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Community Update #6: Demo is out now!

[p]Hello! Hope you are all doing well. This update for Diviner will be a larger one as there is a good amount of news to share, and I'm excited to talk about how the work on Diviner has been going. I'd also like to be transparent about the development process of Diviner and what to expect in the Demo. [/p][p][/p][p]So first off, the playtest is now finished, but good news! The Demo is now live and ready to be played! This should be and will be the definitive demo, for those of you who have been here since the beginning I'm sure you've seen Diviner's core gameplay shift quite a bit, and while this demo is making some larger adjustments which I will explain more later, I am fairly confident that this is the best version to date of Diviner, and what the rest of the game should look like. As a side note, your saves will "technically" work from the playtest to the Demo, though I would strongly recommend starting a new save file as there have been major changes to the items and flow of enemies that may be impacted by an old save file. This will not be an issue in the future and is a consequence of the large data refactoring and gameplay rebalancing I did while working on the Demo. [/p][p][/p][p]During the month of January and early February, I stopped marketing altogether and put all of my effort into reworking the game based off of feedback from the playtest. Here are some of the larger efforts that took up most of my time: [/p][p]-Upgrading the engine from 5.4 to 5.6. This was recommended to help with performance, and while there were some improvements, Unreal Engine has continued to lack stability and still needed a lot of work. [/p][p]-Significant optimization improvements, with increases of 10 - 20 fps. There were some trade offs to get here, but I want the game to perform better on older hardware and the Steam Deck.[/p][p]-A new opening cinematic, which should help set the stakes and story when first playing the game. Unfortunately, for reasons outside of my control, there is no voice acting yet for the cinematic but I am working on a solution for that this week.[/p][p]-A complete refactor of run time save data. I was using an older method that made more sense when the player would reasonably have 50 - 100 items. Now that the player can have hundreds if not thousands of items, I needed to change to a less intensive data structure which required changing a considerable amount of code.[/p][p]-A overhaul of the core gameplay. More on this down below.[/p][p]-Adding some much needed quality of life features. I've added a tutorial section imbedded in the settings menu (to accompany the tutorials that appear in the beginning of the game, which have been simplified greatly). I've added item sorting for the storage menu, and improved the intuitiveness of the controller navigation for menus like the Merchant and the Blacksmith.[/p][p]-A complete rebalancing of most weapons, enemies, and items. [/p][p][/p][p]Lastly, I want to talk about the changes to the Demo itself, and how the playtest went now that it is concluded. The playtest was a great experience, having a decent sized group of people outside of myself playing Diviner was awesome to see, and I got a ton of really helpful feedback and also bug reports. There was one take away from the playtest though, which I mainly saw in the statistics but also in some people's feedback: The game looks great, the atmosphere is the strongest point, but the game doesn't really feel that fun, and borders on overly-complex. While I didn't want to "dumb down" Diviner, I agreed with this feedback, and I've made some pretty significant changes to the core gameplay, though it won't be vastly different than what you've already experienced in the playtest, but should feel more rewarding and more "direct". There are a lot of changes, too many to write down here, but here are some of the key modifications I made to the gameplay loop: [/p][p]-You no longer switch Tethers (weapons). Now, your 4 skill menu has each of your 4 Tether with their own skill slot, 1 from each Tether. Every time you use a skill, that tether "rerolls" a new, random skill, with different skills having different weighting to how often they come up. [/p][p]-No more multiple health bars. You have one health bar, and your enemies have one health bar. Also to help simplify stats, the "numbers" for stamina are reduced down into the 1, 2 and 3 digits, like Slay the Spire. [/p][p]-Speaking of Slay the Spire, Enemies now no longer choose from a large roster of skills! While I enjoyed this aspect previously, it was overcomplicating what you should be doing on your turn. Enemies now only perform 1 action per turn, which they declare to you, and rotate through 2 - 4 pre selected actions.
-There are now several "gauntlets" where if the player does not complete the chain of enemies, either by dying or leaving the area, those enemies respawn. This should provide some much needed friction in certain areas, while also granting a boon if you complete the gauntlet.[/p][p]-You can now critically strike. This one explains itself. [/p][p][/p][p]With all of this said, this has been a huge month for improvements to Diviner. I don't want to spoil anything for the future, but the demo will be featured in a few festivals in these coming months which I am looking forward to. If you got to the end of this larger update, thank you for listening and, genuinely, go give the demo a shot, if it didn't grab you the first time, I think it will click better with this new gameplay.

Instead of a new artwork shot, I'll post one of my favorite artworks still that I've made for this game:

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Community Update #5: Playtest continues, Demo coming Q1 of 2026

[p]Hey all! First off, just wanted to wish you all a happy new year and holiday season! I hope everything is going well for you, just wanted to update you guys on how the game is going and what to expect in the coming months of early 2026. [/p][p][/p][p]The playtest has been live for 1 month now. Thanks to everyone who has played the playtest and provided feedback so far. A lot of bugs were found and quality of life features were added because of everyone's involvement, and I've also been given a lot to think about for the demo coming up.[/p][p][/p][p]At this point in time there won't be a ton of content changes between the playtest and the demo, except the demo will contain the new opening cinematic that I've spent the holiday season finishing, some revamped dialogue/lore, rebalanced encounters, and a new task system to help the player progress in the right direction. I have been entertaining larger changes to Diviner's gameplay as some of the feedback I got echoed my own concerns that the game's identity lacks clarity, but I'm going to hold off on talking too much about that as I haven't made any hard decisions yet.
[/p][p]Anyways, that's about all I have for this month, I wish I had more new cool things to show you all, but most of my time was either spent fixing/updating the playtest while people were playing, or working on soon to be revealed stuff for the Demo. Sadly, I wasn't able to spend any time working on Act 2 content, which I am very eagerly awaiting to get back to once the demo is out.

Lastly, as a few of you might have seen, I haven't been posting as much if any content through any of Diviner's social media. This is mainly in part to my time being fully consumed for preparing the demo and maintaining the playtest, and I just don't have as much cool stuff to show off for the time being. That will probably continue all the way up until the Demo's release. Once I'm back on Act 2 though, I will have a lot more new artwork and fun things to show.[/p]

Comunity Update #4: Diviner Playtest is live!

[p]Hello! As you've probably guessed from the title, a playtest for Diviner is now live on Steam and can be accessed via the main steam page here:

[dynamiclink][/dynamiclink]The playtest will be active until at least the 3rd of January. I've estimated that this playtest (and the upcoming Demo) are approximately 4 hours in length so there should be plenty to play through!

Its important to note that while I have spent an exhaustive amount of time playing the game myself and shoring up bugs and hard locks, there may be issues present, so if you'd prefer to wait for the fully featured and more optimized/more tested Demo that will be coming in Q1 of next year, that is entirely fine too. But I am also excited for you guys to play now if you're interested, and to get your feedback!

If you want to give feedback or report bugs or just talk about the game, you can join the discord here at: discord.gg/XqAHecRhDs

Unfortunately there are no Mac or Linux builds at this time, I will try to have a Mac build prepared for the Demo launch in 2026. Pretty much my whole month has been dedicated to ironing out this playtest and getting my builds playable and functional, so not a lot of other news to share, though I have started working on an intro cinematic which will be seen in the public demo, so here is a quick clip from that (Very WIP): [/p][p][/p]

Diviner - Community Update #3: Work on Demo Continues, Playtests in December

[p]Hello! Hope you are all doing well. This will be the fourth monthly community update. There isn't a ton of specific news so I will keep this one a bit on the shorter side. But work continues on the game and especially on the demo, which is now having builds tested and the game's content balanced around player experience.

Some notable things I did add from this month's workload are an archaeology mini game for finding loot, a revamped level streaming system to heavily reduce Unreal's hitching, some fun environmental beats for the player to uncover while they explore, and polishing the game's in and out experience (main menu, "end of demo" segment at the end, the main boss fight, a bit of story in the tutorial, etc)

The game's demo is still on track for early playtesting at the start of December which will be conducted through the game's discord which can be joined here: https://discord.gg/XqAHecRhDs

As always, here are some more shots from the game, bit of a collection of work from this month's efforts in getting the demo into a playable shape.[/p][p][/p][carousel][/carousel]

Diviner - Community Update #2: New demo completed by end of October

[p]Hello. Its been roughly 4 weeks since the last community update, it seems like a good amount of time between check in's so I am back with another update on how things are going. This one will be a bit shorter since there was a lot more work done on systems this month then new content.

Progress on the game is still going at a great pace. I've put a temporary halt on new Act 2 content so that I can put all my effort into getting the new Demo complete so you all can start playing as quickly as possible. With all of the work that has been done, the demo is essentially complete. I am currently planning for private testing in early December (after I've had the chance to do my own testing pass to catch obvious bugs). The majority of work done this week is as follows:

1) Added a settings menu with full audio, graphical and control parameters

2) added key rebinding for keyboard and mouse, and controller

3) added full controller support. This one was a handful haha

4) got the boss fight complete

5) finished implementing all NPCs

6) mostly finished with the intro cinematic

Most of this month was adding very necessary quality of life features to the demo to get it up to snuff for the public to be able to play it and adjust things as necessary. Having said that, there was still a pretty hefty amount of new art added to, with a number of new NPCs and hero props scattered around the environment in key areas.

That pretty much wraps up this update, I'll let you all know how things are going next month, and just as a reminder, if you want to test the game in early December, please join the Discord here: https://discord.gg/XqAHecRhDs

As always, here are some new art shots from this month's work haul:

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