You and up to two friends can take the full Trine 2: Complete Story campaign online or on one shared screen. Its 20 levels combine side-scrolling platforming, light combat and physics puzzles with more than one possible solution. Online sessions support three players; local co-op uses gamepads, with experimental keyboard-and-mouse support on Windows.
Three heroes, one moving puzzle
A magical artifact brings together Amadeus the Wizard, Pontius the Knight and Zoya the Thief. Their skills turn each stretch of the road into a small set of physical problems. A gap might look like a jump, but it can also be a place for Amadeus to conjure a box and plank, Zoya to swing from a wooden beam, or Pontius to use his shield as a platform or deflect a stream of water. The world reacts to what the heroes move, freeze, lift, block and break.
In a solo game, you switch between all three heroes whenever a different tool is useful. In co-op, each friend can control a hero at the same time, so a wizard can float a box while a thief catches a rope and the knight keeps an enemy back. The group is not locked into a single answer for every obstacle. Boxes can become steps or bridges; a shield can redirect water; arrows can freeze goblins or light a path; a well-placed plank can carry the whole party across a gap. Amadeus can lift a creature high enough to cage it, and the Kitesail Shield can glide a character across a chasm. A gravity bubble can slow the world around it, changing the timing of moving objects and hazards. Sometimes the intended route is only one option among several, and the same room can reward a different combination of tools on a return visit.
That freedom gives the game its co-op identity, but it also changes the puzzle challenge. A clever use of Amadeus’s conjured objects can bypass parts of a setup, while a route built around a grappling point or a shield may ask more of another hero’s abilities. There is no rigid class puzzle where each friend must perform one exact job. If your group likes trying different physical solutions, this openness gives you room to experiment. If you prefer puzzles with one clearly enforced mechanic, a few solutions may feel loose or uneven.
A complete fairytale campaign
Complete Story folds the main Trine 2 story and the Goblin Menace expansion into one 20-level campaign. It moves through forests, ruins, a castle beside a dangerous sea, a burning desert, snowy mountains and a journey through a giant worm. The included Dwarven Caverns secret stage is part of that total; it unlocks when you find every chest in Goblin Menace. The expansion adds more than a separate menu entry, bringing new places, enemies, hazards and puzzle arrangements into the same journey.
Most of a level asks you to move from left to right through platforms and obstacles, with short fights breaking up the puzzle rooms. Fire, water, gravity and magic affect objects and enemies, so small changes in position can open a route. Amadeus can lift an object onto a ledge, or raise a box with a friend standing on it; Zoya can attach her hook to certain wooden surfaces and swing; Pontius can block attacks or use his strength against fragile barriers. The game also gives you ways to combine these powers: freeze a goblin, trap a levitating monster, float a platform through water, or redirect a stream toward a plant.
The fairytale framing stays close to the action. One area glows with green leaves and a stream; another replaces that calm with thorny ruins, fire, chains and enemies. The story moves between these sharply different places, while narrated scenes and character dialogue give the journey a playful tone. Ari Pulkkinen’s score ties the changing scenery together. The result is more like a colorful illustrated adventure than a gritty fantasy campaign, even when a boss or environmental hazard interrupts the quiet platforming. The scenery also gives the mechanics a changing backdrop: a rope swing over a sunlit stream reads differently from a climb through a chained ruin or a passage through a hot, cramped tunnel. Those shifts keep the campaign’s places distinct while its familiar trio and physics tools carry forward.
Online rooms and the same-screen option
The game supports one to three players, and the whole campaign works in online or local co-op. For online play, one person hosts and friends can join through the game’s online options. In the standard character setup, the three heroes give the party different tools; the host can also select Unlimited Character mode, which lets more than one player choose the same hero. That can help when several friends want to use Amadeus’s object magic or Zoya’s rope, though it changes the usual three-hero mix. PC multiplayer includes matchmaking and text chat, and friend invites are also available. Steam and Epic players can link accounts to invite friends across those storefronts.
Local play keeps everyone in the same scene rather than splitting the picture into separate views. Gamepads work for local co-op on Windows, Mac and Linux. Multiple keyboards and mice are experimental and Windows-only, so gamepads are the more dependable setup for a couch group. Remote Play Together can stream a local session to a friend, but it has had input and lobby problems. The game’s own host-and-join flow is a more direct online option.
The Mac build is 32-bit, so it cannot run on macOS 10.15 or later. Steam stopped supporting 32-bit Mac games and older macOS versions in 2024, so the existing Mac build is a legacy option rather than a dependable choice for a new group. The native Linux build is also a legacy version, tested against Ubuntu 12.04 and not actively tested against current distributions. On SteamOS and Steam Deck, the Windows version through Proton may work better. Check compatibility before planning a shared campaign around Mac or Linux players.
Skills, secrets and replaying a level
Experience gathered along the way unlocks new skills for the three heroes. Those upgrades can expand how each character moves, fights or changes the environment, giving later rooms more possibilities than the opening ones. For example, Amadeus can learn to conjure more objects at once and to lift enemies; Zoya gains arrow types and other tools; Pontius improves his combat and gains ways to use his hammer at range. These options do not turn the characters into separate progression tracks that friends must grind in parallel: they change the tools available to the shared adventure. Gems and hidden chests reward detours above, below or behind the obvious route. Some secrets are tucked into high corners that require a hook, a conjured platform or a well-timed jump, so finding everything takes longer than simply reaching the exit.
The full campaign gives a group a sequence of places and puzzles to work through rather than a set of disconnected challenge rooms. You can pause between levels and return later, and Game+ and Unlimited Character modes give the campaign different ways to revisit its encounters. Achievements and hidden collectibles add optional goals for friends who enjoy searching every corner. The pace is usually a mix of climbing, swinging, moving objects and short fights; it is not a combat-heavy action game.
The challenge can vary from one puzzle to the next. Early stretches introduce the tools gently, while later rooms combine hazards and movement in less forgiving ways. Adjustable difficulty gives you a way to tune the pressure, and the hint option can help when a group has exhausted the obvious routes. Collectible experience vials and chests can demand more precise jumps and detours than the route to the level exit, so completionists have a tougher target than friends who want to see the story through. At the same time, the game leaves much of the problem-solving to your own reading of the space. That makes discovery part of the appeal, but it can mean that a room either clicks quickly or takes a while to untangle.
The level structure makes it easy to treat a session as one more stretch of a continuous journey: finish a room, cross the checkpoint, and continue into a new landscape. Save-anywhere support also makes it possible to fit shorter sessions around a campaign that has a beginning, an expansion and an optional secret stage. Game+ and hidden collectibles give you reasons to revisit areas, though the primary replay value comes from approaching physics problems with different characters or group sizes rather than choosing a wholly different campaign path.
Trine 2: Complete Story fits a group that wants a shared campaign where movement, objects and character abilities all matter. It works for a two-person group or a full trio, online or around one screen, and the complete package gives you 20 levels to explore. Gamepads make local play simpler; friends joining online can use the host-and-join options, including Steam-to-Epic invites after linking accounts. Expect a storybook platform adventure with real puzzle rooms and frequent combat interruptions, rather than a tightly scripted puzzle game or a deep action brawler.