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Trifoil

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Trifoil screenshot 1
Trifoil DemoV2 Trailer trailerWatch trailer on Steam ↗

Trifoil

Andrew Jones · Published by Andrew Jones

Last updated 28 Sept 2026

A puzzle game about drawing lines that cross, merge, and interact in unique ways. Uncover secrets, decipher symbols, and trace paths that satisfy every rule.

Free to PlayComing SoonDJCTQ lFull Controller Support

Free

View on Steam

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Indie · 2027 · More free games

Explore Trifoil, an indie puzzle game from Andrew Jones where drawing lines that interact uniquely uncovers secrets and solves puzzles.

About this game

Trifoil is a puzzle game where you draw lines in clever and unconventional ways. Use cryptic symbols to cross, merge, and manipulate lines as you explore a world filled with puzzles and secrets.

Solve over 150 meticulously crafted puzzles that gradually unveil the rules, revealing the depth and elegance of the mechanics. As you advance, unexpected twists in the rules challenge you to see the puzzles from a fresh perspective.

Draw annotations on puzzles to assist with the solution.

Features:

  • Over 150 handcrafted puzzles, on a smooth difficulty curve, ranging from easy to challenging.

  • Multiple puzzle symbols, each granting a unique line-drawing ability.

  • Several meta mechanics, used in combination with the symbols.

  • Non-linear world to explore.

  • Secrets and bonus areas.

  • Puzzle note taking system.

  • No annoying tutorials. You discover the rules as you go.

  • Dynamic music.

  • Colorblind-friendly visuals.

Soothing, dark music and sound effects by Grzegorz Bednorz reflect the mechanics as they are used.

Join our Discord (link on the right) and become a playtester for the main game!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7 SP1 64-Bit
  • Processor: Intel Core i3-8100 or i5-6600, AMD Ryzen 3 1300X
  • Memory: 4 GB RAM
  • Graphics: GTX 950 / RX 550
  • DirectX: Version 11
  • Storage: 500 MB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i5-12400F / AMD Ryzen 5 5600
  • Memory: 8 GB RAM
  • Graphics: 3050 RTX / RX 6600
  • DirectX: Version 11
  • Storage: 500 MB available space

Supported Languages

English

Latest news

  • Patch NotesOfficial

    TRIFOIL Demo V2 Update Now Live!

    The massive Demo V2 update for TRIFOIL is now live on Steam. Right in time for ThinkyDirect and Cerebral Puzzle Showcase! This update adds a huge amount of new content and features to the demo, including:New puzzle mechanicsComplete puzzle note-taking systemA level mapUpdated visualsDynamic musicHidden secrets to discover ːsteammockingːThe new note-taking system lets you draw directly onto puzzles, helping you experiment without needing external note tools.Thanks to everyone who has played the old demo, playtested DemoV2, wishlisted, shared feedback, or followed development so far. I hope you enjoy the update! Join the discord: https://discord.gg/ENGxJyZ84S -- Andrew
    Read full article on Community Announcements (andii)
  • AnnouncementsOfficial

    Trifoil April 2026 Dev Log

    Happy April everyone! I just push a new DemoV2 build to play testers. Looking forward to seeing their feedback. Been focusing on the new Puzzle Note system, Map improvements, new DemoV2 puzzles and visual improvements. Quite a bit. Here's some nice shiny new screenshots.I've tweaked/removed/refactored/replaced many existing puzzles in the Demo. So if you've played DemoV1 there will be plenty of new content for you. Plus new puzzle symbols! My next focus is getting DemoV2 ready for more playtesting. If you are interested in playtesting the demo get in touch. Links on the bottom right of the steam store page.That all for this dev log. I look forward to getting the DemoV2 to you all.-- Andrew
    Read full article on Community Announcements (andii)
  • AnnouncementsOfficial

    Trifoil March 2026 Dev Log

    Happy Autumn/Spring everyone! I just push the first DemoV2 build to play testers yesterday. Looking forward to seeing their feedback! There's plenty of new puzzles in the DemoV2, two new mechanics and some things I cannot talk about 😉One new mechanic, is what I'm calling the "Colinear splitter". There's a small number off puzzles showing a splitter variation that will be explored further in the main game. Its hard to describe, so I'll just link to a youtube video: My next focus is implementing the much requested Puzzle Annotation System. For the harder puzzles, players quite often take a screenshot and draw the solution on the screenshot so it's been request many times and I'm happy to finally get to it. Good controller support is very important to me so I'm implementing the Annotation System "Controller First", followed by mouse/keyboard. That way I can ensure the feature is well support for couch game play.That all for this dev log. I look forward to getting the DemoV2 to you all.-- Andrew
    Read full article on Community Announcements (andii)
  • AnnouncementsOfficial

    TRIFOIL will be part of the 2026 Cerebral Puzzle Showcase

    I'm pleased to announce that Trifoil will be part of the 2026 Cerebral Puzzle Showcase, hosted by Draknek and Friends, on Steam May 28 - June 4, 2026! https://www.cerebralpuzzleshowcase.com/To celebrate, we will release an updated demo (Demo2.0) for the showcase. The new demo will contaNew puzzle mechanicsUpdated visuals Fresh puzzles New map system New annotation system Will feel like a whole new demo. I'm excited to get the new demo in players hands!Join the discord to be part of the Trifoil community:https://discord.gg/ENGxJyZ84S-- Andrew
    Read full article on Community Announcements (andii)
  • AnnouncementsOfficial

    January 2026 Dev Log

    Happy Summer/Winter everyone! We've made the first major change to the Hub World since the demo's launch in May last year. We felt the meta structure of the level sequence needed improvement. The update will improve game pacing, offer more interesting and varied mechanics earlier, blur the line between early and mid game content and make Trifoil moreish for the player by showing previews of what's to come next. Players wanting more challenge earlier on can get to the harder puzzles faster. However this comes at a risk, because players can get to more difficult puzzles before they are ready for them. I designed Trifoil to be non-linear from the start, because I want the player to explore different areas at their own pace. I love games structured like. I hope the new balance is right. But we'll see with the next round of play testing. Here's what the start of the new Hub World looks like when viewed through the new map feature.A problem with the Trifoil is all the levels look the same and this does not make for interesting store pages or screenshots. Usually indie games would solve this with different looking biomes. Eg, desert level, snow level, forest level or similar. That does not fit with the lore of Trifoil. So we've been experimenting with different concepts, that do fit the game's lore. Here's one that work in progress: The backgrounds for a puzzle game are difficult to get right. We want them to be interesting but also not distracting. So the above spikes coming out of the dark spheres, moving very slowly. I hope people like it. A small treat for those who notice! As always feedback is very welcome.That all for January, but stay tuned as I'll have some news about a new demo soon.-- Andrew
    Read full article on Community Announcements (andii)

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