
Screenshots

Watch trailer on Steam ↗Trickster Trove
Gamirare Inc. · Published by Gamirare Inc. · Official site ↗
Content notice: This game may contain content not appropriate for all ages or for viewing at work
Last updated 28 Sept 2026
In a world created by The Entity, tricksters build deadly labyrinths and delve into others creations, chasing gold, power, and souls. Each victory increases your strength, while every death feeds the world that consumes you, a dark fantasy PvPvE where greed is survival, and no soul ever finds peace.
Action, Adventure, Indie · More free games
Embark on a dark fantasy journey where tricksters navigate treacherous mazes for power. Each victory strengthens your character, but each death fuels the consuming world.
About this game

“You call it a dungeon. I see a reflection of your soul. You build it from traps, monsters, and the shadows of your own fears. You leave the doors open, craving the blood of others. They will come for what you’ve hidden — throwing themselves into fire, poison, and spikes to prove their strength. And you will enter their dungeons, knowing every step could be your last.
This is not a game. It is an endless exchange of deaths. And remember: in my world, there are no winners. Only those who died later.” — The Entity



Each dungeon is built from modules — rooms and corridors you connect into your own deadly labyrinth. Among them, two remain unchanged:
The Entrance — the place where hope is born.

The Trove — where hope dies with everything else.

Everything between them belongs to you. Crossroads, dead ends, traps, and monsters — these are the tools with which you forge your fortress. Every step in this labyrinth is your design. And every soul that fails to reach the Trove will leave its reward to you.

When you choose to enter a Raid, remember — there will be no maps, no hints. Only darkness, danger, and another’s will waiting for your mistake. Every room will try to deceive you. Every trap will test your focus. Every monster will wait for you — and you alone.

Survive — and you’ll carry out the gold you craved. Die — and your soul will be left for others to claim. A Raid is just a game with only two wagers: either you take someone else’s riches, or you lose your own life.

Victory in a raid is always more than just loot. It’s a step toward making your own dungeon yield greater gold, and your soul grow stronger, wiser, and more enduring.


I have gathered them for centuries — the greatest Tricksters who accepted my terms and dared the darkness. Their bodies now rest in my collection. Even in death they remember. Each Trickster holds a unique skill, a story, and a death that may feel closer to you — and certainly worthy of your attention.

If the dungeon overcomes you, you lose your body, your loot, and your progress. Only your soul remains, hungry for vengeance. Choose a new shell from my collection and continue the cycle.

System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: 64-Bit WIndows 10 or later
- Processor: Intel Core i3-12100F or AMD Ryzen 3 3300X
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 1060 3GB or Radeon RX 580
- DirectX: Version 12
- Network: Broadband Internet connection
- Additional Notes: System requirements will be corrected after the demo
Recommended
- Requires a 64-bit processor and operating system
- OS: 64-Bit WIndows 10 or later
- Processor: Intel Core i5-12500 or AMD Ryzen 5 5500
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce RTX 3060 or Radeon RX 7600 XT
- DirectX: Version 12
- Network: Broadband Internet connection
- Additional Notes: System requirements will be corrected after the demo
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
In progress: Hub rework
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.Read full article on Community Announcements (OlfaMelles)AnnouncementsOfficial
🎄 Merry Christmas, Тricksters!
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 🖤Read full article on Community Announcements (OlfaMelles)AnnouncementsOfficial
Hello Tricksters!
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!Read full article on Community Announcements (OlfaMelles)AnnouncementsOfficial
DEVLOG #1
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 you to connect rooms at different heights. Additionally, we’re removing awkward bends to make everything look and feel more natural and fluid.💥 Meanwhile, we are broadening the range of modules and developing the progression system. Customisation is arriving — you’ll be able to modify or hide certain elements within modules, opening up more space for creativity. The team is actively testing new ideas, from deadly mechanisms and puzzles to zoning traps and fun ways to make raiders sweat.🏃 Another key step is improving character movement. We want parkour to feel intuitive and dynamic, so every jump and manoeuvre feels natural. Even now, in internal builds, movement has already become much smoother and more satisfying.⚔️ The combat system hasn’t been left behind either. We’re introducing enemy lock-on to give players better control in battle, expanding the Guard system and creating new abilities to diversify playstyles. And this is just the beginning — we’ll be sharing new development videos very soon. 🎮 We also want to highlight the upcoming Defender Mode. During Next Fest, we received ma...Read full article on Community Announcements (OlfaMelles)Patch NotesOfficial
🛠️ Hotfix 2: Major Patch for UI, Controls, and Balance
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 module will now always be highlighted.Merchants: Items that the current merchant does not sell are now shown as inactive (greyed out).Merchants: The "Sell All" function has been added.Inventory: It is no longer possible to retrieve an item via quick slots while in the boat.Login: Auto-login functionality has been improved.Consumables: Consumable items now correctly disappear after use.Our team continues to work on bug fixes, optimisation, and new content!Read full article on Community Announcements (OlfaMelles)






