Trine Enchanted Edition is a physics puzzle-platformer for one to three players. You and your friends can play online or share one screen locally as a wizard, a thief and a knight, working through 15 fairytale levels filled with undead enemies, machinery and hazards. Its best co-op moments come from treating the world as a box of physical objects: a conjured plank can become a bridge, a hook can turn it into a swing, and a shield can carry a hero through an otherwise dangerous space.

The Enchanted Edition is a remake of the first Trine, rebuilt on the Trine 2 engine. It brings the older adventure new lighting and effects, online co-op and mid-level saving. The launcher also lets you choose the original game as a separate option. The player counts and online features described here belong to Enchanted Edition; the original version does not have online play.

Three heroes, three toolkits

The story binds Amadeus the Wizard, Zoya the Thief and Pontius the Knight to a magical artifact called the Trine. An undead army threatens their kingdom, and the trio travels through castles, forests, caverns and stranger places to restore its balance. The plot gives the levels a simple fairytale thread; most of your time together goes into crossing the next stretch of terrain, handling a mechanism or surviving a fight.

Amadeus changes the shape of a room. He can conjure objects such as boxes and planks, then lift and move them with telekinesis. A box might give you a step up to a ledge, while a plank can bridge a gap or make a small platform. Because the objects behave according to the game’s physics, their angle and placement matter. A plank that looks like a shortcut can slide away, and a box that lands awkwardly can become a new obstacle to work around.

His magic is useful for fighting too, even though he is not a traditional spell-slinging wizard. Rather than throwing fireballs, he makes the environment do the work: a falling object can crush a skeleton, and a levitated object can disrupt an enemy’s approach. That makes his role feel closely connected to the puzzles. You are not just using a spell at the right target; you are deciding what to put where and seeing how it moves.

Zoya brings speed and reach. Her bow lets her attack from a distance, and her grappling hook attaches to suitable wooden surfaces. From there she can swing over a pit, climb toward a higher ledge or lower herself into a hidden corner. The rope’s arc and momentum turn a simple jump into a timing challenge: you may reach the next platform cleanly, or swing too low and have to try again. She is also the hero who can turn one of Amadeus’s floating platforms into a route that neither of them could make alone.

Pontius is the sturdy front line. His sword and heavier weapons are built for close combat, while his shield blocks attacks and helps him pass through some hazards. He can also lift or throw heavy objects, giving him a direct way to interact with the same physical world Amadeus reshapes. When skeletons appear, Pontius can meet them up close while Zoya shoots from a safer distance; a moving box, a toppled object or a well-placed swing can change the encounter again.

Amadeus stands in crumbling ruins above a glowing green pool as a floating object sparkles between broken platforms.

One obstacle, several possible answers

The game rarely insists on one exact tool for every obstacle. If a gap is too wide to jump, you might make a platform, swing from a wooden beam, raise a shield against a hazard or combine those actions. Some routes also hide experience vials or other collectibles, so reaching the exit is only one reason to explore the shape of a level. You can often spot a glint above or below the obvious path and start looking for a way to reach it.

That flexibility gives co-op a shared problem to play with. The characters can stand on objects that another player moves, and the game’s physics keep those arrangements lively. One friend can levitate a box while another balances on top; a third can attach a rope to the moving platform or use a shield while the group crosses a hazardous section. When the object tilts or slips, the plan changes in real time. Sometimes a failed landing sends everyone back to a checkpoint; sometimes the shifted object reveals a different route.

There is no fixed class assignment to learn before you start. Each hero has a clear specialty, but the levels invite combinations: a conjured plank becomes a swing point, the Thief’s rope helps position someone over a gap, and the Knight can shove or carry objects when brute force is simpler. These abilities are not just three isolated combat styles. They overlap around the same pieces of terrain, so your group can experiment with a bridge, hook, shield or falling object until one gets everyone moving.

Combat interrupts the traversal and puzzle-solving rather than replacing it. Undead enemies arrive in waves or guard a narrow passage, and each character meets them differently. Zoya’s arrows can pick at a threat from range; Pontius has the direct weapons for close fights; Amadeus can use conjured objects against enemies or keep them away from a platform. The fights are straightforward, with the physics giving them a few playful options. An object meant to help you climb can also land on a skeleton if you move it at the right moment.

The balance between puzzles, platforming and fighting can change from one stretch to the next. Some rooms ask you to notice a rope anchor or a ledge beyond a hazard; others put enemies in the way while you figure out how to move a mechanism. Later hazards make a missed jump more costly, and careful swinging or balancing becomes as important as spotting the solution. The game’s flexibility can also make some puzzles feel easy to bypass once you know what Amadeus can build. If your group enjoys testing odd solutions, that freedom is the point; if you want every room to have one carefully guarded answer, Trine may feel loose.

A campaign that rewards looking around

Each of the 15 levels has its own setting and visual character. The journey moves through places such as Fangle Forest, the Astral Academy, Crystal Caverns, the Dragon Graveyard and the Forsaken Dungeons. Golden trees and glowing plants give way to cold stone, underground crystal light and old mechanisms. The storybook look is colorful without making every scene gentle: skeletal enemies, spikes, toxic pools and precarious bridges keep the route dangerous.

The soundtrack follows those changing spaces, while the narrator and character exchanges keep the tone closer to a playful fantasy tale than a grim siege. The three heroes have distinct personalities, and the humor tends to arrive in short exchanges rather than long dialogue scenes. That leaves room for the visible puzzle itself to carry a lot of the moment: a glowing object hanging just out of reach or a bridge held in place by a plank that is slowly sliding down.

Exploration feeds into character progression. Experience vials are scattered around the levels, and finding them gives you skill points to improve the heroes’ abilities. New skills and upgrades expand the ways you can use objects, move through space or handle enemies. Items found along the way can add special effects, such as a once-per-level self-revival. If you reach an exit while leaving a vial on a high shelf, you can return to a completed level and search for it again.

That gives the campaign a small replay loop without turning it into a competitive score chase. Your group can replay a level to find hidden experience, improve an ability or try a different route through a room. You can also adjust difficulty, which affects the pressure of enemy encounters. The story still moves from one level to the next, so replaying is most useful when your friends want another look at a puzzle or collectible rather than a separate set of missions.

Zoya faces a skeleton beneath the bright canopy of Fangle Forest.

Playing together on your setup

Enchanted Edition supports one to three players in both online and local co-op. Local co-op puts everyone on one computer and shared screen, and the controls can be customized. A controller is the easiest way to add local players. Enchanted Edition also supports multiple keyboard-and-mouse sets, but two players cannot share one keyboard, and getting separate sets working may take extra setup.

Online play lets you host a game for friends or join theirs, with up to three players in a session. The first three Trine games support cross-platform online play across Windows, Mac and Linux when everyone uses compatible builds. Compatibility varies by operating system: the Steam Mac build is a 32-bit app for macOS 10.7–10.14, while the current Steam Client no longer supports 32-bit games or macOS 10.14 and older. The native Linux build is a legacy Ubuntu 12.04 version that is not actively tested on current distributions; on SteamOS and Steam Deck, the Windows version through Proton may work better. Optional account linking between Steam and Epic enables cross-store friend invites and achievements. This helps if your group owns the PC game through different storefronts; cross-store invites and achievements are available between Steam and Epic accounts. Steam Remote Play Together is also supported.

You all work through the same campaign, and the main shared resource is the screen itself: players move through the level together, manipulate the same objects and can affect one another’s balance on a bridge or conjured platform. A full three-person session can put each hero in separate hands, and smaller groups can still play within the supported player count. If anyone drops into a pit or runs into a hazard, the checkpoint system brings the adventure back to a recent safe point.

The controls are simple to understand, but the physics leave room for awkward movement and surprise. A grappling line may catch a beam at an odd angle, a levitated box can drift away from its intended landing, and a knight’s shield cannot turn every jump into a safe one. That makes the game a comfortable fit for a group that likes platforming and low-pressure experimentation, with enough combat to break up the puzzles. It is less suited to a night built around precise combat roles or tightly scripted challenge rooms.

If your friends want a shared-screen adventure as well as an online option, Trine Enchanted Edition gives you both ways to take the same trio through its campaign. The wizard’s objects, the thief’s rope and the knight’s shield give each obstacle several possible shapes, and the bright fairytale settings make those solutions easy to read. Its main draw is that small moment when your group turns a box, beam and rope into a bridge nobody expected to work.

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