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Loco Motive Interview: Murder, Mayhem, And A Chat With Adam Riches

Loco Motive Interview: Murder, Mayhem, And A Chat With Adam Riches

In the high-stakes world of estate law, things are already dicey enough without someone turning up dead, yet that’s precisely the predicament poor Arthur Ackerman finds himself in aboard the Reuss Express.

But don’t worry – this isn’t a Netflix true crime special. It’s Loco Motive, a pixel-art murder mystery so packed with charm, wit, and puzzles that it might just make you forget you’re being framed for murder.

Developed by Robust Games, Loco Motive began as a scrappy Game Jam project back in 2020 and blossomed into a full-fledged adventure announced during Nintendo’s December 2021 showcase.

With its lovingly crafted retro aesthetic and delightful whodunit narrative, the game is a rollicking ride for fans of classic point-and-click adventures.

Throw in some eccentric passengers, a dash of absurdity, and controller support for good measure, and you’ve got a recipe for a truly timeless locomotive caper.

I’ve had the pleasure of playing the game (spoiler: I loved it) and even sat down with Adam Riches, co-founder of Robust Games, to dig into the murderously fun details.

So grab your ticket, mind the gap, and let’s jump straight into the conversation with one-half of the creative genius behind this delightful murder mystery on rails.


Loco Motive Interview: Murder, Mayhem, And A Chat With Adam Riches

Imagine a murder mystery where laughter punctuates every suspicious clue, and pixel-perfect chaos reigns supreme. That’s Loco Motive.

“We didn’t expect much to come of it,” Adam admitted, recalling the early days of Loco Motive. What began as a short project quickly spiralled into something far more significant.

Positive feedback rolled in, bolstered by press coverage, and soon publishers were reaching out, asking, “Do you want to do something more with this?”

Loco Motive Interview: Murder, Mayhem, And A Chat With Adam Riches

That “something more” turned into nearly four years of development. By late 2021, Nintendo featured the game in their Indie World showcase, putting Loco Motive on the map, a surreal moment for Adam and his brother Joseph, who helm Robust Games.

“It’s a bit crazy,” Adam reflected. “I started at Chucklefish back in 2014, working as a pixel artist and animator. After nearly a decade, diving into our own project was daunting but liberating.”

Liberation came with its share of hurdles. “When you’re running your own thing, all the responsibility falls on you,” Adam explained. But that also meant the freedom to shape their creation exactly how they wanted. “This game has our voice. We’ve poured so much of ourselves into it—not just our time, but our personalities.”

Loco Motive Interview: Murder, Mayhem, And A Chat With Adam Riches

Choosing pixel art for Loco Motive wasn’t a mere nostalgic callback to the heyday of LucasArts classics. For Adam, it was practical. “Pixel art is my skill set. I spent years honing it at Chucklefish, and it made sense to bring that to this project,” he said. That expertise allowed the team to push the art form further, embracing highly detailed animations and polish.

But the art was only part of the equation. The gameplay itself required thoughtful innovation, particularly for a genre traditionally bound to mouse controls. “I’ve played other point-and-clicks on consoles, and the ones that emulate a mouse cursor always feel like an afterthought,” Adam pointed out.

For Loco Motive, the team prioritised controller support, making the game feel like it belonged on every platform. “We don’t think these games need to be niche. Accessibility is key,” Adam emphasised.

Loco Motive Interview: Murder, Mayhem, And A Chat With Adam Riches

From rethinking control schemes to adding tactile rumble feedback on the Switch, Robust Games leaned into modernising the genre.

The result? A point-and-click adventure that feels right at home on both PC and consoles. “I played it on the Steam Deck recently, and it just felt so good,” Adam shared with a grin.

When crafting Loco Motive’s murder mystery narrative, Adam confessed there wasn’t one singular muse. Instead, the concept came to him as a simple but striking visual: “I pictured wandering through train carriages, solving a mystery before the train reached its destination.”

Loco Motive Interview: Murder, Mayhem, And A Chat With Adam Riches

Over time, the story evolved and influences like Murder on the Orient Express merged with the irreverent humour of Monkey Island.

“It’s Agatha Christie meets LucasArts,” Adam summed up. “The comedy was crucial. Those are the kinds of games my brother and I loved growing up, and we wanted to capture that same spirit.”

Despite the vintage inspiration, Loco Motive is no mere throwback. The game boasts a vibrant cast of characters, intricate puzzles, and a razor-sharp wit that feels fresh and modern.

Loco Motive Interview: Murder, Mayhem, And A Chat With Adam Riches

“It’s a comedy murder mystery where you solve a murder on a train. Honestly, that pitch alone gets people on board,” Adam joked.

While Loco Motive is a labour of love from Adam and Joseph, it took a village to bring it to life. “We had a small core team – just the two of us filling in each other’s skill gaps,” Adam explained. Joseph handled the technical side, while Adam focused on art and animation. But when the workload became too much, they called in reinforcements.

“Paul Zimmerman composed an amazing soundtrack, and our sound designer added so much depth with his audio work,” Adam shared. Freelance artists also pitched in to handle the game’s substantial visual demands. “We owe so much to the talented people who helped make this game what it is,” Adam said earnestly.

Loco Motive Interview: Murder, Mayhem, And A Chat With Adam Riches

With Loco Motive releasing today, I couldn’t resist asking Adam about their future plans. His response? Cautiously optimistic. “I already have a couple of ideas, but Joseph wants a bit of a break first,” he laughed. While nothing is set in stone, Adam hinted that the next project might either be a continuation of their point-and-click journey or something entirely new. “We’re still figuring it out, but we want to make something we’re passionate about. That’s what got us through the tough times with Loco Motive.”

For those dreaming of creating their own games, Adam offered heartfelt advice: “Game jams are such a great way to start. They let you build up your skills, create a portfolio, and, most importantly, finish something.” Finishing, he stressed, is a skill in itself. “A lot of people tinker endlessly, but shipping a game—no matter how small—is a massive achievement.”

He also emphasised the importance of community: “Find a network of friends or peers you can lean on. I’ve learned so much from other developers just by asking questions.” Finally, he offered a sobering yet inspiring note: “Make something you love, because it will take longer than you think. But if you’re passionate about it, that passion will shine through.”

Loco Motive isn’t just a game – it’s a testament to the power of creativity, collaboration, and good old-fashioned determination. For fans of murder mysteries, comedy, or pixel art, this is one train you won’t want to miss.

Loco Motive Interview: Murder, Mayhem, And A Chat With Adam Riches


As the Reuss Express pulls into the station and the chaos of Loco Motive reaches its thrilling conclusion, it’s clear that Robust Games has delivered a first-class ticket to point-and-click adventure greatness. From its quirky cast to its delightfully twisted plot, this is a murder mystery that never derails.

Talking to Adam Riches was a reminder of why games like this are so important – not just for the laughter and the puzzles but for the sheer heart poured into them by small, passionate teams. Whether you’re a veteran detective or someone who loves a good laugh with their pixel art, Loco Motive offers a ride worth taking.

If you want to check out Loco Motive for yourself, you can follow the link here to the game’s official Steam page.