We’re diving into our upcoming review of Loco Motive, and I had the chance to chat with Adam from Robust Games about the game and its development journey. You won’t want to miss it!
PS4Blog: Good morning, Adam! Thanks for chatting with us today. Could you introduce yourself and tell us a bit about what you do?
Adam Riches: No problem at all! I’m Adam Riches, and I’m the creative director and co-founder at Robust Games. We’ve recently launched our first game, Loco Motive!
PS4Blog: Exciting stuff! Now that Loco Motive has made its way to the Nintendo Switch, what can you share about this version?
Adam Riches: We dedicated a lot of effort to optimizing the controller support so that the game feels fantastic on the Switch. We’ve found ourselves really enjoying the game in handheld mode—it’s quickly become our go-to way to play!
PS4Blog: How long did it take to develop Loco Motive, and how did it evolve from its original game jam concept to the adventure game we see now?
Adam Riches: Official development kicked off in June 2021, and we launched by late November 2024. So, that’s almost three and a half years! The major transformation was growing the storyline and adding more playable characters. Our game jam version had just an hour’s worth of gameplay, while the final version gives players a solid 10-12 hours. We kept a lot from the game jam, like characters and puzzles, but the larger scale allowed us to make them richer and more intricate.
PS4Blog: Any chance Loco Motive might get a physical release for the Nintendo Switch? It would be amazing to include a little instruction booklet or an art/making-of book with it!
Adam Riches: We’d absolutely love to do a physical release for Loco Motive and are really excited about the idea. However, we can’t commit to anything just yet!
PS4Blog: Time to wrap things up. Is there anything else you’d like to say before we finish?
Adam Riches: We just want to extend our heartfelt thanks to everyone who has played Loco Motive since its launch, left us reviews on Steam, or recommended it to friends. Being a small indie team, we really depend on word of mouth, and we deeply appreciate your support!