1. Trinity Fusion
  2. News

Trinity Fusion News

Year-end patch notes!

Hello, Hitchhiker.


We're back from our holiday break and are hard at work on updates! We hope you enjoyed the Santa hats everyone was wearing in the Citadel, but we've been told that it's probably best to put the decorations away sooner rather than later.

Anyway, on to the patch notes!

[h2]Major Bugfixes[/h2]
  • Fixed the unlock conditions for Endless Mode. To access it, players will need to defeat the final boss on Veteran or Hardcore difficulty.
  • Fixed a bug where players could get softlocked and unable to attack after equipping a large number of weapons and items, usually during longer runs.
  • Fixed issues with collapsing platforms in the in-between that allowed players to phase through certain walls.

[h2]Minor Bugfixes[/h2]
  • Fixed a bug which could cause Relan to never return to his station on the top floor of the Citadel
  • Fixed a similar issue causing a clone of Issac to randomly hang around the Recall Pods.
  • Fixed an issue where Claw 17 could not be rescued due to the Director being unavailable.

[h2]Amps and Synergies[/h2]
  • Critical Vampire now has a cooldown of 20 seconds after activating.
  • The “Rich Get Richer” synergy has been modified to cap out at a 30% bonus to coins earned. It was previously uncapped which led to ludicrous gains in Endless Mode.
  • Adjusted the UI when talking to Nalimyet to only display Amps and Synergies currently in the game. More are coming, but we get how that was confusing.

[h2]Other gameplay stuff[/h2]
  • Endless Mode has seen a handful of tweaks to the enemy scaling. Longer runs should now feel much more challenging than they did before.
  • Improved the traversability of the Amalgam to prevent players from getting stuck.
  • Improved the traversability of the Fortress to prevent players from getting stuck.
  • Changed the "hidden map" curse to only hide the minimap. The pause screen map is now unaffected.

And that's it for this one! We hope you're enjoying the game. If you are, please leave us a review! It helps out more than you might think.

Have fun, and we'll see you out there in the Multiverse.

Website: https://trinity-fusion.com/

Discord: https://discord.gg/Ws4T5Ez29z

Twitter / X: https://twitter.com/TrinityTheGame

First Post-launch patches!

Hello, Hitchhiker.


We hope you've been enjoying the 1.0 release of Trinity Fusion! We actually got so swept up in the excitement and watching all the streams, we actually forgot to make an announcement that the game was out. Whoops!

Anyway, we want to thank you all for playing the game, for the reviews, the bug reports and suggestions. It helps out a lot more than you might realize.

Speaking of bug reports and suggestions, you might have noticed that we've been pushing updates pretty much every other day since launch, and we're overdue for a Patch Notes post. So:



[h2]New Features[/h2]
  • Added support for 21:9 and 16:10 aspect ratios


    • No more black bars on Steam Deck!
    • Our levels and intro / outros weren’t exactly designed with ultrawide resolutions in mind, so if you find any graphical oddities near the edges of levels, please let us know about them so we can clean those up!
  • Added a screen detailing some upcoming content plans and a message from the dev team for returning players.

[h2]Bug fixes[/h2]
  • Fixed a rare crash when loading a save file.
  • Fixed a bug preventing the "No Gods or Masters" achievement from being earned.


    • If you have beaten the Ewer Eminence previously and did not get the achievement, you will need to defeat them again to earn the achievement

  • Fixed a bug in City Walls allowing players to get stuck out of bounds or fall through the level.
  • Fixed several issues that could prevent progress or cause the player to lose a permanent traversal ability
  • Fixed a few issues that were causing softlocks for some players. (things like suddenly not being able to attack or jump should be fixed)

[h2]Levels and progression:[/h2]
  • Fixed an issue that prevented players from navigating through the Amalgam if they had not collected either the Wave Bash or Grapple Arm.
  • Updated some of the graphics in City Walls.

[h2]Enemy updates[/h2]
  • Tweaks to the Extant Decay and [REDACTED]’s attack patterns to be a little less frustrating.
  • Wasps can no longer be pushed through walls.

Once again, thank you so much for playing our game. We have more content in the works that we'll be releasing next year, but for now we hope you enjoy these smaller updates.

Have fun, and we'll see you out there in the Multiverse.

Website: https://trinity-fusion.com/

Discord: https://discord.gg/Ws4T5Ez29z

Twitter / X: https://twitter.com/TrinityTheGame

Trinity Fusion 1.0 launches THIS FRIDAY, December 15th!

Hello, Hitchhiker.


This is it, the last week of Early Access! Trinity Fusion launches with 1.0 status this Friday.

First, and before anything else, we want to thank all of you for your support and feedback over the last nine months we’ve been in Early Access. Among other things, we don’t think we would have landed on the kind of “special sauce” that we needed like our new upgrade system without your feedback. It’s been awesome developing the game with you all.

So, from all of us at Angry Mob Games:



Patch Notes:


[h2]The Story's final chapters, revealed.[/h2]
Trinity Fusion's story, crafted with the help of the amazing Ada Hoffmann, is now complete.
  • Investigate mysterious messages left across the multiverse that urge Maya and her counterselves to return to the In-Between, where major revelations await them.
  • Save Claw 17 from the Overworld.
  • Access terminals throughout the multiverse to discover details about its origin and history.
  • Activate the Harmonizers, explore the unstable fused universes of the Amalgam and fight off one last foe that's [REDACTED] to re-unite the multiverse as one stable whole once again.
Fully voiced, emotional and hiding a couple of big surprises, we're trying really hard to sell it without straight-up spoiling the best parts.



[h2]New location: The Amalgam[/h2]
The result of an incomplete fusion, the Amalgam remixes locations from across the multiverse and the In-Between into new arenas and platforming challenges. It can be only be reached after activating two or more of the Harmonizers.



[h2]A huge polish pass over the entire UI[/h2]
We'll let the screenshots speak for themselves on this one.



[h2]New game mode: Endless Mode[/h2]
Available after completing the game, Endless Mode is what it says it is, a single run that never ends. It does have one small twist though: enemies are randomly replaced with their counterparts from the other universes.

Fight the Ewer in the underworld, or beasts in the Hyperworld! The possibilities are, well, not quite as endless as Endless Mode itself, but there’s still a lot of them.



[h2]Become the villain with the unlockable Ewer Skin and In-Between alternate starting location[/h2]
While currently a preorder bonus for the console versions of the game, players on Steam will be receiving the Ewer Skin and Ewer Run game mode that allows players to start runs from within the In-Between as a free bonus in a future update.



[h2]Other things:[/h2]
  • The Heavy Repeater now has piercing shots as an innate perk.
  • Added a consumable item that gives two stacks of Barrier.
  • Significant changes to the mid-run economy. Players should now get slightly more Orbs and are now much less likely to have enough coins left over to purchase a small island at the end of each run.

[h2]Bugfixes:[/h2]
  • Fixed a softlock when fusing characters Thanks to @Farebearclaw and J_G112 for the save files that helped us track that down.
  • Fixed an issue causing the item comparison screen from opening on its own when the "interact" button is bound to the same key as the "back" button in menus reported by MapleHero.
  • Most Abilities and consumables can now be used midair and on ladders.
  • Fixed several instances where characters would say somebody else’s dialogues.
  • Fixed a bug where players could get stuck on the loading screen. Thanks to trapinnewyork for the save files that helped us track this down.
  • Fixed an issue that could cause players to fire projectiles directly forward instead of where they were aiming.
  • Fixed a stutter when opening the Log screen

[h2]Additional Steam Deck Optimizations[/h2]
We've done significant work on optimizing the game, ensuring a 60FPS lock on the Steam Deck and other portables. We've tweaked the Steam Deck graphics preset, aiming for a solid 60 FPS even when the Steam Deck's power draw is capped at 15W in the system's settings.



[h2]Wrapping up this post.[/h2]

We know we already said "thank you" to everyone who has supported us at the top of this post, but since you've made it all the way down here to the bottom, we want to say it again, and a bit more personally this time.

We started working on Trinity Fusion full-time in 2019. It's been a long four years of development, and a whirlwind nine months in Early Access. It's been a long grind getting Trinity Fusion out, and we've been blown away by the reception that we got in Early Access. We funded and published Trinity Fusion ourselves, something we legitimately could not do without you.

The 1.0 release won't be the end, of course. There's still so much more we want to do with this world we've put together. For now though, this is Trinity Fusion. This is the game our tiny team set out to make four years ago. A skillful roguelite with cool environments, crazy-looking enemies, great-feeling movement and extra-chunky combat.

We hope you all enjoy it, and we'll see you out there in the Multiverse.

Website: https://trinity-fusion.com/

Discord: https://discord.gg/Ws4T5Ez29z

Twitter / X: https://twitter.com/TrinityTheGame

Major Update 4: Prime

Hello, Hitchhiker.


Welcome to Major Update #4! This will be the last of the Major Updates before the 1.0 release of the game. Speaking of, we have a new trailer for that...

[previewyoutube][/previewyoutube]

That's right, Trinity Fusion leaves Early Access on December 15th! Before that though, we have some new stuff that's ready to go for all our current Early Access players.

This update comes with some huge shakeups to player progression, unlocking all three playable characters from the start, and it includes changes that open up new routes through each run, allowing players to jump between universes by traveling though the In-Between.

It also includes several new weapons for Altara, giving her some much cooler weapons to play with compared to what she had before. Let's get to the patch notes:

[h2]Localization updates[/h2]
By very popular demand, we've added a Brazilian Portuguese localization!



[h2]Optimization and graphics tweaks[/h2]
In anticipation for the upcoming console release, we've made sweeping optimizations as well as changes to the graphics in The Wastes, Underground Lab, Forge and Subterraria. Everything should look and run even better than before. Take a look at Underground Labs:



[h2]Progression Tweaks[/h2]
  • All characters are now unlocked upon the player's first visit to the Citadel.
  • When leaving the In-Between, you can now select which universe to continue your run in.
  • Players no longer have to fuse characters to travel from one universe to another mid-run.
  • Hardcore Mode is now locked until the player defeats the Extant Decay, Steward One and the Ewer Eminence.

[h2]New Weapons[/h2]

Blaze Bombs - A new weapon for Altara. Throws a spread of fire projectiles that will immediately set enemies and the ground around them ablaze. Offers great damage over time and does bonus damage on direct hit.



Defense Grid - A new weapon for Altara. Electric orbs that stick onto surfaces and enemies that create a point-to-point beam of energy between them. Defense Grid orbs stuck to enemies deal additional damage, at the cost of a reduced lifetime.



Resonance Star - A new weapon for Altara. A chargeable projectile that ricochets off of walls and between enemies, with a chance to inflict Weak on anything it damages.



Heavy Repeater - A new weapon for Naira. A variant of the Repeater that deals significantly more damage per shot at the cost of a significantly reduced ammo capacity. Firing the weapon in the air also provides Naira with a small boost.

[h2]Hyper Mode[/h2]


Available when playing on Survivor difficulty, Hyper Mode increases your base damage resistance increases each time you die, making subsequent runs slightly easier. Hyper Mode can be enabled or disabled at any time from the Gameplay tab in the Settings menu.

[h2]Other updates:[/h2]

  • Fixes for the softlocks that have been reported here on the Steam Forums and on our Discord server.
  • Altara’s Arc Pulse weapon now leaves electrical traps on the ground wherever they bounce.

  • Damage over time effects can no longer kill the player, stopping at 1 HP.
  • Explosion sounds from multiple sticky bombs should no longer be deafeningly loud when something causes them all to go off at once.
  • Weapons now fade out nicely when not in use.

[h2]Wrapping up[/h2]

That's it for Major Update #4. This is our last Major Update before we leave Early Access and launch into 1.0 We want to thank everyone who's supported us so far, and we hope you enjoy the update. Fow now, it's time for us to get back to work and wrap this thing up. We still have to put the finishing touches on the rest of the story and the fused worlds.

As always, you can keep up with the latest news about the game on X, the social platform accessible via twitter.com and on our Discord!

Major Update 3: The Underworld

Hello, Hitchhiker.


[previewyoutube][/previewyoutube]

[h2]Trinity Fusion’s Major Update 3 is now live, featuring:[/h2]
  • A new boss in the Underworld: The Extant Decay
  • Updated enemy setups in the Underworld levels.
  • Fine-tuned the combat feel based on the feedback we got at Gamescom and PAX.
    • Hit feedback when attacking multiple enemies at once has been reworked to make the player character feel more responsive.
    • There are now generally slightly more enemies per level, but enemies have a bit less base health.
    • Added controller rumble. Keep the feedback on this coming!
  • A brand new Energy Weapon for Altara: The Resonance Star. A chargeable projectile that ricochets off of walls and between enemies, with a chance to inflict Weak on anything it damages.
  • Altara has a new passive traversal ability: Hover.
    • This ability is unlocked after defeating the Extant Decay.

[h2]Other stuff in the update:[/h2]

[h3]Enemy Changes:[/h3]
  • A brand-new ranged enemy has been added to the Underworld when playing on Veteran and Hardcore difficulties: the Squidshroom
  • Airborne enemies like the Wasps and Quad Shooters now go into a recoil animation when hit, interrupting their attacks, making it easier to take them out up close without getting hit.
  • Flying enemies in the Underworld now have substantially less base HP.
  • Ewer Assassin no longer gets stuck midair if killed while teleporting away.
  • Fixed a bug that made the first Underworld boss stop attacking the player after a while.

[h3]Weapon Tweaks[/h3]
  • A large “NO ENERGY” prompt now appears on-screen when the player attempts to use an Energy Weapon without enough Energy.
  • The Hunter Seeker projectiles now lock onto enemies from a much greater distance.
  • Weapons with an intrinsic elemental effect now list the effect in their perks list.
  • The Ice Katana has been toned down so it’s a little less broken.

[h3]Streamer Mode:[/h3]
  • Adjusted the appearance of the the on-screen text to make it a bit more readable
  • Updated the localizations for the chat messages.

[h3]Misc Changes and fixes:[/h3]
  • Several areas in the In-Between have been slightly tweaked to make it more clear where the player needs to go to proceed.
  • Fixed a bug that was breaking the Reroll upgrade on the Amp Select screen