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Robits: Quantum Descent PlaytestNewsPatch Notes 08-30-2026
Game update

Patch Notes 08-30-2026

Robits: Quantum Descent Playtest · published 30 Aug 2026, 13:55 UTC

All newsPlayers around this dateRead on Steam

ROBITS — Patch Notes


Covering v0.8.28 through v0.8.30.


v0.8.30-alpha

New

  • A first-time message now explains that a draft pick equips itself straight into an empty weapon or utility slot — and where to go if you want to move it.

Fixed

  • The Chakram spins faster, and its orbit rings sit farther out from your drone.
  • Your own shots no longer collide with your deployed sentry turrets.
  • Derelict containers now disappear once you've opened them.
  • Weapon and part range now reads as an actual distance in μ instead of raw pixels, using the same unit everywhere it appears.
  • The Flanker and the Wraith no longer share the same passive description.
  • The constellation fragment glyph no longer shifts colour.
  • Translation updates across all supported languages.

v0.8.29-alpha

Fixed

  • Ultimate charge now scales with wave difficulty, so it no longer fills faster and faster the deeper you get.
  • Arena gate events are switched off pending a rework — they were firing without doing anything.

v0.8.28-alpha

New

  • Onboarding hints. Hints now fire based on what you're actually doing rather than which screen you opened: braking against your own inertia, critical hull, shards left uncollected, an unused dash, an unused right stick on gamepad. One at a time, and never in the middle of a hot fight.
  • Flight Deck guidance for new pilots. A first-run pilot starts on Interceptor / Aggressor, badged STANDARD ISSUE, with a one-time note that the rest of the roster isn't locked content — it's just other ways to fly. The roster stays soft-locked until your first descent ends.
  • All notifications in one place. Everything routes through the top-left toast stack now, clearing centre screen for the wave-start countdown. Rare and better mod pickups still flash the screen.
  • Wave objectives. Each wave now announces its kill floor up front.
  • HUD restyle. New health, shield and level icons, plus a reworked health bar, shield panel, level bar, utility strip and objective readout.
  • Combine duplicates from your inventory. Cards with a merge partner available are badged, and merges cascade up through the tiers.
  • Smarter duplicate handling. Whether a spare copy helps is now decided per part: a second weapon fires from its own slot, a second hull has nowhere to go, and two dash thrusters fire together rather than twice as often.
  • Render resolution setting that scales the graphics load by pixel count, a minimum window size of 848x480, and a native-resolution default on discrete GPUs.
  • macOS builds for the Playtest and Demo branches.
  • Reward drops now bounce when they land, and the Steampunk Pulse Gun and Rebel Bio Shot have new sound effects.

Fixed

  • Laser beams now reliably hit the horde. The beam's hit detection left gaps along its length and stopped short of the tip, so whether a shot registered came down to exactly where an enemy happened to be standing. The whole beam connects now, enemy size counts, and beams throw damage numbers so you can actually see the damage land.
  • Fast projectiles no longer punch through enemies without registering a hit.
  • Hazards, walls and obstacles no longer spawn on top of you, and sub-arenas keep clear space around the entry point.
  • Merged parts keep their tier, stats and rarity when you save and resume. They used to quietly revert to base values with nothing to tell you.
  • Merge tiers no longer compound. A Tier 3 part was landing at 1.885x base instead of the intended 1.45x — this is a balance change affecting every merged part.
  • Merges climb tiers only, never rarity, and the rarity you rolled is preserved.
  • A drafted duplicate merges into the part you already have instead of equipping twice.
  • Stuck loading screens now recover. A load that stops making progress gives up after 25 seconds instead of hanging for 90, and no failure can strand you on a black screen any more.
  • Major late-wave frame drops fixed. On-kill effects and hit/death visuals were being created at the worst possible moment in the frame — one report hit 7fps with the GPU sitting at 5%. Those spawns are now spread out and recycled instead of rebuilt from scratch.
  • Clicking too early no longer wedges the draft screen.
  • Start / Escape is now the pause button, and dialogs stop stealing your input.
  • The splash logo and menu portal are centred properly on ultrawide displays.
  • Loadout editor: unrecognised part types no longer show up as weapons, and the mods list scrolls to whatever you have focused.
  • Steam achievements unlock reliably.
  • Fixed an error thrown by charge-up effects that outlived their weapon.
  • Translation updates across all supported languages.
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