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Robinson - The Developers Blog

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November 23, 2016 · Dev Insight

Creating a Universe: Thinking Small to Dream Big in Robinson: The Journey

When the concept of non-linear gaming first began to emerge in the '80s, the possibility that players would one day explore game worlds without boundaries was a distant but beguiling dream. As technology advanced, and 3D environments took over, that possibility became much more of a reality and the push began to turn those worlds into ever more realistic virtual playgrounds - living, breathing realizations of new universes, where you couldn't just go anywhere, but could also do just about genericsforusa anything.

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November 08, 2016 · News


We have lift-off! Today marks the arrival of Robinson: The Journey for PlayStation® VR, and after a lot of hard work for an amazing new platform, we're very excited to be able to share the launch trailer for the game with you.

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November 07, 2016 · Dev Insight

A Virtual Playground: Gameplay and Locomotion in Robinson: The Journey

Try everything. Keep only the very best ideas. Make the game you've always wanted to play.
That, in a nutshell, has been the development philosophy behind Robinson: The Journey. Rather than use every VR feature just because ooh, shiny new tech!, the team carefully prototyped and considered each element of gameplay and locomotion and kept only the most intuitive, natural, and fun.

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November 03, 2016 · Dev Insight

When a Tree Falls in a VR Forest: Sound Design in Robinson

You've seen the horror films. A group of people are lost in the woods, and they are terrified. The woods are full of sounds—birds; rustling leaves; cracking, creaking branches; wind—but no one notices until it goes silent. That's when everyone knows something has gone horribly, horribly wrong. It makes a good metaphor for audio engineering in games.

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November 01, 2016 · Dev Insight

Behind the Robinson Universe: it’s all meant to be!

When we got the opportunity to create a completely new fictional universe from scratch we couldn't have been happier. First of all, it meant we didn't have to work with anyone else's concepts, like Midichlorians or talking raptors. Second, and probably most importantly, it meant maximum nerding out.

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