Trove | a Review

Trove | a Review

originally published on 13/12/2024;


Hello everyone, I am the far rounder than square, G.E.M.Simov, a fellow so enamored with the ability of squares to appear not square that I have spent a thousand hours performing research, and these are its fruits - a review of “Trove”.

Simple review details - I rank games on an out of 10 basis, granting up to 3 points in 3 categories, as well as a last, single point from my own self, depending on my experience with it.


Gameplay

Trove is some kind of Third Person MMOG (Massively Multiplayer Online Game) that might claim to be an MMORPG (Massively Multiplayer Online RolePlaying Game), but is not such. It features a Player Character (PC) that the Player controls, which PC experiences some sort of growth and incorporates the collection of Equipment, which makes the PC stronger, as well as the use of special Abilities, with the goal being to… Do a bunch of things.

It is important to note that Trove does the MMORPG thing of not having a real end-goal. There is no final boss to beat, because that boss can then be beaten at greater difficulties. There is no maximum level to reach, because there is, essentially, infinite level progression. There is no option to collect every item, because the game does not feature the means of doing so… But the Player can pick and move in one of those directions.

Prior to doing that, though, the Player must get their hands on this game, and its issues begin here.

Right off the bat, playing Trove requires the utilization of the Glyph Launcher - a piece of software so broken and borderline inoperable that it makes any encounter with it unpleasant by default. That piece of spyware is so dreadful that it features the ability to log in and out of different accounts, but for some inexplicable reason it is impossible to play with a different account that is not linked to Steam - if the launcher came about as a result of installing the game (Trove) through Steam.

That’s baffling, stupid and, most of all, incredibly unpleasant for the user. The User Experience is already going down - because instead of letting the Player play the game when it is installed on Steam, not only must the Player wait through more installation processes, but the Player must also create an entirely new account to be able to Play Trove. That’s just horrendous, and there is absolutely no reason for it to be so.

The only solution would be to take it up with the support team, but the support website is so broken that the Player cannot even submit a ticket, so the actual resolution to the problem of wanting to maybe start over or get another account running would be to install the non-Steam version… Because the User’s Experience must be as bad as possible.

So, after the Player surrenders their soul to the devil and finally gets Trove (the game) to run, things become a lot smoother. This problematic element of having to use the Glyph launcher every time the Player wants to start up Trove, even if doing so through Steam, is so stupid that it really takes points off the enjoyment of the game, however in the game itself, things are different.

The Player picks a Class (with there being only 5 on offer, but in reality there are more than 20) and goes through a tutorial. Now, right off the bat, it is important to note that Classes in Trove are incredibly flexible. The Player can unlock every single Class and can swap them around at will, with each Class, naturally, having a different set of abilities, but also having a different set of equipment. Not only that, but leveling up a Class up to its maximum level (30) contributes to the overall Player’s Mastery Rank… And the Mastery Rank is the true measure of how far ahead in the game the Player is.

But let’s get back to this stuff at a later date. So, the Player gets to pick a Class and goes through the Tutorial, then what? Then the world of Trove opens up to them. They can walk around the world with the WASD keys providing movement in the cardinal directions, they can jump (twice by default, increasing by an immense amount based on a number of things, allowing for more than 10 jumps in mid air), they can dodge by pressing Shift, which comes in use in combat.

Then there is the Mount, which can be used by pressing the Z key, increasing movement speed and being useful for traversal. There’s also the minecart/board, which is useful for moving over tracks, providing speed far greater than that of a mount, but when moving over non-tracks, the minecart is incredibly slow - it’s used with the X key.

Lastly, there are wings. By holding down the Spacebar, which is used for jumping, while in the air (either following a jump or a fall) the Player will sprout wings that will allow them to glide. With that, movement options that are shared between Classes have been looked at, and this is the moment when it should be made known that Trove’s servers are running on some kind of potato.

The Player is almost 100% likely to be disconnected upon being told to do something in the tutorial, as a result of which the game’s jank is evident even before the nice speed of the progression brought about by being a new Player wears off. Not only that, though - the game also features monstrously unpleasant latency issues that are almost constantly in effect, even if the Player is connected to the most appropriate server. There are also weird issues regarding world chunks and how they do not load in while other world chunks are loading in and, overall, everything is very clunky in regards to connection.

However, that is then juxtaposed with the incredible smoothness of Trove’s gameplay and creates an interesting situation - where the game always runs at the most optimal framerate and everything in it is silky smooth, but then it’s also choppy and unresponsive based on the latency and the hands-off approach that Gamigo (the folks who currently own Trove). On the one hand, the game is incredibly enjoyable to play due to the insane smoothness of its Gameplay, but on the other it is incredibly unpleasant to go through, because half the Player’s inputs don’t go off, half of them go off late and the enemies take damage about a second or so after being stricken, the Player is constantly taken back to a previous location as the server struggles to keep track of everything and things are in disarray.

Now, onto some more business related things. The Player will spend most of their time running around the vast, procedurally generated worlds of Trove, looking for Dungeons and resources. Resources can be collected via “Mining Mode”, which is accessed by pressing Tab while in “Adventure Mode” - which is the normal mode of play, featuring the Abilities and everything else.

In Mining Mode, the Player can mine things by holding down the Right Mouse Button and looking at them, aiming at them with their crosshair - much like in Minecraft - and almost everything can be mined. Many important resources - such as Infinium, Shapestone and Formicite, as well as an incredibly large plethora of others, can be obtained by mining the appropriate blocks in the world.

Mining Mode also allows for the placement of blocks (and also intractable objects), which is done by first dragging the block or object out of the Player’s inventory - accessed with the B button - which will automatically open up the “Build” inventory if the Player is in Mining Mode, and then placed on the Player’s hotbar.

In Mining Mode, the Player has 8 slots on their hotbar and one of them is selected. The selection can be changed by pressing the number keys (from 1 to 8). So, with an object or block selected, it will appear in a transparent, white or red outline at the Player’s crosshair. If the outline is red, the object or block cannot be placed, if it is white - it can be placed by pressing the Left Mouse Button.

However, due to the fact that the worlds are procedurally generated and are finite, becoming virtually inaccessible and useless once all the Dungeons in them have been cleared, any building that takes place will either occur in a Club World or in a Cornerstone. Cornerstones are large, square areas that feature a flat plain of black blocks and a yellow sign. Interacting with the yellow sign - with the interact key, which is E - will claim that Cornerstone and transform it into the Player’s Cornerstone.

Any changes made to the Cornerstone persist, and so the Player can do as much building as they want as long as it is within the confines of the Cornerstone. Club Worlds are another matter entirely, so I won’t go into them just yet - but they are persistent.

So, that’s Mining Mode. Adventure Mode is where the meat of the game takes place - and what those Dungeons I mentioned are related to. Much like Cornerstones, Dungeons litter the worlds of Trove, requiring very little travel time to reach. There are two varieties, for the most part, and those are either Small or Large Dungeons.

A Dungeon is populated with enemies and culminates with either a boss enemy or a pile of skulls, which spawns waves of enemies that need to be killed for the pile to be “defeated”. Defeating the boss, or the skull pile, clears the dungeon (or, in the case of the Large Dungeon, it might be clearing only a segment of the Dungeon), grants the Player Character some Experience Points and spawns a Chest with loot. The Chest needs to be hit a bunch of times, at which point it breaks open and reveals its contents.

So, combat - let’s get this over with. The PC has a number of stats associated with itself, and the purpose of some are not connected to combat, but most are related to doing and taking damage. Interestingly, there are only 2 defensive stats - Maximum Health and Health Regen, which determines at what rate, if any, the PC regenerates their missing Health. Health determines how much damage the PC can take before dying.

Everything else is related to damage - attack speed, critical hit chance, critical hit damage, physical damage, magic damage, energy… All of that is condensed into four distinct ways of doing damage. First, the Left Mouse Button - that performs a basic swing that does either the PC’s Magic or Physical damage, depending on their Class. This is the bread and butter for almost every Class, as it does not require Energy - which is a resource required for using Abilities.

Then, there is the Right Mouse Button which performs 1 of the Abilities the Class currently being played has available. This ability is typically the main damage Ability that the Player has at their disposal, as it, generally, has no cooldown and does not eat up a humongous amount of Energy.

The two other Abilities that a Class provides the Player with are the one bound to the number key 1 and then the one bound to the number key 2. Typically, the Abilities bound to number key 1 provide some sort of utility and are not restricted by a cooldown, but they consume loads of energy which limits their usage. And again, typically, Abilities bound to number key 2 are some sort of buff, either affecting the damage the Player does beneficially or reducing the amount of damage the Player takes.

On top of those, the Player’s Class provides a passive ability that is always active. Those are, most often, quite interesting and affect the way the Player deals their damage in the most efficient manner. Lastly, there is also the option to make use of a subclass. This allows the Player to add a new passive ability to their Character, which passive ability is based on one of the other classes.

To get access to a Subclass, the Player needs to raise the appropriate class to the 10th level, at which point they will be able to add that Class as a Subclass to any other their other Classes. The Abilities provided by Subclasses are quite neat, and some are almost identical to the passive Abilities of their respective Classes. In addition to those, though, the Subclass provides a bonus to one of the Player’s stats while it is in use, so this allows for some really interesting mixing and matching.

There is one more thing the Player has access to in relation to combat - their Healing Flasks, usable with Q. Those, when used, restore a certain percentage of the PC’s Health, and can be improved via Emblems (allowing for additional effects). In addition to that, the default type of flask can be changed in favor of a different flask that has an additional effect.

With that said, this is the Player’s combat related stuff. They walk around, find an enemy, click the mouse’s buttons, do damage until the enemy dies, and rinse and repeat. Now, the PC can die - at which point the Player will lose half of the bonus Magic Find they have (which is accrued by playing and not dying) and a gravestone will be put in the PC’s place. That gravestone can be interacted with by another Player to resurrect the dead PC. Alternatively, the Player can respawn at the spot where they entered the World.

Now, a bit more about Worlds. Trove features a countless number of them, accessible through a big map and are separated into World Tiers. Worlds are generated procedurally whenever a Player decides to enter said World, and for a little while after they are initially generated, other Players will enter that World whenever they click a World Tier. However, after that duration expies, the only means of entering a world that has been generated more than, say, 5 minutes ago becomes the joining of other Players (which is teleporting to another Player’s position).

So, World Tiers - those determine which biomes can be found in the World, what the power of the enemies is, what the rarity of the loot in the World is going to be, what kind of enemies can spawn, what kind of bonuses can be discovered, and a plethora of other things. The simplest World Tier is the one for beginners - it features 3 biomes, 1 of which has no enemies or Dungeons in it, and everything in that World is weak enough to be beatable by a Class at level 1.

As a result of that, the rarity of the loot that drops there is the lowest possible - Uncommon, highlighted in the Player’s inventory by a green ring around the Item’s portrait. As the World type changes, its Power requirement also grows - some require 33000 and more - but in conjunction with that so does the power of the loot dropped within.

While an Uncommon item might have a Power Rank of 7, increasing up to 12 via Upgrading (more on that later), the next item in line - Rare items with a Blue outline - starts off at a Power Rank of around 13 and goes up to around 18. And, of course, those move in unison with the World Tiers - first World Tier drops Uncommon loot, second drops Rare loot, the third drops Epic (Purple) loot, and I would like to say: “and so on”, but it is not so.

There is a point at which there is a cut-off. At the 4th World Tier, the loot that drops becomes Legendary (orange), but then at the 5th World Tier, loot does not become the next tier - Relic (red) - instead it remains Legendary. Instead, Magic Find’s role becomes far more prevalent.

See, each World Tier features the chance for the Items it drops to wind up dropping in a higher rarity than what the World suggests - thus a Rare Item can drop in the first World Tier, where Uncommon items drop, but only if the Player is lucky. So, instead of maintaining the progression curve of new rarity per new world type, Trove starts staggering progression by making new rarities harder to come by.

Thus, the Player can go from World Tier to World Tier 8 and, still, the item rarity remains Legendary. The chance of the Items dropping as a higher rarity increases, but it remains a chance that’s down from the 100% the Player has so far been treated to to a tiny 25%, and that is in the 8th World Tier.

What’s more is that Relic rarity Items are nowhere close to being the last rarity that can drop. Beyond them, there are Resplendent (rainbow) items, then there are Shadow items (black) which introduce a new item related mechanic - Item Tiers, featuring 5 possible Shadow item Tiers, then there are Radiant items (white), then there are Stellar items (yellow) and, lastly, there are Crystal items (pale greenish blue, cyan maybe?).

And the funky thing is that the Player can, in theory, get all of those rarities to drop naturally. However, getting anything beyond a Shadow tier 5 to drop is so unlikely that, in my 800 hours of playing the game, I have not seen it happen once. So, how does the Player get these Items?

Well, by Crafting, of course. Crafting is done via placeable objects on the Cornerstone, and it involves the countless resources that are present in Trove, as well as the two non-Premium currencies the Player has access to.

Items, whenever they drop, are at their weakest form. Every item can be upgraded up to 5 times, increasing its stars and making it stronger. However, there are other means of improving items aside from just upgrading them. There are also their stats - Weapons have either Magic or Physical Damage, based on the type of Weapon they are, while Hats and Faces have Health. In addition to those, however, Items can have up to 3 extra stats they increase. It could be Movement Speed, number of Jumps, Critical hit Chance, Health Regeneration, Magic Find - almost all stats are fair game.

So, to make sure an Item is as good as it can get, the Player has access to crafting that changes its stats - as an example, changing a Jump stat on a Weapon to an increase to Critical Hit Damage. To do so, the Player needs to first craft the appropriate crafting bench, place it on their Cornerstone, and then get a decently rare resource - Tentacles of Q’bthulhu - as well as a decent quantity of Flux - one of the non-Premium currencies.

After preparing, the Player needs to start rolling the dice, as this kind of crafting is random - there is no means of controlling the RNG, and so the Player could spend 20 or even 50 tentacles of Q’bthulhu on a single Item. For reference, 100 Tentacles of Q’bthulhu cost 50,000 Flux (on the Auction House), with the average amount of Flux earned by just playing the game for an hour being a lot less than 10,000.

So, already, there’s one big obstacle before the Player’s increase in power, and that’s not even a great increase in power - we’re still talking about Weapons with a Power Rank of 200, when the World Tiers they drop from require Power Ranks of 2500 and more.

But that’s not all. Then there’s also enchanting, which requires a different type of crafting station and different types of resources. Each one of an Item’s stats can be boosted two times, with each boost requiring a Pearl of Wisdom. Those? Rare, with 100 of them going for 150,000 Flux on the Auction House, though for a full set of equipment the Player only needs 24.

Again, though - there’s more. Remember Weapon Tiers, as introduced by Shadow Items? Well, those are costly. First, the Shadow Item must be Upgraded to 5 stars, which no longer simply requires Flux, it also requires Eyes of Q’bthulhu, which are relatively easy to obtain, but that’s not all. Upon reaching 5 stars, the item can be raised to the next tier - let’s say we are raising a Tier 1 Shadow item to a Tier 2 Shadow item - fortunately, it’s just a more expensive normal Upgrade.

Following that, though, stuff gets a bit silly. To raise the Tier from 2 to 3, the Player needs to have Shadow Souls - Twice-Forged. Those are obtained by using the “Loot Collector” object to destroy a Tier 2 Shadow Item, and to go from Tier 2 to Tier 3 the Player needs 10 Twice-Forged Shadow Souls. That’s 10 Tier 2 Shadow Items. The power rank increase from doing that?

An Item goes from 93 Power Rank to 90 Power Rank, but it does increase a Weapon’s damage by 40 and its other stats by around 5%. Then, however, the game continues, and the Player now needs to invest almost 3 times as much Flux in every star Upgrade of the Item (mind you, the amount of Flux the Player gets on average does not increase). To get it from Tier 3 to Tier 4? Thrice-Forged Shadow Souls, 6. That means the Player needs to make 60 Tier 2 Shadow Items and then use them to make 6 Tier 3 Shadow Items.

The next Tier - going from Tier 4 to 5 - is even more absurd, requiring that the Player coughs up 6 Quad-Forged Shadow Souls. That’s 36 Thrice-Forged Shadow Souls, which means that we’re looking at a measly 360 Tier 2 Shadow Items that need to be made first.

Then, of course, there are Radiant items, which are crafted by upgrading a Tier 5 Shadow item with 2 Penta-Forged Shadow Souls (that’s 720 Tier 2, 72 Tier 3, 12 Tier 4 and 2 Tier 5 Shadow Items shoved in the Loot Collector) AND a Purifying Dragon Flame, which requires a decent amount of time to be spent running around and collecting resources.

Lastly, to go from a Radiant to a Stellar Item, the Player needs to get a tiny amount of items - only 4 Forged Radiant Souls. 2880 Tier 2 Shadow Items, crafted by the Player, is all I will say on that matter.

Trove does not like the Player. Trove does not want the Player to have a good experience. Trove wants the Player to have a slightly unpleasant, filled with inconveniences experience that becomes too bothersome to actually continue, unless the Player pays.

Now, let me explain a few things. Trove is structured like a gacha game. That means it features systems - countless systems - that all contribute to the amount of power the Player has. The game is then structured in such a way that it requires the Player’s engagement with all those systems so that the Player may get the things that the game will present as desirable.

These systems are structured in a way that makes them very approachable and misleads the Player into thinking that they will be pleasant to use - such as the crafting system, which, at the start, only features 5 possible upgrades for an item; or the rarity system, which features a new rarity type per World Tier, but only at the start.

The approach with everything else is similar - the PC’s Class can level up, and every time the Class gains a level, it gains a number of stat increases and grants the Player Mastery Rank progress. Initially, levels are really easy to get, even though the amount of time between each starts growing, which is reasonable. However, anything beyond level 20, and up to level 30, is a pain, requiring obtuse amounts of time to deal with.

Then there’s the Ring system - which has the Player crafting Rings that require a tiny number of resources and can be equipped to further increase the Player’s Power Rank, but the deeper into the system the Player gets, the more ludicrous the requirements of the Rings become, with some being borderline gated behind paying for goods.

There’s the gardening system, there’s the fishing system, there are the Delves, there’s the Shadow Tower, there are Gems, there are Constellations there’s the Dragon Crucible - all of these systems, when the game starts off and the Player is new, are incredibly welcoming and generous, designed to be neat side-activities that barely take up any time.

However, as the Player progresses, they become overbearing walls that need to be scaled via immense grinding… The alternative is, of course, constantly being presented to the Player. Become a Patron - more experience, more gems, more drops, more currencies, more rewards, longer temporary buffs, less time spent waiting for items to get crafted.

Another funky feature of being a Patron - which is a Subscription that costs real money - is that, much like the WoW token, it can be bought and then sold for Flux on the Auction House. 30 days will cost the Player only 50,000,000 Flux, or 9$. Now, aside from the increased Gems and the longer temporary buffs, there isn’t anything that directly impacts power that is bundled in the Patron subscription.

Trove solves that issue - by featuring 2 premium Currencies, one of which is Cubits, which can be obtained by the Player in decent quantities every day, but can only be used to purchase a very carefully curated selection of premium Items. The other is just called “Credits”, and those are the real, meaty premium Currency, because with Credits, the Player can buy Crystals - which are used for crafting the highest quality Rings, which are the most powerful source of goodness the Player can get their hands on.

Another thing that can be bought with Credits are Gem boxes. Gems are another mechanic tied to levels and dungeons which winds up being the main source of power the Player makes use of, and, naturally, they require a lot of grinding and incredible amounts of luck to pull off right. Fortunately, the Player can buy loads of stuff, including Gems themselves - of the rarest, most powerful variety.

So Trove just gives the Player a bunch of things they might want to do - increase their Mastery Rank, increase their Power Rank, assemble a collection of all items, assemble a collection of mounts and/or pets, build some nice houses, and so on… But then makes most of those goals unfathomably impossible for someone who is playing conventionally. Naturally, Trove also presents the opportunity to make things better for the Player by selling a solution to every problem that was put into the game on purpose (thus making it a worse experience overall) for the sake of creating a reason for the Player to spend money.

This permeates through the game in such an unpleasant and overwhelming manner that it undermines the entirety of the game. Everything takes too long, and half of it takes too long because it is based on random chance, so that the Player can pay to deal with that randomness, while the other half takes too long because the Player could pay to accelerate things.

No matter how pleasant and enjoyable the gameplay is - and it is quite pleasant and enjoyable, albeit prone to becoming somewhat stale due to any lack of tangible progression - when the game’s monetization systems are so ingrained in its design and the game is, purposefully, less enjoyable as a result of their presence, there is no excuse.

Trove is a game that features incredible depth and complexity, which could have been an astoundingly good reason to play it. However, they are the reason why it should not be played, as that kind of complexity is associated with the most predatory and degenerate monetization and design practices in the industry. 1/3

Presentation

Trove is a Voxel based game - a three dimensional pixel based game… Everything in it is a cube, or is made of cubes, except some visual effects, and those cubes are all very vibrantly colored, except for the cubes in some particular areas, which are a bit more subdued and a bit darker, so as to allow the mood to set in…

Trove looks good. It manages to both feature very simple looking entities that qualify as being cute very easily, as well as incredibly complex, even maybe over designed entities that manage to impress, based purely off of the fact that they are made up of cubes stacked together in intricate manners.

On top of that, Trove’s appearance lends itself incredibly well to the use of procedural generation that the game could be known for. Due to the fact that everything is made up of cubes, it is very easy to just plop entire set-pieces wherever, because they get to fit. The simplicity of most blocks also helps with that.

At the same time, Trove features some very pleasant sound effects that combine with the bright colors, along with the whimsical music, and forges a very endearing appearance that does not really strive to impress, although it manages to somehow slide into one’s memory.

The sound effects do happen to sometimes become problematic, though that is mostly connected to latency and things repeating themselves ten times in a single instance when the servers finally catch up with the Player. One thing that also works very neatly are the animations - with those of the Knight Class, particularly its dodge animation, being especially endearing and pleasant to behold.

Trove also does a really good job at introducing the Player to itself, with an exhaustive tutorial that takes one from totally new to the game to reasonably capable, and then goes on to drag them through every other mechanic whenever it is encountered in a manner that manages to not be too obtrusive. However, it also has some failings - a lot of mechanics and systems are left on the wayside, with a few being almost hidden away from the Player, with no indication that they exist apart from things in the shop.

The User Interface looks good, though, and aside from the prompts to visit the store during the Tutorial, it does not, actually, constantly shove it down the Player’s throat… Well, not directly, at least. Even then, this in-game store looks a lot more respectable than almost every other in-game store out there.

Overall? Trove is a whimsical, pleasant audio-visual experience. 3/3

Story

The Story is definitely the weakest part of Trove - due to the fact that it is just present in the Tutorial, and then it just disappears. There is, evidently, an evil faction - called the Shadows - who want to do something bad, and are doing bad things, but aside from a few statements made by a few Characters here and there, there’s almost nothing regarding the story.

There are things that show up every now and then - such as the Geode - but they do little to actually contribute anything to the game’s story. As a result of this, well… It’s just not there!

Well, actually, there is something there. There are bits and pieces that can be found here and there, most of them potentially environmental storytelling, that lead into some sort of cohesive theory that can appear. As far as I can tell, the Trovians lived nice and serene lives until the creatures of Shadow attacked, led by a Priestess of the Moon.

The Moon itself could have had a rivalry or some sort of hatred for the Goddess of the Trovians, the Sun Goddess Elysia, as the Sun and Moon oftentimes are depicted. Ultimately, it appears as though things were very dire, until Elysia sacrificed herself for some reason and… Well, things did not quite calm down, but now the Trovians had a fighting chance.

Another faction, the Geodians, also fell under the attack of the Shadows, and the Trovians came to help them. It appears as though the Geodians are seeking the Sun, and the main honcho claims that a certain Character sleeps - which makes me consider that, perhaps, Elysia did not die, but, rather, fell into a deep slumber and was lost.

That’s all stuff I’ve gathered from playing the game and interacting with what few Characters there are. It is interesting, and it indicates that there is more to come, but at the same time it is enough foundation to allow for a neat premise to be uncovered by those who so desire. Also, the wiki page just has Elder Scrolls lore with some Trove related names thrown in for the fun of it. 1/3

Legendary Point

Does this game get the Legendary Point, so craved and wanted by all and none at the same time? Does this cube-based mess with charm out the wazoo get the point? I am inclined to say yes.

See, Trove is wonderfully magical. It features these immaculate “fairy-tale” vibes, that feeling of wandering about and exploring a fantastical world that is so beyond your understanding that it just sinks in and then leaks out of your head, a world so obscure and nonsensical that it somehow manages to retain the attention of the Player in just the right way.

It’s not a perfect game, by a long shot. Everything about it is flawed in some weird, bothersome manner, and yet the stuff beyond the rough exterior is like the soft, sweet content of candy that has liquid chocolate inside it.

Whether it’s the music in combination with the cheerful visuals, whether it’s the nearly infinite room for growth, whether it’s something else that I can not quite grasp - though I do not want to call it nostalgia, I did not play this game when I was a kid - there is definitely something in Trove that has me thinking about it.

Perhaps it is the immense potential that the game has and, unfortunately, squandered, perhaps it is the way things in it work, perhaps it is the fact that it is so silky smooth… I don’t know why, but I am going to answer this question with a YES, Trove does get the Legendary Point! 1/1

Conclusion

6/10. Trove is a wonderful game I can recommend to pretty much everyone for around 20 hours of playtime, after which it should be closed and uninstalled. For fans of insane grinds, though, it might be a far better fit. Even so, it has many issues that I feel stop it from being as good as it has the potential to be…

I tuck it under my belt, a trove of wonders shrouded in greed…

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