Thank you for playing the early access version of TrinityS. This is 'TrinityS' development team.
Currently, there is an issue where a game session cannot be started from the lobby when playing with multiple players. The development team is currently investigating this issue, and we would like to inform you that until the issue is fixed, you may be able to play the game normally by using the following temporary workaround.
Change Host
Changing the player who creates the lobby may change the host and allow the game session to start normally.
Verify integrity of game files
'Verify integrity of game files' may allow you to start a game session successfully. You can try 'Verify integrity of game files' by right-clicking on the game title in the library, selecting 'Properties' and then "Local Files".
If the symptoms do not improve after trying the above methods, we would greatly appreciate it if you could post detailed information in the following bug report thread. We will use this information to investigate the cause of the problem in order to fix it. https://steamcommunity.com/app/1584690/discussions/0/3185737486652693093/
We apologize for any inconvenience this may cause to our players. The entire development team will work hard to improve the content and we look forward to your continued support of 'TrinityS'.
Hi everyone, We got big news regarding Normandy Campaign and console releases, but let's start with changelogs first.
Latest changelogs
New features: •Reworked Springfield animations. •It's now possible to interrupt single bullet reload animations. •Added new Cypress 02 prop. •Added new Ash Tree prop.
Fixes: •Fixes with tracers. •Fixes in Soviet assault squad. •Reworked Kar98. •Fixes with patches in editor missions. •Several other smaller changes and fixes suggested on the Discord server.
All other recent changelogs
We also performed many other important changes in the previous few weeks that we haven't really well announced so here they are listed.
New features: •Added MP28. •New Lanchester animations. •New Kar98 animations. •New Carcano 91 animations. •New PPSh41 animations. •New Winchester M12 animations. •Added MG42 ammo belt reload animation. •New aircraft far sounds. •New vehicle engine sounds. •New Road Town props for Map Editor. •New custom patches system. •Reworked Sun Shaft and Depth of Field effects to looks better, have better performance and causing less visual glihces. •Big changes in the way terrain textures are loaded into memory to cause less memory overflow issues. •Mac OSx release. •Added Canadian uniform. •Changes in dog tags. •Reworked the way terrain outside works to ensure better performance, less memory usage, less loading artifacts and now terrain external also has collisions. •Added setting to disable cartdrige extraction effect on bots for better performance. •Reworked tracers (they also now have historically accurate colors). •Added a new system to add/remove phases between other phases in Mission Editor (right click on phase index) •Added new graphic setting (disable bullet extraction on AI).
Fixes: •Reworked M1 Garand. •Reworked M3 Grease gun. •Reworked MG42. •Improvements in sounds. •Small fixes in BAR. •Fixed a few bugs caused by unit switch system. •Improved Garand, M3 Grease Gun and M1911 textures. •Fixed IL2 missing back MG. •Improvements in sounds. •Fixed Gasitel bug TPS. •Small fixes in BAR. •Fixes in polish uniforms. •Fixed US grenade model. •Fixes uniform patch and ranks not rendering correctly some times. •Improved units loading time. •Changed the way FPS reload works when attaching a magazine to a weapon with no magazine installed. •Fixed M44 uniform in first person. •Various changes in sounds •Fixed smaller bug with bolt action rifles. •Fixed patches not working in Multiplayer. •Fixed a bug in the first tutorial mission.
Also a super cool trailer will be out very very soon! Compared to the Stalingrad DLC, this one was focused more on adding a the best map we could, we really put much much effort on making good props with good destruction and good missions to play with them. We also are going to add several new vehicles for this new campaign, as mentioned in the DLC page description.
Console news
We are also working to bring the campaign and all the mentioned updates released so far on Nintendo Switch possibly by the end of June, or if we have delays with Nintendo, during July. We are also in contact with Microsoft right now to discuss the possibility of releasing the game on Xbox, more news will come soon.
We keep improving all features of the base game and as always we will be going on listening to suggestions from people inside the Steam Discussions and the Discord server.
The updates for the base game we are constantly releasing are very expansive, so if you are interested on giving us a hand to make a better work, this is our Patreon. All the money raised from this will be spent to make a better game.
What! Fifty thousand players for Bullet Runner: The First Slaughter!
To celebrate this quite humbling mass of people slaying their controllers we wanted to make a new devlog to tell a bit about what we have been doing lately for the game, and what's coming soon also to the free prologue version.
We have been listening and watching the community playing the game and based on that we have improved game design, level design, enemies, and performance. And like the title said, there's some extra juicy visual enhancements: keyword volumetric fog.
Without further ado, see the DevLog #6 video (3 min 48 sec):
Go now and get playing some more, there's a massive update coming out soon.
Get the free prologue, Bullet Runner: The First Slaughter here and now:
It's been a long time! This update is to bring all the AWS (Amazon) API calls up to date. I also need to do this to the mobile versions.
So since I've had to dust all the code off and give it some love, I'm thinking of adding some small content updates. Let me know if you have any ideas.
We're happy to announce that our latest patch is now live! Thank you all for your feedback - we're working hard to keep pumping out both bug fixes and brand new gameplay changes!
UPDATE: We're Steamdeck Verified!
GAMEPLAY CHANGES - Added "Hell" difficulty - Added "Easy" difficulty - Faster transition from Soldier & Ninja Melee to Dodging/Shooting - You can now ping enemies, lootables and items on the ground using the PING option from the Emotes Wheel - Environmental destructibles take longer to explode - Added "Settings > Gameplay > Show Hit Markers" option to see damage dealt on enemies - You now receive 50 / 100 / 150 / 200 Nanites for completing the game on Easy/Normal/Hard/Hell difficulty mode - Players can no longer join sessions set to difficulty levels they have not unlocked - Armour can now be seen for all players on the Player Status Bar (top left of screen) - Re-added reloading while using special ability - Plasma bow no longer kills Holo Decoys - Turrets can no longer activate until players have started a section - Tarantulas cannot shield small spiders until they have all finished spawning - Slight nerf to Demolisher, Plasma Bow and Bandit DPS
Bugs fixed: - Fixed an issue with destructibles not displaying explosion circle - Fixed an issue where starting the game occasionally starts Steam VR - Fixed some animation issues with the Plasma Bow - Fixed an issue with the Entry Airlock sometimes not displaying for a couple of seconds in multiplayer - Fixed an issue where players could be teleported into the ground if too close to a mission reward crate - Fixed an issue where the Entry airlock would close with a player still inside - Fixed an issue with Docks crates placements - Fixed an issue with a Challenge Area in Eden which does not register challenge progress - Fixed an issue where dropping a weapon from the Inventory wiped its Augment Synergy - Fixed an issue where you could equip a secondary weapon from the Armoury that you had not unlocked - Can now see Armour Shards pickups on the Player Status bar - Fixed an issue with Toggle Sprint after dodging
Late for Class: Variety King is now released! It's my tribute to punishing games, a 'remix' of sorts, combining multiple mechanics in one climb.
Aside from 9 mechanics to master, this game has hidden easter eggs and shortcuts (for speedrunning, or just to make your climb easier) that you can find by exploring along the way.
The game is very hard, but I do hope it reaches players that enjoy a hardcore challenge, that like a variety of mechanics and want that thrill of climbing higher and higher, avoiding the falls.
It's been a year since Trixie stumbled upon you sitting on a rock outside of the building that housed your shelter slash prison for your entire childhood... And BOY did the time FLY!
Wanna celebrate with us, Overseer? We've got pole dances, we've got gifts, we even got a lookie at someone, who just might join us in a while...~
Hop on over to wish your bunker a Happy Birthday during our first annivesary of the launch of Shelter 69 - and we wouldn't be here without your love, patience, support and undestanding! So, in a way, this birthday is all about you, Overseer. Thank you for being with us!
Now, here's to another year, and a year after, and as many years as we can!
-------------------------------------------- 1.3.3 - Build 390 -------------------------------------------- * [FEATURE] Support for Twitch Drops -> First campaign tomorrow!! Connect your account, stream in the right category and drop those drops 😉 * [FEATURE] New loading screens! Congrats to all winners! * [FEATURE] Large ramp as gift! * [FEATURE] First and third person cameras during challenges * [FEATURE] Track Editor free camera * [FEATURE] Results leaderboard toggle button -> check the cars after/during results! * [FEATURE] Motion blur (yes - you can turn it off!) * [UPDATE] Track Editor block height limitations change * [UPDATE] Countdown for final 10 seconds during Rampage * [UPDATE] Minor tweaks and fixes * [Fix] Names displaying, follow switching and slowmotion
The colosseum leaderboards were finished ahead of schedule. Very sorry for the inconvenience. Why this happened - we have implemented some additional changed to make sure the anti-cheat system functions properly and effectively.
Everyone will receive the rewards for your placements before the reset, and the new leaderboard will start - this one won't be reset.
Thanks so much for your understanding, and we hope this fix will bring you overall a more enjoyable experience for colosseum leaderboards.
It's been a long time! This update is to bring all the AWS (Amazon) API calls up to date. I also need to do this to the mobile versions.
So since I've had to dust all the code off and give it some love, I'm thinking of adding some small content updates. Let me know if you have any ideas.