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Robin

Mac, PC (Microsoft Windows), Linux • 2018

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Quick resume

Robin is a short slice of life game that was made to give some visibility to an invisible illness - Chronic Fatigue Syndrome.

Global score

89/100

Genres

Casual, Free To Play, Indie, Simulator, Point-and-click, Tactical, Strategy

Pros

  • Insightful portrayal of chronic fatigue syndrome
  • Free and accessible
  • Soothing art and music
  • Multiple endings encourage replay
  • Raises awareness and empathy

Cons

  • Very short gameplay
  • Limited interactivity and creativity
  • Repetitive dialogue
  • No multiplayer or social features
  • Some minor bugs reported

Motivations

  • Autonomy
    3

    "Players choose daily activities and manage limited energy, reflecting personal decision-making within constraints."

  • Competence
    1

    "Gameplay involves simple choices with limited skill challenge but meaningful consequences."

  • Competition
    -5

    "No competitive elements; focus is on personal experience and managing own condition."

  • Continuation
    -3

    "Short play sessions with limited replay value; players complete in under 30 minutes."

  • Cooperation
    -5

    "Single-player experience focused on individual management without multiplayer or teamwork."

  • Creativity
    -2

    "Limited creativity; players select from predefined tasks without building or modifying elements."

  • Domination
    -5

    "No social dominance or power dynamics; emphasis on personal struggle and empathy."

  • Escapism
    2

    "Players immerse in a fictional portrayal of chronic illness, providing emotional insight and distraction."

  • Expectation
    -4

    "Engagement driven by intrinsic interest and empathy rather than obligation or external pressure."

  • Experimenting
    2

    "Multiple endings and choices encourage trying different activity orders to explore outcomes."

  • Exploration
    -4

    "Set in a single environment with no exploration; focus on decision-making within fixed context."

  • Expression
    -4

    "No character customization or self-expression; uses standardized visuals and narrative."

  • Fantasy
    -5

    "Realistic depiction of chronic fatigue syndrome and daily life challenges."

  • Fellowship
    -5

    "Solo experience with minimal social interaction or community involvement."

  • Growth
    3

    "Raises awareness and understanding of chronic illness; players learn about Spoon Theory and empathy."

  • Health
    -5

    "Focuses on fatigue and illness; no physical activity or health improvement mechanics."

  • Idle
    -3

    "Requires player attention to make choices; short sessions but active engagement."

  • Intimacy
    -4

    "Limited social or emotional connections; focuses on internal experience rather than relationships."

  • Leadership
    -5

    "No leadership or group management elements; individual experience only."

  • Progression
    1

    "Progression through daily task completion and endings, but no item or upgrade accumulation."

  • Relaxation
    3

    "Calm art style and music create soothing atmosphere despite heavy subject matter."

  • Sensation
    1

    "Pleasant visuals and sound but minimal sensory stimulation or excitement."

  • Status
    -5

    "No social recognition or status systems; focus on personal experience."

  • Story
    5

    "Strong narrative immersion focused on chronic illness and emotional impact."

  • Strategy
    2

    "Players plan activity order to balance energy and mood, requiring some strategic thinking."

  • Thrill
    -4

    "No suspense or risk; steady emotional tone reflecting fatigue and struggle."

  • Value
    4

    "Free game with meaningful message and educational value; positive return on time invested."

  • Violence
    -5

    "No combat or destructive elements; focus on care and survival."

  • Survival
    3

    "Managing limited energy and daily tasks simulates survival under chronic illness constraints."

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    Last update: 06/03/2026