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Trinity ArchetypeNewsEnd of Kickstarter and EA Launch Roadmap
Community

End of Kickstarter and EA Launch Roadmap

Trinity Archetype · published 17 Dec 2025, 20:08 UTC

All newsPlayers around this dateRead on Steam

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


Some of you might have seen this recently, but sadly we were not able to complete our funding goal for the Kickstarter campaign.


As 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.


Regardless 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


With Early Access coming Q2 2026, we wanted to give you a heads up of what we have planned for the journey to release.


While 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


We'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.


This 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!


At 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


There 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.


Some 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.


Updates for UI changes will be rolling out gradually as we improve different parts of it.

Tutorial improvements


Also 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


Currently 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.


With 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


This 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!


G.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


We 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


We want to provide ways to tackle higher difficulty/challenges in runs, more details on this will come later so stay tuned.

Localization


As 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.


For 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


There'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


We 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!


As always, reach us here or on Discord.

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