Releasing a new multiplayer game in the current market is always a challenge, but that’s what developer PICOMY is doing with Bandit Trap. A 3v1 online multiplayer experience with physics-driven gameplay and a load of potential for laughter when playing, the developer has combined this with a colourful aesthetic and an excellent publishing partner, which means that Bandit Trap has all the trappings of a future success story.
We had a chance to find out more with Jimmy de Meza & Michael Balm from developer PICOMY, whereby we talked about working with PM Studios as a publisher, the art style, playtesting and how the team decided on a 3v1 setup, balancing a multiplayer game, and much more.

How did you decide on the art-style for Bandit Trap?
Our signature has always been a clean, readable, family friendly art style, and for Bandit Trap we wanted to maintain and advance this. The process of coming to this artistic conclusion went with a lot of research and different try-outs. How strange this may sound, we wanted to make the bandits punchable in a silly way. Visual damage in Bandit Trap is a very important feature, so we designed the heads of the Bandits like a punching bag. We elongated the neck, making much more room for the damage to be seen. This also works with thousands upon customization combinations.
Besides that, we also wanted to try something we have not done before, trying to make the characters unique in body proportions. Floating hands, tiny upper body, short legs, big shoes. This way, the characters have a fine balance and appeal.
For a top down game, we had to make sure that we wanted to highlight expressions and damage, so we had to adjust facial proportions to amplify a comedic cartoony effect.

Even though this game is quite colourful, we have chosen to balance the right colours for the right communication, in contrast and saturation. So that in all the mayhem, your focus will be on the right things. Not only on the in-game assets, but the UI and VFX as well.
The game is rich with Characters, Environments, Decoration props, Animals, Vehicles, Traps and Tools. It was quite a challenge to keep everything consistent throughout the game, even making changes towards the end of development. With a good creative art direction and a sharp team, we were able to keep artistic guidelines in the entire process, resulting in a satisfying visual interactive art piece which we are very proud of as a studio.
Did it take lots of playtesting to decide on the 3v1 setup?
From the very beginning we had decided to start a 3vs1 Multiplayer Online game. This setup had to do with our team size of 4 at that moment. We could only test the game efficiently with this amount of players. And understanding the complexity of the game, it was the best balance to keep the match fair and exciting!

How do you ensure a game like Bandit Trap is balanced and fair for the solo player and the team of three?
It definitely sounds unfair, unless the single person has more control and power, but is still able to be beaten. That was the aim in our game design, which came with a lot of testing. The Trapper has a lot more overview and powerful Traps to attack the Bandits. This is why Bandit teamwork is important to survive the mayhem in a boobytrapped house.
Different members of the team preferring different roles has been a great sign that both the Bandits and the Trapper are fun to play. There are many ways to succeed with a variety of playstyles, but strategy is the key to ensure the road to victory in this game. From both the Trapper and the Bandit mode. Preparing your defence and offense, and executing what you have planned is a skill and brings great satisfaction, combined with laughter and excitement!
How many brainstorming sessions did you have for the traps?
We already lost count on this one. But we drew a lot of inspiration from slapstick cartoons like Tom and Jerry, Looney Tunes and Home Alone of course. Think about huge hammers, dropping bombs, catapulting furniture, turning a room into a swimming pool, you name it. We did not want to endorse violence that can be imitated in reality. So everything has to look like an over the top toy-ish design, with exaggerating comedic results. You can also combine Traps to make them even stronger. This gives the player a lot of creativity on how to surprise those pesky Bandits. Every match is always different and fun.

It feels like Home Alone is an inspiration, but were there any game inspirations?
Yes, that movie has been a core inspiration. But we really wanted to make it unique in our own way, without being limited or borrowing too much from that concept. At the time we started developing, there were a handful of games that had some elements which we could draw inspiration from, but it was never done before in this format of Bandit Trap. We have looked at a variety of games to be inspired. Like Rubber Bandits (for the online mayhem within a bandit theme), Dead by Daylight (for the asymmetrical game design choices), Justice Sucks (to research where we can differ), Party Animals (for the multiplayer fun element), Animal Crossing (for decorative house props and furniture), The Sims (for architectural design choices), Ninjala (for visual inspiration) and a lot more.
Will Bandit Trap be coming to consoles if the PC launch is a success?
Yes, Bandit Trap will be coming to consoles. This game is perfect to go cross-platform so all gamers can enjoy this game on their personal preferred system.
(Note: this question was asked before the announcement for consoles on November 18th).

Is it a stressful thing to be releasing a multiplayer game in the current climate?
We don’t really experience this as stressful when we compare it to the current climate of online multiplayer gaming. Internally, it has been a bit stressful on development from time to time, since this is our first online multiplayer game on multiple platforms. We are convinced that Bandit Trap has a unique set of features that will add something new to the asymmetrical multiplayer online gaming community. And we do hope that players will experience the family friendly comedic twist in this genre. One other important thing to highlight here is that Bandit Trap has been designed as a PvP game, but we do offer an offline mode too where players can play against bots.
PM studios as a publisher has released lots of great games lately, do you feel pressure to deliver? How has the publisher been to work with?
We are very grateful for our partnership. The development has gone very smoothly and the communication has gone even greater over time, progressing in a more professional, fun and good relationship with PM Studios. They believe so much in Bandit Trap that it gives us a motivational boost, and we’re working very hard to make this game a success for both PM Studios and ourselves. There is always pressure in the last months when a game comes to its finalisation, but we have done our best to deliver according to expectations and beyond. PM Studios is very flexible and involved to give great feedback on our processes, so that our collaboration keeps both studios happy.

On that note, are we close to a release date announcement?
Yes we are. This month of November, we want to announce the release date, so stay tuned!
(Note: this question was asked before the announcement of the release date on November 18th).
Do you have plans for post launch support already?
We have plans in place for post launch content to prolong the longevity of the game.
Thanks to Jimmy de Meza & Michael Balm for their time.
Bandit Trap is coming to PC, Xbox Series X|S, Switch 2, and PS5 on February 6th, 2026.