Game review
Robber Knight
4 / 10
- Developer
- Sartorian
- Publisher
- Sartorian
- Released
- 22 July 2022
- Platforms
- Windows
- Genre
- RPG
- Monetisation
- One-time premium purchase; no ads, in-game purchases or premium currency found
- Players
- Online co-op for up to four players, alongside single-player
The short version
Robber Knight entered Early Access in July 2022 promising a medieval RPG where you lead a warband, rob merchants, build a stronghold and conquer territory, solo or with up to four friends. Reviews from that first week describe something closer to a rough tech demo than a game: bare-bones animation, a single looping music track, and quests that broke within the first fifteen minutes. Four years later, as of this review, it remains in Early Access, and the developer's own July 2026 post says a feature-complete version is still one to three months away.
What's happened in between is an unusually candid but also unusually turbulent development story. The two-person team has stayed genuinely engaged with its community — patching reported bugs within hours in some documented cases, posting regular progress updates, running player surveys — and that transparency has earned real goodwill even from reviewers who don't recommend buying the game today. But the core game has reportedly changed shape at least twice, with reviewers describing an original survival/building focus giving way to a quest-driven RPG structure, then further large system overhauls since. Buyers who backed one version of Robber Knight have repeatedly found themselves playing a different one, and the price — nearly seventy New Zealand dollars for a still-unfinished game — is a recurring, pointed complaint across every year of reviews this fleet checked.
Biggest strengths
- A genuinely responsive, transparent two-person developer team that documented reviewers describe fixing reported bugs within hours and running regular community surveys and progress updates rather than going quiet
- A real, if imperfect, four-player online co-op mode that some reviewers specifically call the most fun part of the game
- The core concept — leading a warband, robbing and recruiting, building and defending a stronghold — is one multiple reviewers say they'd genuinely want to see done well, even while criticising this specific execution
Biggest weaknesses
- Reviewers across every year since launch, including as recently as 2026, describe the game as still bare-bones: clunky, dated combat, a repetitive limited soundtrack, and content described as an empty world with little to actually do
- The core game has reportedly been redesigned at least twice — from a build-and-survive focus to a quest-driven RPG, then through further large system changes since — leaving buyers who liked an earlier version describing the current one as "not the game I bought"
- At NZ$69.99, the price is called out as disproportionate to the current state in reviews from 2022 straight through 2025, with reviewers consistently recommending waiting for a sale, if buying at all
Who it's for: Players specifically motivated to support a small, communicative solo-adjacent developer through a long, visibly difficult Early Access process, and who can tolerate real design churn between updates. Not for anyone wanting a stable, content-complete medieval RPG today.
Our recommendation: Wait for the promised 1.0, or at minimum a deep sale — reviewers across four years agree the current asking price doesn't match what's playable, whatever else you think of the project.
4 / 10
Robber Knight has been in Early Access longer than some finished games take to get made, patched, and sequelled. It launched in July 2022 with a clear, appealing pitch — lead a warband of medieval outlaws, rob merchants, build and defend a stronghold, conquer territory solo or with friends — and reviews from that first week describe something rougher than the pitch suggested: threadbare animation, one looping music track, and a tutorial quest that broke for multiple players within their first fifteen minutes. As of this review, four years later, it's still in Early Access. The developer's own July 2026 anniversary post says a feature-complete build is one to three months away, with a full 1.0 to follow after that. This review evaluates what's actually been playable across that span, since a promise about the future isn't something a review can respectably assume will land on schedule.
A genuinely responsive team, documented in real time
The clearest, most consistently praised thing about Robber Knight isn't the game — it's the developer. One widely-cited review describes an NPC-disappearing tutorial bug being patched within hours of being reported, and multiple reviewers independently describe a small, two-person team that runs player surveys, posts monthly progress updates even when there's little to show, and responds to community feedback directly rather than disappearing for long silent stretches. The developer's own posts are candid to an unusual degree about why progress has been slow — openly citing inexperience and the mismatch between a two-person team and a project scope more typical of much larger studios. That transparency has earned real, documented goodwill: several reviewers who don't currently recommend the game explicitly say they're staying to see where it goes, specifically because of how the team has handled a difficult, visibly troubled development.
A game that keeps becoming a different game
Set against that goodwill is a genuinely unusual pattern: reviewers across 2024 and 2025 describe Robber Knight's core systems being substantially redesigned more than once. One detailed review from January 2025 describes the original build-craft-survive focus largely disappearing in favour of a more conventional quest-driven RPG structure, leaving them "waiting for wood and troops to train" rather than building creatively. Other reviews from the same period describe further large changes — a new engine, reworked combat, changed building systems — arriving without the earlier features they'd enjoyed. The developer's own July 2026 post confirms more of the same is coming before 1.0: a new building system, new combat system, and a bigger map, on top of everything already reworked. None of this means the changes are bad decisions in isolation — several reviewers say they're cautiously optimistic about the current direction — but it does mean anyone who bought Robber Knight at any specific point over the last four years has a reasonable chance of finding today's version substantially different from what they paid for, a real cost of an unusually long and turbulent Early Access run that a review shouldn't paper over just because the developer's intentions are good.
A price that hasn't matched the product at any point
The single most consistent complaint across every year of reviews checked for this piece, from launch week through 2025, is price. Reviewers call the original asking price "extremely expensive" for what shipped, and the current NZ$69.99 listing continues that pattern for a game that is, by the developer's own account, still not feature-complete. Several reviewers explicitly frame their recommendation as conditional on a deep discount — worth trying to support the developer at a fraction of the price, hard to justify at anything close to full. One reviewer's blunt framing — that a game about becoming a robber knight prices you like you've already been robbed — captures a sentiment that shows up, in less colourful language, across nearly every critical review this fleet read.
A specific, unresolved warning worth reporting plainly
One detailed, dated February 2026 review raises a concern this review can't independently verify but also shouldn't leave out: that the developer's other listed Early Access projects have also gone long stretches without updates, and that this specific pattern is worth weighing before trusting another multi-year promise. Checked against Robber Knight's own public event history, that specific game has continued receiving posts through 2026, including the detailed July 2026 roadmap referenced above — so the claim doesn't appear to describe this project accurately as of today. Whether it accurately describes the developer's other titles isn't something this review can confirm either way, and it's reported here as a specific, attributed reviewer concern rather than a settled fact about the studio.
Where it lands (as of today)
Robber Knight is not, right now, the finished medieval RPG its original pitch promised, and reviewers across four years agree on that much even when they disagree on everything else. What keeps this from being a simple abandoned-project story is a two-person team that has stayed genuinely present and transparent throughout an unusually difficult development, and a stated, dated commitment to finishing within the next few months. A 4 reflects what's actually playable today — thin, repeatedly redesigned, and priced well above what reviewers across every year say it's worth — while acknowledging that the story here is still being written by a developer who, whatever else is true, hasn't gone quiet. Whether the promised feature-complete build arrives on the stated one-to-three- month timeline, and whether it finally settles on the design its many pivots have been circling, is something only a future update to this review will be able to answer honestly.
Pros and cons
Pros
- A genuinely responsive, transparent two-person developer team that documented reviewers describe fixing reported bugs within hours and running regular community surveys and progress updates rather than going quiet
- A real, if imperfect, four-player online co-op mode that some reviewers specifically call the most fun part of the game
- The core concept — leading a warband, robbing and recruiting, building and defending a stronghold — is one multiple reviewers say they'd genuinely want to see done well, even while criticising this specific execution
- The developer has been unusually candid about the reasons for the project's slow pace, explicitly citing inexperience and a two-person team taking on a scope more typical of twenty-person studios
Cons
- Reviewers across every year since launch, including as recently as 2026, describe the game as still bare-bones: clunky, dated combat, a repetitive limited soundtrack, and content described as an empty world with little to actually do
- The core game has reportedly been redesigned at least twice — from a build-and-survive focus to a quest-driven RPG, then through further large system changes since — leaving buyers who liked an earlier version describing the current one as "not the game I bought"
- At NZ$69.99, the price is called out as disproportionate to the current state in reviews from 2022 straight through 2025, with reviewers consistently recommending waiting for a sale, if buying at all
- One detailed, dated review flags a specific, checkable concern: the developer's other Early Access-listed projects have also gone long stretches without updates, a pattern this reviewer argues is worth weighing before trusting another multi-year promise
- Basic advertised features are inconsistently present: multiple reviews describe missing hunger, thirst and fatigue survival mechanics despite the game being framed partly as a survival title