PC Gaming

Larian Says Its New Divinity Still Has 'A Lot of Work' Ahead

Swen Vincke says the studio's next RPG is being shaped by the legacy of Baldur's Gate 3 and Divinity: Original Sin 2, with much of the same core team involved.

Larian Says Its New Divinity Still Has 'A Lot of Work' Ahead

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Larian Studios has offered another small but meaningful update on its newly announced Divinity project, and the message is equal parts encouraging and patient: the game is in the hands of many developers behind the studio's most celebrated RPGs, but it remains far from finished.

Studio founder and Baldur's Gate 3 director Swen Vincke recently reflected on the continued acclaim for both Baldur's Gate 3 and Divinity: Original Sin 2. In doing so, he connected Larian's next game directly to those two titles, saying that the new Divinity is being built on their foundations by "pretty much the same team," supplemented by a new group of talented developers.

That is the kind of statement RPG fans want to hear after Larian's dramatic reveal of its next project at The Game Awards 2025. But Vincke also added an important reality check: there is still "a lot of work" remaining. For players already wondering when they might return to Larian's version of the Divinity universe, the update strongly suggests that a release is not imminent.

A continuation of Larian's RPG philosophy

The confirmation that the new game is drawing directly from Baldur's Gate 3 and Divinity: Original Sin 2 matters for more than simple name recognition. Those games represent the clearest expression of Larian's modern design approach: systemic quests, party-based adventuring, meaningful dialogue decisions, reactive worlds, tactical combat, and a willingness to let players attempt unusual solutions.

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Divinity: Original Sin 2 was already a standout role-playing game before Baldur's Gate 3 arrived. Its turn-based encounters rewarded experimentation with terrain, elements, character builds, and environmental interactions. Just as importantly, it offered a campaign built to accommodate distinct player choices, competing priorities, and cooperative chaos. The game established the formula that Larian would subsequently expand on a far larger stage.

Baldur's Gate 3, released three years before Vincke's latest comments, took many of those ideas into the Dungeons & Dragons setting and reached an enormous audience. Its scale, cinematic presentation, companion writing, branching choices, and elaborate player freedom made it one of the defining RPG successes of its era. It has continued to receive major recognition, including another top placement on an annual ranking of PC games.

Vincke described that recognition as encouraging for Larian's particular style of gameplay. That wording is significant because it frames the next Divinity not as a retreat after Baldur's Gate 3, nor merely as a repeat of an older project, but as the studio's chance to continue refining the qualities audiences have embraced.

The new Divinity is expected to be bigger than Baldur's Gate 3

Anticipation is especially high because Larian has already presented the new Divinity as an exceptionally ambitious production. The studio has said the project is even larger than Baldur's Gate 3, a claim that naturally raises expectations while also making Vincke's caution about its development timeline easier to understand.

Making a role-playing game larger than Baldur's Gate 3 is no small undertaking. That game was notable not only for the size of its campaign, but for the density of its content. Characters could be approached in numerous ways, quests could unfold across multiple outcomes, combat spaces supported improvised strategies, and dialogue frequently recognized choices made many hours earlier.

Increasing the scale of that kind of game does not simply mean adding more map space or a longer main story. It can mean more permutations to account for, more character interactions to write and record, more quests to test, more combat systems to balance, and more edge cases created by player behavior. A game designed around freedom requires extensive iteration because its most memorable moments often happen when players go beyond the obvious path.

Larian's reveal trailer made clear that the new Divinity intends to maintain a provocative, darkly comic identity. Its imagery leaned heavily into blood, sex, and grotesque spectacle, making for a deliberately excessive introduction to the project. That tone fits a series with a history of mixing high fantasy, absurdity, violence, and player-driven unpredictability. Still, a reveal trailer can only establish atmosphere. Vincke's comments are a reminder that the far more difficult work is in turning that atmosphere into a complete, responsive RPG.

A familiar team, with room for new voices

The strongest reassurance in Vincke's message may be his description of the people making the game. A large portion of the developers responsible for Larian's two most acclaimed recent RPGs are returning for the new Divinity. That continuity could help preserve the studio's established strengths, including its approach to quest reactivity, tactical design, cooperative play, and character-focused storytelling.

At the same time, Vincke emphasized that the returning team is working alongside new talent. For a project intended to surpass the scale of Baldur's Gate 3, expansion is almost inevitable. New developers can bring the practical capacity required for a larger game, but they can also introduce fresh artistic and technical perspectives.

That combination is important for a sequel or spiritual continuation of a beloved RPG line. Fans generally want a new entry to feel recognizably connected to what came before, especially after the success of Divinity: Original Sin 2. Yet simply reproducing past work would not satisfy the expectations attached to Larian's next major release. The studio will need to preserve its identity while finding new ways to surprise players.

"It's really encouraging to see our style of gameplay awarded like this," Vincke said while discussing the standing of Baldur's Gate 3 and Divinity: Original Sin 2.

His broader message suggests Larian sees its forthcoming game as an evolution of that style. The new Divinity may have a new team structure and a much bigger target, but it is still being framed as a project rooted in the lessons of the studio's past.

Patience will be part of the wait

There is no announced release date for the new Divinity, and Vincke's statement gives no reason to expect one soon. The fact that the game was revealed in 2025 does not mean its launch window is close, particularly given its stated scope and the studio's acknowledgement that substantial work remains.

That may be disappointing for fans eager for another enormous Larian adventure, but it is also a realistic assessment. Baldur's Gate 3 demonstrated the value of giving a sprawling RPG the time needed to develop its systems and polish its many possible outcomes. Larian's reputation has been built on games where player choice can produce unexpected consequences, and those kinds of experiences benefit from careful testing rather than a rushed finish.

For now, the new Divinity remains one of the most intriguing RPG projects in development. Its reveal established an unapologetically unruly tone. Its scale promises an experience larger than Larian's last blockbuster. And Vincke's latest comments offer a crucial link between the future of the series and the teams that made Divinity: Original Sin 2 and Baldur's Gate 3 so widely admired.

Players will have to wait for more concrete details on gameplay, platforms, and timing. But the central takeaway is clear: Larian is not treating the next Divinity as a quick follow-up. It is assembling familiar expertise and new talent around an ambitious successor, with the studio still deep in the long process of making it real.

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Aaron Chisea

Hey there, I'm Aaron Chisea! When I'm not pouring my heart into writing, you can catch me smashing baseballs at the batting cages or diving deep into the realms of World of Warcraft. From hitting home runs to questing in Azeroth, life's all about striking the perfect balance between the real and virtual worlds for me. Join me on this adventure, both on and off the page!

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