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Trillion: God of Destruction Review — Train Six Demon Lords, Watch Them All Die

A tale of six demon lords who train against a god of destruction, each doomed to perish ere the underworld be consumed.

By mitch·5 min read
A demon lord stands before a burning gate, awaiting the god of destruction.

Trillion: God of Destruction asks players to train six demon lords across six layers of hell, then watch all of them die. That tension is the whole game, and it mostly works.

The premise is simple. Trillion, a god of destruction with a name built from a billion hatreds, eats the underworld layer by layer. Between meals, the demon king Zeabolos and his six companions get a window to train, bond, and prepare for the next assault. Six attempts remain before the underworld is gone forever. Lose all six, and the game ends.

Trailer, via Idea Factory International.

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Training the Demon Lords

The core loop is a dating-sim-style stat grind wrapped inside a tactical RPG. Players pick one of six demon lords at the start — Ruche, Levia, Fegor, Mammon, PerPell, or Ashmedia — and spend their time boosting stats, learning skills, gathering items in dungeons, and strengthening weapons. Each lord carries a sin tied to a fallen angel: pride, envy, sloth, greed, gluttony, and lust.

Fatigue management matters. Resting clears it, but skipping rest costs performance in battle. Affection points, earned through conversation and shared activities, serve double duty. They act as a buffer for health and mana during fights, and they let players retreat from battles, ceding ground to buy more training time.

When a lord’s health hits zero, they trigger a final death skill. It might deal massive damage, seal one of Trillion’s attacks, or stall the god’s advance for a longer training period. Those skills reset the countdown and keep the player alive for another attempt.

The Six Demon Lords

Each lord has a distinct personality and a distinct weakness. Ruche is proud and high-handed, a niece of Zeabolos representing Lucifer’s sin of pride. Levia is Zeabolos’ childhood friend, a mature facade hiding envy and jealousy tied to Leviathan. Fegor is the older sister of Zeabolos, very lazy, carrying Belphegor’s sin of sloth. Mammon is Zeabolos’ cousin, greedy and grasping, chasing riches from the underworld. PerPell is a lighthearted niece, foolish and candy-loving, bearing Beelzebub’s sin of gluttony. Ashmedia is another cousin, enjoying her own sex appeal, tied to Asmodeus’ sin of lust.

These six lords are the heart of the game. Their bonds with Zeabolos and Faust drive the story forward, and their individual arcs branch into ten different endings depending on how players choose to train and bond with them. The game tracks affection points for each lord, and raising those points triggers special events tied to that lord’s story.

Zeabolos and Faust

Zeabolos is the main character. He lost a previous battle with Trillion, nearly died, and heard a mysterious voice offering to revive him in exchange for his soul. He agreed, and he rose again with Faust, a grimoire-wielding girl, at his side. Together they fight Trillion again.

Faust carries the Soul Grimoire, a tool she used to save Zeabolos’ life. She offers him power to overthrow Trillion in exchange for his soul. Her presence shapes the story’s tone, moving between grim determination and tender moments with the demon lords.

The Battle Against Trillion

The combat system mixes roguelike and simulation RPG elements. Players raise their characters ahead of a deadline known in advance, and death is a strategic element. A single demon lord cannot defeat Trillion alone. Losing all six lords means losing the game entirely.

Trillion has a billion hit points, a figure that sets the scale of the challenge. The game’s difficulty curve rewards careful planning and patience. Players who rush in without rested units tend to lose fast.

Outside the six original lords, other characters can awaken as demon lords under certain conditions. Elma, Zeabolos’ younger sister, and Kerberos, her pet dog, both appear as potential candidates. Astaroth, the Demon Lord of melancholy who guarded the castle with Kerberos, is also part of the roster. His death is a major event in the story.

New Game Plus and Replay Value

After finishing the game, players can enter a new game plus mode. This lets them carry over some equipment, seals, and experience to a fresh run. The branching endings return, so players who want to see every path need to play through multiple times.

The replay value comes from the branching structure. Choices about which lords to focus on, which skills to train, and which affection events to pursue shape the final outcome. Ten endings exist, and reaching them requires different combinations of training and bonding.

What Works and What Doesn’t

The game’s strongest feature is its emotional payoff. Losing a lord to Trillion stings, especially after building up their affection and watching their arc unfold. The death skills add a layer of meaning to failure, turning a loss into a last stand that can buy the player more time.

The weakest feature is the pacing. Early hours can feel slow, with repetitive menus and grind-heavy training sessions that don’t offer much variety. The game’s presentation is standard for the genre, with solid but unremarkable visuals and sound design.

Here’s a quick breakdown of the game’s key features:

  • Six demon lords to train, each tied to a fallen angel’s sin
  • Ten branching endings based on player choices
  • Final death skills that reset the countdown
  • New game plus mode for replay value
  • Affection system that ties into battle performance
  • A billion HP for Trillion, a figure that defines the scope of the challenge

The game’s themes are dark and often humorous. Hell is a place of conflict with the heavens, and Trillion’s appetite is the engine that drives the plot. The demon lords are flawed, funny, and deeply human, even as they represent deadly sins.

Trillion: God of Destruction is a game about sacrifice, preparation, and the cost of failure. Its core loop is strong, and its storytelling is personal. The presentation is solid but not exceptional, and the early hours drag. Taken as a whole, though, the game delivers a satisfying experience built around a simple, brutal loop: train, fight, lose, repeat.

The game holds a critical score of 5.6 out of 10. That number reflects a game that succeeds at its central idea while struggling with pacing and polish. It’s a game worth playing for players who enjoy tactical RPGs with a twist, but it’s not a game that demands a second playthrough for everyone.

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