Robinson: The Journey, Crytek’s second VR title and former PSVR exclusive, has landed on the Oculus store. Priced at $40, the game unfortunately lacks support for Oculus’ Touch controllers, leaving players to use a gamepad to awkwardly facilitate the game’s many hand-based interactions.

Robinson: The Journey launched on PSVR in early October, and it seems a brief period of exclusivity has lifted, with the game now available on the Oculus store. The game is the second full VR title for Crytek, who also developed the Oculus exclusive The Climb.

The title follows a young boy and his robotic AI caretaker who have crash landed on a planet inhabited by lush foliage and dinosaurs both friendly and fierce. While the game’s undeniably gorgeous visuals are an achievement for the young VR market, its enjoyment as a game was hampered by the awkward use of a static gamepad on PSVR to handle many first person hand interactions (much of which seem to have been purpose-built for motion controllers).

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New 'Robinson: The Journey' Video Shows 5 Minutes of PSVR Gameplay
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In ‘Robinson: The Journey’, you control your hands with a gamepad, not hand controllers.

Unfortunately, that awkwardness comes to Oculus’ platform as well, with Robinson: The Journey launching there without support for the Touch VR controllers.

Like Robinson, Crytek’s The Climb also initially launched only with support for the gamepad, but that was before Oculus launched Touch. Crytek eventually made a major update to The Climb which brought Touch support to the game which, again, felt made-for-motion-controllers from the beginning. Hopefully Robinson will see the same treatment, but presently there’s no indication of whether or not that will happen.

Robinson: The Journey is priced at $40 on the Oculus store, while still priced at $60 on the PlayStation Store, though it can be found for $40 on Amazon as a physical disc.

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."