Build insane, fully customisable robot battle vehicles that drive, hover, walk and fly in the free-to-play action game Robocraft. Add weapons from the future and jump in the driving seat as you take your creation into battle against other players online!
User reviews:
Mixed (2,523 reviews) - 62% of the 2,523 user reviews in the last 30 days are positive.
Mostly Positive (83,209 reviews) - 73% of the 83,209 user reviews for this game are positive.
Release Date: Jul 8, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Robocraft has been built with a dedicated community of Robocrafters from the very beginning. The game's first release was in April 2013 and that buildhad no multiplayer and no combat. From that point to today, the game has grown exponentially to its full MMO state and whilst we still call it a 'Live Alpha' you will find it a very polished and fully featured experience.”

Approximately how long will this game be in Early Access?

“Freejam are now plotting a path to full release with an aim to be out of Early Access at some point in 2017.”

How is the full version planned to differ from the Early Access version?

“While users accounts will never be reset - so what you earn in game now you will always keep - the full release of Robocraft will contain a number of additional key core features, many more social features, Clans, more game modes, many more functional components and weapons, a tutorial and PVE mode and full game localisation into many different languages.”

What is the current state of the Early Access version?

“We call it 'Early Alpha' but we expect you to find it as polished and fully featured as most 'Beta' releases.”

Will the game be priced differently during and after Early Access?

“No, Robocraft will always be free-to-play and our prices won't change as a result of shifting from Early Access to a full release in future.”

How are you planning on involving the Community in your development process?

“Freejam (the developer of Robocraft) has community in its blood. The word Freejam is a combination of 'free' and 'jam', where 'free' shows our dedication to keeping Robocraft always free, and 'jam' stands for jamming with our community to determine how our game continues to evolve. We like to think of Robocraft as a game that has been built from the ground up in collaboration with the community.”
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February 28

Countdown to BETA – 2 Days To Go

Earlier in the week, we teased you with the below image. Today we’re going to reveal what the mystical crystal in the middle of Birmingham Power Station is all about.

The ‘Protonite Core’ is a new game mechanic designed to shake things up and shift the focus of the battle at key points in the middle of a Normal Mode match. It is also designed to give the team that is behind a chance to ‘catch up’ and get back into the battle ensuring that there is always a reason to fight to the end.

Internally the ‘Protonite Core’ is affectionately known as ‘The Equaliser’ and when you understand the game mechanics you’ll understand why.

“E14 and CF are mining two different isotopes (blue and red) of raw Protonium from the ground which is gathered via Mining Stations (Capture Points) and refined at a Protonium Reactor (Base). When enough Protonium has been refined the energy can be sent to the orbital mothership and the Annihilator weapon can be fired (thus obliterating the enemy faction and gaining victory). When one isotope has been mined significantly more than the other (i.e. when the red team is winning) an imbalance is caused in the mantle of the planet surface and a Protonite eruption can occur.”

At 5 and 10 minutes into a battle, a large ‘Protonite eruption’ will occur at a strategic, central position on the map. This eruption will cause a large crystal, the Protonite Core, to appear; the colour of which is the same as the team currently in the lead.

The amount of energy stored in the Protonite Core is equal to the difference between the winning and the losing Protonium stored by each team’s Reactor, thus releasing this Protonium will ‘equalise’ the Protonium harvested by the two teams at that point in the match.

In order for the losing team to harvest the Protonium stored in the Protonite Core, they must destroy it within 90 seconds of it appearing. As with all Protonium crystals, you can only destroy those owned by the opposing team color, thus only the team that is behind has the chance to ‘destroy the core’.

If the Protonite Core is destroyed, its Protonium is released and the losing team ‘equalizes’, gaining equal Protonium on its reactor to the enemy team and ‘balance is restored’. If the Protonite Core is not destroyed within the time limit, it retracts back into the mantle. This means that the Protonium is lost, and the core has been successfully ‘defended’.

[artist’s impression of an actual battle]

It is therefore imperative that the team which is ahead must ‘defend the core’ in order to maintain an advantage. This is certainly possible with reasonable coordination and by paying attention to the eruptions, but it also provides a distraction which can be used as a diversion for the losing team to capture a point. There are various interesting strategies which can be deployed by both teams during an eruption.

So that’s the Protonite Core! For tomorrow’s countdown post, we’ll release the full patch notes curated by our Community Manager LeftofNever before the BETA update is released this Thursday. I cannot wait to see what you all make of it!

Catch you on the battlefield!

Mark, Freejam CEO and Robocraft Game Director

1 comments Read more

February 27



Let’s talk about pizza! This is undoubtedly one of my fav topics… Recently I have begun creating my own pizzas at home and miraculously I have discovered making pizza is a lot like level design; good quality ingredients are obviously key to the success of the perfect pizza, but how you knead the dough, the amount of each ingredient and the distribution of these ingredients is important to the clarity of the taste. Slinging in many towers, tons of players, loads of objectives and complicated landscapes might sound indulgent, but that pizza is going to taste like my Gran’s trampled broccoli fritters.

So cast your minds back to my last DevJam where I described the process we used to create the NEW Vanguard map: We used a symmetrical design format based on a triangular formation of fastest routes to the key objectives; then we overlaid a simple wider structure of secondary routes to allow for more sneaky maneuvers. I think I speak for everyone and their Gran when I say this was a total unmitigated success and a proper tasty pizza 🙂

Well, we have used that basic design principle and applied it to 5 other maps to create what is being hailed as BATTLE ARENA 2.0 – however it has not been as simple as all that, for we now have new ingredients to engineer into the same space and a little rethink is necessary; firstly let’s check out the new ingredients to our recipe:

5 tablespoons of Players Per Team:
Team sizes have been reduced to 5v5 in Normal mode (BA). To maintain the familiar density of players and intense combat activity of Normal Mode, we had to scale down all the maps by 15-25%. This resize keeps the maps from feeling so empty.

3 freshly squeezed Capture Points:
The new Capture Points don’t have the original mushroom cover built into them, so greater consideration needs to be given for their placement. You don’t want to be left exposed while capturing nor do you want to capture one without any threat at all.

1 scoop of New Protonite Core equalizer:
Blast [REDACTED] team. [REDACTED] Core [REDACTED] defend.

We wanted to take a larger step in visual quality as Robocraft enters Beta, it’s a nod towards the AAA quality Robocraft utopia we are aiming for. To do this we have been “curing” the visuals of these new levels for months now. We have been slowly improving the art by adding significantly more detail into the levels like more trees, rocks, grass, revised textures, implementing our new World Machine erosion process, baking Global Illumination on the levels, adding more environment VFX and introducing some wonderful Skydomes hand painted by our very own Lead Artist Eli.

This is a before and after image of the Tharsis Rift map, with the mushrooms. It is an excellent example of how we have brought those floundering old maps inline with the success of the Vanguard level. Let me take your through the 4 main points of design changes:

1 / Symmetry – It’s clear that symmetry is a significant change to this map. You can see that Base B has a real disadvantage in terms of distance to the objectives T1 and T3, and a slight advantage to T2. This is not balanced gameplay and one team could argue that they have an advantage over the other team. All of these asymmetrical variations have been eliminated in the new Beta maps which has made all of them more competitive.

2 / Scale reduction – It seems subtle at first as the bases are a fairly similar distance apart in the old map compared to the new, but if you look closely you’ll see that we have totally removed the lower access road and reduced open spaces generally to compact the level a little for the 5 vs 5 team sizes.

3 / Direct routes – Travelling in the game between objectives was tough in the old map, some of the routes were unnecessarily twisty and would take you wide of your objective, in some cases the fastest route from T2 to the other towers led you down the same path which then became a bottleneck of activity. The newer layout will clean up this situation, but keep a little bit of the old canyon characteristics.

4 / Creating cover – The toughest job of this map design has been creating balanced gameplay for every style of robot in Robocraft. During testing we have been scouring over the levels impersonating snipers, flyers, mechs, walkers etc. We have been positioning ourselves at key points to ensure that there are fewer safe places to camp and rail enemies from across the entire map compared to the old design. There is plenty of cover for ground units against flyers and flyers have enough interesting locations to shelter from flak. I’m sure there are improvements to make to a few locations after the initial Beta release, but this is a great step forwards in encouraging greater viability in robot designs.

So we are not done yet with the maps, but they won’t change drastically again. We are going to need your feedback on the new maps from the perspective of all play styles, so jump online after the release and share your thoughts on social media and our forums. In the short term we are planning to convert some of the new maps into TDM maps, and in the longer term we are also keen to develop another planet with some more alien environments for you to fight in.

There is still a huge amount of work to be done so keep an eye out for more changes to come.

I’ve referred to her a lot in the past; she’s 96 years old and loves Pizza & Robocraft (preferably together). Plus she is a Protonium 5 star player, she made me promise not to release her ‘handle’ or she said she would fit her foot in my face. Straight up. No joke!

Tomorrow we’ll have more for you when we reveal everything about the Protonite Core which can change the course of battle in a heartbeat.

Catch me outside!

Richard Turner, Art Director and Co-founder of Freejam

85 comments Read more
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About This Game

Build insane, fully customisable robot battle vehicles that drive, hover, walk and fly in the free-to-play action game Robocraft. Add weapons from the future and jump in the driving seat as you take your creation into battle against others online!

BUILD - Combine blocks in an easy-to-use editor interface to create a futuristic robot battle vehicle armed with dozens of different weapon options.
DRIVE - Jump into the pilot seat and test out your robot design against AI. Jet cars, tanks, flying warships, helicopters, drones; almost any vehicle is possible in Robocraft!
FIGHT - Battle online in vast battlefields against players from all over the world on dedicated servers.


  • Over 250 cubes and growing! Be part of a constantly changing metagame with new weapons, components and features added every month
  • Watch as enemy robots break apart cube by cube as you destroy them with powerful weaponry which players can switch between at their leisure
  • Form Parties and battle on the same team with your friends
  • Create or join Clans of up to 50 players
  • Share your robotic creations with other players online via the Community Robot Factory

Robocraft is currently in the Open Alpha stage of development and is available for everyone to play. For more information about the game, please visit

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 2000/XP/Vista/7/8/8.1/10
    • Processor: Intel Dual Core or better with SSE2 support or equivalent AMD family
    • Memory: 4 GB RAM
    • Graphics: Shader Model 3.0 Compatible GPU, DirectX 9.0c
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: DirectX compatible
    • Additional Notes: Min Resolution 1024x768
    • OS: Mac OS X 10.7+
    • Processor: Intel Dual Core or better with SSE2 support or equivilent AMD family
    • Memory: 4 GB RAM
    • Graphics: Shader Model 3.0 Compatible GPU
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Min resolution 1024x768
    • OS: Ubuntu 10.10+
    • Processor: Intel Dual Core or better with SSE2 support or equivilent AMD family
    • Memory: 4 GB RAM
    • Graphics: Shader Model 3.0 Compatible GPU
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Min resolution 1024x768
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