[PS4Blog.net Interview] Robust Games On Loco Motive

by EdEN

We’ll be working on a review for Loco Motive, so I got in touch with Adam at Robust Games to talk a bit about the game and its development. Come check it out!

PS4Blog: Good morning! Thank you for taking the time for this interview. Could you please help us get started by telling our readers a bit about yourself and your work?

No problem! I’m Adam Riches, the creative director and co-founder of Robust Games. We recently launched our debut title, Loco Motive!


PS4B: On that note, Loco Motive is now ready to go on Nintendo Switch. What can you tell us about this one?

We put a lot of effort into perfecting the controller support to ensure the game feels amazing on the Nintendo Switch. Playing the game in handheld mode has quickly become our preferred way to experience it!


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PS4B: How long did it take to develop the game? How much did it change between the original game jam concept and the point and click adventure game we now get to play on Nintendo’s console?

Development officially began in June 2021, and the game launched in late November 2024 – just shy of 3.5 years in total! The biggest transformation from the original game jam concept was expanding the story and introducing the additional playable characters. While the game jam version offered about an hour of gameplay, the final game delivers an experience of around 10-12 hours. We managed to retain many elements from the game jam, including characters and puzzles, but the expanded scope allowed us to deepen their complexity.

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PS4B: Any chance we might get a physical Nintendo Switch release for Loco Motive? It would be great to have an instruction booklet/art book/making-of inside the box!

We’d love to do a physical release for Loco Motive and are fully on board with the idea. However, we can’t make any promises at this stage!

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PS4B: And now it’s time for us to go. Is there something else you’d like to add before we end this one?

We want to sincerely thank everyone who has played Loco Motive since launch, left a review on Steam, or recommended it to a friend. As a small indie team, we rely heavily on word of mouth, and your support means the world to us!

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