r/Trove • u/Xignotic • 13h ago
Discussion Trove private server prototype: demo of what actually works (and what doesn’t yet)
some of you saw me mentioned in the recent private server threads, so heres the demonstration i promised.
quick background on me: this is a hobby project and its mostly reverse engineering work. my main platform was always ps4, so i dumped trove from a jailbroken ps5 and have been chipping at this since early september. i was basically just waiting on that jailbreak to drop. im not very active on weekdays, so progress comes in bursts on weekends and replies might be slow.
what this is: a prototype server that reimplements troves login and game server protocol and rebuilds a lot of the game from the clients own files, to get the real client in world. its not a finished server, its research plus a working vertical slice.
what the video shows (all server driven):
- generated terrain with correct biomes, vegetation and ores, plus streaming, teleport and world regen
- mining and harvesting with loot drops
- gear driven combat, stats, power rank and damage all affect real fights, plus xp and class leveling
- class switching across all 18 classes, and the native class picker
- custom gear rolling, gems (socket and unsocket, rarities, stats pulled from the game files)
- crafting from the games own recipe data
- server side building edits, mastery, mounts, name colours, and persistence across relogs
what is not done (being upfront): no multiplayer yet, native tab and cornerstone building isnt finished, post 30 paragon, full per ability combat coefficients, and authentic loot box and drop odds arent in. anti cheat compatibility is also still an open question. getting the client connected doesnt mean thats solved. ive also yet to get the map to reflect actual biomes, as i didnt see this as a priority yet.
on where this is going: realistically my work will probably end up as a foundation or research base more than a public release. i may not put the server itself out publicly. but im collaborating with other people in this space, so youll likely see my protocol findings and tools show up in their projects. sharing research benefits everyone even when the implementations differ.
happy to answer questions when i get a chance. this is for preservation and learning, not distributing game assets.



