1. Trinity Fusion
  2. News

Trinity Fusion News

Major Update 1 is NOW AVAILABLE

Hello, Hitchhiker.

[h2]Major Update #1 is now available.[/h2]
It’s been a little while since Trinity Fusion’s launch into Early Access, and we’ve been a quiet since then. That ends now. Major Update #1 has been released. Let’s go over some of what’s included.

[h2]New Location: The In-Between[/h2]
The instability of the multiverse has given shape to a tumultuous place that sits outside of ‘normal’ space and time, intersecting with and connecting what still remains of the various branches of the multiverse. The Engineers don’t know what to make of it. The Ewer call it “The In-Between”.



Gameplay-wise, the In-Between is a gauntlet of small arenas and a handful of platforming challenges with rewards for completing each one. At the end of each challenge, you’ll be given a choice of what challenge you’ll face next, with a hint as to how difficult each option is. Greater challenges offer greater rewards, but just may end your run if you don’t have the skill to complete it.

Maya and her counterselves can reach the In-Between through the doors with red spatial tears found in each level.


[h2]Reworked core game loop and mid-run progression[/h2]



We received a lot of feedback on our initial implementation of mid-run perks, which we are now calling Amplifiers to avoid confusion with other mechanics. People wanted to collect more of them, with more drastic and obvious effects. We’re approaching these requests in four ways:
  • Adding 50 new Amplifiers to the game and removing some of the less interesting ones from the drop pool.
  • Removing the limit on the number of Amplifiers that a player can carry at once.
  • Removing the limit on the number of Powerups the player can carry at once.
  • Changing Powerups so that they are acquired by collecting enough Amplifiers of the same category, giving players something to work towards mid-run and another thing to consider when selecting Amplifiers.

When selecting Amplifiers, you’ll be able to see which Powerups you will be making progress towards on the top of the selection screen. Powerups have drastic, sometimes game-changing effects, such as Glass Cannon’s doubling of incoming and outgoing damage, Vampire’s HP regeneration, or Mirror Dash’s ability to reflect enemy projectiles back at the caster.

[h2]New Combat Features[/h2]

Per community request, several Primary Weapons now have directional attacks while in the air, allowing players to attack targets above and below them. Attacking airborne units below the player will even bounce the player higher into the air!

On the ground, some weapons have all new moves activated by holding the control stick or movement keys in a specific direction during the weapon’s normal combo. The Double Axes for instance can perform a knockback-dealing final blow, or transition into a spin attack that lasts for as long as the player continues to press the attack button.

Thrown weapons have received a rework. Tapping the attack button will perform close-range strikes, while holding the button will throw the weapon.



To make this all more manageable, weapons now feature a move list on their descriptions, located above the list of perks the weapon possesses.

[h2]New and reworked Status Effects[/h2]

[h3]New Status Effect: Shocked[/h3]
Enemies that are hit with Electric attacks will have a chance to be afflicted with the Shocked debuff, indicated by electrical sparks crackling across enemy bodies.



Shocked enemies will take a small amount of damage and be briefly paralyzed when they attempt to attack, giving players more time to dodge and evade.

[h3]Reworked Status Effect: Burning[/h3]
Before, there wasn’t much to differentiate Acid and Fire damage. Now, Fire damage stacks. When an enemy reaches five stacks, or when they die while burning, they will combust, setting the ground around them on fire and potentially spreading the effect to nearby units.



[h3]New Ability: Glitch Dash[/h3]
A new ability for Naira, the Glitch Dash temporarily replaces Naira’s slide and air dash with a wildly fast, fully invulnerable burst of movement in whatever direction she is facing. The Glitch Dash deals minor damage to any enemies that Naira passes through while it is active.



[h3]New Passive Ability: Ground Smash[/h3]
A new passive for Altara, the Ground Smash is exactly what it sounds like, allowing Altara and her Fusions to drop out of the sky and deal damage to enemies below. It's activated by pressing down and the jump button simultaneously.



[h2]New Difficulty Settings[/h2]
We want players to be able to tailor the game’s difficulty to their liking, and the first step we are taking in making the game more accessible is the introduction of three new Difficulty settings that players can select or change when making a new save file, after dying, or in the Citadel by talking to Relan.



[h3]Casual[/h3]
Intended for players who are more interested in seeing the game’s eventual story through, rather than a nail-biting challenge.
  • Enemies are less aggressive, attacking less often.
  • Arena encounters use alternate enemy formations that are slightly easier.
  • Players start with a Health Restore already in their inventory.
  • Players are healed to full health before the start of a boss encounter.
  • Bosses use modified attack patterns that are easier to deal with.

[h3]Standard[/h3]
The “normal” difficulty. Intended to be challenging, but fair. This is the difficulty that we balance the game around.

[h3]Hardcore[/h3]
More than just a higher difficulty option, Hardcore adds all new gameplay mechanics to contend with.
  • Arenas spawn more Waves, Minibosses and Elites than normal.
  • Enemy units get stronger, move faster and gain more damage resistance the longer you stay in the same level.
  • Elites are more plentiful and may be shielded.
  • Incoming damage is increased by 25%
  • More support units spawn per level
  • Maya’s psychic link to her counterselves can be disrupted by enemy attacks. If the link’s integrity hits zero, you will be sent back to the citadel regardless of your remaining HP. Strengthen the link by defeating enemies.

We plan on expanding these options in the future, including adding the ability to enable and disable any of these modifiers individually to tune the game more to your personal tastes.

[h2]The wrapup[/h2]

With the reworked upgrade system, new weapon moves, new location and new status effects, the game's core loop has substantially changed, and we can't wait to hear what you think of the update here on Steam and on our Discord server once you've had some time to get a feel for it.

As always, we’ll do our best to respond directly to your feedback as we start work on Major Update #2. Until then, have fun exploring the Multiverse!

Join our Discord server: https://discord.gg/TrinityFusion
Follow us on Twitter: https://twitter.com/trinitythegame

The first Major Update, "The In-Between" is coming next week!

Hello, Hitchhiker.

Next week, we’ll be releasing the first of our Major Updates. While we aren’t ready to share everything just yet, we want to take some time to let you all know how your feedback has shaped what’s coming. No hyperbole, it’s going to substantially change the way the game feels to play.

[h2]Reworked core gameplay loop and mid-run progression[/h2]
First, let’s talk about Amplifiers, or Amps for short, those mid-run upgrades you collect from the stations with the glowing blue crystals. We’ve heard your feedback about them, how you felt constrained by the limits on how many you could carry, how it was difficult to find Amps with good synergies. All of that is changing.

We want players who spend the time to explore and collect Amps to feel like their character is an unstoppable force of nature by the end of each level. To that end, players now receive Amps more often per level, and with no limit to how many they can carry.



Now, collecting enough Amps of a specific category will activate a Powerup, a special Amp with an extremely powerful effect. For example, collect enough Damage-focused Amps and you’ll unlock Multikill Enhancer or Glass Cannon, or collect Defensive Amps to unlock the Vampire Powerup.

This update will also include new Amps that are more powerful and drastic than what came before, often triggering off of status effects that can be inflicted with specific weapons.

Weapon handling has also seen a significant overhaul. Weapons now have expanded movesets that are exclusive to each archetype. End combos with stun-inflicting finishers, high-knockback launchers, or press the button rapidly to spin endlessly in a tornado of blade strikes. Attack in any direction in the air, knocking around and bouncing off of airborne enemies.



All of this should work together to give players another layer of decision-making and strategy when making a build, with more specific upgrades that they can work towards mid-run.

And players will need these upgrades now more than ever, because even though their counterselves will be more powerful than ever before, so will their foes. We've improved the reaction times of many of our enemies, and adjusted their attacks to make them more challenging to fight individually. The multiverse has never been more dangerous.

[h2]A new location: The In-Between[/h2]
The instability of the multiverse has given shape to a tumultuous place that sits outside of ‘normal’ space and time, intersecting with and connecting what still remains of the various branches of the multiverse. The Engineers don’t know what to make of it. The Ewer call it “The In-Between”.



This location will bring together trials and opponents from all across the multiverse, so be prepared for a challenge.

[h2]And more still to be unveiled…[/h2]
We’ll have more to share, including the full patch notes, next week when Major Update #1 is released on Steam. Keep an eye out for it!

Early Access Patch Notes - April 21, 2023

Hello, Hitchhiker.

[h2]A minor update is now available.[/h2]

[h3]Boss Rush[/h3]
  • Returning from the betas, Boss Rush mode is now accessible on the Main Menu after players defeat each of the game’s bosses at least once.
[h3]Bugfixes:[/h3]
  • Fixed a bug that prevented player input after loading a previous save slot. Any previously affected save files should now be usable without issue.
    • (Thank you to Serenity69 and Milly Hillbillygan on Discord for sending us your save files so we could track this bug down)
  • The Resurrection Psychic Augment should now work as intended when playing as a Fused character.
    • (Thank you to HardCover and Kerry on Discord for reporting this bug to us!)
  • Fixed not being able to inspect certain elements of the character screen with the mouse.
  • Merged characters now have their names correctly displayed on the save file select screen
  • Various other minor fixes
[h3]Levels:[/h3]
  • The Outskirts is now ~30% smaller than before and the core of the level is significantly more randomized.
  • The main exit in The Outskirts is now always located at the end of the level’s surface route rather than being randomly placed.
  • A few rooms in The Outskirts have been modified for easier traversal
    • (thanks to Seely on Discord for the feedback!)
  • Fixed a rare gap in The Outskirts branches where players could get out of bounds.
    • (thanks to Kerry on Discord for finding this!)
  • Performance optimizations in Subterraria and The Outskirts
  • Several rooms in The Outskirts have received a graphical overhaul
[h3]Enemies[/h3]
  • Stalactite in The Outskirts and The Wastes now attacks more aggressively
  • Several arenas have had their enemy formations tweaked.
[h3]Balance:[/h3]
  • Altara’s Arc Pulse base damage increased (30 ->35)
  • The Eminence’s base health has been slightly reduced (1250 -> 1100)
  • The Eminence’s Shield Orb base health has been reduced (100 -> 50)
  • The following mods have been removed from the normal drop pool as we work to replace them with more interesting variants:
    • Boss Weave
    • Concussive Weave
    • Ballistic Weave
    • Accident Prone
[h3]Misc:[/h3]
  • Added a “Return to Citadel” button to the pause menu that ends a run early and sends the player back to the character select screen. Players no longer need to die to go back to the Citadel.

Thank you for a successful launch into Early Access!

Hello, Hitchhiker.


After four years of development, we finally launched Trinity Fusion one week ago, and we’ve spent the time since launch watching your streams, scouring social media and reading your reviews and feedback. We want to thank everyone who wrote something either on Steam or on our Discord. We’re actually blown away by the response so far. THANK YOU.



Now, with the launch out of the way, we want to talk about our update plans for the game as we continue development in Early Access. We plan on pushing smaller updates responding to your feedback frequently in-between our major content pushes that we’ve outlined on our roadmap (which you can find here).

We’d like to share our vision for the first of these smaller updates, which we plan to have ready in the coming weeks. We would appreciate your feedback on this list, as well as your suggestions for what you feel would make Trinity Fusion’s gameplay and meta-progression even better.

[h3]Mods[/h3]
We want to make the mods you select a more interesting process. We’re working on tweaks to provide you with more opportunities to find mods that synergize well with each other as you work towards a good mid-run build that fits your playstyle. We’re also planning on expanding on the current 5 mod equip limit to give players more of an opportunity to put together crazy builds.

[h3]Difficulty Settings[/h3]
Some players wanted a bigger challenge, while others found certain areas a bit too hard. Along with the already implemented Hyper Mode, we’re adding a few new difficulty settings to allow players to tune the game more to their liking. Players will be able to change the settings between runs at the Citadel.

On the highest setting, enemies will receive additional tweaks, responding to the player’s presence faster and more aggressively, making them a bit tougher to defeat, even when you’re one-on-one with them.

[h3]Lore and progression[/h3]
Players were asking for more information in the Lore screen. We’re going to do that as well as add an additional screen at Cirre for the completionists among you to check how much of the game is still undiscovered. You’ll be able to read up on all the enemies, mods, weapons and collectables you have found over the course of your runs.

[h3]A new Tutorial[/h3]
We’re currently starting work on a brand new tutorial level to help players get up to speed about what’s different in Trinity Fusion and its more unique mechanics.

[h3]Other Stuff[/h3]
We’re currently preparing our first patch to the game since launch with a handful of tweaks, bugfixes and quality of life changes based on what you’ve been suggesting and reporting to us. We’ve also made sure to shout out users on our Discord that were particularly helpful in the patch notes. Keep it coming!

Trinity Fusion launches into Early Access!

[h2]Hello, Hitchhiker.[/h2]

We’re excited to finally launch Trinity Fusion into Early Access! To celebrate the Early Access access release, the game will be available for a 10% Discount until April 20th!



We want to thank all the beta testers and players at events like PAX and EGX, as well as on our Discord server for their support and feedback so far. Several of the features and quality of life improvements new to the Early Access release come directly from players sharing their experiences with us and the suggestions that we have received over the last few months.

We truly want to develop Trinity Fusion with our community of players to help shape it into a first-class roguelite experience. To help with that, we’ve recently opened up new channels and forums on our official Discord server where you can submit your feedback and suggestions.

Check out the Launch Trailer here:
[previewyoutube][/previewyoutube]
Finally, we’d like to share this roadmap we have for the game’s current and upcoming content.



We may shift a few things around in response to player feedback, but this should give you an idea of what you can find in this initial release and what’s still to come.

We’ll be around in our Discord and will do our best to respond directly to your feedback as we continue with the game’s development. We can’t wait to hear what you think about the game!

Join our Discord server: https://discord.gg/Ws4T5Ez29z

Follow us on Twitter: https://twitter.com/trinitythegame