
Caught in the middle of a divine clash of epic proportions that has left gigantic weapons towering over the landscape, Cyan and newfound allies Elise and Zantis set out on a quest to save the world…and defy the gods. Claim your fate in this fantastical adventure inspired by classic JRPGs.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
残念なところだらけのジェネリック聖剣伝説 ペルソナのAIより頭が悪くすぐ倒れる味方AI この魔物この武器以外効かないからこの武器で戦えよって制作者にやらされてる感 何番煎じか分からないぐらい薄いストーリー 全てにおいて魅力がないので探索やクエストもめんどくさいが勝ってしまう 買ったからにはクリアまで続けるが今から買う人は思いとどまってほしい。 そのお金で別のゲームを買ってほしい。
I had high hopes for this game as I'm a huge fan of Secret of Mana and old school RPGs. The story is not very intriguing. But at least the game is somewhat short roughly 23hrs. The combat is simple, but the devs added WAY too much to it with all the different weapon types and augmentation per weapon. Weapon set up demands too much of your time for the simplicity of the combat system. It makes the larger battles frustrating, especially the final boss as the difficulty is just ramped up. ( I gave up after dying once, it is not worth trying to finish..) Healing is limited to items and there is a limit on individual items that can be carried. The companion character AI is not great, I had to constantly be healing them, and would run through the items quickly. I don't recommend this game, unless it is on a deep discount.
It's definitely not the best game or JRPG you can get here, but it's a cool little one. Yeah it's not amazing in any ways, it can even be frustrating as the other 2 characters played by the AI are so dumb they can't jump out of an attack, but it's still a fun little ride. Story is OK, but messy. Characters are sympathetic. Monsters are cute. Dungeons are repetitive (but that's a japanese game)... Still, I liked it.
Really glad I gave it a chance
Terrible controls, impossible to switch to keyboard if you have connected gamepad. Not even wonna try to play on such 'welcome' from devs.
全体的に薄っぺらい。 あまり面白くない方のフリーゲームくらいの出来。 聖剣伝説あたりを目標にしてた感があるが、知られている3DARPGのいずれにも遠く及ばない。 同ジャンルのゲームをやりたいなら他のタイトルを推奨する。 同じことの繰り返しで取ってつけたような要素が目に付く。 もうこの会社のゲームはいいかな…
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Trinity Trigger is an earnest throwback to classic action RPG design, created by FURYU Corporation and brought to Western audiences by XSEED Games and Marvelous USA, Inc. From its opening moments, the game makes its intentions clear: it aims to recapture the feel of 1990s-era console RPGs, blending real-time combat, colorful fantasy environments, and a straightforward heroic narrative into a compact and approachable adventure. Rather than chasing modern trends or overwhelming players with sprawling systems, Trinity Trigger focuses on familiarity, accessibility, and a sense of nostalgic comfort. The story is built around a mythic conflict between the Gods of Order and the Gods of Chaos, with the world of Trinitia caught in the middle. You follow Cyan, a young man unwillingly chosen as the Warrior of Chaos, whose fate intertwines with that of Elise and Zantis, fellow champions bound to opposing divine forces. While the narrative stakes are high in concept, the storytelling itself is intentionally simple and archetypal. Themes of destiny, friendship, and self-determination drive the plot forward, offering a serviceable framework rather than a deeply complex or subversive tale. The characters are likable and distinct, even if their arcs follow familiar paths, and the overall tone remains earnest and light rather than dark or morally ambiguous. Combat is the core of Trinity Trigger’s gameplay, and it is designed to be fast, fluid, and intuitive. Battles unfold in real time, with players able to switch instantly between the three main characters, each accompanied by a Trigger—a magical companion that transforms into different weapon types. This weapon-switching system adds a layer of tactical choice, as enemies have specific weaknesses that encourage experimentation with different forms and elements. The combat loop emphasizes movement, stamina management, and timing, rewarding aggressive play while still requiring awareness of enemy patterns. While the mechanics are easy to grasp, they can become repetitive over longer stretches, particularly as enemy variety and encounter design do not evolve as dramatically as the player’s toolkit. Exploration follows a traditional action RPG structure, with towns serving as hubs for quests, upgrades, and character interaction, and dungeons acting as self-contained challenge spaces. The world is divided into themed regions—lush forests, arid deserts, snowy fields—that provide visual variety even if their layouts remain fairly straightforward. Dungeons are generally concise and focused on combat encounters and light environmental puzzles, making them approachable but sometimes lacking in memorability. Side quests and optional content offer additional rewards and experience, though many rely on familiar fetch or defeat objectives rather than narrative-driven scenarios. Progression systems in Trinity Trigger strike a balance between simplicity and customization. Characters grow stronger through leveling, equipment upgrades, and rune-like enhancements that modify stats and abilities. Weapon progression is tied closely to the Trigger system, encouraging players to experiment with different forms rather than sticking to a single dominant option. While these systems provide enough depth to keep combat engaging, they stop short of offering the kind of granular build crafting found in more complex RPGs. This restraint makes the game welcoming to a broad audience but may leave genre veterans wishing for more room to specialize or optimize. Visually, the game embraces a stylized aesthetic that blends chibi-inspired character models with vibrant, painterly environments. This approach reinforces the game’s nostalgic tone while still feeling polished and modern enough to stand on its own. Character portraits during dialogue add emotional clarity, and enemy designs are colorful and readable, supporting the fast-paced combat. The soundtrack complements the visuals with energetic battle themes and gentle town music that evoke classic RPG soundscapes without feeling derivative. Voice acting is present and generally solid, helping to give personality to the main cast even when the writing itself remains conventional. One of Trinity Trigger’s most notable features is its support for local cooperative play, allowing multiple players to control different characters simultaneously. This option adds a social dimension that is increasingly rare in modern RPGs and aligns well with the game’s retro inspirations. Playing cooperatively can make combat feel more dynamic and reduce repetition, especially during longer dungeon runs. However, the game remains fully playable solo, with AI companions handling their roles competently enough to avoid frustration. Ultimately, Trinity Trigger is best understood as a comfort RPG rather than a groundbreaking one. It does not aim to redefine the genre or challenge player expectations, instead delivering a polished, approachable experience rooted in familiar mechanics and themes. Its strengths lie in its charming presentation, accessible combat, and sincere homage to classic action RPGs. While its narrative and systems may feel predictable or shallow to some, players seeking a relaxed, nostalgic adventure—especially one that supports cooperative play—will find Trinity Trigger a satisfying journey that values simplicity and heart over ambition. Rating: 6/10
実績コンプ済。コンプに必要な作業は全くというレベルにほぼ無し。 俺はフリューのゲームが好きなファンボーイだ。このゲームよりもっと他に素晴らしいフリューのゲームがたくさんあるからまずはそちらから遊んでみないかい? ストーリー云々は個人の好みや感想があると思うので置いといて、味方AIは本当に素敵だ。AOE(敵の攻撃範囲)の予兆が表示されたら味方は回避行動をとるが、AOE予兆が消えたらもうタスク終了。忘却。AOE後で燃えてる床、重力場、竜巻の中にひたすら突っ込み続ける。操作キャラ変更で助けようとすればCPU補正のダメージカットが消えて1回被弾した上、今度は今まで操作してたキャラがAOEに突っ込みだす。つまりCPUを守るためにAOEは誘導し、味方が敵の背に来るようにするタクティクス的なゲーム要素もあるのだ。 他にも物申したいことは多々あるが、一番伝えたいことは述べたので割愛。 このゲームはオススメです。俺はフリューのゲームが好きなファンボーイだ。
Cool concept, but poor execution. AI companions insist on getting themselves killed by anything and everything. Melee weapons feel bad because you will constantly get hit if you aren't dodging between attacks. This makes the 3 attack combo system not make sense. There are caps to healing items which makes it so you can't open chests with any items you are fully stocked on. You can equip all AI players with Life stealing attacks to somewhat keep them alive, but I would only recommend playing with friends to try to stay alive. The limited healing items makes it unenjoyable.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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