| Astro Bot | |
|---|---|
| Developer | Team Asobi |
| Publisher | Sony Interactive Entertainment |
| Director | Nicolas Doucet |
| Producer | Nicolas Doucet |
| Designer | Gento Morita |
| Programmer | Masayuki Yamada |
| Artist | Sebastian Brueckner |
| Composer | Kenneth C. M. Young |
| Series | Astro Bot |
| Platform | PlayStation 5 |
| Release |
|
| Genres | Platform,action-adventure |
| Mode | Single-player |
Astro Bot[a] is a 2024platform game developed byTeam Asobi and published bySony Interactive Entertainment for thePlayStation 5 in celebration ofPlayStation's 30th anniversary. It is the fifth game in theAstro Bot series, followingAstro's Playroom (2020), and Team Asobi's first game since its separation fromJapan Studio.
As Astro, the player embarks on a quest to save lost robots, retrieve parts for the PlayStation 5 mothership, and defeat the alien Space Bully Nebulax. Much like the previous titleAstro's Playroom,Astro Bot usesDualSense controller features including adaptive triggers andhaptic feedback.
Astro Bot became the highest-rated game of 2024 onMetacritic. Critics praised the gameplay, level design, and content, with some comparing the game toNintendo franchises, particularly theSuper Mario series.Astro Bot won multiple awards includingGame of the Year atthe Game Awards 2024, the21st British Academy Games Awards, and the28th Annual D.I.C.E. Awards.
Astro Bot is a3D platformer in which the player controls a small robot, Astro, with theDualSense controller. Astro's move set is identical to his previous incarnations fromAstro Bot Rescue Mission andAstro's Playroom, maintaining his ability to jump, hover, punch, and spin-attack. The ability to swim underwater also makes a return fromAstro Bot Rescue Mission, having been absent inAstro's Playroom.[1][2]
The base game has 90 levels, split across six galaxies and 60 planets. Each galaxy contains progression levels (which must be beaten to access the boss stage) and challenge levels (which are optional and are typically higher in difficulty as a result). Upon completing enough progression levels and collecting the requisite number of Bots, the boss stage becomes unlocked, the completion of which leads to a level centered around a certain V.I.P. Bot. Upon the completion of that level, a new galaxy is unlocked.[citation needed]
Traversal between the galaxies and levels is achieved through the "Dual Speeder"; a spaceship modeled after the PlayStation 5 DualSense controller. The Dual Speeder is controlled by holding down the analog triggers and physically tilting the DualSense.[2] It can also move around freely on the level selection screen, where it can collide with incoming asteroids and unlock some of the game's optional stages and collect some of the game's puzzle pieces.[3]
Similar toAstro Bot Rescue Mission, every level contains a set number of Bots that Astro has to rescue, ranging from seven Bots in the main platformer levels to only one or two Bots in the boss fights and challenge levels.[4] Each world also requires the player to collect a certain number of Bots before progressing onward. 327 Bots can be rescued and recruited in total: 301 in the base game, 22 via DLC levels,[5] and 4 obtainable through rescue missions in the free-to-play predecessorAstro's Playroom.[6] Unlike inRescue Mission, "V.I.P. Bots" (collectible Bots which reference various PlayStation characters in their visual appearance and behavior) can also be rescued and recruited. There are over 150 unique V.I.P. Bots, with more expected to be included alongside free DLC levels.[7][8] Many of the "deep cut" Bot characters from PlayStation's history are rescuable in the game's challenge levels.[9] The likeness of each of the V.I.P. Bots originate from both Sony Interactive Entertainment franchises and franchises owned by third-parties by the likes ofActivision,Arc System Works,Argonaut Software,Atlus,Bandai Namco Entertainment, BlueTwelve Studio,Capcom,Crystal Dynamics, Ember Lab,Koei Tecmo,Konami,Mediatonic,Oddworld Inhabitants,Polyarc, SHIFT UP,Sega, THA LTD,Team17,Ubisoft, andYoung Horses.[10]
Five of the game's levels are based heavily on classic PlayStation franchises, which in turn, each represent previous PlayStation consoles – namelyApe Escape (PlayStation),God of War (PlayStation 2),[b]Uncharted (PlayStation 3),LocoRoco (PlayStation Portable), andHorizon (PlayStation 4). These levels allow the player to utilize the abilities of the heroes of these PlayStation franchises, such as Spike's Monkey Net being the forefront of theApe Escape-themed level and or Kratos' Leviathan Axe in theGod of War-themed level.[11]

Astro has access to 15 new abilities, which attach to him and enhance both his traversal and combative capabilities. Some of these new abilities include Barkster the Bulldog Booster (granting Astro the ability to air-dash through enemies and terrain), Keri Kero the Twin-Frog Gloves (allowing Astro to punch enemies from a distance and swing/slingshot off surfaces painted red), and Handy-D the Monkey (allowing Astro to climb on banana-shapedclimbing holds, throw rocks at enemies and slam the ground). The boss battles present at the end of each galaxy are fought with the help of these abilities.[12][11]
The game provides a selection of accessibility settings, which include granting the player the option to play the game with a single analog stick (with camera controls instead coming from a single button press), support for the PlayStation Access controller, and the option to disable the gyro controls, haptic feedback, and adaptive triggers. A bluebird helper may also be purchased, helping the player uncover any Bots or puzzle pieces which they might have missed on their first attempt at the level, available for purchase at the beginning of each level from the second attempt onward.[13]
All of the Bots that have been collected can be viewed in a centralizedhub world called the Crash Site, where they can be viewed and interacted with; many V.I.P. Bots will perform special actions when Astro punches them, such as the Bot based on Ratchet fromRatchet & Clank dropping all of his Bolts and scrambling to pick them back up.[14] The Crash Site also contains hidden puzzle pieces, Bots, and secret companions, many of which require help from a certain amount of rescued Bots. Collecting puzzle pieces throughout the game unlocks the Gatcha[c] Lab (where Astro can spend coins to unlock collectibles and special items for V.I.P. Bots to interact with), the Dual Speeder garage and Astro's outfit collection (where Astro can repaint his speeder or change outfits), and the Safari Park (where Astro can view and interact with various robotic animals, as well as unlock Photo Mode).[citation needed]
Collecting every puzzle piece and 300 Bots grants access to one final level known as "Great Master Challenge", which is only accessible from the Crash Site. Completing this level rewards the player with a V.I.P. Bot based on Chop Chop Master Onion fromPaRappa the Rapper, a low-polygon Astro costume called the "Throwback Outfit" (in reference to how 3D models looked on the original PlayStation) and a Dual Speeder skin based on theoriginal PlayStation controller.[citation needed]
Astro, the robot captain of a mothership resembling the PlayStation 5 console, and his crew of Bots are exploring space when a green alien named Space Bully Nebulax attacks them and rips out the mothership's CPU. An unconscious Astro and the mothership crash-land onto a desert planet while his crew and the mothership's core systems are scattered across the universe.
Astro is revived by his Dual Speeder, a smaller spaceship resembling the DualSense controller, and together they begin reactivating satellites and exploring galaxies to rescue the crew and rebuild the mothership. The crew helps Astro gain access to Nebulax's minions, whom he defeats and recovers mothership parts from - the system memory from Mighty Chewy the gorilla, the solid state drive from Wako Tako the octopus, the graphics processing unit from Lady Venomara the snake, the cooling fan from Mecha Leon the chameleon, and the ship covers from Falcon McFly the bird. Along the way, he rescues V.I.P. Bots (guest characters from other games) and explores planets based onApe Escape,God of War,Uncharted,LocoRoco, andHorizon.
Once all parts save for the CPU have been recovered, Astro and his crew board ships based on older PlayStation hardware and form the "PlaySquadron" to take the fight to Nebulax, who has been harassing the helpless CPU throughout the game. Astro recovers the CPU, but when he and his crew defeat Nebulax by blowing up the spaceship he is attached to, it creates a black hole that begins to suck Nebulax in. Nebulax grabs Astro to try to take him down with him, but the crew take hold of Astro to try to pull him back. Refusing to let the crew sacrifice themselves for him, Astro lets go of them and falls into the black hole, which explodes into asupernova.
The crew mourns Astro and sad credits begin to roll, but are interrupted by a broken Astro falling back onto the mothership. Several Bots from the crew find replacement parts and help the mothership's repair systems rebuild their captain, who springs back to life. The crew celebrates with a revived Astro, who departs once more on his Dual Speeder before the credits start to roll again.
Once the actual credits finish rolling, a badly beaten Nebulax and his minions are seen floating through space; they threaten the player, but are sent flying by the sudden appearance of the words "THE END".
Development ofAstro Bot started almost immediately afterAstro's Playroom was completed, and took roughly three years with a development team of around 60 people. It is reportedly the largest game that Team Asobi has developed.[15][16] Unlike its predecessorsAstro Bot Rescue Mission andAstro's Playroom,Astro Bot was named without any subtitle proceeding it. Nicolas Doucet, the creative director and producer ofAstro Bot, stated the reasoning behind this was to signify a new beginning for theAstro Bot series.[17]
In an interview withEdge magazine, Doucet stated that he and Team Asobi considered giving the game anopen world structure, but ultimately decided on focusing more on a level-based structure instead. He notes that the reason behind this decision was "because that was the one that gave us the most control over the game's variety."[18] To make the game accessible for gamers of all skill levels, the difficulty of each ofAstro Bot's levels were put into great consideration. The main levels were designed to be relatively easy, allowing anyone to beat the game regardless of their skill level. The optional levels, meanwhile, were designed to be much more difficult as a way of satisfying the more experienced gaming crowd.[16]
Alongside the platforming, several additions were made to the background and environmental details present in each of the levels. The overhauled game engine allows for significant improvements in both the visuals and physics as well as over 70 unique species of wildlife (including polar bears, elephants, and small insects).[19][20]
Astro Bot is not playable on thePlayStation VR2, even though previous Team Asobi games featuringAstro (such asAstro Bot Rescue Mission andThe Playroom VR) required the use of thePlayStation VR accessory to be played.[21] Doucet stated that Team Asobi had never considered developing a PlayStation VR2 game after finishingAstro's Playroom, instead opting to develop a larger scale version of the tech demo assuming that it was received well enough by the general public. He acknowledged that, while there are games that are playable in both VR and non-VR, this design philosophy could not work for anAstro Bot game, stating "for a game likeAstro, if you were to make a VR version, it has to be fully designed for that medium. And if it's not a VR version, it has to be fully designed forthat medium."[22] Doucet further corroborated this viewpoint in an interview with MinnMax, stating that developing a PSVR 2 version ofAstro Bot would make it an entirely different game.[23] He also noted in the same interview that a PC port was a possibility, should it be in high enough demand following the game's release.[24]
Astro Bot implements many of the DualSense controller's features in gameplay, particularly thehaptic feedback and the adaptive triggers. To make the most out of DualSense, Team Asobi formed a small group solely dedicated to getting as much out of the controller as possible.[16] Doucet notes a few examples of these features, which included using the adaptive triggers to simulate squeezing water out of a sponge by changing its resistance level and using the haptic feedback to feel certain irregularities on a surface to uncover a hidden secret.[14] Many features are first developed in isolation before the best ones become integrated into the main game (with the aforementioned sponge ability being one such example).[9]
Each of Astro's abilities also utilize the DualSense controller's features heavily. Doucet notes the difference in howAstro's Playroom andAstro Bot went about implementing the DualSense abilities in gameplay, with the former segmenting the platforming and abilities into different sections, and the latter instead opting to integrate the abilities into the platforming gameplay. He also mentions that, because of the stronger emphasis on platforming during development, touchpad-related gameplay mechanics were utilized much less frequently. The reason for this, as stated by Doucet, was because using the touchpad requires the player to move their fingers away from the jump button, thus creating friction during gameplay.[14]

Doucet has mentioned the significance of the V.I.P. Bots referencing prominent PlayStation IPs on multiple occasions. He and Team Asobi decided to "double down" from the number of cameos present inAstro's Playroom. One of the reasons behind this decision was howAstro Bot could be used as a generational bridge; a child wondering who a certain Bot is referencing could receive an explanation from their parent who had played the games previously.[15]
One challenge that implementing the V.I.P. Bots presented was how the team had gone about representing these longstanding characters. Punching the Bots causes them to have a funny reaction and reference something specific from their respective games, a mechanic carried over fromAstro's Playroom. Doucet noted that there's a balance between maintaining this aspect of humor present in the previousAstro games while simultaneously being respectful to the legacy of the characters they were "taking the piss and being funny with". VariousPlayStation Studios studios, such asSanta Monica Studio andNaughty Dog, have responded positively to the implementation of their characters being represented as Bots.[9][14][15]
Another challenge that came about from the V.I.P. Bots was how the large number of PlayStation and third-party characters and references present could overshadow the identity of Astro himself. Doucet said he and Team Asobi had considered not implementing any PlayStation branding in the upcoming game, instead allowing Astro to "stand on his own feet". Ultimately, he and Team Asobi decided against this, reasoning that fans ofAstro's Playroom who enjoyed the PlayStation references would likely be disappointed if the sequel had done away with them entirely.[14]
The design of the Bots was not always completely accurate to the source material they were referencing, with Doucet specifically noting that characters who had hair often had it replaced with vinyl. Doucet also said that the blue LED eyes present on the Bots were a huge element of their designs. Some Bots could not be accurately represented with LED eyes alone, due to their original designs heavily relying on more stylized eyes. To solve this issue, these Bots were provided full head masks, providing them with a shaped head more akin to the character they were referencing without significantly changing their anatomy.[19]
There are a total of 194 V.I.P. Bots inAstro Bot. Aside from the Sony-owned franchises likeRatchet andSackboy, many characters from third-party franchises with notable appearances on PlayStation consoles also appear as V.I.P. Bots.[25]
Kenneth C. M. Young, having previously composed the music forAstro Bot Rescue Mission andAstro's Playroom, returned to compose the soundtrack forAstro Bot. This was first confirmed through a post from hisTwitter account.[26] The soundtrack was made available to listen on the game's release through the digital deluxe edition of the game,[2] and was later released onstreaming services such asSpotify andApple Music on October 5, 2024.[27] In addition to new music composed by Young, songs originating fromThe Playroom VR (2016),Astro Bot Rescue Mission (2018) andAstro's Playroom (2020) are reused in several of the game's levels.
Young went into detail regarding the composition process in an interview with VGC. Unconventionally for a composer, Young was given a dev kit, allowing him to access an earlier build of the game to get inspiration for level songs. He described it as "really important, particularly for those levels where it’s not clear exactly what it needs".[28]
Astro Bot also includes remixed versions ofGreg Edmonson's themes from theUncharted series,Bear McCreary's themes fromGod of War (2018) andGod of War Ragnarök (2022), Nobuyuki Shimizu and Kemmei Adachi's themes fromLocoRoco (the two going uncredited), andJoris de Man and Niels van der Leest's themes from theHorizon series. These themes are used in levels based on their respective franchises. The track "Rising Blue Lightning" fromThunder Force V: Perfect System (1998), originally composed by Hyakutaro Tsukumo, is also used in the level "PlaySquadron Go!".[29]
Astro Bot was announced on May 30, 2024, during Sony'sState of Playlivestream presentation. The game's release trailer and a behind-the-scenes video[d] were showcased on the PlayStation YouTube channel on August 30, 2024.[11] The game was released exclusively for thePlayStation 5 on September 6, 2024.[30][31] The 400th issue ofEdge features ten front cover variants, each highlighting a different V.I.P. Bot, such asRatchet and Clank from theireponymous series andAloy from theHorizon series.[32]
Three versions of the game are available for purchase, those being the digital standard edition, physical standard edition, and digital deluxe editions. Each of these versions also come with rewards for preordering the game. The digital standard version comes with an in-game outfit for Astro resembling the characterPaRappa the Rapper, a Dual Speedergraffiti skin featuring a variety of different V.I.P. Bots, and two differentPlayStation Network avatars: one featuring Astro and the other being a V.I.P. Bot referencing PaRappa.[e] The digital deluxe version, alongside featuring all of the rewards in the digital standard release, also adds two outfits (one is a golden outfit and the other references the Yharnam hunter fromBloodborne), two controller skins (one called 'Neon Dream' and the other 'Champion's Gold'), 10 PlayStation Network avatars (showcasing more renders of Astro and various V.I.P. Bots), and a download code for the official soundtrack and digital art gallery.[2]
Kiosks featuring a playable demo ofAstro Bot were present atSummer Game Fest,EVO,ChinaJoy, andPAX West.[1][33][34][35][36]Astro Bot was also present duringTokyo Game Show which, alongside the aforementioned playable demo, featured a giant replica Gatcha machine. Anyone who used the machine received one of four differentAstro Bot themed t-shirts.[37]
A DualSense controller modeled after the Dual Speeder was announced on July 29, 2024. Pre-orders started on August 9 and the controller release coincided with the game.[38] A console bundle including a PlayStation 5 console (standard and digital-only) and a digital copy ofAstro Bot was released on March 13, 2025, in the United States and Europe.[39]
To help connectAstro Bot to its predecessor,Astro's Playroom received a free content update on June 7, 2024. It added extra artifacts to the Gatcha machine which corresponded to the PS5 slim models and various PlayStation 5 accessories, such as thePlayStation VR2 headset and thePlayStation Portal. Each of these artifacts could be stored in a new room accessed through the PlayStation Labo room. It also contained a brand new "mission room", which displayed a countdown untilAstro Bot's release and directed players to the game's official store page.[40]
Additionally, four new Bots could be rescued: one for each of the worlds present. These Bots reference the PlayStation characters Lady Maria fromBloodborne,[40] Selene fromReturnal,[41] a racer from theGran Turismo series,[42] and a Pipo Monkey from theApe Escape series.[43] Each of the Bots collected inPlayroom can be transferred to theAstro Bot ensemble.[44]
Following its release,Astro Bot received multiple updates which included new levels and V.I.P. Bots, among a number of other minor additions.
On September 24th, 2024, during aState of Play event, five additional speedrun levels were included in a new galaxy titled Stellar Speedway, accessible upon the completion of the main campaign. The levels were released once per week, from October 17, 2024 to November 14, 2024. Each level contained two V.I.P. Bots, referencing characters such as the Shock Troopers fromHelldivers 2, andEve fromStellar Blade.[45]
On December 11, 2024, in a post by PlayStation blog, a Christmas-themed level called Winter Wonder was announced and was released the following day.[46] This level featured seven V.I.P. Bots referencing characters such asCroc,Tomba andRayman from their eponymous series'.[47] In addition, a variety of different collectibles could also be collected, being four new dual speeder skins and four new outfits.
On February 13, 2025, in a post by PlayStation blog, five challenge levels were included in a new galaxy titled Vicious Void. Similarly to the speedrun levels, they were released weekly from February 13, 2025, to March 13, 2025. Each level contained a single V.I.P Bot, referencing characters such asHeihachi Mishima from theTekken series andJade fromBeyond Good & Evil. In addition to the new levels, the update also included enhanced features for thePS5 Pro.[48][49][50][51]
On June 4, 2025, during a State of Play event, five challenge levels were announced and later released on July 10, 2025.[52] Unlike previous updates, the levels were not released on a weekly basis (instead being released simultaneously) and were not added to a brand new galaxy (instead being included to the already existing Vicious Void galaxy). Each level contained a single V.I.P Bot, referencing characters such as2B fromNier: Automata, andCloud Strife fromFinal Fantasy VII.[53][54][55]
Astro Bot has received a variety of merchandise. This includes figurines produced byFunko,Good Smile Company &Youtooz, plushies & a vinyl soundtrack release produced byFangamer, keychains produced by Faithful and jackets & socks produced by Insert Coin.[56] In addition, Astro has also been prominently featured in varioussoft drink advertisements, such as in a commercial forRed Bull and on variousPepsi bottles in Asia.[citation needed]
| Aggregator | Score |
|---|---|
| Metacritic | 94/100[57] |
| OpenCritic | 99% recommended[58] |
| Publication | Score |
|---|---|
| Destructoid | 9/10[59] |
| Edge | 10/10[60] |
| Eurogamer | 5/5[61] |
| Famitsu | 36/40[62] |
| Game Informer | 10/10[69] |
| GameSpot | 9/10[63] |
| GamesRadar+ | 5/5[64] |
| IGN | 9/10[65] |
| Push Square | 10/10[66] |
| The Guardian | 5/5[67] |
| VG247 | 5/5[68] |
Astro Bot received "universal acclaim" from critics, according toreview aggregator websiteMetacritic,[57] and 99% of critics recommended the game, according toOpenCritic.[58] It was ranked the highest-rated game of 2024 on Metacritic and OpenCritic.[70][71] In Japan, four critics fromFamitsu gave the game a total score of 36 out of 40, with each critic awarding the game a 9 out of 10.[62]
Simon Cardy ofIGN comparedAstro Bot to the likes of a theme park andWilly Wonka's Chocolate Factory, "throwing a new thrill at you around every corner and after every double-jumped gap [...] a delightful concoction of experimentation and joy." He also felt that it was the best utilization of the DualSense's haptic feedback and adaptive triggers since 2020'sAstro's Playroom, describing it as if "some popping candy has smuggled its way into your controller [...] fizzes and pings away, sweetly reacting to whatever is happening on screen."[65]
GameSpot's Mark Delaney praised the level design, feeling it could reliably predict when players would sidetrack from the main path and accordingly rewarded them with secrets, "like a surprise gift in the mail whose sender can't wait to learn it's arrived." Delaney also wrote the various abilities of Astro elevated the gameplay, but never at the cost of alienating the player from that fundamental sense of control. However, he did also describe Astro's underwater controls as unintuitive.[63]
Astro Bot was also positively compared to games in theSuper Mario series, particularlySuper Mario Sunshine,[61][72][73]Super Mario Galaxy,[74][75][76][77] andSuper Mario Odyssey.[75][78] Critics also drew comparison of the mechanics to otherNintendo series, which includedArms,Pikmin, andSplatoon.[79][80][81]Masahiro Sakurai, the creator and longtime director of games in theKirby andSuper Smash Bros. series, praised the game onTwitter.[82][83]
Astro Bot received criticism for its purported lack of innovation and the way it utilized the likeness of video game characters and series. In an article published byKotaku, Cole Kronman wrote that, while he found the game to be enjoyable and exceedingly polished, it ultimately did very little which separated itself from the platformers it was heavily inspired by.[84] By contrast, an article written by James Lucas forTheGamer compared the game to a "graveyard", claiming that referencing certain series so prominently only highlights how long it has been since their last entries.[85]
In the United States,Astro Bot was the second best-selling software in the week of release and 21% higher thanRatchet & Clank: Rift Apart's debut in the United Kingdom.[86] In Japan, the game sold 12,672 physical units throughout its first week of release, making it the second best-selling retail game of the week in the country.[87] It had sold 34,902 physical units in Japan by September 30, 2024, and 47,392 physical units by December 8.[88]
On November 8, 2024, it was revealed by Sony thatAstro Bot had sold 1.5 million units as of November 3.[89]
As of April 9, 2025,Astro Bot beat outIt Takes Two for the title of the most awarded platformer game of all time, with a current total of 195 Game of the Year nominations and wins.[90]
| Year | Award | Category | Result | Ref. |
|---|---|---|---|---|
| 2024 | 2024Golden Joystick Awards | Best Visual Design | Nominated | [91] |
| Best Audio Design | Won | |||
| Best Soundtrack | Nominated | |||
| Studio of the Year | Won | |||
| Console Game of the Year | Nominated | |||
| Ultimate Game of the Year | Nominated | |||
| Equinox Latam Game Awards | Game of the Year | Nominated | [92][93] | |
| Best PlayStation Game | Won | |||
| Best Family Game | Won | |||
| Best Platformer | Won | |||
| Best Art Direction | Nominated | |||
| Best Audio Design | Nominated | |||
| Titanium Awards | Game of the Year | Won | [94] | |
| Best Game Design | Nominated | |||
| Best Art Direction | Nominated | |||
| Best Sound Direction | Nominated | |||
| The Game Awards 2024 | Game of the Year | Won | [95] | |
| Best Game Direction | Won | |||
| Best Art Direction | Nominated | |||
| Best Score and Music | Nominated | |||
| Best Audio Design | Nominated | |||
| Best Action / Adventure Game | Won | |||
| Best Family Game | Won | |||
| 2025 | New York Game Awards | Best Game of the Year | Won | [96] |
| Best World | Nominated | |||
| Best Music in a Game | Won | |||
| Best Kids Game | Won | |||
| 28th Annual D.I.C.E. Awards | Game of the Year | Won | [97][98] | |
| Family Game of the Year | Won | |||
| Outstanding Achievement in Game Design | Won | |||
| Outstanding Achievement in Animation | Won | |||
| Outstanding Achievement in Original Music Composition | Nominated | |||
| Outstanding Technical Achievement | Won | |||
| Famitsu Dengeki Game Awards 2024 | MVC (Best Game Developer/Studio) ("Team ASOBI") | Nominated | [99] | |
| Action | Won | |||
| Character ("Astro") | Nominated | |||
| Game Audio Network Guild Awards | Audio of the Year | Won[f] | [100] | |
| Best Game Music Cover ("Bot of War" -Kenneth CM Young) | Nominated | |||
| Best Game Trailer Audio | Nominated | |||
| Best UI, Reward, or Objective Sound Design | Won | |||
| Creative and Technical Achievement in Music | Nominated | |||
| Creative and Technical Achievement in Sound Design | Nominated | |||
| Sound Design of the Year | Nominated | |||
| Game Developers Choice Awards | Best Audio | Won | [101] | |
| Best Design | Nominated | |||
| Innovation Award | Nominated | |||
| Best Technology | Won | |||
| Best Visual Art | Nominated | |||
| Social Impact Award | Nominated | |||
| Game of the Year | Nominated | |||
| NAVGTR Awards 2024 | Camera Direction in a Game Engine | Won | [102] | |
| Control Design, 3D | Won | |||
| Control Precision | Won | |||
| Game, Franchise Family | Won | |||
| Graphics, Technical | Won | |||
| 21st British Academy Games Awards | Best Game | Won | [103][104] | |
| Animation | Won | |||
| Artistic Achievement | Nominated | |||
| Audio Achievement | Won | |||
| Family | Won | |||
| Game Design | Won | |||
| Music | Nominated | |||
| Technical Achievement | Nominated | |||
| GEM Awards | GEM of the Year 2024 | 4th place | [105][106] | |
| Best Art Direction | Nominated | |||
| Best Soundtrack | Nominated | |||
| Best Game for All Audiences | Won | |||
| Best Platform Game | Won | |||
| Best Exclusive Game (Console) | Won | |||
| Best Protagonist/Lead Actor | Nominated | |||
| Develop:Star Awards | Best Game | Nominated | [107][108] | |
| Best Audio | Nominated | |||
| Best Game Design | Won | |||
| Best Technical Innovation | Won | |||
| Best Studio (Team ASOBI) | Nominated | |||
| TIGA Awards | Action and Adventure | Nominated | [109][110] | |
| Arcade | Won | |||
| Visual Design | Nominated | |||
| Large Studio (Team ASOBI) | Nominated | |||
| Technical Innovation (Sony Interactive Entertainment) | Nominated |