Compare Rob Riches prices across 50+ stores and find the best deal. Developed by Megapop. Published by Megapop. Released on 11/16/2021. Available on PC, Linux. Genres: Adventure, Casual, Indie, Strategy.

A tidy sokoban puzzler that earns its difficulty the honest way: no timers, no bloat, just grid logic that quietly tightens around you across three themed temple worlds.

I have a soft spot for puzzle games that respect the player enough to skip the hand-holding, and Rob Riches lands squarely in that camp. Megapop's isometric sokoban drops you straight into a Mesoamerican jungle temple with no cutscenes and no tutorial walls to click through, which is exactly the right call for a genre where the puzzle itself is the explanation. The core loop is clean: reach every coin in the room, use the grid to your advantage, and unlock the path to the next chamber. That sounds simple right up until the floor tile you needed crumbles under a misplaced step. The structure runs across three distinct worlds, each with its own environmental hazard set. The jungle levels introduce the basics, the Norse ice world adds sliding movement that forces you to rethink pushable-stone mechanics entirely, and the Egyptian sand tombs bring flamethrowers and falling rocks into the mix. Each world runs to roughly thirty handcrafted levels, putting the total count close to ninety. That is a solid content-to-price ratio for the genre, though the honest runtime for a first playthrough sits around two to three hours if puzzles are not stopping you cold. Later levels in particular strip away the margin for error, meaning a single misread block placement can lock every remaining coin out of reach. The undo button earns its spot on the interface here: step-by-step rollback and a full reset option mean that when you fail, it feels like your logic failed rather than the controls. For players who want more than a single clear, the step counter system adds a clean optimization layer. Every level tracks your move count against a par target, and the community has already started sharing debates about whether certain par scores are beatable at all. It is not the deepest replayability hook, but it works for the audience this game is actually aimed at. There are also hidden red coins scattered through levels for completionists who want a reason to revisit earlier rooms. On the negative side, the undo mechanic has a reported bug in the ice world where pushed boxes do not roll back correctly, and non-QWERTY keyboard users have flagged that the Z-key undo shortcut misbehaves on German and French layouts. Small issues, but worth knowing before you sit down. The isometric art holds up well. The visual language is uncluttered, which matters enormously in a game where reading the grid at a glance is the primary skill being tested. The soundtrack stays ambient and low-key enough that it disappears when you are deep in a solve, which reviewers have noted is fairly standard for the genre and not a complaint. Rob Riches is clearly a port of a mobile-first title, and the bite-sized level design reflects that origin honestly. If you are expecting a Baba Is You-level concept overhaul every world, this is not that game. What it offers instead is consistent, well-paced execution of familiar sokoban mechanics, with just enough variety in hazard types to keep the three worlds feeling distinct rather than reskinned. Diego, Scout Team

Rob Riches
AdventureCasualIndieStrategy

Rob Riches

Nov 16, 2021Megapop
GamerScout Says

A tidy sokoban puzzler that earns its difficulty the honest way: no timers, no bloat, just grid logic that quietly tightens around you across three themed temple worlds.

PCLinux
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About Rob Riches

I have a soft spot for puzzle games that respect the player enough to skip the hand-holding, and Rob Riches lands squarely in that camp. Megapop's isometric sokoban drops you straight into a Mesoamerican jungle temple with no cutscenes and no tutorial walls to click through, which is exactly the right call for a genre where the puzzle itself is the explanation. The core loop is clean: reach every coin in the room, use the grid to your advantage, and unlock the path to the next chamber. That sounds simple right up until the floor tile you needed crumbles under a misplaced step. The structure runs across three distinct worlds, each with its own environmental hazard set. The jungle levels introduce the basics, the Norse ice world adds sliding movement that forces you to rethink pushable-stone mechanics entirely, and the Egyptian sand tombs bring flamethrowers and falling rocks into the mix. Each world runs to roughly thirty handcrafted levels, putting the total count close to ninety. That is a solid content-to-price ratio for the genre, though the honest runtime for a first playthrough sits around two to three hours if puzzles are not stopping you cold. Later levels in particular strip away the margin for error, meaning a single misread block placement can lock every remaining coin out of reach. The undo button earns its spot on the interface here: step-by-step rollback and a full reset option mean that when you fail, it feels like your logic failed rather than the controls. For players who want more than a single clear, the step counter system adds a clean optimization layer. Every level tracks your move count against a par target, and the community has already started sharing debates about whether certain par scores are beatable at all. It is not the deepest replayability hook, but it works for the audience this game is actually aimed at. There are also hidden red coins scattered through levels for completionists who want a reason to revisit earlier rooms. On the negative side, the undo mechanic has a reported bug in the ice world where pushed boxes do not roll back correctly, and non-QWERTY keyboard users have flagged that the Z-key undo shortcut misbehaves on German and French layouts. Small issues, but worth knowing before you sit down. The isometric art holds up well. The visual language is uncluttered, which matters enormously in a game where reading the grid at a glance is the primary skill being tested. The soundtrack stays ambient and low-key enough that it disappears when you are deep in a solve, which reviewers have noted is fairly standard for the genre and not a complaint. Rob Riches is clearly a port of a mobile-first title, and the bite-sized level design reflects that origin honestly. If you are expecting a Baba Is You-level concept overhaul every world, this is not that game. What it offers instead is consistent, well-paced execution of familiar sokoban mechanics, with just enough variety in hazard types to keep the three worlds feeling distinct rather than reskinned. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5SokobanStep-Counter OptimizationGrid-Based PuzzlesTurn-Based TrapsIsometricHidden CollectiblesNo-Tutorial DesignShort-Session Friendly

System Requirements

Minimum

OS
Windows 10
Memory
2 GB RAM
Storage
1 GB available space
Graphics
Intel HD Graphics 620
Processor
2 GHZ, 2 cores

Recommended

OS
Windows 10
Memory
4 GB RAM
Storage
1 GB available space
Graphics
Nvidia Geforce 920M and newer cards
Processor
2.4 GHZ, 4 cores

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Game Info

Developer
Megapop
Publisher
Megapop
Release Date
Nov 16, 2021

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Price History

2026-06-100.75(lowest)
2026-06-090.75(lowest)

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What platforms is Rob Riches available on?

Rob Riches is available on PC, Linux.

When was Rob Riches released?

Rob Riches was released on 16 November 2021.

Who developed Rob Riches?

Rob Riches was developed by Megapop.