In this review
The big picture
A sensible home security system makes a noise and calls somebody. Bandit Trap gives the homeowner a more personal solution: turn the furniture into a series of terrible surprises and wait for three idiots to arrive. PICOMY's asymmetric multiplayer game puts one Trapper against three Bandits, with hidden treasure on one side and a deeply unreasonable attitude toward home defense on the other. The house is less a place to live than an argument conducted through appliances.
The full game launched April 30, 2026, following earlier demos and limited beta events. It's available for Windows PC, macOS, PlayStation 5, Xbox Series X|S and Nintendo Switch 2, with crossplay connecting the competing households. The central attraction is straightforward: one player builds trouble, three players try to navigate it, and the environment is sufficiently destructible that any eventual discussion of the security deposit should probably involve a mediator.
Reasons to look closer
The two sides have different jobs rather than different uniforms. Bandits choose equipment and perks, use scanners and tools, and work toward locating ten hidden treasures. The Trapper prepares traps in furniture, monitors the action through Trapper Towers and can activate trouble remotely. That difference supplies the game with an immediate social hook. One person is trying to anticipate the group's decisions while the group tries to distinguish an ordinary object from an exceptionally rude one.
Physics-driven interactions and reactive environments add another layer to the confrontation. The house can be damaged, flooded and reshaped, so the arena participates in the match rather than simply hosting it. That's a compelling foundation for a party game because the visible mess tells part of the story. Even someone briefly losing track of the plan can understand that the room is now in worse condition and that a friend probably helped.
The homeowner has prepared a presentation
Playing the Trapper changes the pleasure from collective improvisation to anticipation. Concealed traps make the layout a set of potential decisions, and remote activation gives the defender a way to choose when a plan becomes everyone else's problem. The role invites a particular brand of smugness: the belief that you have foreseen exactly what your friends will do. That belief is occasionally dangerous in ordinary life and almost the entire entertainment proposition here.
The Trapper can also enter trapped furniture and attack Bandits directly for greater damage. That offers an alternative to remaining a distant observer and gives household objects an alarming range of career opportunities. The defensive role combines preparation with intervention, so its appeal goes beyond watching a mechanism fire. You can be the person who designed the unpleasant surprise and the unpleasant surprise itself. It's a wonderfully unnecessary level of commitment.
This asymmetry also makes role preference worth acknowledging. Some players will love being the single architect of misfortune; others will prefer having teammates to share responsibility with. A group can appreciate both sides without every person enjoying them equally. The design's strength is the contrast between those experiences, and its practical limitation is that the contrast doesn't magically make every role suit every friend.
An invitation without the platform argument
Crossplay is a useful feature for a game built around recruiting a small group. It removes one obvious obstacle when friends own different supported systems, though it shouldn't be confused with a promise about matchmaking population or connection quality. Those are separate questions. The important benefit here is simply that hardware ownership needn't decide who gets to be attacked by the living room.
Solo play with AI bots also provides an option when the group isn't available. That's worthwhile, especially for learning the two roles without assembling a full gathering. Human unpredictability remains a major part of the social premise, however. A bot can occupy a slot; it can't replace the very specific satisfaction of recognizing a friend's plan and preparing something petty in response. The feature broadens access to the game without making the party element irrelevant.
Verdict
Bandit Trap has an appealingly concrete multiplayer identity: cooperative burglary colliding with competitive interior design. Its asymmetric roles, tools, hidden traps and destructible setting give groups plenty of reasons to scheme against one another. The best audience is a group willing to treat elaborate failure as part of the evening rather than an interruption to it. If your friends enjoy plans that survive approximately as long as a suspicious piece of furniture, the house is open. Entering it remains a questionable decision.
Sources
Information checked on 19 October 2026. Features, platform compatibility and editions can change.
- Official Steam page: roles, tools, bots and PC platforms ↗Official source cited in the approved review.
- PM Studios: Bandit Trap and supported platforms ↗Official source cited in the approved review.
- April 30, 2026 launch announcement: crossplay and destructible environments ↗Official source cited in the approved review.
- Developer notice: limited November 2025 beta, distinct from full release ↗Official source cited in the approved review.