Story Highlights
- Trove is a voxel-based sandbox game released nearly nine years ago.
- It has been commended for featuring robust RPG elements, making it unique within the genre.
- We interviewed Kayly Ginsberg, Head of Marketing at Gamigo Us Inc., over an email Q&A session.
Trove is a free-to-play, open-ended voxel adventure — a regular grid in three-dimensional space — that was released nearly a decade ago, in 2015. It has been an excellent hit for Trion Worlds — a subsidiary studio of Gamigo Us Inc. — reaching over 19 million players playing in over 100 countries and regions worldwide.
Since its launch, the title has seen various updates and has improved significantly. The developers are still very passionate about the game and continue to make Trove a much better experience for its players. To learn more about the title’s success and how it has built its community, we spoke with Kayly Ginsberg, Head of Marketing at Gamigo Us Inc., over an email interview.
Kayly: Hey! My name is Kayly Ginsberg, and I’m the Head of Marketing for not only Trove but all of Gamigo’s PC & Console titles. My team is responsible for creating some awesome graphics such as patch logos, key art, and trailers, messaging new features, and monitoring community sentiment for improvements we can make. I also work very closely with the development team to prepare for upcoming updates and jump into action if anything needs to be addressed.
Kayly: Trove has evolved quite a bit over the years, but at its core, I think it still boils down to having many items to chase while also requiring a wide variety of effort to obtain those items. It does this while wearing an MMO-like skin, though one where “progression” is more a function of completionism than gameplay skill. And this all happens in a world that takes itself far less seriously than most. I think that light-heartedness is part of Trove’s charm and is a big reason why it has such the dedicated community it has today. Trove might have more classes, creatures, and areas than it did when it first launched, but I think the heart of it has always remained intact.
Kayly: I would say that as long as the Trove community remains passionate and continues to support the game, we will support it as well.
Kayly: One of the concerns that we’ve seen about this most recent update is that despite the additional power we’re giving players, we are not giving them any additional hurdles or challenges to “try out” this new power and be rewarded. This is something we’re actively working to address both in the short term (i.e., new challenges in upcoming patches) as well as the long term (i.e., adjusting existing systems so that it is easier for developers to add in new challenges). We’ve seen players enjoy greater control over gear acquisition, especially in the late game. While things are still subject to the all-mighty RNG, players can obtain gear quicker and feed unwanted gear back into the system for a greater return than before.
Kayly: The community is very important to us, and gathering sentiment is a regular part of the team’s routine. In fact, we have a weekly meeting where community comments and concerns are shared to discuss how we want to address them. Issues or pain points that players consistently focus on tend to provide a “focal point” around which we can design future content/systems/features.
Kayly: Currently, the team is working on a patch that aims to give some additional (opt-in) difficulty for players with which to test their new Crystal 5 gear fully. Plus, it’s an extension of an older trade skill–all, of course, with the standard mastery & mounts.
Kayly: Trove is going to continue nudging both power and difficulty upward in the form of new stats, skills/abilities, and enemy difficulties. While that & mastery continue marching ever-onward, the team will also be working hard to improve our ability to maintain legacy systems (i.e., making it easier for us to update monthly events) so we can focus more time and energy on future features & content.
Kayly: While a sequel would be very exciting, right now, the team’s focus is to make Trove the best game it can possibly be. We want to take time to improve our existing game and expand on it in new and meaningful ways, reach new audiences, and refine features that we didn’t have time to revisit before.
Kayly: Trove development is nothing if not adaptive and will continue to react to the industry as a whole. One thing on our radar is to make more changes akin to what we did in the Gear Up! Date patch makes certain aspects of the game more accessible to and usable for new players. For veteran players, as mentioned, we’re working on adding in some additional difficulty to provide our most elite players not just a place to challenge themselves but also a more rewarding place to grind.
Trove is a voxel-based MMORPG developed and published by Trion Worlds. While the game was initially released for macOS and PC, it was made available for PlayStation 4 and Xbox One just two years after its launch in 2017. The title was also launched on Nintendo Switch in 2021. We thank Kayly Ginsberg for answering our questions and Jasmine James and Brett Buren for helping us.
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