Not The Robots -roguelike stealth furniture eating simulator
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 10th Dec 2013 13:14    Post subject: Not The Robots -roguelike stealth furniture eating simulator


Quote:
You are in a seemingly endless campus of office buildings. Your goal is to eat furniture and not get caught. What is going on?

Not The Robots is a Roguelike Stealth Furniture Eating Simulator. Explore procedurally generated office buildings. Hide behind furniture. Eat the furniture. Get away without being caught.


Features:
    Randomly generated stealth levels
    Fearsome machine-gun-equipped patrolling guards to avoid and trick
    Spotlights, lasers, bombs, and other traps to sidestep
    Tons of crafty gadgets to master
    Short/medium/long game modes for play sessions of any size
    Mysterious and fully-voiced storyline to gradually explain the game's strange setting
    Secrets to find, hidden content to unlock
    Controller support
    The year's most exciting furniture-eating stealth game!


Steam page: http://store.steampowered.com/app/257120/
Web:http://nottherobots.com/



Last edited by prudislav on Thu, 12th Dec 2013 21:50; edited 2 times in total
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remyleblau
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Posts: 2039
Location: Poland
PostPosted: Tue, 10th Dec 2013 13:21    Post subject:
stealth Very Happy

rouglike Very Happy

eating furniture
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RatKing




Posts: 1212
Location: Nondescript cave in the land of the polar bears, Finland
PostPosted: Tue, 10th Dec 2013 13:56    Post subject:
I get a feeling this might be quite addictive.


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Areius




Posts: 14855

PostPosted: Tue, 10th Dec 2013 14:29    Post subject:


PC: Yes. Console: No.
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 10th Dec 2013 14:31    Post subject:
RatKing wrote:
I get a feeling this might be quite addictive.

got the same feeling - looks pretty crazy, but it might be very addictive
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 12th Dec 2013 21:47    Post subject:
out on steam http://store.steampowered.com/app/257120/
edited fisrt post


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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Frolsa84




Posts: 1733

PostPosted: Thu, 12th Dec 2013 22:50    Post subject:
Areius wrote:


That looks more like a hell yes to me
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Sat, 14th Dec 2013 08:21    Post subject:
Seems like there is demo on kongregate
http://www.kongregate.com/games/2DArray/not-the-robots-free-demo


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Mon, 16th Dec 2013 10:02    Post subject:
Not_The_Robots-FANiSO


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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Mortibus




Posts: 18053
Location: .NL
PostPosted: Mon, 16th Dec 2013 10:17    Post subject:
could be fun as a mobile game, can't be bothered on pc
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sausje
Banned



Posts: 17716
Location: Limboland, Netherlands
PostPosted: Mon, 16th Dec 2013 20:13    Post subject:


Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Mon, 16th Dec 2013 21:42    Post subject:
Version 1.0.1 (Dec 15, 2013)
Quote:
Miscellaneous tweaks
- "Forfeit" button acts as suicide in Campaign and Operations
+ Allows you to keep your score
- Sentries "juke" slightly less
- Scroll wheel support for Story Entry windows

Bugs and errors
- Fixed crash with failed item pickup while on Minimum lighting settings
- Fixed bug allowing Story Entry voiceovers to play without their window open
- Fixed minor typo in Complaint Form #2
- Fixed script failure when sending Achievements without Steam connection
+ This was acting as an accidental form of DRM
+ The game should now run correctly even when removed from Steam


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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red_avatar




Posts: 4567

PostPosted: Tue, 17th Dec 2013 08:54    Post subject:
How on earth is this a roguelike? Just because it's procedurally generated?
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scaramonga




Posts: 9800

PostPosted: Tue, 17th Dec 2013 17:24    Post subject:
red_avatar wrote:
How on earth is this a roguelike? Just because it's procedurally generated?


Coz you die, and very frequently, on later levels, with no save to save your ass. Smile
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Sun, 26th Jan 2014 20:20    Post subject:
Version 1.0.2 (Jan 12, 2014)[

Quote:
Miscellaneous tweaks
- Significant memory usage optimization in music system
+ This may or may not fix the memory related crashes that some users were experiencing
- Performance optimization for “Initializing…” screen

Bugs and errors
- Addressed an ambiguity allowing error in saving floating point numbers as JSON
+ Should fix crashes for users finding “rogue commas” in their save data
- Forfeit button forces player to spawn if they haven’t yet
+ ...so they can die as intended
- Fixed a typo in that one section that I can’t mention here because it would be a spoiler


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 5th Aug 2014 23:52    Post subject:
The 1.1 Update is live!

Quote:
- Added Save+Quit feature for Campaign mode
+ Progress is deleted as soon as it's loaded - still no second chances
+ Can only Save+Quit before starting a new level
- Some carryover benefits from porting the game to a new platform
+ Optimizations for low-end hardware
= Big boost for in-game UI performance
~ Spacial UI elements (scanners, tutorial popups, etc) are rendered more cleanly
= Lots of pooling for objects that are spawned and destroyed (particles, etc)
+ Added support for certain visual effects when using VertexLit rendering
= Furniture highlighting
= Exterior wall dissolving
+ Enemy pathfinding operation is divided up over several frames
= Better performance while under attack
+ Optimizations for level-loading process
= Load time is split up over several frames - less stalling
+ Miscellaneous tweaks for VertexLit materials
- Improved general scene transitions
+ Replaced "loading" text with a "spinner" animation
= Better indication that "something is happening" during the load process
+ Fancier transition effects between scenes
+ Added tips and trivia to loading screens
+ Voicovers playing during a building transition stay above the center of the screen
- Completely rebuilt background decorations for gameplay scenes
- Improved player character's "xray" effect
+ Solid colors instead of messy overlapping transparencies
+ Shows player lights, too!
+ Now supported in VertexLit mode
- Player's collision shape is slightly thinner
+ Fits through slightly smaller gaps than before
- Rewrote UI's "3D Label" system
+ Prettier (and larger) tutorial boxes
+ Prettier Scanner labels
+ Readability improvement for Sequence numbers
- "Plus" gadget boxes are now striped instead of just being lighter in color
- Fixed UVs on outer wall textures
+ Wallpaper patterns render correctly now
- New general-purpose cubemap
+ (Mild visual improvement for reflective objects)
- Smoother music transitions when the player loses significant health in one frame
- Title screen's campus view is a bit more dense
- Levels with laser traps always have at least one low beam
+ Potentially removes the last "trivial" levels from the generator?
- Custom Level enemy picker displays Laser count in a more sensible way
+ Now says "2 Lasers" instead of "1 Laser (x2)"
- Slight readability improvement for main menu's Challenge/Operation screens
+ Drop shadows on text, color adjustments
- Some minor bug fixes
+ Fixed bug with sentries reaction to Teleport+
= Would still shoot at the player briefly after the teleport
+ Fixed bug causing interface slider noises to ignore the player's volume settings
+ Fixed bug causing mouse sensitivity slider not to apply when edited with a controller
- Extra special secret update
+ "Unlock All" cheat code now unlocks the hidden sequel
= Also fixed a bug causing some important dialogue to be skipped at the end...
+ Operations earned through cheating now contribute to unlocking Tripod Mode
= Only need to do the "Unlock All" cheat, then unlock the secret Operation
+ Special congrats to everyone who has already unlocked these legitimately!
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Fugen




Posts: 2222

PostPosted: Mon, 20th Oct 2014 14:35    Post subject:
Not.The.Robots.v1.1.5-ALI213


chill out man, life is beautifull...
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