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Back to BlogMISFITZ Tricks and Map Mechanics, Explained
Breakable abilities you loot or craft, plus the manholes, drops, elevators and jumps that move you around Zero's streets.
By Joan, Engineer at Antihero Studios
Tricks are the wildcards in MISFITZ, the social extraction game for mobile we make at Antihero Studios: equippable abilities you loot or craft, take into a run, and use until they break. They exist because of a tension in how we design characters. A character's kit has to stay consistent, because you read the people around you by what they're playing, and the character guide calls each kit a social signal. But consistent can slide into predictable, and predictable runs get stale. Tricks, along with the mechanics built into the maps themselves, are where we put the surprises.
Tricks in MISFITZ are equippable abilities you loot or craft and add to your loadout. Each has a small number of charges, and when the last one is spent the Trick breaks and is gone. Power-ups take effect the moment you pick them up. On the maps, manholes can give you a speed boost or poison you, and standing on one kicks you upward. Skydiving, elevators and aimed jumps move you between levels.
What are Tricks in MISFITZ?
Every run starts at the workbench, and that's where you pick your Tricks, alongside the rest of your loadout. They do half of what consumables do in other games: something you carry, decide when to use, and can lose. The other half, the instant kind, belongs to power-ups (more on those below).

Do Tricks break?
Yes. Every Trick has a limited, small number of uses. Spend the last charge and the Trick breaks, and you lose it. That turns every use into a decision. The Trick you save for the perfect moment might sit unused while the moment passes, and the one you burn early might be the one you needed at the extraction point. In an extraction game, carrying something valuable and hesitating to spend it is the whole feeling, and Tricks put that feeling on a button.
How are Tricks different from character abilities?
Character abilities are the constant and Tricks are the variable. A character's abilities need to stay consistent and predictable, so the people around you can read what you're capable of. Tricks sit in the sweet spot between that consistency and classic consumables: they give us a sandbox to experiment with new abilities without permanently locking them into any character's kit. If you want to see how abilities are put together under the hood, here is how abilities are built in MISFITZ.
Two Tricks we've built show the range. With a Teleport Beacon you drop a beacon somewhere safe, go explore, and teleport back to it when you need to escape. A Deployable Shield spawns a temporary barrier that helps you protect a zone and lock down an area. Neither one makes you better at shooting. Both make you better at deciding where to be, which in MISFITZ matters just as much. The set isn't fixed, though: which Tricks are in the game can change from one update to the next.
Are there consumables in MISFITZ?
Not in the classic sense. Their job is split in two: power-ups apply the moment you pick them up, and anything you carry and decide when to use is a Trick. Grab a power-up in the world and it's already working, no slot and no button. Tricks are where we wanted the depth of a run to live. The split is deliberate. Power-ups are reflexes. Tricks are decisions.
What do manholes do in MISFITZ?
Manholes are a gamble you can take in the middle of a fight. Set one off and you might snag a clutch speed boost, or you might get poisoned. I came up with them because we wanted more interactive map elements, things that make you adapt on the fly instead of following a script. In a desperate moment, a manhole is risk against reward on a single square of street.
They do a second thing too. Stand on top of a manhole and it kicks you upward. That can save you when a fight turns, or help you engage another player from a direction they didn't expect. Several players asked for it, and it's the kind of thing I'd always wanted in the game, so I built it.
How do you get around the maps?
Up, down and across. The maps have height, with rooftops above and streets below, and moving between them is part of the fight. You can skydive off the high ground and drop to the street below, straight into whatever is waiting there. Elevators carry you between levels, which might look weird but feels fun while playing. And where you might expect a ladder, you jump: aim it, then take the drop.
We want map elements like these to shape how you play and how you react to what's on screen. They make the maps feel alive, and they give a run its own story beyond who shot whom.
What do the maps look like?
The mechanics land better when the place feels real, so the lighting and overall mood get as much attention as the systems. Zero's billboards glow over the streets and rooftops, and with every update the maps look a little more like somewhere worth stealing from.



Why it all matters
Your character tells everyone what you can do. Tricks and the streets themselves are what they can't read. In a game where the player next to you might be your ally for exactly as long as it suits them, the move nobody expected is worth more than the one everybody saw. That's also why the loadout stays light: the depth isn't in your bag, it's in your choices. And for the social side of the game, here's how to play MISFITZ with friends.
Adapted from Joan's dev updates in the MISFITZ Discord.
Frequently Asked Questions
What are Tricks in MISFITZ?
Tricks are equippable abilities in MISFITZ that you loot or craft and add to your loadout. Each one has a small number of charges, and when the last one is used the Trick breaks and you lose it.
Do Tricks break in MISFITZ?
Yes. Every Trick in MISFITZ has a small number of charges. Use the last one and the Trick breaks and is gone, so every use is a decision: save it for the right moment, or spend it before the moment passes.
How are Tricks different from character abilities?
Character abilities in MISFITZ belong to each character's kit and stay consistent, so other players can read what you can do. Tricks are the variable: abilities you loot or craft, carry in your loadout and lose when their charges run out.
Are there consumables in MISFITZ?
Not in the classic sense. Their job is split in two: power-ups apply the moment you pick them up, and anything you carry and decide when to use is a Trick.
What do manholes do in MISFITZ?
Manholes in MISFITZ are a gamble built into the street. Setting one off can give you a speed boost or poison you, and standing on one kicks you upward, which can get you out of a fight or into one.
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