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The Dumpster Gang trailer

One trailer exists. It went up on 26 August 2026 with the announcement, and it is the source for most of what anyone knows about how this game moves.

Dumpster Gang - Reveal Trailer | Coming to PC December 2026!

Curve Games

The reveal, published alongside the Gamescom announcement. Everything this site describes about how the game plays traces back to this footage and the store text that shipped with it.

Dumpster Gang - Reveal Trailer | Coming to PC December 2026!

Dumpster Gang

The same trailer on the developers' own channel — this is the copy embedded on the official site.

Both are the same trailer. One is on the publisher’s channel and one is on the game’s own, which is the copy embedded on the official site. Titles here were read back from YouTube rather than transcribed.

What it shows

  • An objective HUD naming the current goal — "Eat Garbage" and "Break Stuff" both appear
  • Raccoons climbing, carrying and pulling objects apart
  • A raccoon working the dial of a safe, with golden light scattered around it
  • Hats worn during play: an upturned bucket, a wide-brimmed hat
  • Three raccoons on screen at once, each a different colour
  • Three settings: a back garden, a server room, a domestic storeroom

What it does not show

  • Any number: no score, currency, health, timer or level counter
  • A menu, lobby, or how you invite friends
  • What a hat's ability actually does
  • What happens when a run fails, or when the Exterminator catches you
  • How many objectives a run has, or whether they are ordered

Read frame by frame

Most of what is publicly known about how this game plays comes from ninety seconds of footage. So it is worth going through it properly rather than paraphrasing the store page. Below is what is actually on screen, and what each thing does and does not let you conclude.

  • An objective HUD, twice

    A rounded capsule sits at the top of the screen carrying a small icon and an objective in title case. Two appear in the trailer: "Eat Garbage", with a ticked-checkbox icon, and "Break Stuff", with a different icon. The two icons are not the same, so objectives appear to be typed rather than generic.

    What it tells you: This is the clearest evidence that runs are structured around named goals rather than free-form mischief. It does not tell you how many objectives a run has, whether they are timed, or whether they must be done in order.

  • Three distinct settings in one short trailer

    A suburban back garden at night with a white picket fence and washing on the line; the inside of a server room, with racks of red and green indicator lights, an office desk, a wall clock and a pizza box; and a domestic storeroom with shelving, a football, folded towels and a broom.

    What it tells you: The range is wider than the store description's talk of bins and back gardens suggests. Whether these are separate levels, or areas within one, has not been stated.

  • A raccoon cracking a safe

    In the storeroom, a raccoon works at the dial of a large safe while a second waits nearby. Golden points of light are scattered across the floor around it.

    What it tells you: There is a heist layer here beyond knocking over bins. The golden lights read as loot feedback, but nothing on screen names them, so calling them coins or currency would be a guess.

  • Hats, worn, in gameplay

    Raccoons are seen wearing headgear during play: one has an upturned blue bucket over its head, another wears a black wide-brimmed hat. Different raccoons in the same shot wear different items.

    What it tells you: Confirms hats are worn in the world rather than only in a menu. No ability, stat or label is shown attached to any of them, so what they do is still unknown.

  • Three raccoons on screen together

    Multiple shots show three raccoons acting at once, visually distinct from each other — a grey one with the classic mask, an orange one, and a smaller pale one.

    What it tells you: Consistent with the stated 1-4 player co-op and with per-player customisation. It does not reveal whether the colour differences are cosmetic choices or fixed characters.

  • The hideout, and a board covered in string

    An outdoor camp at night: a lit campfire ringed with stones, four raccoons resting around it, and the surrounding ground covered in things that were clearly carried home — a football, a stereo system, bottles, a drinks can, a watering can, a plunger, a framed picture, a rake, a basketball hoop behind. To the left stands a corkboard pinned with photographs, notes and map fragments, connected by red string. Near its centre is a photograph of a bearded man in orange.

    What it tells you: This is the hideout the store description promises, and it confirms stolen items really do accumulate there as scenery rather than as a menu. The corkboard is new information — nothing in any official text mentions it. A board of photos joined by string usually means target selection or case progress, but the game has never described such a system, so what it does is unknown. The man in orange is plausibly the Exterminator, though he is never named on screen.

  • Physical destruction and debris

    Electrical arcs burst from the server racks as raccoons pull at them. Elsewhere, coloured confetti-like shreds fill the air around a raccoon digging into a pile. Paw prints are visible on the ground in the garden shots.

    What it tells you: Objects come apart and leave persistent mess, which matches the sandbox framing. Whether destruction is scored, required, or purely decorative is not shown.

The objective HUD is the most useful thing in it

Two objectives appear on screen during the trailer: “Eat Garbage” and “Break Stuff”. Both sit in the same rounded capsule at the top of the screen, and each carries its own icon rather than a shared generic one.

That single UI element answers something the store description does not: runs are built around named goals handed to you, not open-ended mischief you define yourself. It also suggests objectives come in types, since the icons differ. What it still does not say is how many you get, whether they are timed, whether they arrive in sequence, or what happens if you fail one.

This is also a correction. An earlier version of this page said the trailer showed no interface at all. That was written from the store description rather than from the footage, and it was wrong.

Observations taken from Frames extracted from the official reveal trailer, reviewed 5 September 2026.

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