Compare RoboBlitz prices across trusted key stores and find the best deal. Developed by Naked Sky Entertainment. Published by Naked Sky Entertainment. Released on 11/7/2006. Available on PC. Genres: Action, Indie. Metacritic score: 80/100.

A four-hour physics playground from 2006 that still has tricks up its sleeve, if you can wrestle modern hardware into running it cooperatively.

I have a soft spot for games that punched well above their weight class, and RoboBlitz is exactly that kind of underdog. This was a small indie team, roughly a dozen people, building a fully realized 3D action-puzzler in eleven months on a self-funded budget, running on Unreal Engine 3 at a time when that engine was powering Gears of War. The gap between ambition and resources is stitched into every corner of the experience, and somehow that stitching mostly holds. The premise is deliberately lightweight: Blitz, a one-wheeled maintenance robot, needs to power up six subsystems of an orbital space cannon before a pirate faction called the NEODs finishes tearing the station apart. Story is not the reason you are here. What is here, though, is a genuinely clever physics sandbox spread across 19 levels in seven distinct environments. Each of the six sectors runs three stages: two puzzle challenges followed by a boss fight against a NOAD commander. The puzzle variety is legitimately surprising. One sector has you aligning laser mirrors, another has you managing conveyor belts, another walks you through a maze. The structure keeps things rotating fast enough that repetition rarely sets in over the game's short runtime of four to five hours. The weapons and tools are where RoboBlitz earns its place in the memory. The P2P Beam lets you lash two physics objects together with a band of elastic energy, which means you can chain three enemy bots into a wriggling mess and herd them toward a shredder, or fashion improvised nunchakus from nearby barrels. The Point to Point gun lets you nominate any moveable object and redirect it with a second shot, which is as useful for heavy lifting as it is for combat. A grappling hook upgrade opens up vertical shortcuts across the levels. These tools are not just cosmetic variety: the boss fights are designed around them, which keeps the action feeling purposeful rather than random. Upgradium pickups scattered through each level feed into expanding Blitz's loadout, giving the short runtime a light but satisfying progression arc. Now for the honest part. The controls carry the fingerprints of a team that was still designing core mechanics six months into an eleven-month production. Blitz's arms are awkwardly short, which makes grabbing objects a finicky affair. Narrow corridor sections wrestle with the camera, which has a habit of snapping into first-person when Blitz gets cornered. On modern hardware the physics engine, which the entire game is built around, can run frame-rate-unbound and break boss fight scripting entirely, making some encounters functionally impossible without using a frame-limiter utility. That is a significant caveat in 2024 and beyond. Players who know what they are doing can fix it, but the game offers no guidance and some will bounce off it hard before they find the workaround. The final boss in particular, with its multi-phase structure and no mid-fight checkpoints, is the kind of design that felt punishing even when the physics were working as intended. For the right person, though, RoboBlitz is a quietly remarkable time capsule. The techno-tinged soundtrack sits lightly on the experience the way a good background score should, and the cartoon grimaces on the enemy bots give the whole thing a warmth that a lot of bigger productions never bother with. It was nominated at the 2007 Independent Games Festival for both the Seumas McNally Grand Prize and the Excellence in Visual Art award, which tells you what the indie community thought of it at the time. If you are curious about early indie ambition on the Unreal 3 engine, or you just want a breezy four-hour puzzle-action game with a genuine sense of play, do the frame-limiter homework first and then give Blitz his moment. Kai, Scout Team

RoboBlitz

RoboBlitz

Nov 7, 2006Naked Sky Entertainment
GamerScout Says

A four-hour physics playground from 2006 that still has tricks up its sleeve, if you can wrestle modern hardware into running it cooperatively.

PC
ProtonDB Silver
Best Price Available
€0.00
at N/A
Historical low: €3.86

GamerScout Verdict

Best for patient players willing to set up a frame-limiter and spend four hours with a genuinely inventive 2006 indie physics sandbox.

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Screenshots & Media

Screenshot

About RoboBlitz

I have a soft spot for games that punched well above their weight class, and RoboBlitz is exactly that kind of underdog. This was a small indie team, roughly a dozen people, building a fully realized 3D action-puzzler in eleven months on a self-funded budget, running on Unreal Engine 3 at a time when that engine was powering Gears of War. The gap between ambition and resources is stitched into every corner of the experience, and somehow that stitching mostly holds. The premise is deliberately lightweight: Blitz, a one-wheeled maintenance robot, needs to power up six subsystems of an orbital space cannon before a pirate faction called the NEODs finishes tearing the station apart. Story is not the reason you are here. What is here, though, is a genuinely clever physics sandbox spread across 19 levels in seven distinct environments. Each of the six sectors runs three stages: two puzzle challenges followed by a boss fight against a NOAD commander. The puzzle variety is legitimately surprising. One sector has you aligning laser mirrors, another has you managing conveyor belts, another walks you through a maze. The structure keeps things rotating fast enough that repetition rarely sets in over the game's short runtime of four to five hours. The weapons and tools are where RoboBlitz earns its place in the memory. The P2P Beam lets you lash two physics objects together with a band of elastic energy, which means you can chain three enemy bots into a wriggling mess and herd them toward a shredder, or fashion improvised nunchakus from nearby barrels. The Point to Point gun lets you nominate any moveable object and redirect it with a second shot, which is as useful for heavy lifting as it is for combat. A grappling hook upgrade opens up vertical shortcuts across the levels. These tools are not just cosmetic variety: the boss fights are designed around them, which keeps the action feeling purposeful rather than random. Upgradium pickups scattered through each level feed into expanding Blitz's loadout, giving the short runtime a light but satisfying progression arc. Now for the honest part. The controls carry the fingerprints of a team that was still designing core mechanics six months into an eleven-month production. Blitz's arms are awkwardly short, which makes grabbing objects a finicky affair. Narrow corridor sections wrestle with the camera, which has a habit of snapping into first-person when Blitz gets cornered. On modern hardware the physics engine, which the entire game is built around, can run frame-rate-unbound and break boss fight scripting entirely, making some encounters functionally impossible without using a frame-limiter utility. That is a significant caveat in 2024 and beyond. Players who know what they are doing can fix it, but the game offers no guidance and some will bounce off it hard before they find the workaround. The final boss in particular, with its multi-phase structure and no mid-fight checkpoints, is the kind of design that felt punishing even when the physics were working as intended. For the right person, though, RoboBlitz is a quietly remarkable time capsule. The techno-tinged soundtrack sits lightly on the experience the way a good background score should, and the cartoon grimaces on the enemy bots give the whole thing a warmth that a lot of bigger productions never bother with. It was nominated at the 2007 Independent Games Festival for both the Seumas McNally Grand Prize and the Excellence in Visual Art award, which tells you what the indie community thought of it at the time. If you are curious about early indie ambition on the Unreal 3 engine, or you just want a breezy four-hour puzzle-action game with a genuine sense of play, do the frame-limiter homework first and then give Blitz his moment.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayertier:aaaPhysics Puzzler3D PlatformerUnreal Engine 3Upgrade SystemBoss FightsShort CampaignFrame-Rate SensitiveSci-Fi Setting

System Requirements

Minimum

Microsoft® Windows® XP SP2, Intel® Pentium® 4 2.0GHz or AMD Athlon™ XP 2000+, 512 MB RAM, 400MB Hard Disk Space, nVidia® Geforce® 6600 or ATI Radeon® X800 Video Card with 256 MB RAM, DirectX Version 9.0c

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Reviews & Ratings

Metacritic
80

Game Info

Developer
Naked Sky Entertainment
Publisher
Naked Sky Entertainment
Release Date
Nov 7, 2006

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Frequently asked questions about RoboBlitz

How much does RoboBlitz cost?

RoboBlitz pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is RoboBlitz available on?

RoboBlitz is available on PC.

When was RoboBlitz released?

RoboBlitz was released on 7 November 2006.

Who developed RoboBlitz?

RoboBlitz was developed by Naked Sky Entertainment.

Is RoboBlitz worth buying?

RoboBlitz holds a Metacritic score of 80/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.