
Trinity Descent
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Description
A dark idle RPG about descending into the deep: assemble a party from ten classes, pick your route through branching zones and let them fight on their own. Bank your loot in time or lose it all. Enhance your gear, forge the great sets and climb down the Endless Mine.
About
Trinity Descent is an idle and incremental RPG built around one simple question: do you push one step deeper, or do you bank your loot while you still can?
Push on or bank it
Your party fights on its own. You make the decisions around the fighting: which zone, which route across the branching map, which node comes next: fight, elite, chest, event, rest. Before every choice you may bank your loot and leave. If the party falls, everything from that run is gone and only the experience stays.
Your party
Ten classes, from warrior, archer and mage to assassin, berserker, priest, templar, druid, robber knight and monk. Three set out, and the endgame opens a bench for the others. Every class brings six ranked abilities, its own skill tree and its own weapon families. On top of that you distribute party attributes across the whole squad, from attack to fortune, which makes your finds rarer and mightier.
Loot, anvil and cauldron
Six rarities from common to mythic, and from legendary upwards every piece carries its own effect. At the anvil you enhance gear with scrolls up to +15, where from +10 on every failure costs a level. Looted materials turn into potions and scrolls, and the great armour sets never drop: they are forged from the gems of the seven dungeons, up to the Eternal set of the three endgame dungeons.
The Endless Mine
After the campaign the real descent begins. The Endless Mine leads down level by level, with no healing in between, and wells that force a choice: heal the living or revive the fallen. Everything you find is yours instantly, even if the party falls. How deep will you go?
At a glance
- 13 zones and 7 dungeons up to level 90, then uncapped over-levels
- 10 classes, 60 abilities, 10 skill trees
- Branching run maps with route choice and the retreat decision
- Enhancement up to +15, forged sets, crafting from looted materials
- The Endless Mine endgame with a depth record and checkpoints
- Combat speed x1 to x5, auto-sell and auto-runs for farming
- 74 Steam achievements with progress bars, cloud saves
- Single-player. No microtransactions, no ads, no forced online.
A word from me
Trinity Descent is a solo project. I build it in my spare time, because I wanted an auto-battler RPG that answers me with a decision instead of a waiting timer or a shop.
That is why there will never be microtransactions or daily energy bars. You pay once, and in return you get a game I keep improving and keep adding content to after release.
I am not a full-time developer, so patches take their time.