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Hello, Trovians!Let’s celebrate the beauty and importance of our world’s rivers! Rivers provide us with freshwater and support countless ecosystems and communities.As lovers of adventure and nature, join us for a week of river-themed fun and t...
September 24, 2023 Blog
Additional Updates: Joining club members via the Club UI is now disabled on PC specifically. Editing the bomb permissions for the president is now possible with a Controller. Updated the text on step 9 of the Star Chart questline to be more accurate....
Additional Updates: Updated the Terrific Title Trove: This box contains 1 random, temporary title unavailable elsewhere in-game. Unlick Certificate Titles, these titles can be consumed directly and do not need to be unlocked and then crafted. Gene...
Thanks to our community artists who took part in the Elysian Offensive art challenge, we have the results from the Trove team and have reached out to the winners to offer a selection of 2020's Shadowy Selection, Babels Bank, Fiery Friends, Sunrise Spring ...
September 26, 2023
We would like to inform you that we are currently experiencing technical difficulties with our in-game store.
We are aware of the situation and our team is currently working on resolving these issues.
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September 15, 2023
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The dagger is looking pretty simple, but i believe it is the goal here, so, good job! Nice to see that it has material maps :)
I know i said this before, but just to have it in writing here: we have some very short melee weapons, Short Steel, Long Reach, Verdant Cutlass, Short-Hafted Hammer and so on, but they the the exception, not the rule. The VFX auras do not get scaled up or down to a model, so everything that is smaller than expected dimensions would look a bit 'broken'. It is also harder to tell the range of melee attacks when a weapon is much smaller than expected.
Im going to Approve this one, but if you were to make more short-weapons - please make sure that they are not only short but also unique in their appearance and theme.
I would advise against posting more than 3-5 short melee weapons. Shorter than usual staves and guns work ok, bows get a bit weird if they are smaller but could still work, while spears always have to use a full length of 45 because of animations that spears are used in.
I love the way this dungeon blends with the Forbidden Spires biome and it being a 3 star too!
A few suggestions/edits
-There are a few sections where the player falls pretty far down and would be hard for newer players to climb back up. Maybe you could add some sort of rocks, pillars, bounce blocks, or make the terrain slanted to make it a bit more climbable.
-Some hallways are pretty long and take a bit of time to walk through so adding some directional jump pads could speed things up
-A few rooms could have more variation to them,
A lot of the rooms are all pretty similar in terms of gameplay since they are all on flat ground with a few trap swaps.
Raising or lowering ground to a few could add some movement variety.
A few ideas would be adding a pond or river into one of the terrain rooms, raising parts of the floor in some of the jade-themed room, adding some thicker pillars or walls structures that players could hide behind or jump on top of.
-The entrance blueprint needs to have more ground below the top layer. biomes are not perfectly flat so when it spawns there will be open spaces that players can get into. Should be good if you add at least 5 blocks to compensate for varied spawns.
I love the detail in the jade rooms, but a few of the halls feel empty/plain
-Maybe adding some pillars, arches, fences or decorating the ceiling could make it more interesting.
-Last thing would be that while the terra-themed rooms blend really well together with the tunnels the jade ones feel like they cut into the environment with no introduction,
adding a gateway or some sort of transition could help it feel more natural.
Back To active for now, can't wait to see the variations you come up with ^^