Trover Saves the Universe is a 2019 action platform game developed and published by Squanch Games for Microsoft Windows, PlayStation 4, Nintendo Switch, Xbox One and Oculus Quest. Envisioned as a comedy game, the title features an optional virtual reality component. Justin Roiland, who was the founder of Squanch Games and the co-creator of Rick and Morty, provided voice work for many characters in this game. It received generally positive reviews upon release. Gameplay In the game, a being named Glorkon has kidnapped the dogs of the protagonist and sucked their essence into its eyes, granting him incredible powers that could end the universe. The player assumes control of a nameless Chairorpian, which is "a race of humanoid aliens confined to chairs", and they must rescue their dogs and defeat Glorkon in order to save the universe. Throughout the game, they will be accompanied by Trover, a purple alien monster. In the game, which is played from a second-person perspective, the player is always holding a video game controller and they issue commands to Trover, telling it to run, jump and attack. As the player progresses, players can upgrade the protagonist's chair and unlock the ability to pick up and throw objects, or levitate between three different height levels. The chair also serves as the game's user interface, displaying information about the player's power and health. Players can also unlock Trover's combat abilities. The game was designed for virtual reality (VR) headsets, though players can still play the game without using a VR headset. The game features five major levels at launch. Development The game was developed by Squanch Games, which was founded by Rick and Mortys co-creator Justin Roiland, It was the studio's third game. Trover was mainly designed to be a comedy game, with Tanya Watson, one of Squanch Games' co-founders, adding that "if people don't laugh when we intend for them to laugh, then we know that something isn't working". While Roiland initially believed that the game would be well-received as long as it had good gameplay, as development progressed, he felt that the game "needed to be just as tight and funny as a TV production" because some of the in-game jokes were not working effectively. While Roiland and his team had laid down the foundation of the story, the voice actors were given a lot of room to improvise. Roiland himself also recorded more than