GIANT ROBOT GAME Playtest
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
220 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
220 Sep 2026
| Published | Title | Build |
|---|---|---|
| v0.3.8+156 *ALPHONSE* Fix one of the dreams | 25533728 | |
| v0.3.7+155 *ZENTRAEDI* Improves the embedders (better startup and shutdown, better-looking window, no main menu pop-up in full screen, etc.) · Better angular momentum physics · Debris now harder to go through (and impossible for wheeled units) · Sector looks less silly on ultra wide screens · Font on Windows meatier (Windows doesn't render fonts well when they're too thin, it turns out) | 25526742 | |
| v0.3.5+153 *XENOTECH* A ton of updates since I made the last list, so just briefly: · Long range scanner now shows terrain (instead of a spectrograph) · New maps · Support for beams - currently used for construction and hacking, but will unlock laser weapons as well · Entering water while hot makes steam (which affects visibility) · Bullets ricochet · About 10 techs implemented · Environmental fuel tanks are no long… | 25504274 | |
| v0.3.4+152 *WOLFHOUND* Quick fix of two broken maps from the previous release | 25424564 | |
| v0.2.121+148 *SHINOHARA* Implement proper long range scanner (LRS), including terrain · Deployments (mines, turrets) now require the deployer to be in range, and the deployment is also rendered with a "beam" and expressed via audio jitter · Font for major warnings is much lighter now, allowing the player to see more of what's going on in the sector · Subsystems now primarily use codename, which are much easier to remem… | 24912987 | |
| v0.2.120+147 *RAILGUN* Add intercept behavior to AI (enemies will try to anticipate your move instead of simply dragging behind you; this eliminates a degenerative strategy of "just keep running away") · Add ballistics to projectiles (shots now realistically fly with a ballistic curve, hit terrain in front of the target, etc.). They also spawn particles when hitting the ground. · Fix chassis counting bug at the end o… | — | |
| v0.2.119+146 *QUANTUM ENGINE* Fix lingering Linux build issue | — | |
| v0.2.116+143 *NOA* Massive improvement to Linux compatibility (thanks Erick Zanardo!) | — | |
| v0.2.115+142 *MACROSS* Fix research points not updating · Allow resetting SaveSlot via `saveslot reset` · Improve Research UI · Stop bundling XIPH libs · Implement some of the techs: missile cache, small excavator, tungsten rounds, dijkstra, liquid cooling. · Remove unfinished map. · Keep tense music playing longer. | — | |
| v0.2.114+141 *LABOR* Added a lot more functionality to the tech tree BUT the techs don't do anything yet. You can test drive the UI, though. Fixed an audio race condition issue. Fixed bug causing weapons to duplicate. Fixed bug with losing "twice" during runs. Add integration tests (dev-only feature). | — | |
| v0.2.111+138 *INGRAM* Implement dynamic music in sector (music will get calm when things get calm, and frantic when you're in danger) · Damage multiplier when stunned (allows advanced tactics involving exact choreography of hits) · Limit chassis number (the player's "lives") - it is now again possible to fail a run · Fix bug with self-destruction not being considered a "kill" · Fix bug that shows a white screen at s… | — | |
| v0.2.110+137 *HEAT SINK* Fix crash on startup (white window) · Update dependencies | — | |
| v0.2.110+137 *HEAT SINK* Fix crash on startup (white window) · Update dependencies | — | |
| v0.2.107+134 *EVANGELION* Addressing an issue with temporary directory on macOS. | — | |
| v0.2.106+133 *DROPSHIP* Fix fatal error on macOS related to audio initialization | — | |
| v0.2.105+132 *COMSTAR* Add more subsystem variants · Add support for a tech tree (not active yet) · Add a "dropship" (meta) screen before every run · Nerf missiles explosive power a little bit · Make limited subsystems more powerful in relation to the base (unlimited) ones · Proper game analytics (for proper balancing) · Make sure we exit the game cleanly even when it's closed from the OS level · Log screen size prop… | — | |
| v0.2.100+127 *XENOTECH* Tiny backend update. | — | |
| v0.2.98+125 *VALIANT* Shooting from above does massively more damage. This leads to more strategic thinking and will hopefully unlock some sweet terrain-based tactics. · Part labels on 3D models now show additional info, such as the current structural integrity of parts to be repaired, or relative chance to hit of parts to be targeted. · Fixed bug that made part selection on 3D model sluggish. · Fixed layout bug tha… | — | |
| v0.2.97+124 *UMBILICAL* Fix bug where leaving full-screen on Windows would hid the title bar in windowed mode · Show game name on window | — | |
| v0.2.95+122 *SHINOHARA* Aim computers now don't lead the target perfectly, and there's a new statistic ("predictive tracking") which describes how well they do it · Adds new briefing sequences · Disable energy tracking for weapons (for now) -- this should lead to a more predictable shooting cadence. I might reintroduce energy for weapons when there's a possibility for the player to actually manage energy (such as by b… | — | |
| v0.2.94+121 *RAILGUN* Additional balancing (still not there yet, but getting there) · Fix bug that prevented loading of seen DEFRAGMENTATION sequences (resetting the narrative on each game restart) · Show salvage collected (not total) after each sector · Apply back pressure when rendering too many 3D frames | — | |
| v0.2.93+120 *QUANTUM ENGINE* Balance salvage and prices (makes most things a lot harder to purchase) · Allow specifying exact salvage from destroyed entities · Human rescue is now marked as seen by the enemy if the enemy sees the giant robot doing the rescuing (previously, the enemy had to see the human being rescued) · Fix bug in diagonal crosshatch that sometimes prevented the effect from showing · Fix bug that prevented… | — | |
| v0.2.92+119 *PATLABOR* Implement "DEFRAGMENTATION" sequences (narrative storylets after each sector) · Fix bug that unnecessarily closed sector info when coming back from loadout screen · Tutorial improvement (show heel more clearly) · Re-add volume and camera shake sliders | — | |
| v0.2.91+118 *OMNIMECH* Climbing slopes slows down entities · Implement workaround for a Windows FPS issue that makes FPS _lower_ on high-FPS screens (this will soon be fixed by the engine but why wait) · Enforce max speed for locomotive entities · Add new `ui disable` in-game console command · New icon · Pause main menu 3d model animation when leaving the menu (just to be sure we're not paying the performance price f… | — | |
| v0.2.89+116 *MACROSS* Major performance improvement to GC (much fewer objects allocated for 3D vectors and for marching squares, avoid closures in ultra tight loops) · Fix bug where autocannon wasn't ever offered by the trader (and prevent these types of errors from ever happening again) · Fix bug that removed action from action bar when there are multiple subsystems of the same kind and one of them is removed · Fix… | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 25 Sep 2026 | Fri | 17:00 | v0.3.8+156 *ALPHONSE* | 25533728 | public | 3 | — |
| 25 Sep 2026 | Fri | 16:59 | v0.3.8+156 *ALPHONSE* | 25533728 | alpha | 1 | — |
| 25 Sep 2026 | Fri | 16:57 | No patch notes · unannounced build | 25533679 | alpha | 1 | — |
| 25 Sep 2026 | Fri | 16:53 | No patch notes · unannounced build | 25533594 | alpha | 1 | — |
| 25 Sep 2026 | Fri | 11:18 | v0.3.7+155 *ZENTRAEDI* | 25526742 | public | 3 | — |
| 25 Sep 2026 | Fri | 11:05 | v0.3.7+155 *ZENTRAEDI* | 25526742 | alpha | 1 | — |
| 25 Sep 2026 | Fri | 11:03 | No patch notes · unannounced build | 25526703 | alpha | 1 | — |
| 25 Sep 2026 | Fri | 10:59 | No patch notes · unannounced build | 25526633 | alpha | 1 | — |