Unearthing the Secrets of Divinity: What Larian Revealed in Their Reddit AMA
When developers open up about their upcoming titles, it’s often a treasure trove of insights—yet sometimes, it also sparks controversy or leaves fans with burning questions. And this is precisely what happened during Larian Studios' Reddit AMA dedicated to their new project, Divinity. If you’re eager to understand what this game might bring to the table—and why it matters—stick around. But here’s where it gets intriguing: not all the details are straightforward, and some points might even challenge your assumptions about game development.
First, Swen Vincke, the CEO of Larian, shed light on how the studio has evolved since the massive success of Baldur’s Gate 3 in 2023. The team has grown from 411 members at the launch of BG3 to approximately 500 working on Divinity. This expansion isn’t random; it’s a strategic response to the game’s ambitions. Vincke explained that their growth was driven by the desire to craft a cinematic RPG filled with meaningful choices and outcomes, acknowledging the existing market demand for such experiences. Interestingly, while their growth has now stabilized, they’re still innovating in areas they hadn’t previously explored, hinting at a continuous evolution in their approach.
Moving to gameplay mechanics, Larian confirmed that Divinity will feature a loot system similar to Baldur’s Gate 3—handcrafted items tailored to specific characters and scenarios—rather than the random, level-dependent loot from their earlier Divinity: Original Sin titles. This indicates a shift towards more curated experiences, possibly to deepen immersion and player attachment.
Mod support remains a planned feature, though Larian hasn’t clarified whether tools will be available right at launch. Such support could radically extend the game’s lifespan by allowing the community to create new content and multiplayer experiences.
Speaking of multiplayer, Divinity will launch with co-op gameplay, and modders will have the capacity to increase the number of players in a game session. Bert van Semmertier, Larian’s technical director, confirmed that co-op will be available from day one, with the exact number of players contingent on the final party size. Because modders will be able to tweak this system, there’s essentially no hard cap on how many players can join a single game—opening up exciting multiplayer possibilities. However, native keyboard movement controls like WASD won’t be included out of the box, meaning modders will need to implement these themselves—something already familiar from Baldur’s Gate 3.
Another notable development is the use of a new engine. Larian has completely overhauled its proprietary game engine—adaptation and customization being easier for them since the engine was born in-house. Artem Titov, their head of gameplay, highlighted that these significant engine changes make it easier to modify and optimize, avoiding the need to develop a new engine from scratch.
One of the most anticipated features teased by Nick Pechenin, the lead designer, is swimming. Fans might remember the absent aquatic mechanics from previous titles; now, Pechenin hints that Divinity will finally include swimming, a feature players have long desired.
Visual and interface-wise, the camera will blend elements from Baldur’s Gate 3—offering a hybrid of top-down and third-person views—aiming for flexible exploration. As for the release timeline, Vincke emphasized that specific dates aren’t set in stone. The studio is still in production, working diligently but still with plenty of work to do. They also hinted at revealing more about races and classes through visual clues in the trailer, maintaining an air of mystery.
Regarding the game’s narrative tone and lore, Adam Smith, the writing director, explained that Divinity will differ from Divinity: Original Sin 2 by adopting a more grounded and occasionally folk horror-inspired tone, evident in the trailer. Yet, the game will feature a variety of tonal shifts—sometimes humorous, other times frightening or shocking—making each journey feel unique and emotionally layered.
While it’s set in the same universe, Divinity’s story is designed as a self-contained adventure, appealing to both long-time fans and newcomers. Smith reassured that familiar characters or elements might appear, but these are integrated naturally into the story, not just fan service. Bert van Semmertier added that knowledge of previous Divinity titles could enrich your experience but isn’t mandatory.
Character customization will outperform Baldur’s Gate 3, offering more colors, options, and control—something art director Alena Dubrovina is particularly excited about.
Vincke provided size comparisons, promising that Divinity will build upon lessons learned from BG3 and Original Sin 2. Expect more agency, impactful choices, and higher production values. Still, the exact scope remains partly undefined as development continues. The developers are also keen on making Divinity playable on Steam Deck, acknowledging the success of Baldur’s Gate 3 on Valve’s portable device.
Fans are eager to know if certain features, like dynamic physics or sky views, will be included. Van Semmertier reassured that there are no engine limitations preventing these features, and the game will explore different camera angles if they benefit the gameplay.
When it comes to combat and character progression, Pechenin revealed they’re crafting a brand-new system. By analyzing previous titles and integrating insights from Baldur’s Gate 3, they aim to deliver an action economy that feels both intuitive and deep—designed to satisfy fans of both Baldur’s Gate and Original Sin.
On the platform front, the excitement is growing: Divinity: Original Sin 2 has already been adapted for the upcoming Switch 2, and Larian is considering bringing the next game to this versatile console as well.
For those wondering about romance, especially in a fantasy setting, Vincke teased that lizard characters might develop romantic relationships, hinting at a new layer of character interaction. And about other races like orcs—each species will have its own unique traits, though specifics aren’t disclosed yet.
In terms of party dynamics, Adam Smith acknowledged that current titles might lack in-party interactions and relationships. Divinity aims to improve this with deeper relationships and more natural interactions among companions, both in dialogue and story progression.
There’s also a nuanced approach to the tone set by the trailer. Vincke emphasized that despite its dark and nihilistic visuals, the game will ultimately be a story of hope—allowing players to be the beacon of light amid darkness or, conversely, to devolve into that darkness if they choose. Smith echoed this balance, highlighting the game’s wide tonal spectrum and empowering players to create their own hero narratives.
Of course, a significant question remains around the use of AI in development. Vincke clearly stated that Divinity will not feature AI-generated art or voices, maintaining high standards of originality and consent. He explained that while AI can accelerate development, it won’t be used to produce assets directly in the game without full transparency about training data. The studio is exploring AI’s potential to streamline workflows—like cleaning up motion capture or retargeting animations—but always with respect to intellectual property and actor rights, especially for voice recordings.
As Adam Smith added, even text generation tools aren’t used for dialogue—any line you hear will have gone through multiple human hands, ensuring quality and coherence.
In summary, Larian’s revelations paint an exciting picture of a studio pushing boundaries—technologically, narratively, and creatively. But as they continue to develop Divinity, many questions remain. Will the game truly live up to its ambitious promises? And how will players respond to the dark yet hopeful tone? Let us know your thoughts—do you agree with their vision, or do you think some choices might backfire? Dive into the discussion!