Robothorium, the Roguelike RPG with turn-based fights reaches early access on 7th June 2018.
Goblinz Studio, the creators of Dungeon Rushers, are presenting their new Roguelike RPG title in a new video.
Metz, 22th May 2018. Goblinz studio has announced the release in Early Access of Robothorium for the 7th June 2018, his new Roguelike RPG that puts you in the circuits of Skynet. Gather your team of robots, choose your allies and lead your troops to the next robotic era. Robothorium will be available on PC/Mac/Linux, on Steam, for 14.99€/$. On this occasion, a launch video can be found on the official channel.
Robothorium is a futuristic turn-based, Rogue-like RPG, where all your choices will have a direct impact on your revolution against Humankind.
- Lead your own robotic revolution: Your uprising will be unique! Each of your choices will impact random generation and the next missions! They will also change your relations with the 5 different factions present in the game.
- Turn-based fights: Develop your strategy with 10 classes of robots, each one having its own synergies. Face plenty of enemies designed with unique mechanics and defeat the BreakTech enterprise!
- Manage your troop of robots: Choose your allies and manage your reserve of robots. Craft and gather powerful items, upgrade your talents and give your support to demonstrations all around the world!
- Online multiplayer: Face other players and prepare your response by customizing your AI!
Why are we doing an Early Access?
In its current state, the concept and mechanics are definitely far enough along to give the community a good idea about what we want to do with this Robothorium. However it’s still early enough for us to catch any mistakes that we might have made, or to take on board new concepts and propositions. This is why we think now is the right time to be part of Early Access.
In this way the community can be involved the sooner. The game employs an original concept mixing RPG and Rogue-like styles.This mix will require a lot of balancing because of the procedural generation.
Fresh perspectives from what we hope will be a bunch of qualified and implicated players. That’s how we take a step back and improve our game, beyond what we could have done all alone in our studio.