Taking place in the 22nd century where Earth and colonized planets are facing overpopulation, the game sees players assuming the role of Robinson officer Trepliev 1 from the Alien World Exploration department in his attempt to escape imprisonment from the fictional planet of Zarathustra alongside another AWE Robinson named Nina1, while facing several hostile creatures and dangers in order to survive.
Robinson's Requiem was developed in conjunction with Ishar 3: The Seven Gates of Infinity and made use of Silmarils' proprietary ALIS game engine.
Similarly, the Amiga version garnered praise for its graphics, sound and gameplay, but received criticism for the low framerate and difficulty curve.
[6][7][8][9][10] Many actions require the completion of everyday tasks such as eating, drinking and sleeping, as well as hunting, cooking, gathering and finding a place to rest.
The player uses a freely movable mouse cursor to interact with the environment and the icon-based interface on the heads-up display (HUD) when not engaged in combat.
[1][2][13][14] The project was headed and designed by Silmarils co-founder André Rocques, who also shared the role of programmer alongside his brother Louis-Marie, Jean-François Trevien and composer Fabrice Hautecloque.
[2][6][7][8][9][10] The artwork was created by artists Christophe Lambert, Eric Galand, Guillaume Maginot, Nicolas Meylaender and Pascal Einsweiler, among other people collaborating in its development.
[14][18] David Ingels and Cyril Cogordan were responsible for porting Robinson's Requiem to the 3DO Interactive Multiplayer and the Atari Jaguar CD add-on respectively.
Though it features the same full motion video cutscenes as the CD-ROM release for Atari Falcon, the visuals are now rendered with polygons instead of voxels.
[36] Amiga Format's Dale Bradford noted "just wandering around, exploring and discovering how long you can stay alive is enjoyable, thanks to the non-linear gameplay", and to the "care and thought" that went into the game.
[36][60] Rich Pelley of Amiga Power, however, found the game to be extremely boring; he likened playing it to "being told to paint a fence and [...] discover[ing that] it's fifteen miles long".