Divinity Original Sin is an old-school cRPG with new ideas & modern execution, will release this year. Funded by fantastic backers! Read more
This project was successfully funded on April 26, 2013.
The Post-Kickstarter Year: A Retrospective and a Release Date
It's been exactly one year since the close of our Kickstarter campaign, and Divinity: Original Sin has undergone massive changes in that time.
Thanks to community support, we've added more content and features than we would have thought possible and are sprinting through the home stretch of the development process.
To celebrate this milestone, we've two very exciting things to share: A pair of retrospective videos showcasing the game's changes in the past year, and (can you believe it?) an official release date with a month and a date and everything.
The Kickstarter Factor: A year's retrospective
A year is a long time in game development time, and, thanks to you, we've been able to put that time to good use.
The game world, Rivellon, has sprouted a winter nether-dimension; a massive and mysterious homestead at the end of time; dangerous desert highlands; a secret, sacred village; and many more.
Our heroes, Roderick and Scarlett, have shed their set identities and become completely customizable, from looks, to fighting style, to abilities, traits, and talents.
For a quick and dirty look at what's changed in the past year, take a look at this short (1:40) trailer highlighting the most visible new features:
And for a more in-depth look at all that can't quite be summarised in 100 seconds (plus a sneak peak at the Collector's Edition), spend some time with David & Swen as they discuss the massive changes that've rocked the game in the year following Kickstarter.
Our camera man Thomas even managed to catch something amazing while filming: Divinity: Original Sin running on a MacBook, no wires attached!
Finally, for a more personal and in-depth look at what Kickstarter and Early Access mean for Larian Studios' future, take a look at Swen's latest blog entry. Hint: it's good!
We have a release date!
We told you spring was coming, and boy is it ever. June 20th 2014 is still spring, you know! We know you've been hurt before, but it'll be different this time-- we promise!*
Jokes aside, we're running on all engines, full steam ahead and pushing hard to get it into your hands.
* But have yet to sign a blood oath.
New update on Steam Early Access
Remember that secret remaining feature list we told you about last time? Turns out there were quite a few things on it.
- Complete overhaul of loot generation matrix. Expect much cooler treasure.
- Added 135 music tracks, including some all-time favourites from previous Divinity games
- Added skill “Way of the Rogue” and a variety of new Rogue skills
- Full overhaul of your Homestead at the End of Time
- You can create different user profiles, so your little brother or sister can play, too.
- Difficulty settings have been added, so players can pick which sort of experience they prefer.
- Added formations, both in turn-based combat and in real-time, for optimal tactical positioning
- All players playing Divinity: Original Sin can now chat with each other, making it easier to form multiplayer groups within the community.
- Added an “Illusionist Mirror” through which you can change your player’s looks in-game
- Replaced “repair” with “blacksmithing” and charm/intimidate/reason abilities by “charisma”
- Amended stats of “Way of the Ranger” skill
- Skill stats now level up with the characters, e.g. a level 1 flare is still useful at level 15.
- Added plenty of new skill visual effects
- Skills now have certain requirements. You can still learn a skill by boosting the relevant ability artificially, but once you lose the boost, you won’t be able to use the skill anymore.
- Full overhaul of all lighting, shading, and zoom. Get up close and personal!
- You can now give commands to each party member independently. Commands will be executed even if you’re focused on another party member.
- Party members avoid traps. Traps can be disarmed with disarm trap kits (an alternative solution to blowing up the trap, which may destroy neighbouring objects).
- Journal now tracks the recipes you’ve learned.
- You can switch between party members while trading.
- There is now an interface to assign companions to other players in multiplayer.
- Several stability and performance fixes were made, in addition to loads of bug fixes. Most of the remaining networking issues should be solved now, too.
What can you look forward to in the coming weeks?
First of all, we’ll continue to bugfix and update Early Access alongside finalizing the full release. Furthermore, you can expect a Mac version on Steam Early Access and a version of the game for Linux some time after its full release on PC/Mac.
As for the editor, it's certainly ready (we made the game with it after all), but at the same time, it’ll never be ready enough; the capacity for improving and expanding it are endless, after all.
We’ll therefore release it in beta form, and probably keep it that way for quite some time. A lot of you have been mailing us privately about it, and it’s not that we don’t want to make it available to you right now, but we need all our attention on the game for the moment. The moment there’s some free room, we’ll make it available.
Finally, you can still expect a lot of balancing changes in the coming month. You’ll notice from the changes we’ve done that we are reading your comments, and there will be a much bigger focus on that particular area in the coming weeks.
And in closing- thank you!
As always, none of this would have been possible without support from the community through Kickstarter, Steam Early Access, and our forums.
This game is truly coming to life, and we are extremely grateful for your feedback and support. Thank you!