Robinson: The Journey’s recent Steam release got off to a rocky start with a fatal bug which prevented players from even starting the game. Today, a 140MB patch from Crytek appears to have fixed the problem.

Yesterday we reported on Robinson: The Journey’s launch on Steam which lacks support for the platform’s most populous VR headset, the HTC Vive, and still unfortunately doesn’t include motion controls. Until now, those were the least of developer Crytek’s worries, because a critical bug was preventing a significant majority of owners from even launching the game. The recent Oculus Home release of the game didn’t exhibit the same issue.

robinson-bugThe bug, apparently in place for nearly six days since the game’s Steam release, caused a ‘Platform Error’ pop-up at launch which prevented the game from running. Today a 140MB patch has cleared that issue. Here’s the changelog as shared by Crytek:

We implemented an Update to address the Steam entitlement issue reported by our community. Players will no longer get blocked by an entitlement error on Steam if they launch the game. We also added a few more minor improvements:

• Fixed an issue which blocked players from launching the game with an “User not entitled” message. Players are now able to launch the game without the entitlement message being triggered.
• Minor improvements on SSDO, Antialiasing and Shadow settings which could cause rendering issues.
• General improvement on game stability with specific hardware setups

Now Rift owners can actually play Robinson: The Journey through Steam. And while reports of the bug on the game’s discussion board have been quelled, the board is now largely consists of questions about the lack of Vive and motion controller support.

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

One bright spot for Robinson on PC is new graphics settings which let players with beefier hardware crank the graphics up, allowing the game’s AAA visuals to really shine.

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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."
  • Daemon Hunt

    I got this from the oculus store last week, playing on the vive via revive, and so far on my dual 1080’s it is hands down the best looking VR game I have played on the PC. I find myself constantly in wonder. Ok, could definitely do with proper controller support (lots of climbing) but it’s still awesome. 1.5x SSAA and everything else maxed, just stunning!

    • mbze430

      Dual 1080s huh? I didn’t know this game support VR SLI………

      • Marcin Stachowiak

        Most games benefit from second GPU if you enable alternate frame rendering in nvidia control panel, even if the game isn’t supporting SLI. Gain is not great, but it’s there. Unless game is supporting direct x 12, then it would natively use multiple GPUs, I don’t know which API is this game using though.

        • mbze430

          For non-VR game that might be true for most cases, you can do the alternate frame rendering.
          I don’t own this game, so I am not sure. But the only game I know that support VR SLI is Nvidia’s Funhouse VR.

          Considering there was no hype of VR SLI support by Oculus/HTC or by the developers I think it just gimp

      • Daemon Hunt

        It doesn’t truly support SLI computationally, but interestingly it utilises all the RAM on both cards.

    • NooYawker

      The game itself looks incredibly boring. Was it any fun?
      Second question, have you tried edge of nowhere through revive? I’m much more interested in that than this.

      • Daemon Hunt

        It’s more fascinating than fun. And short, but not as short as some of these demos and early access. I like the fact you have to figure your way around to know what to do.

  • Sam Illingworth

    “the board is now largely consists [sic] of questions about the lack of Vive and motion controller support.”

    Yup, that is what my thoughts on this game largely consists of too.

  • Raphael

    “http://uploadvr.com/robinson-crytek-journey-rift-touch/” << Hilarious… so Crytek really were oblivious and surprised that people wanted "touch" and now they're going to spend 8 months investigating whether or not the game will be suitable. You know… Muppets…. Muppets muppets muppets…

  • Joe

    Terrible!
    So boring..I had this for psvr pro system.
    Kids game for sure. Will not buy on any system in the future.
    Plus, when they do exclusives, Just bugs me anymore.
    Don’t waste the 40 bucks just because it is CRYTEK.
    Weaksauce for sure here! Just pretty cry engine grafix.
    I have over 300 VR titles now, so don’t bother responding to my point of view.
    I am null to anyone that is supporting this type of crap.
    I use ONE Gigabyte Liquid Cooled 1080GTX. Games run on high for VR. Ultra for 4k.

  • SHunter

    Motion controller support on either system??