Ruin Explorer
Legend
Larian did an AMA on Divinity here:
My personal summary would be
Most of the other stuff seems to vague aspirational stuff or just about development methodologies (which don't seem to changing).
* = EDIT: To be clear, I do not consider this a good thing, because swimming often leads to underwater sections, and outside of very naturalistic and brief usage in first-person action RPGs (like Skyrim), I've never seen underwater sections do anything but hurt an RPG, whether that's a CRPG or an MMORPG or JRPG or whatever.
My personal summary would be
- It's set in the same continuity as DOS2 - this is a very bad thing, imo, because DOS' lore is somehow a worse version of early Divinity games' lore, which is low-grade generic-grimdark orcs and elves fantasy, the sort of thing that makes the Forgotten Realms look boutique and elevated.
- Handcrafted items not randomized ones - this is a huge upgrade from DOS1/2, where the item system was really awful because of the randomization.
- Probably has swimming instead of water merely being impassable*
- Obsession with surfaces/surface effects continues
- Music by the BG3 guy
- Development of same engine as DOS2/BG3, so will likely retain isometric perspective etc. (we already know it's turn-based and party-based)
Most of the other stuff seems to vague aspirational stuff or just about development methodologies (which don't seem to changing).
* = EDIT: To be clear, I do not consider this a good thing, because swimming often leads to underwater sections, and outside of very naturalistic and brief usage in first-person action RPGs (like Skyrim), I've never seen underwater sections do anything but hurt an RPG, whether that's a CRPG or an MMORPG or JRPG or whatever.
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