ranged Infected Android closest to the building in test level's health and max health back to 200 (from 5) (21/02/2024)
- Moved ALL files and folders (21/02/2024)
- Renamed some files and folders (21/02/2024)
- Renamed Levels folder to Maps (21/02/2024)
- Naming Conventions to files and folders have been applied (mostly) (21/02/2024)
- Started work on new inventory system (04/03/2024)
- Added Mouse Y movement but left it disconnected as it looks janky to BP_InteractiveMenu_P (06/03/2024)
- Turned off Draw Trace in BPC_Inventory>Interact Trace (06/03/2024)
- Turned off Consume Input and Overide Parent Binding in BPC_Inventory to keep the old inventory working for now (06/03/2024)
- Reapplied InteractTrace as Block on BP_MasterItem (06/03/2024)
- Switched Container back to previous inventory interaction event (06/03/2024)
- Added Inventory Slots to new inventory in TreasureChest (06/03/2024)
- Disconnected Display Player Inventory in PC_Multiplayer (06/03/2024)
- Readded InteractTrace to DefaultGame.ini (06/03/2024)
- Added WBP_Crosshair to test out for later (06/03/2024)
- Adjusted WBP_MainMenu_Extras when leaving to previous menu, unchecked top level only (06/03/2024)
- Adjusted WBP_SingleplayerScreen when leaving to previous menu, unchecked top level only (06/03/2024)
- Created BPI_SessionEvents Interface with function "OnConnectionFailure" (09/03/2024)
- Added a call in BP_RobolandGameInstance after failing to join a session, call the "OnConnectionFailure" message (09/03/2024)
- Added a Set Focus Button to Event Button Clicked in WBP_MultiplayerScreen as there was none previously. Doing this allows the Event button to be refocused should the player return to this menu. (09/03/2024)
- Enabled Flush Input in BP_Brink_C>CheckDeathEvents>Then2>Set Input Mode UI Only (11/03/2024)
- Moved Set Master, Music, Effects and Voice in WBP_Menu_AudioOptions into Load Audio Settings (11/03/2024)
- Removed Master, Music, Effects, and Voice outputs from Load Audio Settings in WBP_Menu_AudioOptions as there is no need to output them anymore due to the nodes that would use them being inside the function itself now. (11/03/2024)
- Updated Version Number (From 2.1.0 to 2.2.0) (02/06/2024)
- Added a check in the main menu screen for if the correct code for the multiplayer menu button to be unlocked had been entered. (02/06/2024)
- Added a function for showing and changing the error text and it's color in ??? (Unlocks Menu) (14/06/2024)
- Added another "cheat code" to represent SS0 Games (14/06/2024)
Get ROBOLAND
ROBOLAND
You're an Android that hasn't been active for 150 years...
Status | Canceled |
Publisher | |
Authors | NOVAVERSE1, StolidSnow0 |
Genre | Survival |
Tags | 3D, Action-Adventure, Exploration, Robots, Singleplayer, Story Rich, Third Person, Voice Acting |
Languages | English |
Accessibility | Subtitles, Configurable controls |
More posts
- Update 2.4.0Jul 18, 2024
- Update v2.3.2Jul 04, 2024
- Update v2.3.1Jul 02, 2024
- Update v2.3.0Jun 28, 2024
- Holiday Look!Dec 17, 2023
- Update v2.1.0Oct 17, 2023
- Update v2.0.8Jun 23, 2023
- Update v2.0.7Jun 23, 2023
- Update v2.0.6Apr 14, 2023
Leave a comment
Log in with itch.io to leave a comment.