After remaining a PSVR exclusive since its November release, Crytek’s gorgeous Robinson: The Journey recently popped up on Oculus Home and has now come to Steam. Following the unfortunate lack of VR controller support, a rocky Steam release has been met with a major bug preventing many players from launching the game, and no official support for the HTC Vive.


Update (2/13/17, 11AM ET): A patch released by the developers has fixed the issue. See here for details. Original story continues below.


Robinson: The Journey launched on PSVR in early November, and it seems a brief period of exclusivity has lifted, with the game hitting the Oculus store and now Steam over the last few days. 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, the gameplay was hampered by the awkward use of a static gamepad to handle many first-person hand interactions (much of which seem to have been purpose-built for motion controllers).

robinson-bugA critical bug is preventing a significant number of users from launching Robinson: The Journey the game on SteamVR at all. The game’s discussion forum is filled largely with complaints of players not able to play the game due to a ‘Platform Error’. Crytek developers have acknowledged the bug on February 10th and purportedly issued a fix, but many players are still reporting the issue as of today.

We downloaded the title to test it and are also unable to launch the game due to the error. Data from SteamSpy suggests the issue is affecting nearly 100% of users, with just 2 users recorded as the game’s all time peak players.

With its launch on Steam, Robinson: The Journey is now available on all three major VR platforms, but only two of the major headsets. That’s because, while SteamVR is designed to be interoperable with many PC VR headsets, the developers have chosen to launch the game on Steam with official support only designated for the Oculus Rift. With the Vive outnumbering Rift users on SteamVR 3 to 2, that leaves the game unsupported by the majority of VR headset users on SteamVR.

robinson-the-journey-psvr-3
In ‘Robinson: The Journey’, you control your hands with a gamepad, not hand controllers.

These issues are underscored by the unfortunate lack of VR controller support in the game, which we elaborated on previously:

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.

Gamepad-only support makes a little more sense on the Rift though because every Rift comes with an included gamepad. The Vive however comes standard with motion controls, so even if the game supported the Vive on SteamVR, only players who separately have a compatible gamepad would be able to play (unless the developers took the extra awkward step of allowing the Vive’s motion controllers to emulate a static gamepad).

SEE ALSO
New Settings in 'Robinson: The Journey' on Rift Let You Max Out Visuals

It’s been a rocky launch for Robinson on PC, which is a shame given that it’s presently one of VR’s most highly produced games, with its AAA graphics looking even more impressive in the PC version.

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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."
  • hyperskyper

    I will never buy games from Crytek. They only make games for the walled gardens for PSVR and Rift. Then, they bring their buggy game to Steam and limit it to the Rift. For Vive support they would only need to check a box and yet they don’t.

    • Get Schwifty!

      I suspect they are releasing before official Vive and Touch support to generate revenue to justify updating the game – if so I really hate that approach…

      • Andrew Jakobs

        Yeah because so many VR games come with initial Oculus support, think again.. So because it doesn’t support the vive from the start, you hate it, but if others don’t support the Oculus from the start it’s not a problem.. talk about a hypocrite… Just wait a while, the game was initially optimized for gamepad, so it’s a no brainer it was launched on the Oculus first, BUT ofcourse they could have added Vive immediatly, except if they used the OculusSDK also on steam, and still need to convert it to openVR.. Not all teams are large enough to handle everything all at once.. (And Crytek is in financial trouble, so it makes perfectly sense to release it as is, which is still a good experience).

        • Red Sand Junky

          Schwifty is talking about Crytek maybe releasing the game on Steam without Vive OR Oculus Touch support so they can start generating revenue even though the game isn’t 100% ready for either HMD. As it stands, the game doesn’t even launch, regardless which HMD you own. I’d call that a messy release.

          • Andrew Jakobs

            But the bug is patched, and the game is 100% ready for the Oculus, as every Oculus comes with a gamepad, so they know that every Oculus user has a gamepad, and therefore it’s the same experience as it is on the PSVR… Touch is merely an extra which can make the game even more enjoyable for the people who have a touch, but a lot of Oculus users don’t have a touch, whereas Vive owners all do have a motion controller (but it’s not clear if all Vive owners have a gamepad). BUT the game was originally optimized for use with a gamepad, so it makes perfectly sense to release it on the Oculus first. I’ll bet that when Touch support arrived it will also have full HTC Vive support.
            If I were in financial trouble, and I had a VR game which I already released optimized for a gamepad for one platform, I would also release it as is on another platform IF I knew that people of that platform would definitly have a gamepad.

    • flyinb11

      That’ll show em!

    • DougP

      I’ve added them to my “VR boycott” list.

    • Ned Hoon

      I never limit myself because of other folks opinions if something is worth my money I will buy it I wouldn’t even care if the money went to Kim Jong Un for a new guidance chip for his nukes.

      • dmbfk

        Wow I wish I was also a renegade badass throwaway-the-rule-book motherfucka ambassador to the new school of cool but I’m stuck with this dull life of abiding by guiding principles and trying to do the right thing. Damn you conscience!

    • Doctor Bambi

      Buggy? I hadn’t heard anyone slam Robinson for being buggy. This validation error message is probably some form of DRM check that by default looks for an Oculus Home key.

      Might be a good idea to wait a few days before getting too upset. I imagine OpenVR support is right around the corner. Looks to me like they may have accidentally put the cart before the horse on this one and should be easily straightened out in a couple of days.

      Edit: Hmm, just went over to Steam and I see the game was made available on Feburary 7th. You’d think they would have said something about OpenVR support, at least assure users it’s coming. I just can’t imagine them releasing on Steam without support for it.

    • Andrew Jakobs

      oh please, get that bug out of your ass man, not all developers have large enough teams to support every device from the initial start. It will have official Vive support, and it will get motion controller support, but man, don’t be so shortsighted because they didn’t support your VR headset from the getgo.. Well, then a lot of other developers should be shunted too, because they only support the Vive and not the Oculus/PSVR…
      Also bugs can happen, and it’s the steam DRM that was causing the problem (which they propably didn’t implement correctly).

      • hyperskyper

        Sorry for taking so long to reply. I assumed someone else would’ve replied by now. SteamVR games natively support Vive, Rift, and OSVR. If a developer doesn’t support the Vive on Steam, then they are just choosing not to support it. Not all Vive users have gamepads, but that doesn’t mean that they should prohibit those that do have one from playing.

      • hyperskyper

        Sorry for taking so long to reply. I assumed someone else would’ve replied by now. SteamVR games natively support Vive, Rift, and OSVR. If a developer doesn’t support the Vive on Steam, then they are just choosing not to support it. Not all Vive users have gamepads, but that doesn’t mean that they should prohibit those that do have one from playing.

        • Andrew Jakobs

          Who says this game is using SteamVR? Because the game is in the SteamStore and it is a VR game, doesn’t mean it’s using SteamVR.. It’s quite possible that they only added steam support, not steamvr support. that’s a big difference.. And if it is using SteamVR then just like many Vive ‘only’ games on steam you’ll propably have to fiddle with the settingsfiles to get the other headsets working. Let’s not forget there are many SteamVR games that only says they are Vive compatible.

  • Graham J ⭐️

    Mad respect to Crytek for their engine an past games but they have to be regretting their decision to jump in bed with Oculus. Hopefully they change that.

    • ttocsisme

      Wouldnt say that considering its on playstation. Crytek was good before they sold there souls to EA.

      • Graham J ⭐️

        Fair enough, the shift away from openness likely comes from the top. Maybe it would have been different if they were still independent.

        • Andrew Jakobs

          what openness? and they still are independent, EA publishes some games for them, but not all.. Robinson isn’t an EA published title. their rome game wasn’t..

    • ttocsisme

      they essentially have made two good games the first far cry and crysis 1, and their game engine is bad. Granted it looks great but its terribly optimised. Or crytek are just lazy when developing games. War head is good aswell but its an expansion of crysis 1. Battlefield 4 looks and runs better than crysis 3. They sold farcry to ubisoft. And then they fucked up crysis by jumping on the COD clone bandwagon and removing most of what made crysis 1 one so great. Power struggle multiplayer and big sandbox maps on singleplayer. And they decided to put their shitty engine on xbox/ps3 which might be why crysis 2/3 has cod like arena multiplayer. They couldnt get more than 30 fps (seem to remember it avg 20fps in singleplayer which is unplayable to me) Multiplayer must have been better because i tried a beta on xbox 360 and it looked and played fine. Thanks to tiny arena maps and few players per team.

      People allways shit on COD but atleast it runs well looks decent, and is well polished. The unreal engine is great. COD used to be good but they just killed it with so many similar sequels. So close together. How many non crytek games use cryengine? A select few. Either it sucks or its just way too expensive. Probably both. Star citizen switched from cry-engine to a modified free version of cryengine called amazon-lumberyard. So hopefully we wont need a super pc to run it now. Just google cry engine sucks!

  • chtan

    Market segmentation due to Oculus short sighted design decision start to rear its ugly face now.

    • Raphael

      What did palmer say when he had a duct tape prototype on his head? Something about open VR platform?

    • Henry Yopp

      I came here to post the same thing. Vive owners have been warning about this since launch.

    • Andrew Jakobs

      Why? the game supports gamepad, all oculus owners have a gamepad..

      • Raphael

        LOL… completely out of TOUCH aren’t you?

        • Andrew Jakobs

          No, you are. A lot of Oculus owners don’t have a touch.. thinking everybody has means you’re out of TOUCH (well, I guess you have them, otherwise you wouldn’t be bitching about it).

  • Raphael

    Crytek is a talented team of idiots.

    • Me

      That’s a good summary, although I would probably be more specific and say their devs are gifted autists, while their marketing team is probably reduced to an octopus formerly in the soccer score bet business.

      • Raphael

        Lol. It’s bizarre how out of touch some of these big companies can be. Fortunately this level of incompetence isn’t so commonplace. They’ve managed to enrage octopus owners and vive owners at the same time.

        • Andrew Jakobs

          It’s more bizarre how narrowminded and blind a lot fo people like you are. Just give them some time to add official support for the vive and motion controllers. As I said, most Oculus owners won’t even think it’s a problem as most Oculus owners still don’t own touch controllers.

          • Raphael

            A lot of people like you are wrong about most people but I think there might be a slot available at crytek if u want to go work in their PR section.

          • Andrew Jakobs

            oh please, if you think you’re like most people than you really are metal.. I don’t need to go to work in their PR section, I’m just not as narrowminded as you are. I can actually reason and imagine why they did it, and not be pissed about it. It’s a f-ing game, not something you can’t live without, just be patient. But you really act like your avatar.

          • Raphael

            Potverdomme.

            I think the most hilarious thing here is watching you go “metal” (yes I am metal: lamb of god, Opeth) because someone takes the piss out of Crytek’s latest release. Be patient for what? You think I’m gonna buy this game down the line? Lol.

            It’s nice that you can reason and have a great imagination. Perhaps you can imagine a future for yourself where you’re better equipped to cope with people making fun of your favorite game developer.

    • ttocsisme

      *untalented

      • Raphael

        An untalented team of geniuses.

    • dmbfk

      It’s probably morelike they are a talented, entirely innocent team led by a few greedy execs hellbent on making poor commercial decisions.

      • Raphael

        That could be it. Someone from here needs to go there and find out what’s going on then report back.

      • Andrew Jakobs

        poor commercial decisions? hell they’re making good commercial decisions. The original game was optimized for gamepad, they are in financial trouble, so putting it out on a PC VR platform for which every headset comes with a gamepad, is far from ‘poor commercial decisions’, it makes perfect sense.. A lot of Rift owners still don’t own touch controllers, and a lot of vive owners do have a gamepad, so most will be able to play it anyway on SteamVR (although not officially supported, just like a lot of VR-games on Steam don’t officially support the Oculus even though it does work).
        publishing the game now makes good sense from a financial and commercial viewpoint, good support for motion controllers can always be added later (and I wouldn’t even be suprised if you fiddle with the configfiles you would be able to make it work already).

    • Andrew Jakobs

      lucky they don’t have a moron like you working for them..

      • Raphael

        Yes indeed. Or a cockhead like you. :)

  • Sam Illingworth

    At least this launch bug sounds like a config error with their Steam deployment, which probably won’t be very hard to fox. One wonders if Vive support is also a config error – seems odd launching on Steam without it.

    “Vive outnumbering Rift users on SteamVR 3 to 2”

    Only 3:2 eh? That’s surprising given that previous report about Vive outselling Rife 2:1. Given many Rift users probably haven’t bothered connecting theirs to Steam, it sounds closer to 1:1. We don’t have official sales figures yet do we?

    • Raphael

      Many rift users probably haven’t bothered connecting to steam? Sounds like a guess. Do you have stats? All of the rift users in the facebook rift group I joined use Steamvr as well.

      • Sam Illingworth

        Of course it’s a guess, if I had stats I wouldn’t have said “probably” would I?

        • Raphael

          So why would you guess many rift users haven’t connected to steam?

          Seems a bizarre guess to make. The rift users I’ve engaged with all talk about the joys of having exclusives and being able to play Vive games too.

          • Sam Illingworth

            Same reason I’d guess many played with it a few times in the week after they bought it (and this goes for any headset) and have left it gathering dust mostly since then: because there are plenty people who buy cool new things, enjoy them, but aren’t as into them as you and I (and other people on specialist websites) so don’t get the most out of them, e.g. by keeping up with games coming out for them, or by changing from default settings. I know at least two people who bought VR headsets, had a lot of fun with them, but then sold them to go back to more mainstream gaming (at least until v2). Even as someone who loves my Vive and reads RoadToVR every day I go weeks or months without touching my Vive. Basically, levels of engagement vary.

          • Raphael

            Yes but when you express “many people” then it implies a larger percentage. None of my VR owning friends go months without using VR and I don’t know any Octopus users who avoid steam although I’m sure some do.. The octopus users I’ve seen like access to steamvr as well. Since consumer VR gaming is so recent it’s not like people have an abundance of VR titles on Octopus store.

          • Sam Illingworth

            Yeah, we’ll all be guessing at how many do that, but I do think it would be a mistake to think ourselves and the people who know are necessarily representative (though with VR being so recent I suspect we’re more representative of this market than we are of the larger PC player market).

    • Henry Yopp

      The 2 to 1 stat is from the Superdata report. Superdata collects its sales data from retail sales not Steam stats.

      • Sam Illingworth

        Do we know how accurate the superdata report is? How many shops it covers, for example? I can’t imagine how it could be more accurate than Steam data – everyone with a Vive will be on Steam, won’t they?

      • Andrew Jakobs

        Superdata doesn’t collect it’s data from sales, it does it from prognoses.. Superdata’s report on VR headsets was just BS, purely based on what they believed not on realilty. for instance, they said the PSVR would sell millions, even though Sony themselves predicted about a few hundredthousands, and later SuperData said the sale of headsets was not as good as the industry expected as the PSVR only sold a few hundredthousands instead of the millions they predicted, while Sony said they had sold more than expected.. And guess who I believe more..
        Sorry, but Superdata is only reporting to get their name in the news (as every gamesite published both their bullshit reports..
        HTC, Sony and Oculus still haven’t officially reported on how many units they sold.

  • NooYawker

    On the plus side, judging from the reviews it’s a crappy game anyway.

  • bLord

    And nobody talks about the lack of foreign languages like German, Frech or Spanish that are available on the PSVR version, while this one is English only

    • dmbfk

      Nobody speaks those languages dude, they just make you learn them at school its not like they’re the language of the internet or real. I know, I’ve been to about 10 different places and none of them spoke anything like any of that so don’t worry about it.

      • bLord

        Oh my God, are you… real?

        • dmbfk

          I’m real. Your sense of humor isn’t though.

    • Andrew Jakobs

      To be honest, if it supports English it’s good enough for me, most games are english only, so just learn the freaking language.. And no, english is not my first language.. But I agree it’s weird that the PSVR does have multiple languages were the PC version doesn’t, they clearly have the datafiles. Maybe they think it’s too big to download or something, let’s not forget it comes on bluray on PSVR. But even then it could be added as DLC.. who knows..

      • bLord

        I know and speak the freaking language, otherwise I wouldn’t be writing here. But I don’t understand why Crytek has removed a feature that could help sales, because not everybody speaks the freaking language. And I don’t think there is any single triple A game in English only, they always have subtitles as a bare minimum, and most of them are fully dubbed.

        • Andrew Jakobs

          As I said, maybe the size of the extra data might be a problem. Who knows..

  • Ron Westerduin

    No Vive support? into the bin it goes.

  • Red Sand Junky

    Anyone else feel like it’s a slap in the face to Vive owners to release this game on Steam without Vive support?