Trinity Fusion on Steam - User reviews, Price & Information

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ANOMALY WARP Update Out Now! Take control of your parallel selves and explore dark, Sci-Fi worlds. Slash, bash and shoot your way through this unique rogue-lite metroidvania where the only way to save the multiverse is to end it.

Trinity Fusion is a action roguelike, metroidvania and rogue-lite game developed and published by Angry Mob Games.
Released on December 15th 2023 is available only on Windows in 9 languages: English, French, German, Spanish - Spain, Japanese, Simplified Chinese, Portuguese - Brazil, Portuguese - Portugal and Spanish - Latin America.

It has received 731 reviews of which 644 were positive and 87 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 19.50€ on Steam, but you can find it for 2.09€ on Gamivo.


The Steam community has classified Trinity Fusion into these genres:

Media & Screenshots

Get an in-depth look at Trinity Fusion through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel Core i3-4160 @ 3.60GHz or equivalent
  • Memory: 8 GB RAM
  • Graphics: Nvidia GeForce 960 or equivalent
  • DirectX: Version 11
  • Storage: 10 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

April 2025
Middle of the road review. Decided on a thumbs up, which I talk about at the bottom. The TLDR; Mediocre at present, especially in a space where it is basically competing with games like Blazblue: Entropy Effect. It could be promising with some more work. Overall, kind of a disappointing experience given how nice it looks on the steam page. Flashy and beautiful, but plagued by some things that really bother me. Fortunately I think most of the things are fixable, so hopefully the developers are listening and working on the game. The concept is good but it is somewhat unpolished, and I think there's still a bit of work to be done. It's a decent game, but it needs some TLC before it can really be good or great. Played for about an hour, so this is first impressions. Firstly... I got a handful of steam achievements that claim somewhere between 46% to 53% of players have done the same. And I didn't do anything great or special... so for some reason, most of the people playing this game really don't make it very far. That tends to be pretty telling. Now, I'm a huge roguelite and Metroidvania platformer fan, so this type of game is right up my alley on all counts. Graphically the runs look great. No issues there. Great framerate, though I do have a powerful PC. The scenery looks great, as do the little chests and the enemies. The animations in general look really cool, and all the little lights and bits are easy enough to track. There's enough projecting of enemy attacks that you should be able to react, as long as you weren't busy button mashing. Good job on the graphics during the runs. Now, while the runs look great... the home base has some real issues. The shadows are all kinds of janky, especially anytime the camera zooms in. Wierd shadows over the faces, clothes... it's pretty bizarre. When you talk to someone, the camera zooms in on the two of them like you are going to watch the conversation but... The animations are non-existent, which is strange. So we basically zoom in just to see gently waving character models while ghostly voices talk to us that are supposedly the two silent puppets we are looking at. That's really awkward, and honestly I'm surprised they didn't fix that before release. Also, sometimes your character is even looking the other way, not even at the other person... it's kind of weird. Combat is snappy and responsive, as is jumping. Not a ton of feedback on hitting enemies, but enough that I didn't have any issues with it. Dodging seems to work fine, although on occasion you will find that your dodge slide fails to go through the enemy and you end up trapped under them and take damage. So I think there's some opportunity there to smooth out the interaction between the dodge slide and enemy legs (not talking about the shield blocker guys, either). Some weapons are faster than others, so you do end up finding some you like and some you don't. There are special moves as well based upon the weapon, which is cool. I did have a couple times where monsters are randomly able to shoot at you through the scenery which is a bit bizarre. Worse than that though is that they overlap sometimes and hide. I had one little enemy jump out from right behind the model of another one and hit me. I wouldn't have gotten close if I'd known it was there, and the fact that it can hide behind another enemy does not seem fair. In general though you do need to watch the enemies and learn their patterns, because health isn't very common so you need to preserve it. I'm actually fine with that, because that's how most of these games work. So as long as the fights remain fair, I think this system should work fine. One good note to their credit is that each character kind of feels different... the game doesn't tell you that, but if you pay attention you'll realize one is melee focused, one is ranged focused, and one kind of has a bunch of spells. They can all do everything at some point, but it gives each character a bit of flavor and I thought that was cool. You can switch characters between runs, so play whichever you are in the mood for. I fought a couple boss fights and they were fine... a bit grindy, if you ask me. Especially the tutorial boss, if I'm honest... which seems silly. You have basically no powers other than your basic attack and energy attack, and that boss takes way more hits than it should to put down. Not sure why that is, but I started to get annoyed. It wasn't hard to avoid his attacks and win, it just took what seemed like forever to whittle his health away. That isn't a great opening experience. Next, the difficulty scaling is... well I don't know what it is, but it ramps very quickly. I cleared the first area after picking up all my power ups and all, zoned to the second area. The first 3 enemies I ran into were way tougher, I barely did any damage with my strikes to them. I'm not sure why, it doesn't seem to make sense to have that much of a ramp in enemy health from one zone. I don't know how deep the tuning on this game was, but I would personally say it feels off. I made some meta progression during the hour, which is fine... but the tree seems a bit shallow, and perhaps grindy. There aren't a ton of options, so it basically just ramps the cost for each one. Now there could be more stuff that I cannot see, so to be fair I can't really say this is a holistic look at the progression system, but if what you see here is what you get, then it's way to shallow to be a longstanding roguelike. There just won't be enough progression on average per run to really keep people playing. I mean they are powerful enough... I think the first one gives you bonus damage at low health as a permanent upgrade, stuff like that. But there just doesn't seem to be a lot of them, and the price ramps up quickly. The points for meta-progression are interesting.. there seems to be two kinds, I'll call them blue and yellow coins. You pick them up on runs. Seems random if they spawn or not. Sometimes when you open a chest, you'll have a choice between some item or a yellow coin, so if you want to focus on that you can. Story and voice-acting... well. Story is fine, neat little multi-verse sci-fi. Nothing too new or ground breaking going on other than the idea of fusing your other selves, but it's not bad by any means. I like the different worlds, and I think this could be a fun story. But the voice-acting... oh boy. This may have been a team of first time voice actors, so I don't want to be mean but... I was expecting better. The lines are delivered in really odd, lilting tones which make it very clear that someone was just kind of reading lines off a script and trying to put random emotion into them. You'll have one line with a ton of emotion and hype, then the next one not. It's bizarre, and it really takes you out of the game. This is definitely below average, even for most indie games I play. If I'm honest... I would turn off the voiced lines in this game if it were an option and just read the dialogue. It makes more sense anyway since the character puppets don't actually move their mouths or even look at one another even though the camera zooms in on them. On the plus side, they did a great job with steam deck and gamepad integration. I had no issues there. Graphics settings were fine, overall the game is technically very competent. All in all, I'm not as impressed with this game as I was hoping. I don't want to give up on it though, and I was really wrestling with a score to give. I decided on a thumbs up because I don't want to punish the devs too much when they are passionate and may be able to correct many of these issues. I'm going to hang onto it and come back from time to time to see how the development goes!
Expand the review
Jan. 2025
After 14.5 hours, I'll expand my original review (you can find it at the bottom). It globally confirms what I thought of the game after the first 2 hours: it's really great. I had a lot of fun playing this game. Still need to finish it, but I did my first successful runs. This game is clearly a Dead Cells-like, but different enough to not feel like a clone. The gameplay is top-notch, inputs are responsive, and it's far more nervous than what the videos suggest. The lore and story are original and interesting enough to make you play just to learn more of the story. Some things I didn't talked about in my original review: - The music is awesome. A bit of a Mass Effect 1 vibes, which is a huge compliment from me. - The enemies are great and original. Some of them remind me of Dead Cells, most the others are a fresh new take compared to most games. They vary in size, movement, attacks, AOE, annoyance... - The environments are nice too, visually stunning (I like pixel art but it's great to see an indie game that doesnt use it for once). - The movespeed is perfect - The grinding of resources feel balanced enough - The pace of upgrades and powerup is nice - There were a few bugs, but nothing that stopped me from wanting to do just-another-run-and-I-stop-for-today. Mostly, there seems to have been a lot of work in balancing small aspects of the gameplay (movement, speed, cooldowns, overall pace, balancing of weapons and abilities) and that work pays off. The game feels great. I wonder about replayability, though. There are not that many weapons, even if there's not a single one I don't like (they are all satisfying in their own way). I don't think I'll play hundreds of hours, but the few dozens I plan on adding to my playtime are more than enough for me to recommand purchasing the game without hesitation, even at full price. Original review after 2.5 hours: I'll play more later, but for now, my first impressions: the game is funnier than what I expected. The videos left me thinking the game would be slow (too slow), a game with too much work on the graphics and too little on the actual gameplay, but I was wrong. When you play it, there's no feeling of slowness. There is a clear inspiration from Dead Cells (the map, some enemies...) but the gameplay is different enough to not feel like it's a clone. It has its unique identity. Also the lore seems nice? Makes me want to continue playing just to learn more of the story. So. If you restrain from buying this game because watching the videos let you think it will be too slow, fear not and buy it.
Expand the review
Nov. 2024
This game does a lot of things right. This is the only rouge-lite that I have stuck with because this game is very good. - Being that its a “metroidvania” style, there is not a steep curve in platforming as the run progresses. The levels are enough the same that you don’t feel like you are having to go through 15 minutes of pretty easy gameplay in order to get to the same part you died at last time. Might be a negative in some people’s eyes, but this encourages me to play another run instead of thinking about having to play for however long before I get a chance to play the hard parts (just to die again lol). - Abilities/items are scattered throughout levels instead of only getting them at the end of levels. This makes you feel continually stronger as you go. - The designers give an option for your defense to go up with every failed run (Hyper mode I think its called). WHAT A GREAT IDEA. This might be the most important reason I will keep playing this game. I don’t have to spend hours and hours dying at the same spots until I get better. With every run, I get better and it gets a little easier because of the defensive increase notwithstanding the other upgrades you can buy in between runs. For players that want a harder experience, this option can be turned off. - The combat has a good feel. Yes, you are often hitting the same button over and over again, but the attacks are slow enough so you aren’t quickly button mashing, yet fast enough that it feels good. - Enemy attacks are fair. Sure, there are a few times where enemies can gang up and you get bounced around taking a lot of damage before having a chance to do anything. But almost every time I get hit its my fault because I didn’t time the attack right to dodge or parry. - The designers keep putting out free DLC and improvements. The content keeps increasing and its a good quality. There are some things you could nitpick about the game if you wanted, but the overall experience is polished and a lot of fun. As I said at the beginning, this game does a lot of things right and it is worth your time. I would definitely encourage fans of the genre and those that want to try a rouge-lite with a metroidvania feel to play it.
Expand the review
Aug. 2024
Combat feels awkward at first but once you adjust to timings it is extremely fluid and intuitive. The ability to combine two characters is cool, but I'm confused as to the usefulness of some combinations (droid + high jump is always the best combo). The mission structure isn't particularly clear either, it is very hard to gauge how much progress you are truly making in each run. End of the day though, the combat is fun and this game was good enough to scratch the Dead Cells itch which was all I really wanted.
Expand the review
Aug. 2024
Trinity Fusion offers a blast of fun with its engaging gameplay and visually appealing design that makes exploring its vibrant world a joy. The game feels smooth and immersive, but the upgrade system falls short, with the upgrades in the Citadel feeling insignificant, and world upgrades becoming repetitive. More varied and impactful upgrade options could elevate the experience significantly.
Expand the review

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Frequently Asked Questions

Trinity Fusion is currently priced at 19.50€ on Steam.

Trinity Fusion is currently not on sale. You can purchase it for 19.50€ on Steam.

Trinity Fusion received 644 positive votes out of a total of 731 achieving a rating of 8.29.
😎

Trinity Fusion was developed and published by Angry Mob Games.

Trinity Fusion is playable and fully supported on Windows.

Trinity Fusion is not playable on MacOS.

Trinity Fusion is not playable on Linux.

Trinity Fusion is a single-player game.

Trinity Fusion does not currently offer any DLC.

Trinity Fusion does not support mods via Steam Workshop.

Trinity Fusion supports Remote Play on TV. Discover more about Steam Remote Play.

Trinity Fusion is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Trinity Fusion.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 08 June 2025 23:01
SteamSpy data 13 June 2025 08:31
Steam price 14 June 2025 20:30
Steam reviews 15 June 2025 00:02

If you'd like to dive deeper into the details about Trinity Fusion, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Trinity Fusion
  • SteamCharts - Analysis of Trinity Fusion concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Trinity Fusion compatibility
Trinity Fusion
8.3
644
87
Game modes
Features
Online players
6
Developer
Angry Mob Games
Publisher
Angry Mob Games
Release 15 Dec 2023
Platforms
Remote Play
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