


We’ve spent a lot of our time working on the UI to make sure it’s compatible with the console experience. Did you have to change it for Trove and was that problematic? Many developers have cited the User Interface as one of the biggest hurdles when porting a PC game to console. Further, we recently surveyed the PC/Mac Trove players – and they overwhelmingly indicated that they believed Trove would be a great console experience. As a voxel-based action MMO, Trove has shown that it appeals to a really broad audience of gamers – and it turned out it’s a ton of fun on a controller - so we knew it was the right fit. We’ve been live on PC for a year and made a ton of updates to the game. Why do you think this is the right moment to bring the game over to consoles? Being RPG, MMO, and action combat fans we knew the ways we wanted to take the core fun of creation in voxel games and expand it. When it comes to working with voxels we obviously saw the creativity and massive modifiable worlds of Minecraft as an inspiration. What were your main inspirations, both in terms of gameplay and graphical style? Trove certainly is a rather unique kind of MMO. We've had the chance to send a few questions to Executive Producer Andrew Krausnick about the upcoming console release and what the future holds for the game. The Free to Play voxel adventure debuted in July 2015 on PC and it currently holds a 78% user rating on Steam. Earlier this month, Trion Worlds announced that Trove would be released on PlayStation 4 and Xbox One later this year.
