
Start your journey as the three warriors chosen by the ancient Archetypes and get rid of the corrupted threats unleashed in your world.
Features
- Party Based Combat: Control three unique characters and spend Action Points to use skills and defeat the enemy party.
- Unique "Inspire" Mechanic: Once per turn, a party member can inspire their allies in order to activate new interesting effects that can give you the upper-hand.
- Boost it up!: Power-up your skills during battle by spending Boost Points! Each skill has extra effects depending on your boost level.
- Transparent Battle Flow: Every aspect of the combat and enemy actions is on full display so you can focus on planning the best strategies to approach your turn; nothing is left to fate!
- Highly Customizable Character Builds: Level up your characters to unlock new skills, these skills can be enhanced further by equipping runes with different effects found in the game. Equipped runes can also apply different effects depending on your boost level, there are millions of possibilities to try!

Inspire your allies, experience the thrill of challenging battles and mold your character builds as you desire!
Join our discord to follow development and let your voice be heard!

Hello everyone! It\'s been a month since our last post, so we wanted to give you an update on what\'s happening and what\'s coming next.
End of Kickstarter campaign
\nSome of you might have seen this recently, but sadly we were not able to complete our funding goal for the Kickstarter campaign.
\nAs we have mentioned previously, the goals of the campaign revolved mostly around allocating extra development time before the game\'s launch, have more content variety, better marketing, localizing into more languages and improved visuals.
\nRegardless of the campaign not succeeding, we\'ve always been committed to launch a polished and fun game, and we\'re very very much motivated to do so! Nothing stops this train .
Early Access (Launch) Roadmap
\nWith Early Access coming Q2 2026, we wanted to give you a heads up of what we have planned for the journey to release.
\nWhile a lot of this can be adjusted as we go or moved to after release, these are the goals we want to complete:
Skill output rework
\nWe\'ve received a lot of feedback from you regarding some skill/modifier/rune effects being inconsistent or confusing when mixing together, mainly damage related outputs not getting calculated as expected.
\nThis is something we\'ve been aware for a long time, so the time has finally come for us to fix this and have a more robust system that will allow us to do better balancing across the board, keep adding new skills/runes and in general have a more fun/clear crafting system to play around with!
\nAt the moment this is one of our main focus points, so expect a new demo (beta) update soon with these new changes (we\'ll need all the feedback we can get!).
UI/UX improvements
\nThere are several improvements we want to the game UI, also based on a lot of feedback we\'ve gotten from online and in-person playtests.
\nSome of these will be focused on improving the experience for newer players that are not yet familiar with the core mechanics, mainly with the rune and the crafting system. Since this is the game\'s secret sauce, we want to make runes easier to understand/use and not something you might forget in your inventory after you win a battle.
\nUpdates for UI changes will be rolling out gradually as we improve different parts of it.
Tutorial improvements
\nAlso related to the previous point, we will be making some changes to the tutorial to make it easier for new players to understand and get into the game, since we\'ve seen this has been one of our biggest issues when getting new people to try our demo.
Map rework
\nCurrently our overworld map is HEAVILY Inspired in a popular type of map in the genre (you know which one), we have found this could make the game longer than it needs to be so we will try a new approach that fits more this game and goes well with our main customization mechanics.
\nWith a rework of this system, we would also be able to fine-tune the battles/events that happen during Act 1, and possibly add new ones ;)
Item rework
\nThis is another piece that needs to be better integrated with the rest of the game: Items right now are consumable in battle, but need to be equipped outside of it to a character (one per character). We want to remove the equip step and just allow you to use any item from your inventory in battle, more like a traditional JRPG.
New Character - Goblino Butler joins the fray!
\nG.B. comes heavy with new Inspire mechanics, skills revolving around item usage, capturing enemies and... let\'s leave it at that.
Act 2 - Wastelands Biome
\nWe have shown a few enemies and parts of the second biome in the trailers and screenshots, this brings new enemies with unique buffs/debuffs, as well as new world events and of course, new bosses!
Run difficulty modifiers
\nWe want to provide ways to tackle higher difficulty/challenges in runs, more details on this will come later so stay tuned.
Localization
\nAs we mentioned in a previous post, we were able to do a lot of work for the Spanish localization of the game, as we were participating in a public exhibition in Argentina and we wanted people to try the game in their native language.
\nFor Early Access we want to finish this localization, and at least launch with a third language ready (and more to come afterwards).
Balance changes and smaller tweaks
\nThere\'s much more feedback we\'ve received around balancing and improvements that\'s not really covered by these other points, but that we still want to tackle before and after the Early Access release as part of smaller updates.
Community contributions
\nWe keep adding runes/skills/artifacts and doing balancing rounds as much as possible, we do not follow a specific schedule and we take into consideration all the ideas in the \"ideas\" sections on Discord, give us your thoughts and your Artifact, Runes or Skills might make it to the game!
[hr][/hr]As always, reach us here or on Discord .
Hello everyone, we\'re happy to announce that our Kickstarter is finally LIVE!!!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41030618/e5da0aa1729ce3a9d75d3ebaa2d63ed9e22f90c1.png\"][/img]https://www.kickstarter.com/projects/machinatorcorp/trinity-archetype
It\'s been a month of hard work preparing for this, but if we are able to run a successful campaign, we will be able to give the game an even stronger push before and during our Early Access release.
As we mentioned in a previous post, these are some of the goals the campaign would help us with:
Localizing the game into multiple languages.
[/*]Adding a bigger variety of characters, skills, enemies, events, etc.
[/*]Improved visuals for UI and skill effects.
[/*]Console ports.
[/*]
Stay tuned for more updates, and also keep an eye out for new updates/builds as we will resume regular development and work on past/current feedback.
As always, reach us here or on Discord .
Greetings everyone!
A small update on what\'s going on currently:
Kickstarter campaign launching on November 15th
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41030618/677a2fbdf4bd1fe878e7cbe4acdab627cf757e88.png\"][/img]
https://www.kickstarter.com/projects/machinatorcorp/trinity-archetype
Were getting ready to launch our Kickstarter campaign! As we mentioned in previous news, we are releasing the game in Q2 2026, so from now until then were in that last stretch of development.
Running a successful campaign would give us the Boost (get it?) we need to achieve some of the goals we have before and during the Early Access release, including:
Localizing the game into multiple languages.
[/*]Adding a bigger variety of characters, skills, enemies, events, etc.
[/*]Improved visuals for UI and skill effects.
[/*]Console ports.
[/*]
Kickstarter campaign or not, we are committed to launching a very polished and fun game next year but that extra push would help us go the extra mile!
You can join the waitlist to be notified when we launch.
EVA Play
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41030618/7dbf6524ccda1be12654777ced5a31681da70526.png\"][/img]
We\'re happy to announce we\'ll be showcasing Trinity Archetype at the EVA Play in Buenos Aires on November 7th-8th! This is gonna be a very packed event, so it\'s a pretty big opportunity for us to interact with a lot of people and get more feedback on the game.
Come and say hi if you are in Buenos Aires!
Beta (Demo) branch
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41030618/e5d73854d2f35558a72bcdfd29bd19731e2750f8.png\"][/img]
Based on community feedback, we\'ve been updating the demo build more regularly to fix bugs or add new content. However in doing so we quickly realized there\'s always the risk to break some more stuff!
Because of this, we\'ve introduced a new Beta branch for the Demo, which we can update more often and test out new changes before bringing those to the default branch. So if you wanna check what\'s the newest and latest, play on the beta branch but expect things to (possibly!) be a bit more broken (and please let us know if you find any bugs!).
[hr][/hr]Since we are currently getting ready for both the Kickstarter Campaign and the EVA Play, dev progress is a bit slow at the moment. However, once that\'s done, we\'ll be back in full force with new and exciting changes! So keep an eye out for that.
As always, reach us here or in Discord .
Hello everyone, long time no see!
We\'ve been hard at work on Trinity Archetype these past few months, it\'s been a while since the last update (sorry!), so let\'s recap on what\'s been happening:
Release window
Some of you may have noticed that we\'ve updated the game\'s release date from \"Coming Soon\" to \"Q2 2026\", as we get closer to the Early Access release. A proper release date will be announced later, so keep your eyes open for that.
Kickstarter launch
Something else you might have seen if you tried the demo recently: We\'re getting ready to launch a Kickstarter campaign pretty soon! There will be another post soon with more details on this, but for now go ahead and join the waitlist: https://www.kickstarter.com/projects/machinatorcorp/trinity-archetype
Discord growing
With the recent video from Retromation on Trinity Archetype (go check it out if you haven\'t!), we\'ve had a new influx of players join our Discord server, and things have gotten pretty active! Don\'t miss out and join the conversation: https://discord.gg/czSPFfhG
Demo Updates
As we continue development towards the game\'s release, we\'ve been updating the demo with the latest additions and improvements. Here\'s some of the most notable changes since our last update:
A New Challenger Appears!
We talked about her before, but since then she\'s become fully playable in the demo: Bonnie kicks into high gear! With a focus on dealing multi-hit critical attacks, she\'s a perfect fit for those looking into a more offensive playstyle.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41030618/4a76a85e346f10ffdfca7b3a3f9db7d5103fde57.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41030618/ddc12014cc0e86df4a5639526cb4d55f2784fa91.png\"][/img]
Gamepad and SteamDeck Support
The game finally has proper gamepad support, therefore it is now perfectly playable on a SteamDeck! Perfect for those of us who love gaming on the couch ;)
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41030618/98d88ed26dcf283eee5a996b234df2030f10b9d1.jpg\"][/img]
Burly Goblino opens up the Forge!
You wanted to add that extra Rune of Recast to your skill that already hits all enemies AND steals their shields? Just visit the forge and add more rune slots to your already busted up skills.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41030618/f0d41efef501524f3e53ec47406f4b8aa6afbd39.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41030618/c66625b9e7c8b6405c0bd4b159fd6bf3435944fc.png\"][/img]
New Skills and Runes
More skills have been added to the game, so that each character will always have a selection of 3 different skills when leveling up. Lots of new runes have also been added to the demo, with many more coming later on!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/41030618/450c66707b0296328d8ac8229fc0eaaecb664ded.png\"][/img]
All in all, exciting times ahead! As usual, we are open to feedback on here or Discord .
Greetings! It has been a while but we have been working hard and moving things around!
These past few months we have been working on improving skill, both in design and making sure they can be understood more easily, having customizable skill in these kind of games can get out of control fast, specially when that is the main idea! There are also a couple new faces in the horizon...
Skills Rework
Descriptions and Icons
Before, complex skills could be tricky to read since they could have different target overrides depending on the equipped Rune so we decided to group information based on target type and effects to apply. After that we also reduced the clutter by removing repeated descriptions when boosting a skill!
Before (Boosted Once)

After
Not Boosted

Full base skill description, possible boosted effects showing as well.
Boosted Once

Extra effects are applied to the base description, removing Boost 1 effects and leaving Boost 2 information available!
Fully Boosted

All boost information is reflected on the base description and the target type also changes accordingly!
We have also improved the way the modifiers and their names/icons are shown so it is easier to plan ahead knowing how they work.

Design
Design-wise we have been making a lot of tweaks and changes so player can have more variety each turn in addition to rework a couple modifiers that felt a little flat. More juicy details will come at a later date!
New characters
We have also introduced two new characters to the game, these two bring their own unique mechanics, modifiers and Inspire skills!
Codename: Alice

She's a humanoid bunny warrior from the wastelands (second biome), she left her tribe looking for the strange being luring her out of the village, she eventually inherited the blessing of the Archetype of Pain.
Multi Hits and Rage Mechanic
Alice focuses on multi hit attacks and giving her allies the same capabilities using the Rage modifier, this new modifier gives +1 hit for any the next offensive skill every 6 Rage stack! As long as Alice is Inspiring, each ally gets 1 Rage after executing a skill.Codename: Goblino Butler

As a former server of the King Goblino, he managed to escape the corruption and inherited the blessing of the Archetype of Cunning.
Monster Skills and Items
Goblino Butler specializes in recasting and stealing enemy skills as well as combine them with his own! He is probably the most tricky unit to master, beside this he can also create random items during battle which may or may not behave differently than usual...And there you have it! As usual, any comment or questions let us know on the comments down here or join us on Discord !
Heyo!
The Steam Turn-Based RPG Fest has begun until October 7 so please go and check other games along with our latest changes on the demo!
Demo Changes
We have been working mainly on balancing the game, new extra nodes were added to the map, more interesting battle setups and two new enemies were added as well! For the full list of changes please check here .
As usual we are open to feedback on here or Discord .
Hello, one more time we are here to let you know what's new in Trinity Archetype!
This past month we have been focused on putting every core mechanic together so you have a better feel of what the game loop would be. With this in place, we can focus on balancing and giving a good curve to keep you engaged and wanting "one more fight.".
New Demo
Added Features
Artifacts
We mentioned working on this in the previous devblog; they are here finally, and you can try them in the new demo! Get them from elite battles or from the new treasure node on the map!
Improved Runes
Equipping runes to your current skills is one of our main mechanics in Trinity Archetype but we have gotten feedback on a lack of variety and impact from them, so we did a little rework to give you more interesting and impactful options. Currently, there are about 70 runes implemented and because of this, we have also made it so you can choose between three runes on the reward screen, more options to plan ahead!
Items Rework
Items were a little underwhelming, we put in some work and redid them from scratch! With the new useful effects, items can definitely get you out of tricky moments in battle.
Meta Progression
Either you win or lose a run, you will get points depending on the actions you took so far and use them to unlock new Artifacts, Items and even skills (in future updates).

Game Events
We have a couple new digital/online events in the coming months, we will announce our participation as they come, right now we are part of the Game Devs of Color Expo , we are very excited for this opportunity so be sure to check Trinity Archetype new demo and other games in it as well!
Welcome again! Here are some advancements and changes in Trinity Archetype since our last devlog, take a look:
Revamped Tutorial
The new tutorial will take a more relaxed approach, guiding you step by step and making sure the main mechanics are clear before you continue by yourself. We have also added conversations so that you can get to know the different personalities in your party.

Artifacts
Artifacts are here! These beautiful trinkets will be rewarded when fighting elite enemies or from special events throughout the map, these can enhance all your party at once, unlocking more advance reactions and options. Here's a few of these artifacts:- Patience Pendant:
On player turn #4, gain +2 AP.
- Hungry Sword:
Every 5 attacks, random unit adds +5 Critical.
- Equality Mirror:
On player turn end:
Odd turn #: Copy random player modifier and apply to enemy.
Even turn #: Copy random enemy modifier and apply to player unit.
- Pacifist Pin:
On player turn end, units that didn't deal damage gain +4 Shield
New Demo
We have been working hard on a new demo with a more complete game loop to introduce the artifacts and also adding new runes, items, enemies. So stay tuned!
Any comment or questions let us know on the comments down here or join us on Discord !
Hello everyone!
We wanted to make sure you know what's been happening with Trinity Archetype so from now on we'll do a devlog showing some of the updates from the previous month!
We have been in a couple festivals this year including the Endless Replayability 2024, since then we have gotten a lot of feedback (THANK YOU!) and we have made some changes to improve the game.
Overwhelming Tutorials
This was the main complain we had during our tests, game has too many mechanics thrown at you at the same time, this can be overwhelming for most people so we toned it down a little, improved the flow of the tutorial battle and broke it down in different turns.
Conversations
We also implemented a dialogue system to give more life to our characters adding banter and more "soul" in general. We have been wanting to have in-battle events where you can get extra context and lore for a while so we are excited it's happening!
On Art department
We have been working on a new area with new enemies, for now we'll show a sneak peak! We have also been updating the skill icons to replace the generic ones we had, these new icons are fully customized and have a better idea on what the skill really does!
Finally, let us introduce a new monster from the new desert area, Catic is a versatile enemy that changes it's behavior depending on which flower they sprout!

Thanks for reading and stay in touch on Discord !
Hi folks! We are happy to announce that we are be participating in the Steam Endless Replayability Fest starting today May 13th and ending on the 20th.
For this event we have released a new Demo for Trinity Archetype. You will able to experience a deep turn-based battle system and the general roguelite gameloop with great replayability, unique skills, strong enemies and crazy skill combinations wait for you.
The game is still work-in-progress, so from this point on, we are planning on leaving this Demo up after the event ends, while also continue to periodically update it. Our goal is to hear your thoughts on the game so we can keep improving it based on that.
Hope you enjoy the demo and we get to hear from you! Reach us on the forums or on our Discord
The past Steam Next Fest left us with lots of feedback and improvements to do, we are very excited of the upcoming changes and we want to hear from you!
Playtest sessions will soon be open so take the opportunity to request access and join the community to help out game grow and get better.
In order to join the next session go to Trinity Archetype's store page, scroll to the "Join the Trinity Archetype Playtest" and click on the Request button.
Quite easy! See you soon.

https://store.steampowered.com/app/1716760/Trinity_Archetype/
Hello everybody, we will be streaming the demo tomorrow at 6pm EST. Join us trying the demo yourself and watch others try to clear it as well!
The first victim will be Ic0n , bringing his RPG knowledge and skills to conquer any challenges ahead. Followed by our devs, will they be able to beat King Goblino? Find out tomorrow!
Wishlist and follow so you don't miss it.
https://store.steampowered.com/app/1716760/Trinity_Archetype/

Hello all, we will be streaming the demo this Saturday 2nd at 3pm EST. Join us trying the demo yourself and watch others try to clear it as well!
The first victim will be Ic0n , bringing his RPG knowledge and skills to conquer any challenges ahead. Will he able to beat the despicable King Goblino? Find out this Saturday 2nd at 3pm EST.
Wishlist and follow so you don't miss it.
https://store.steampowered.com/app/1716760/Trinity_Archetype/
Hi folks, we are very happy to announce that our demo will be available on the Steam Next Fest on October 1st. You will able to experience a deep turn-based battle system and the general roguelite gameloop with great replayability, unique skills, strong enemies and crazy skill combinations wait for you.
Early Access will come on 2022 so take the chance to see how the game evolves until then, so wishlist and follow to stay tuned!
See you soon.
https://store.steampowered.com/app/1716760/Trinity_Archetype/
Minimum Setup
- OS: Ubuntu 14.04.6 LTS
- Processor: Core i3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 2Gb VRAM. OpenGL 3.0 support
- Storage: 2 GB available spaceAdditional Notes: Requires a 64-bit processor and operating system
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