Grow Home
A robot grows a giant plant to oxygenate its homeworld.
Grow Home is an adventure platform game from Ubisoft Reflections, published by Ubisoft. It launched on Windows on February 4, 2015, and on PlayStation 4 on September 1, 2015. Players control a robot named B.U.D., whose mission is to grow a plant that can produce oxygen for its home world. The game began as an internal project by a small team at Ubisoft Reflections, gained popularity among staff, and was later greenlit for a public release, which Ubisoft announced in a blog post on January 22, 2015. The game uses the Unity engine and features procedural animation and physics-based gameplay, so the player's movements respond naturally to the environment. Players explore an open world and control each of B.U.D.'s arms individually to climb and interact with objects.
Upon release, Grow Home received positive reviews. Critics praised its open world and visuals but noted its short length. A sequel, Grow Up, came out on August 16, 2016. In 2025, Atari bought the intellectual property rights from Ubisoft.
**Gameplay**
Grow Home is a third-person adventure game. The player controls B.U.D., a Botanical Utility Droid, and must oxygenate its home planet by growing and climbing a giant beanstalk called the Star Plant, then harvesting its seeds. The open world is free to explore. Each of B.U.D.'s hands is controlled by a separate button, allowing the player to reach out, grab any part of the environment, and climb or push objects. A ship computer named M.O.M. gives the player spoken objectives throughout the game.
Players can grow Star Shoots from the Star Plant, which act as temporary platforms. The player can direct the path of these shoots, which are used to reach floating islands. Some islands, called Energy Rocks, can be linked to Star Shoots to guide the Star Plant's growth along a set route. As the game progresses, these rocks appear farther from the plant. When the Star Plant reaches certain heights, it grows through larger floating islands. These islands, along with smaller ones nearby, contain power-up crystals that grant B.U.D. extra abilities. The islands also host creatures, plants, and environmental features like caves and water currents. Leaves on the Star Plant and Star Shoots let the player jump higher. Teleportation pads serve as fast travel points and save points. If the player dies—from a long fall, staying in water too long, or making B.U.D. self-
- Developer
- Ubisoft Reflections
- Publisher
- Ubisoft
- Release Date (Windows)
- February 4, 2015
- Release Date (PlayStation 4)
- September 1, 2015
- Genre
- Adventure platform
- Engine
- Unity
- Sequel
- Grow Up (August 16, 2016)
Lore & Background
Grow Home began development as an experimental project created by an eight-person team at Ubisoft Reflections, initially launched internally for the staff. After testing, management decided to officially launch the title, inspired by Hitchhiker’s Guide to the Galaxy and WALL-E. The game uses procedural animation and physics-based gameplay, allowing the player's movements to adapt to the environment. It was created using the Unity engine and, unlike other Ubisoft titles, does not require Uplay to run.
Reader's Guide
Grow Home received favorable reviews upon release, with critics praising its open world and visuals, while criticizing its short length. The PC version received 'generally favorable reviews' on Metacritic, while the PlayStation 4 version received 'mixed or average reviews'. Critics commended the game's open world for its joy of discovery and generous, varied map, but noted the campaign could be completed in a couple of hours. The visuals were praised as gorgeous and vivid, with procedurally generated animation described as a fantastic example of movement conveying meaning. However, the control scheme divided critics: some found it the most entertaining aspect and the best rock-climbing game, while others reported wrist strain and awkward walking controls. The game's legacy includes a sequel, Grow Up, released on August 16, 2016, and the acquisition of the IP by Atari in 2025, with plans to re-release the games on new platforms.
Did You Know?
- Grow Home was initially developed by an eight-person team at Ubisoft Reflections as an internal project before being released commercially.
- The game uses procedural animation and physics-based gameplay, allowing B.U.D.'s movements to adapt to the environment.
- Grow Home does not require Uplay to run, unlike other Ubisoft titles.
- Atari acquired the intellectual property rights to Grow Home and its sequel in 2025.
Frequently Asked Questions
What is Grow Home?
Grow Home is an adventure platform game developed by Ubisoft Reflections and published by Ubisoft. It launched on Windows in February 2015 and on PlayStation 4 in September 2015. The game follows a small robot as it tends to a plant across a series of levels.
Who is B.U.D. and what is their mission?
B.U.D. is the player-controlled robot at the center of Grow Home. Its purpose is to cultivate a giant plant whose growth will generate oxygen for its home world. Throughout the game, B.U.D. navigates various environments to help the plant flourish.
What is the main objective in Grow Home?
The core goal is to grow a massive plant capable of producing enough oxygen to sustain the robot's homeworld. Players guide B.U.D. through platforming sections and environmental puzzles to feed and nurture the plant. The story wraps up once the plant has fully matured and begun oxygenating the world.
Who made Grow Home and how did it come about?
The game originated as a small internal project at Ubisoft Reflections, where it gained popularity among studio staff before being greenlit for a public release. Ubisoft announced the launch on its official blog in January 2015. It was built on the Unity engine, which let the team implement procedural animation and physics-driven interactions.
What makes Grow Home's gameplay feel different from other platformers?
Instead of relying on hand-animated sequences, the game uses procedural animation and real-time physics so B.U.D.'s movements and reactions feel organic and unpredictable. The robot can tumble, swing, and respond to its surroundings in ways that shift from run to run. This design encourages exploration and experimentation over rigid, scripted moments.
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