
Robros is a robot-themed, action-strategy escort shooter where you control two robots to get them to fight their way out of a factory filled with rogue robots. The gameplay is split in two phases: planning and action. The first phase is planning your escape by plotting a vector path on a 2D map.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Игра на редкость печальная и зря вообще решила в не поиграть. Больше всего разочаровала, это в разделе о создателях и инженерах участвовавших в создании ужасного произведения, случайно зашла в этот раздел, а вот выйти в любой момент нельзя, приходиться до конца лицезреть на фото сотрудников, кто где, кто в чем попало, кто на природе, кто в шортах, кто грязный и небритый, упорно нажимала Esc, но в меню не пускало, пока до конца не насмотришься на это отвращение. Больше похоже на эго и чсв создателей, самопиар, рекламу, но не сколько на старания сделать игру лучше для потребителя.
It is a good game, implement new features and the game would look great (it would be cool a multiplayer)
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Robros, iki robotu kontrol ederek onların haydut robotlarla dolu bir fabrikadan dışarı çıkmalarını sağlamak için kontrol ettiğiniz, robot temalı, aksiyon-stratejili bir eskort nişancı oyunudur. Oyun iki aşamaya ayrılmıştır: planlama ve eylem. İlk aşama, 2 boyutlu bir harita üzerinde bir vektör yolu çizerek kaçışınızı planlamaktır.
This is the first game I've seen in a while that lets you plan before throwing you straight in, and I love that! Another awesome mechanic is the "Charge" mechanic. Say you want to go somewhere, but you don't have enough power. That means you have to go back another way, making the planning process much more compelling, and the "Charge" mechanic for the bot you play as, IRN-E, allows players to step away from BERT for a short time, and it is this time limit that forces the player to stick close to BERT at all times, which I think is great from a points standpoint because it dosen't let the player move freely around the map with no worries after getting the payload to the end. However, it's not so great from an exploration standpoint, but then again there's not much to see in the four levels there are right now and there is little detail on the map because in every stage it's just one repeating pattern, and even the enemies are just basic white. In the end, RoBros is an amazing experience with engaging and mildly compelling gameplay, and has little asthetics to speak of, but I think that gameplay outweighs astethics in every weay, but there all games need a certain amount of asthetic, but RoBros just dosen't have much of that. Also, the story is absolutely lackluster, and I'm quite a stickler for that. Sure, the intro and tutorial give a little backstory, but emphasis on LITTLE here. For the average player who just skips past all the dialouge boxes, it makes them think they're just going through a building, shooting at other robots. If the creators of RoBros could add more story and asthetic detail, then the game will be an outrageously good experience, but for now, we have what we have, and I and many others love this game anyway.
-
"RoBros" is one of literally thousands of student projects infesting Steam. It's from University of Utah in the USA. While student projects tend to be better quality than most "amateur" made games, we must still question what value such projects have for gamers. As with all student projects, this isn't really a fully fleshed out game, it's just the result of an academic exercise, and as such it has much more limited value as a game than a professionally developed game would have. Educational institutions should not be using Steam as a dumping ground for homework assignments (especially if the students didn't even pass the course). Sure, it helps their marketing and helps the students feel good about themselves, but this is another case of a business putting themselves before the needs of gamers. The students made a kind of basic "programming" sim puzzle game, a bit like LOGO I guess, you give commands on a 2D map then let the action play out realtime. The objective is to shoot a bunch of robots, I guess. The game is quite short, and only has three levels. The lack of content here makes it hard to suggest it's worth spending the time to add to your library and download. In terms of visuals, this features fairly low quality low poly 3D graphics which will deter a lot of gamers, understandably. Gaming is a visual medium, and while some developers struggle with creating high quality visuals, failing to do so is a disservice to gamers. It's very difficult to recommend bad looking games. You're forced to sign a highly questionable yet legally unenforceable End User License Agreement... for such a relatively low effort, low quality product, this comes across more as a delusion of grandeur than anything else. This agreement includes questionable requirements that may attempt to revoke consumer law protections that gamers expect to have, which is also highly problematic. Developers must learn they are here to serve gamers, not control them. I had my cat walk over the keyboard while the EULA was displaying, which fixed that problem for me. This game is fairly dated at 8 years old... and even back then it looked old and busted compared to contemporary, professionally made 3D games of the same period. It looked bad then, it looks worse now. Now on to pricing and value for gamers. It would be unethical for students to try charge money for their homework assignments, so you don't have to pay any money for this. But you'd still have to spend your time downloading this, and "time is money", as they say. There's the other problem, too... as a student project, this wasn't made for gamers. There's no requirement for them to polish and balance the game properly, all they need is something to show the faculty so they can get their grade and move on. Let's once more ask... why is that good for gamers? It's obviously not delivering a solid product. Yet here it is, on the store page, and here you are, reading my review for a student demo that's going to waste your time. While genuine amateur developers who made real products get ignored because they have to compete with this stuff. In some ways, this deluge of student projects on Steam is harmful to everyone. In terms of public reception, this failed to appeal to the 130 million+ gamers on Steam. SteamDB showed the game peaked at just a dozen or so concurrent players, and now there's basically nobody playing it. Even though it's free. This is a dismal public reception, but it's easy to see why gamers rejected it. This isn't a complete game for gamers, and since it offers no profile benefits like a game collector badge, so I can't recommend adding it to your library.
1920
RoBros is an Okay free to play game. Considering the price I am going to give this a thumbs up, however if I had to pay for this game I would definitely not recommend this game. Pros: -A unique concept that has potential -Interesting combat. (Overwatch players should play this game for like 10 minutes) Cons: -Anything lower than 1080p you aren’t able to see everything that you need to. -Not very optimized -Combat gets really stale after the first two levels. -The planning stage needs to have more potential solutions, as of now it only feels like there are like two. -your character movement is too fast. -AI leaves something to be desired. -Tutorial did not explain things as well as it could have Overall This game has great potential, however I feel that this game was executed terribly. As I said before I would only recommend this game because it is an interesting concept that is worth a try.
RoBros 10 из 10
the game has good plan but execute poorly...no pun intended...
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| House Flipper | $65.8M | 111K | 94% | $24.99 |
| Awesomenauts | $16.5M | 26.9K | 85% | $19.99 |
| Rhythm Doctor | $13.9M | 26.8K | 98% | $19.99 |
| Emberward | $2.3M | 3.8K | 97% | $19.99 |
| Sub Rosa | $1.8M | 3.4K | 69% | $14.99 |
| Pass the Fear | $1.3M | 1.9K | 77% | $17.09 |