Game review
Trickster VR: Co-op Dungeon Crawler
4 / 10
- Developer
- Superstatic
- Publisher
- Superstatic
- Released
- 15 January 2019
- Platforms
- Windows
- Genre
- Action
- Monetisation
- One-time purchase, no DLC or in-app purchases.
- Players
- Local single-player, online co-op, and online PvP
The short version
Trickster VR sends players into procedurally generated floating-island dungeons to fight orcs with sword, bow and magic, solo or in co-op. Steam's aggregate reads Very Positive at 86% of 381 English-language reviews, and this review read all 54 negative reviews plus a sample of the positive side.
The single most consistent theme across an unusually large negative-review sample, spanning reviews written years apart, is VR locomotion and control-scheme complaints severe enough that multiple independent reviewers report genuine motion sickness and simply being unable to play. A close second, reported just as widely, is broken hit detection — weapons and arrows phasing through walls and enemies, enemies walking through the player. This review checked the developer's own update history and found the last content update was posted in May 2019, four months after the game's full 1.0 release — meaning specific, still-recurring complaints about Valve Index and Windows Mixed Reality controller support, both of which became mainstream VR hardware after that final update, have had no opportunity to ever be addressed.
Biggest strengths
- A genuine, dedicated niche fanbase exists — one reviewer with 188 hours logged plays it "almost every day," and several others call the co-op experience genuinely fun when the mechanics cooperate
- Real, praised weapon feel from some reviewers, describing melee combat that "really hit[s] things" rather than phasing through targets, in contrast to their own complaints elsewhere
- Online co-op is specifically singled out by multiple positive reviewers as the game's best mode
Biggest weaknesses
- The single most repeated complaint across the negative-review sample, recurring in nearly identical form across reviews written years apart: VR locomotion and control schemes described as confusing, uncustomisable, or outright nausea-inducing, with multiple independent reviewers reporting genuine motion sickness
- Broken hit detection reported almost as widely: weapons and arrows phasing through walls and enemies, enemies walking directly through the player, and hitboxes several reviewers describe as unreliable in both directions
- Specific, unresolved controller-compatibility gaps: Valve Index/Knuckles controllers reported broken by multiple reviewers (touchpad input conflicting with stick input), and Windows Mixed Reality/Reverb G2 controllers reported unsupported entirely
Who it's for: VR co-op fans specifically willing to tolerate real locomotion and hit-detection problems, ideally still using Vive-era controllers the game was originally designed around.
Our recommendation: A hard sell at full price given how consistently the same core control complaints recur across seven years of reviews with no sign of a fix — buy only on a steep sale, and check your specific headset/controller combination against recent reviews first.
4 / 10
Introduction
Trickster VR sends one or more players into procedurally generated floating-island dungeons armed with swords, bows and magic to fight off orc hordes. Developed and published by Superstatic, it spent years in Early Access before reaching a full 1.0 release on Steam on 15 January 2019 at NZ$15.99. Seven years later, its 381 English-language reviews sit at 86% positive, Very Positive. This review read all 54 negative reviews in that sample alongside a range of the positive side.
A real fanbase, when the mechanics cooperate
Despite everything detailed below, this review found genuine, sustained enthusiasm in parts of the sample. "I play this game almost everyday. It's a challenge, fun, and I get to move around," reads one review from a player with 188 hours logged. Another calls it "a hidden little GEM," praising a "wisely tuned combat system" and online co-op specifically as "just a BLAST." Melee weapon feel draws real, specific praise too — one reviewer contrasts it favourably with games where "they seem to phase through on hit, like in Skyrim" — a notable claim given how often the opposite complaint appears elsewhere in this same sample.
Locomotion complaints, unchanged across seven years
The single most dominant, consistent theme across this negative-review sample is VR movement and control-scheme design. "What in gods name are these options for movement??? completely terrible," reads one. Another, more specifically: "why allow us to move with the left thumbstick and turn with the right thumbstick? Why let us move and turn the same way we've been doing for 22 years since Goldeneye?" Several reviewers report the scheme actively causing motion sickness — "the worst motion sickness I've experienced ever... refunded," reads one. What makes this pattern notable rather than simply a subjective taste issue is how identically it recurs across reviews written years apart, including one explicitly labelled "Review for U29" — the game's final recorded update — reporting no improvement since an earlier version.
Hit detection and specific hardware gaps
Nearly as widespread is a cluster of hit-detection complaints: "arrows hitting walls as the hit boxes are so wide," "your weapons and attacks can just phase through walls and enemies," "enemies walk right through you, stand inside of you." A separate, specific and important complaint concerns controller support: multiple reviewers report Valve Index (Knuckles) controllers are effectively broken, with touchpad input conflicting with stick input in ways that make basic movement unreliable, and a separate reviewer reports Windows Mixed Reality controllers, including the Reverb G2, aren't supported at all. A documented memory leak compounds these problems for several reviewers, who report needing to restart the game roughly every 20 minutes to keep playing.
Checking whether any of this was ever addressed
This review checked Superstatic's own public update history given how consistently these complaints recur. The record shows a steady stream of updates through the game's development — U22 through U29 — but the last of them, "U29: A New Home," was posted 17 May 2019, four months after the game's full release. Nothing has followed since. That timeline matters directly for the controller complaints above: Valve Index shipped in mid-2019 and the HP Reverb G2 in 2020 — both after Trickster VR's last update — meaning the specific compatibility gaps reviewers report for that hardware have had no opportunity to ever be patched. A live concurrent-player check for this review returned zero.
Verdict
Trickster VR has real, dedicated fans who find genuine, sustained enjoyment in its co-op combat, and this review found their enthusiasm to be sincere rather than incidental. But this review's full read of its negative-review sample confirms a specific, severe, and — critically — unaddressed set of locomotion and hit-detection problems that recur in near-identical form across seven years of reviews, compounded by controller-support gaps for hardware the game was never updated to support. Worth a steep-discount look for VR co-op fans with period-appropriate controllers; a poor bet at full price for anyone with modern hardware.
Pros and cons
Pros
- A genuine, dedicated niche fanbase exists — one reviewer with 188 hours logged plays it "almost every day," and several others call the co-op experience genuinely fun when the mechanics cooperate
- Real, praised weapon feel from some reviewers, describing melee combat that "really hit[s] things" rather than phasing through targets, in contrast to their own complaints elsewhere
- Online co-op is specifically singled out by multiple positive reviewers as the game's best mode
- A distinctive floating-island fantasy setting with genuinely nice environment art, acknowledged even by critical reviewers
Cons
- The single most repeated complaint across the negative-review sample, recurring in nearly identical form across reviews written years apart: VR locomotion and control schemes described as confusing, uncustomisable, or outright nausea-inducing, with multiple independent reviewers reporting genuine motion sickness
- Broken hit detection reported almost as widely: weapons and arrows phasing through walls and enemies, enemies walking directly through the player, and hitboxes several reviewers describe as unreliable in both directions
- Specific, unresolved controller-compatibility gaps: Valve Index/Knuckles controllers reported broken by multiple reviewers (touchpad input conflicting with stick input), and Windows Mixed Reality/Reverb G2 controllers reported unsupported entirely
- A documented memory leak reported independently by multiple reviewers, severe enough that several say the game must be restarted roughly every 20 minutes
- This review checked the developer's public update history and found no updates since May 2019, four months after full release — meaning the controller-compatibility gaps above, for hardware that became mainstream afterward, have had no chance of ever being addressed
Screenshots
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Trickster VR: Co-op Dungeon CrawlerImage: Superstatic via Steam -
Trickster VR: Co-op Dungeon CrawlerImage: Superstatic via Steam -
Trickster VR: Co-op Dungeon CrawlerImage: Superstatic via Steam -
How the review scores each part of the gameWanderer Editorial -
The essentials at a glanceWanderer Editorial -
The short versionWanderer Editorial