
A dungeon crawler shooter where enemies won't move or attack you while you're standing still. Use your tactical skills to avoid being surrounded by the robots as you unfold a rich story full of love, hate and machines!
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About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
[u][b]This is a MIXED review.[/b][/u] Starting off, the graphics are ok, and the music is pretty nice. [b]The story[/b] is disappointing, I'd say, which is unfortunate, as at first it was intriguing with the whole between-chapter narration and stuff, but eventually it just brought down much of the game for me. Throughout the game as it went on, Julie became a less and less likeable character, like the moment Eva came in, Julie was on the out, and that just solidified the more I played. This game does have several protagonists, and that is good because Julie being the only protagonist and being unlikable is a big no, but luckily the other characters were. It's unfortunate inside story elements I don't think it had much difference in text, like, for example, the final boss one. It's pretty obvious from the text that the one meant to be talking is Julie, as that's the type of stuff she'd say, but the dev didn't want to force people to use only her on the final boss (I imagine is the reason), which is good. I like when I'm not forced on a character. That unfortunate thing aside, there's also the 'good' ending, which really is just the bad ending 2 let's be honest, there are 2 bad endings and 0 good ones, which I guess shouldn't be surprising given how the story was going, and then the thing that happened was just, sheesh. But I think the biggest gripe I have with it is the post-credits scene, where [b](heavy spoilers for the true ending.)[/b][spoiler]it shows Eva definitely died as no one jumped in front, but worst of all, was Nancy saying that finally her revenge was complete, what? What revenge? Why? It opens so many loose threads for no reason, it wasn't a good choice, imo. I think I would rate the story higher if left vague like before, not because of the vagueness, I don't like that stuff either, just so I didn't have to see a twist villain(?) appear out of nowhere, no hints towards it, no nothing, just here's a villain, idk I didn't like it, especially because of the no reason given, no explanation, at least give us something to explain what that was. At least Eva's death was confirm, taking out that vagueness, which was good.[/spoiler] [b]The gameplay[/b], in one word, was overwhelming. In the first few chapters it's relatively fine, but boy, does it ramp up in some levels. You can get mobbed so fast, and it frustrated me so much. This one, though, could probably be a skill issue, if I had played more tactically, it probably would have been a bit better. Although it's not like you can kill them all, they'll just keep spawning, it gets to a point where you gotta ignore them, but if you leave them too long or ignore the wrong section of robots, then they just mob you, so you're just out of luck, it's simply too overwhelming, at least for me. But the combat was fun at least. The health and shield drops are few and far between, which is unfortunate, and I personally think there should be more. But the gun drops were interesting, the first few are more standard, but the later ones definitely felt cool to use. So if anything, playing this game and just not paying attention to the story and focusing on just the gameplay and doing combat or tactical, or however way you go about it, it can definitely be some fun. Some of the bosses, too, were interesting to fight against, so that was cool. Other than that, the level design was kinda cool, and some of the mechanics are certainly nice, although the level-up screen did mess me up at times while saving me in others, so yeah. Enemy design looks interesting for the most part, while being dumb in others, one of them has immunity from the front and big damage, low HP sure, if you can get his AI to brick and assuming there's not other robots on his side. I think mid his attack animation, you're meant to be able to attack him. But I found that it only works *sometimes* not all the time. [b][u]Some things I also wanted to mention are:[/u][/b] The seeds, the ones that have bonuses inside like the switch or hp/shield/gun drops, should be different than the enemy ones, so you can distinguish them and not have to activate every single one to see which kind of seed it is and thus get overwhelmed by them. Speaking of seeds, there are also some levels where seeds will activate ahead of time in a completely separate room and height elevation, likely because it only detects if you move within the 3 spaces from it, regardless of how far below or above (and thus more than 3 spaces) the seed actually is. The controls at the start were unexpected for me, took me a bit to even find the damn start button, but once I changed them to something better, it was no problem. My main thing here is, at least let the players click any button to start the game, or put them in the menu itself, or let them use the mouse only then, I don't know, something, just so you don't go searching for the correct button. The achievements, some of them are bugged, I had some that only popped on reload, and the find Diana one was just bugged entirely and needed a new save to go get that one. So maybe look into that. Also, I found a couple typos in the text, here and there, along with a visual bug where, in the Robopedia page for Megadolos, the sprite is in front of the text, so you can't read anything there. The text going automatically without my input I don't really like, even if it does give some time to read and think, it still feels like it could pass at any moment and you gotta rush to read it. Laura's ability, VERY often messed me up because I had to keep waiting until the damn thing was actually destroyed and it would let me pass, I'd say allow Laura to be able to pass through those so they don't keep blocking the way forward and inadvertently actually trap you, and then oops, here's some robots to overwhelm you. Seriously, toning down the robots, less of them or less often, should be considered, just what I think. The level being too high system is alright, I guess. I get the point, so you don't have a super low level character when you really need to use her, but still, it's kind of annoying being forced to play other characters for a bit until you're allowed to play the character you like again and thus enjoy the game more. Overall, the system is just *ok*, I get it, but damn it if it didn't hamper *some* of my enjoyment. [b][u]Overall[/u][/b], an interesting game for the gameplay and fun combat, provided you don't mind the sometimes overwhelming amount of robots. If you care about the story, then, well, I can't speak to others tastes, but this story wasn't for me.
https://youtu.be/izoCB_JdDFE Light puzzle and planning that moves at a fast pace delivers an experience that ramps up smoothly with the player's understanding.
A cross hybrid between Action and Puzzle game! I really like the cutscenes and dialog so far. It has really created an interesting little universe here. I haven't finished this yet, but I am hoping for a sequel or more DLC.
Right for every kind of players, not too difficult but always fun. Easy to learn, the difficulty increases every level without making missions impossible to accomplish and the variety of the enemies make the game varied (you have a Robopedia too to see every robot you've met). Cutscenes are nice and funny.
Great game, it's really fun! I love the story and all the playable characters involved. The graphics are good and allow to run the game smoothly, really appreciated!
RoboPhobik is a handheld (Nintendo Switch)/console game that's also been put on Steam as a bit of an afterthought, as it's very much designed for the handheld/console gaming audience. It's a very poorly done Nintendo Switch port which probably was a contributing factor to the abject failure of the game on Steam (see below for peak player counts). One important note is that even though this is an amateur project, it does seem to be sincerely and genuinely made. I couldn't find any flipped assets, plagiarism or any other kind of insincere actions from the developer, but unfortunately genuine intentions alone are not enough to produce a brilliant PC gaming experience. This is a hybrid top down(ish) puzzle action shooter, a strange combination. The idea is that you plan your moves out puzzle style and enact them while the enemies do their moves, and if you got your squares and planning right, you shoot them, they don't shoot you, and you negotiate the puzzle bits. Planning moves ahead firmly puts this into the puzzle genre, and that's fine, but the execution is flawed, and not just because this is a bad Nintendo Switch game. This is an unusual experience based predominantly on the gimmick that your enemies only move when you do, this is fine I guess, it's been done before by better games. But the problem is that if you move like a fraction of a centimetre the enemies go through a full attack cycle... that makes the game more frustrating to try play than anything else. Couple that with the poor Nintendo Switch aspects of the game and a few other technical flaws, you can see how this failed to appeal to gamers on Steam. The game features lazy low-polygon "retro" assets, making this look like a barely functional 3D game from the 1990s. It's unclear why the developers weren't able to arrange high quality, high polygon count contemporary assets for the game, and also irrelevant... what matters is that this looks bad as a result of their decisions, a compromise PC gamers shouldn't have to put up with. To make matters worse, there's no mouse input, despite this being sold on PC as if it were a PC game. This is unacceptable and somewhat insulting to PC gamers. It's a good demonstration of the poor attitude the developer has towards PC gamers, and this attitude has resulted in yet another defect in this game. Because this is designed for handheld/portable gaming appliances, it carries a number of deliberate design deficiencies. Compromises were made to cater to the low power handheld gaming appliances that the game was designed for. These are unfortunate compromises and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was a second thought for the mobile game developers. The game is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for low power handhelds forces upon a game. While this might run well on a Steam Deck, we must remember the vast majority of gamers here are gaming on PC. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was only 3 players. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 110,000 games for gamers to choose from, the overwhelming lack of interest in this low quality game is to be expected. So, should you buy this game? Is this one of the best of the 110,000+ games on Steam? RoboPhobik has the cash grab price of $10 USD, for which you could easily get any number of older AAA games. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. For comparison, the $10 asking price for this game could get you games like "The Vanishing of Ethan Carter", "Yakuza Kiwami" or "Subnautica". Quality, professionally made games like those are frequently on sale cheaper than this. [quote][b][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/b] Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game.[/quote]
Fun and fast arcade action, so much fun. Get it now, you'll thank me later!
RoboPhobik is one of those obscure great titles that deserves more attention. The gameplay is great and unique. Love the story as well.
Very nice game, underrated, everyone should know this game playing it! Awesome!
I only got as far as the 2nd level. Unfortunately I found the game incredibly boring and struggled to motivate myself to play it. Maybe this just isn't my genre? Hopefully I'll get round to giving it another go and get into it more. Just in case anyone wants to know..... I played it on the Steam Deck (through the TV), and it worked straight out of the box.
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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