Larian’s January 9, 2026 Reddit AMA confirmed a standalone story set in the wider Divinity continuity, a camera planned to combine top-down and third-person views, and a move away from Divinity: Original Sin 2’s magic-armor system. The team also described a preference for handcrafted loot and set boundaries around generative AI. Several details—including the replacement crowd-control protections, playable races and classes, release date, and platforms—remain unsettled or undisclosed.
What did Larian say about Divinity’s story and continuity?
Larian said the new game takes place in the same continuity as earlier Divinity games, but tells a standalone story. Its answer was: “It’s in the same continuity, but it’s a standalone story. Long-term Divinity fans will find lots of familiar things but it’s never just fanservice – it has to serve the story we’re telling.” The statement establishes a broad connection to the series, not a precise place in its timeline or the canon status of every earlier game.
That framing suggests returning players may recognize elements from the series, while the story is not being presented as dependent on having played every previous entry. Larian did not detail specific callbacks in this answer. Read the AMA on Reddit.
How will the camera work?
Larian described the camera as “very similar” to Baldur’s Gate 3, calling it “a hybrid of topdown and 3rd person camera!” That confirms the intended mix of perspectives, but not the precise controls, transition behavior, or accessibility options.
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Is Divinity bringing back DOS2’s magic armor?
No. Larian answered directly: “Divinity will not keep the magic armor system from DOS2.” It said characters will still have ways to protect themselves, while players should not have to wait for a defensive layer to be depleted before using fun abilities on enemies.
What remains in development
The team was still working on how to stop solo bosses from being easily stun-locked by low-level skills. It said the solution would not be tied to damage, but did not describe a finalized replacement system. The AMA therefore confirms the old DOS2 system is out, not what specific mechanic will take its place.
Will loot be handcrafted or random?
Larian said the team favors the handcrafted magic-item approach it used in Baldur’s Gate 3 over fully randomized loot. It had wanted to take that approach in DOS2, but found random drops became confusing as rules and pre-made patterns accumulated to make them feel intentional. As the team put it, “In the end randomization did not save us much time.”
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This is a stated direction, not a promise that every item will be fixed or that all randomness has been removed. The AMA did not provide a complete loot-system breakdown.
Does the game have native WASD movement?
Asked whether the game would include native WASD keyboard movement “right out of the box,” gameplay lead Artem Titov replied: “No.” That is the direct answer given in the AMA; it does not establish a complete list of supported inputs or controls across platforms. GamesRadar’s January 9 coverage also reports Titov’s comments on communication and development practices.
What did the AMA reveal about combat and elemental surfaces?
A Larian contributor said the studio may have gone too far in earlier games with blessed and cursed surface variants that players might not immediately understand. In discussing the Oilfield fight, the response also referred to technology shown in Baldur’s Gate 3 that lets multiple simple enemies move and attack together, reducing the time players spend waiting between turns.
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- Go anywhere, talk to anyone, and interact with everything! Kill any NPC without sacrificing your progress, and speak to every animal. Even ghosts might be hiding a secret or two!
- Blast your opponents with elemental combinations. Use height to your advantage. Master over 200 skills in 12 skill schools.
- Play with your friends online (up to 4 players) or in local split-screen with drop-in/drop-out multiplayer. PvP hot-seat mode: Battle your friends in round-robin, hero to hero!
- Story mode: A new difficulty setting for players who wish to enjoy the lauded narrative, but still want to enjoy the combat.
- An entirely re-written journal to catalogue your journey and reflect on your quests. Character romance, disagreements, and unique quest-lines pushing the boundaries between fellowship and feud!
These comments point to areas the team is considering—clarity around surfaces and combat pacing—but they are not a full description of Divinity’s combat system.
What did Larian say about companions?
A reply said players would have room to build relationships with companions, but offered no further details. A community compilation summarizes the replies as signaling renewed focus on companions and more interaction; that is an interpretation, not a complete official feature list. The AMA answers are the primary source; the community compilation is useful for locating topics.
What are Larian’s generative-AI boundaries for Divinity?
Larian said there would be no generative-AI art in Divinity. It explained that earlier discussion of AI tools in concept-art exploration had caused confusion, and said it had decided not to use generative-AI tools during concept-art development so there would be no doubt about where the art came from.
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- Go anywhere, talk to anyone, and interact with everything! Kill any NPC without sacrificing your progress, and speak to every animal. Even ghosts might be hiding a secret or two!
- Blast your opponents with elemental combinations. Use height to your advantage. Master over 200 skills in 12 skill schools.
- Play with your friends online (up to 4 players) or in local split-screen with drop-in/drop-out multiplayer. PvP hot-seat mode: Battle your friends in round-robin, hero to hero!
- Story mode: A new difficulty setting for players who wish to enjoy the lauded narrative, but still want to enjoy the combat.
- An entirely re-written journal to catalogue your journey and reflect on your quests. Character romance, disagreements, and unique quest-lines pushing the boundaries between fellowship and feud!
The studio also said it was testing ways to iterate faster across departments. Its stated boundary was that it would not generate creative assets for the game without certainty about the training data’s origins and creators’ consent. If it used a generative model to make in-game assets, Larian said, “then it’ll be trained on data we own.” The position described in the AMA does not amount to a ban on every AI-related tool or experiment.
Larian separately said generated text would not be used for dialogue, journal entries, or other writing in Divinity. It described a limited group experimenting with text-generation tools for research and assessed the results as “3/10 at best.” That figure is the studio’s own characterization, not an independent quality test.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What development lessons did Larian take from Baldur’s Gate 3?
Larian described short, direct communication as important to making decisions and iterating quickly. The team said it tries to reduce middlemen and bring people working on a feature closer together. It also described automated and unit testing as a lifeline on a large project. These are the studio’s accounts of its practices, not an independent audit of how every team works.
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- Choose your race and origin. Choose from 6 unique origin characters with their own backgrounds and quests, or create your own as a Human, Lizard, Elf, Dwarf, or Undead. All choices have consequences.
- Unlimited freedom to explore and experiment. Go anywhere, talk to anyone, and interact with everything! Kill any NPC without sacrificing your progress and speak to every animal. Even ghosts might be hiding a secret or two.
- The next generation of turn-based combat. Blast your opponents with elemental combinations. Use height to your advantage. Master over 200 skills in 12 skill schools.
- Up to 4 player online and dynamic split-screen multiplayer. Play with your friends online or in local split-screen with drop-in, drop-out multiplayer.
- PVP Hot-seat mode: battle your friends in round-robin, hero to hero.
What did the AMA leave unanswered?
Larian said it was not ready to discuss playable races or classes. The AMA also did not give a final release date, a full platform list, a finished design for the replacement to magic armor, or a detailed timeline placing the game among earlier Divinity entries. Fan speculation should not be treated as confirmation.
The answers came from a group of Larian staff, including game director Swen Vincke, writing director Adam Smith, senior writer Kevin, head of animation Greg, machine-learning director Gabriel, publishing director Michael, head of design Nick, character-art director Alena, concept-art director Jarold, gameplay lead Artem, and technical director Bert. The AMA opened on January 9, 2026, and Vincke signed off by saying the team would return to work and hoped to show more next time.
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