- In progress: Hub rework - 26 March 2026
A fully spatial hub can add a lot: stronger sense of place, pacing between runs, more world presence, and room for social or training-oriented interactions. At the same time, we do not want core player actions to become slower just because they are wrapped in a 3D space.Because of that, we are currently leaning toward a hybrid approach: keeping the parts that benefit from physical presence in the 3D hub, while moving routine, high-frequency actions into UI. For us, the goal is not to choose between immersion and usability, but to find the point where both can support each other.If a hub works well, it feels like part of the game. If it works poorly, it becomes one more layer between the player and the next run.
- 🎄 Merry Christmas, Тricksters! - 25 December 2025
Even in the darkest dungeons, there’s always that one small campfire.This year, that spark for us was you - the ones waiting for our game, following the dev progress, giving feedback, criticism and support.This Christmas, we wish you epic wins, a strong party by your side, and warmth from a real campfire.We’re slowly gathering our little army of Tricksters - thank you for being with us 🖤
- Hello Tricksters! - 16 November 2025
The demo has finished, and we want to thank each and every one of you for playing! We've collected plenty of fantastic feedback and data, and we're excited to share the results with you. Let's kick off with something fun: the Tricksters. The title of Most Played Trickster goes to... Siona Morn! Who was your personal favourite? Let us know in the comments who you mained and why!
- DEVLOG #1 - 10 November 2025
Hello, Tricksters! Steam Next Fest has concluded, and we sincerely thank everyone. Your engagement with the demo and the continuous feedback were amazing. We’re thrilled to see how much Trickster Trove resonated with you.The demo will be available until 12th November (3 PM EET), after which we plan to invite many more players to the playtest. A special thank you to everyone who submitted detailed bug reports — your assistance is invaluable, and we’ll ensure it doesn’t go unnoticed. Now it’s time to share what we’re currently working on and what’s coming next for the game. 🏛️ One of our main priorities has been enhancing dungeon construction. We aim to make the building process more seamless and enjoyable. The team is already updating the tunnel system — tunnels will now be able to intersect, creating proper crossroads. We’re also introducing verticality: stairs and ladders will allow y…
- 🛠️ Hotfix 2: Major Patch for UI, Controls, and Balance - 19 October 2025
Hello, Tricksters!We have collected your key reports and have prepared this urgent patch, which addresses several important fixes and improvements:Inventory: Fixed quick transfer between the character inventory and the Treasury Trove.Traps: Fixed the functionality of the "Beartrap" trap.Long-Awaited Fix: The ESC key now works correctly across all menus and screens.Balance: The damage dealt by monsters has been reviewed; they now deal less damage.Interaction: A new interaction mechanism has been added.Purchase Interface: The currently selected character no longer appears among the purchased characters; their slot is now marked with a chain.Dungeon Building: When placing traps and mobs, the selected Trickster is now displayed, not just Kaylin Dorn.Settings: The screen resolution selection option has been restored to the settings menu.Visualisation: Defenders and traps you have placed in a…
- Demo Hotfix: UI, Lighting, and Inventory - 15 October 2025
Thank you for your valuable feedback during the Pre-Alpha testing. We have quickly addressed several urgent issues. Here is a list of the fixes now implemented:UI during Trickster purchase and body change should now close correctly.Lighting has been fixed in several modules.A text hint has been added for closing the inventory.A visual defect in the Witch's Village has been resolved.Monsters you place in your dungeons will now correctly appear during raids.Our team is still working on fixing bugs, optimising, and developing new content!
- Welcome to the Pre-Alpha Unfinal! - 13 October 2025
Of course, very few products launch without bugs, and we are no exception. The following issues and bugs are currently known and are what we plan to fix:UI during Trickster purchase and body change: User interface problems have been detected.Loot from quick access slots: Items cannot leave the dungeon after a raid and stubbornly remain there.Lighting: The lighting manager is slow to react to location changes. We aim to maintain optimisation while ensuring high-quality lighting for our locations.Sounds: We've received feedback regarding the sound design and are already refining sounds across locations.Trap Improvements:We are improving the active area of the mushrooms and the visualisation of their effect.It has proven more difficult to escape the bear trap than we anticipated; in certain cases, the ability to break free is missing.Interaction through walls: A handy feature, but we will…
- 🎬 Sharing the trailer and the announcement of the Trickster Trove Demo release! - 13 October 2025
Create your own dungeon, fill it with traps and monsters. Possess various tricksters and, of course, visit other players' dungeons and relieve them of their treasures.Available: - 5 characters with unique abilities and 5 slots for character saving. - 5 modules for building a dungeon with varying threat levels. - 6 traps and 2 monsters are available to protect your dungeon. - The following consumables: a sword, healing potion, bandage, and torch. They can be purchased from Glimmering Merchants or found during a raid. - You can store your trophies in the Treasury Whirlpool (or Trove); one page with 32 slots is available in the demo. - A full gameplay loop is present: venture into other players' dungeons, acquire the best treasures, and improve your own dungeon.Character and dungeon progression is absent in the demo, consumables and tools are limited, and additional character abilities are…
- Survive in the dungeon - 24 September 2025
Not everyone who enters a dungeon leaves it. If you outsmart the traps… if you slay the beasts… if you reach the Trove and make it back alive… then the reward is yours. The treasures of other souls become yours. Their strength becomes your strength.Victory in a raid is always more than loot. It is a step toward making your own dungeon richer in gold, and your soul tougher, craftier, more enduring.
- Greed calls you deeper. Death waits closer. - 19 September 2025
You step into the darkness not because you are brave. You are led by greed. Greed for gold you will never have the time to spend. I do not collect treasures. These earthly trinkets mean nothing to me. My passion is souls. And every one of them always crawls to me on its own.
- Not enough gold to build a dungeon? Why not take it from someone else? - 14 September 2025
When you decide to go on a Raid, remember — there will be no maps, no clues. There will only be darkness, danger, and someone else's will, waiting for your mistake. Every room here aims to confuse you. Every trap will test your focus. Every monster will be waiting for your appearance. If you survive, you will claim the gold you so desire. If you die, you will leave your soul to everyone. A raid is simply a game with only two bets. Either you will seize someone else's wealth, or you will forfeit your own life.
- Loneliness is mine. Betrayal is yours. - 9 September 2025
«I live within the walls I've built, yet I'm still imprisoned by them. My eternity is desolate of anyone. Only the shattered remains of souls swirl around, dissipating as they go. But you, you convince yourselves that together is safer. You're fools. In the darkness, someone is always watching you. A monster? No. Me? Don’t be ridiculous. The one you trusted most is the one following you. The one who wouldn't think twice about stabbing you through the heart.» — The Entity
- Your dungeon is a labyrinth. Your will shapes it. - 7 September 2025
Each dungeon is composed of modules — rooms and corridors — which you combine to form your own deadly labyrinth. Among these, two constants stand out: The Entrance — the place where hope is born. The Trove — where that hope dies along with everything else. All the elements in between are yours: crossroads, dead ends, traps, and monsters. These are the tools you wield to build your fortress. Every step in this labyrinth reflects your intent. And every soul that fails to reach the Trove will leave its reward behind for you.
- Build. Raid. Die. - 5 September 2025
«You call it a dungeon. I see it as a reflection of your soul, made of traps, monsters, and shadows of your fears. You open the doors, seeking the blood of strangers. Others will enter to uncover what you hide, risking fire, poison, and spikes in their desperation to test their strength. You will venture into their dungeons, knowing each step could be your last. This isn’t just a game; it’s a continuous cycle of death. Remember: in my world, there are no winners — only those who die later.» — The Entity