This page tracks only what Larian Studios has formally confirmed about how Divinity plays. Because the game is early in development, much of its design is still unannounced. Anything not listed here as confirmed should be treated as unknown.
Confirmed
Feature | Detail |
|---|---|
Combat | Turn-based, confirmed by director Swen Vincke |
Genre | Role playing game |
Modes | Single player and cooperative multiplayer |
Setting | Rivellon, confirmed by Larian |
Co-op style | Cooperative play in the same vein as the studio's earlier role playing games |
Ruleset | A new custom system built for the game, not licensed tabletop rules |
Scale | The studio's largest and most ambitious game to date |
Release model | A paid early access phase is planned; not expected to begin in 2026 |
Engine | Larian's proprietary Divinity Engine, used since the studio's earlier RPGs, with significant changes for this game |
Movement controls | No native WASD or keyboard movement on PC at launch |
Camera | A hybrid of top down and third person, similar to the studio's recent RPGs |
Loot | Handcrafted rather than heavily randomized |
Generative AI | No generative AI art in the shipped game |
Music | Composed by Borislav Slavov, who also scored the studio's recent RPGs |
Production status | In full production as of January 2026 |
Act structure | Old engine size limits on individual acts removed; no cap on how big an act can be |
Character creator | Confirmed to return and described by Larian as better than its recent RPG's |
Companions | A focus on companion characters with deeper relationships, including ties between companions, not just with the player |
Not Yet Confirmed
The details of character creation, classes, and progression systems (the character creator is confirmed to return, but its options have not been shown).
The magic, skill, and combat systems in detail.
The story and characters.
The structure and size of the world.
The number of players supported in cooperative play.
Controller support and any platforms beyond PC.
Release timing, pricing, editions, and system requirements.
The post launch support roadmap, and whether mod tools will be ready at launch.
A Note on Expectations
Larian's recent role playing games are known for party based adventures, heavy environmental interaction, and reactive storytelling. The studio has stressed, however, that Divinity is built on a new ruleset and is more ambitious than its past work, so earlier systems should not be assumed to carry over unchanged. This page will be updated as Larian confirms more details.
Cooperative Multiplayer
Larian has confirmed that Divinity supports both single player and cooperative multiplayer, in the same broad style as the studio's earlier role playing games. The exact maximum player count has not been announced. Beyond confirming that co-op exists, Larian has not said whether sessions will use shared progression, drop in and out joining, split screen, or any other specific mode.
Companions and Relationships
Larian has said that companions are a central focus for Divinity, and that the studio wants to push how far it can take the diversity of the cast. A stated goal is to expand the interaction between party members compared to the studio's recent role playing game, so that companions build relationships not only with the player but with each other. The studio has framed this as wanting intra-party dynamics to feel more natural and complex, with banter that goes beyond simply talking.
Romance and friendship are confirmed to return, and Larian has said it wants relationship building to develop more subtly this time rather than escalating quickly. The companions themselves are still being developed: the studio has noted that it takes a long time to build characters to the standard of its recent games, and that the voice actors contribute a great deal to who each companion eventually becomes, so early concepts shift during production. Specific companion names, backgrounds, and the size of the roster have not been revealed.
About the New Ruleset
Director Swen Vincke confirmed that the game runs on a new custom ruleset built specifically for it, rather than a licensed tabletop system. That is a deliberate change from Baldur's Gate 3, which adapted a third party tabletop ruleset. No details have been shared yet about attributes, classes, action economy, or how the system handles environmental interaction, all of which are areas Larian's earlier games leaned on heavily.
Engine
Director Swen Vincke and the technical team have confirmed that Divinity runs on Larian's own engine rather than a new third party one. It is the proprietary engine the studio has used and refined across its recent role playing games, carried forward with significant changes tailored to what this game is trying to do. Because of those changes, the team has cautioned that it will not necessarily play exactly like the studio's last release. The studio's technical team has described the Divinity Engine as upgraded for this game, and noted that Larian deliberately keeps its visuals a little behind the cutting edge so the scope stays manageable for the team's size, a tradeoff that owning the engine lets the studio make freely.
Act Structure and Scale
The technical team has confirmed that Divinity removes a structural limit that shaped the studio's last release. In that earlier game, multiplayer parties could not cross between acts individually; everyone had to move to the next act together, which constrained how large each act could be, how the world was built, and how the story was structured. The team has said the new engine iteration removes that limit entirely, with no cap on how big an act can be.
In practical terms, the studio has framed this as letting acts and locations grow much larger than before. Larian has presented it as one of the reasons the game can be more ambitious in scale than its past work, though specific act counts, region sizes, and how independent co-op progression will work in play have not been detailed.
Controls and Camera
On PC, the game will not ship with native WASD or keyboard movement out of the box, a request the team addressed directly and declined. The camera is described as a hybrid of a top down view and a third person view, in line with the studio's recent role playing games. Both of these are early confirmations rather than a full controls breakdown, which has not been shown.
Generative AI Policy
Larian has confirmed that the shipped game will contain no generative AI art. The studio also said it has stopped using generative AI tools during concept art development, after earlier comments on the subject caused confusion. Larian still experiments with these tools internally across departments to speed up iteration, but has stated that it will not put generated creative assets into the game unless it is certain about the origin and consent of the training data, and that any such model would be trained only on data the studio owns.
Other Confirmed Details
A few further details have been confirmed at a high level. The loot system is described as more handcrafted and less randomized. The magic armor system from the studio's earlier role playing game will not return. Mod support is planned, though it may not be ready at launch. The soundtrack is being composed by Borislav Slavov, who scored the studio's recent releases. The team has also said the game is more grounded in tone than its past work while still leaving room for humor, and that an evil playthrough can leave the world worse than you found it. As of the start of 2026 the project was in full production. Larian has also said the game features a character creator that improves on the one in its recent role playing game, though the available options have not yet been shown.
How This Page Will Grow
This page will be updated as Larian confirms more details directly. Until then, any system, class, character, or mechanic attributed to Divinity that is not listed under Confirmed above should be treated as unconfirmed. See the Frequently Asked Questions page for short answers to the most common questions.