Compare Robot Arena III prices across 50+ stores and find the best deal. Developed by Gabriel Interactive. Published by Octopus Tree. Released on 6/20/2016. Available on PC. Genres: Simulation, Sports.

Thirteen years of anticipation, one deeply disappointing sequel. Robot Arena III has a Bot Lab worth tinkering in and almost nothing else worth your time.

I went into Robot Arena III armed with the same optimism that carried a whole community through a thirteen-year wait for a sequel. That optimism did not survive contact with the product. The series predecessor, Robot Arena 2: Design and Destroy, is still considered by dedicated fans to be one of the greatest robot combat games ever made, with an active modding community and regular tournaments running decades after release. Robot Arena III had every reason to build on that legacy. It chose not to. The Bot Lab is the game's one genuine strength, and I want to be fair about that. You draw your own chassis from scratch, layer in components like motors, batteries, pistons, rams, and weapons, route power connections, then map controls per-robot to whatever keyboard layout you want. The freedom is real. You can produce wildly asymmetric designs, mount spinners, wedges, or hammers, and then run them through a test area before committing to a match. Steam Workshop integration means robot blueprints can be shared and downloaded, which extends the creative ceiling considerably. If you find the building satisfying as a standalone loop, there is genuine depth here. Everything outside the Bot Lab is where the game collapses. The career mode is a bracket-style tournament series against AI opponents, and once a tournament is finished, you cannot replay it without switching teams and losing all your robot designs. That is not a minor oversight; it is a structural problem that kills replayability at the root. Exhibition mode lets you set up one-off matches against preset or custom bots, which is more flexible, but the moment the match starts the cracks multiply. The AI opponents drive into arena hazards unprompted, stop moving for no reason mid-fight, and occasionally just sit through the immobilization countdown without resistance. The combat itself asks little of the player: identify which side of the opponent lacks a weapon, press into it, hold the attack. Physics are inconsistent in ways that range from annoying to outright broken, and the camera controls make tracking action in multi-bot melees actively unpleasant. The absence of weight classes, the glitched online servers (effectively dead at launch and still empty afterward), and collision checks that let you stack batteries inside batteries or attach wheels to impossible locations all point to a game that shipped before it was close to finished. The community asked the developer to release the source code so players could fix it themselves. That request says everything. Steam user reviews sit at 27% positive from 290 reviews, and the broader critical reception at launch was similarly punishing. For a sim-adjacent title, the decision-making during actual fights is so shallow that the impressive-looking Bot Lab feels like a vehicle with no road to drive on. If you are a dedicated robot-combat enthusiast who will extract fifty hours from the building tool alone and source community bots through the Workshop, there is a narrow case for tolerance. Everyone else, including fans of Robot Arena 2 hoping for a worthy successor, should look elsewhere and let the Bot Lab's potential remain a footnote in what could have been. Diego, Scout Team

Robot Arena III
SimulationSports

Robot Arena III

Jun 20, 2016Gabriel InteractiveOctopus Tree
GamerScout Says

Thirteen years of anticipation, one deeply disappointing sequel. Robot Arena III has a Bot Lab worth tinkering in and almost nothing else worth your time.

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About Robot Arena III

I went into Robot Arena III armed with the same optimism that carried a whole community through a thirteen-year wait for a sequel. That optimism did not survive contact with the product. The series predecessor, Robot Arena 2: Design and Destroy, is still considered by dedicated fans to be one of the greatest robot combat games ever made, with an active modding community and regular tournaments running decades after release. Robot Arena III had every reason to build on that legacy. It chose not to. The Bot Lab is the game's one genuine strength, and I want to be fair about that. You draw your own chassis from scratch, layer in components like motors, batteries, pistons, rams, and weapons, route power connections, then map controls per-robot to whatever keyboard layout you want. The freedom is real. You can produce wildly asymmetric designs, mount spinners, wedges, or hammers, and then run them through a test area before committing to a match. Steam Workshop integration means robot blueprints can be shared and downloaded, which extends the creative ceiling considerably. If you find the building satisfying as a standalone loop, there is genuine depth here. Everything outside the Bot Lab is where the game collapses. The career mode is a bracket-style tournament series against AI opponents, and once a tournament is finished, you cannot replay it without switching teams and losing all your robot designs. That is not a minor oversight; it is a structural problem that kills replayability at the root. Exhibition mode lets you set up one-off matches against preset or custom bots, which is more flexible, but the moment the match starts the cracks multiply. The AI opponents drive into arena hazards unprompted, stop moving for no reason mid-fight, and occasionally just sit through the immobilization countdown without resistance. The combat itself asks little of the player: identify which side of the opponent lacks a weapon, press into it, hold the attack. Physics are inconsistent in ways that range from annoying to outright broken, and the camera controls make tracking action in multi-bot melees actively unpleasant. The absence of weight classes, the glitched online servers (effectively dead at launch and still empty afterward), and collision checks that let you stack batteries inside batteries or attach wheels to impossible locations all point to a game that shipped before it was close to finished. The community asked the developer to release the source code so players could fix it themselves. That request says everything. Steam user reviews sit at 27% positive from 290 reviews, and the broader critical reception at launch was similarly punishing. For a sim-adjacent title, the decision-making during actual fights is so shallow that the impressive-looking Bot Lab feels like a vehicle with no road to drive on. If you are a dedicated robot-combat enthusiast who will extract fifty hours from the building tool alone and source community bots through the Workshop, there is a narrow case for tolerance. Everyone else, including fans of Robot Arena 2 hoping for a worthy successor, should look elsewhere and let the Bot Lab's potential remain a footnote in what could have been. Diego, Scout Team

Tags

singleplayermultiplayerworkshoptier:indieRobot Combat SimBot BuilderBroken AIDead MultiplayerWorkshop DependentChassis CustomizationCareer ModePhysics Issues

System Requirements

Minimum

OS
Windows Vista®, Windows® 7, Windows® 8, Windows® 10
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
1 GB available space
Graphics
nVidia® 7600 / ATI-AMD® 2600 or faster with 1GB VRAM (Mobile chipsets may not work), DirectX® 9.0c-compliant, SM 3.0-compliant
Processor
Intel® Core™ 2 Duo, AMD Athlon™ x2 6400+, or equal at 1.6GHz or better
Sound Card
DirectX® 9.0c-compatible, 16-bit

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Game Info

Developer
Gabriel Interactive
Publisher
Octopus Tree
Release Date
Jun 20, 2016

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Robot Arena III is available on PC.

When was Robot Arena III released?

Robot Arena III was released on 20 June 2016.

Who developed Robot Arena III?

Robot Arena III was developed by Gabriel Interactive and published by Octopus Tree.