It has raised almost $750,000 in less than 24 hours! Kickstarter Support Link: https://www.kickstarter.com/projects/larianstudios/divinity-original-sin-2?ref=nav_search Thank you for taking the time to check out Divinity: Original Sin 2, our biggest and most ambitious RPG to date! What the press says "I can't help but think that another Kickstarter success could help make Divinity: Original Sin 2 one of the most engaging RPGs to date." - PC Gamer “This sequel has some wild new ideas and ambitions far beyond the scope of the already-impressive first game” - Polygon "It’s exactly what I wanted from a sequel" - Rock Paper Shotgun "If successful Original Sin II is poised to shake up not just isometric RPGs but the whole RPG genre" - PC World A couple of quick facts Divinity: Original Sin 2 is a single- and multiplayer top-down, party-based role-playing game with pen & paper RPG-like levels of freedom.It features turn-based combat, a strong focus on systematic gameplay and a well-grounded narrative. Divinity: Original Sin 2 is the sequel to the critically acclaimed Divinity: Original Sin, winner of over 150 Game of the Year awards and nominations. Winner of GameSpot’s “PC Game of The Year 2014”. Divinity: Original Sin 2 is currently in development for PC in English. Subtitles will be available in German, French, and Russian. Other platforms and languages may be announced at a later stage, once development is more advanced. The theme of Divinity: Original Sin 2 is how your origins affect who you are and what chances you get in life. At the start of the game, you pick a single character and determine your starting stats, race, and origin story. You'll be able to recruit up to three companions, each of whom is just as detailed as the character you're playing, with their own origin story and motivation to help you in your quest. This makes it possible for each companion to become a player character in multiplayer mode; every party member is equally important to the whole. In multiplayer, up to 4 players can play together, either cooperatively or competitively. During competitive questing, you’ll pursue different plot-lines from other players, often because your personal motivations are in conflict with those of the party. To loot or not to loot: You'll have to argue, reason, or duke it out. There's no obligation to compete, of course. Many party members will manage to balance their own interests with those of the party. Should you find yourself in conflict, know that it's always possible to make up afterwards. The important thing here is that it's you who gets to make that choice. With each new conflict-- whether between dwarf and lizard or elf and human-- you and your party members will have to choose sides. Like its predecessor, Divinity: Original Sin 2 is a game about systems and using those systems to get your way. Before you know it, you’ll be manipulating the environment, usingnew types of elemental interactions, and exploiting people’s weaknesses to achieve your goals. That systematic approach now also applies to the narrative. A new dialog system will give you many more options to persuade both NPCs and your companions. You'll quickly discover that nearly all dialogs in the game are different depending on who is doing the talking. We're developing a new crafting system that provides you with good incentives to use crafting to its fullest. We're also introducing Skill Crafting, a new mechanic that lets you combine different skills and spells to create powerful new ones. With skill crafting, you can mix a “silence" spell with a “summon spider” spell to make a “summon stealth spider” spell. A “rain" spell combined with a “grease" spell yields a “grease rain” spell. (By the way, wet grease explodes if it comes in contact with fire. Just another elemental bang to ruin your enemy's day.) And you can mix bleeding spells like "lacerate" with a "rain" spell to summon a tempest of blood. If you're wondering why you'd want to do that, trying taking the "leech" talent (which heals you while standing in pools of blood), and you'll be singing "It's Raining Blood" in no time. Divinity: Original Sin’s combat system was one of its most beloved features. Development onDivinity: Original Sin 2 will focus on maintaining everything that made its predecessor so much fun, while still adding new types of tactical opportunities and challenges. In addition to new forms of elemental interaction, we'll be adding things like push/pull mechanics (so you can, for example, push somebody into a surface you created), a cover system which will benefit rangers and magicians alike, and several new gameplay mechanics, like the ability to use Source Skills. To use Source Skills you'll need to have "Source Points," and unless you're very powerful, chances are you'll only have one at a time. There are several ways you can recharge your Source Points, and some of them are downright wicked: Dark Sourcerers can recharge their Source Points by absorbing the bodies of the fallen or by sucking the astral energy out of the spirits around them. (Visible to the party thanks to the new "Spirit Whispering" talent). You may be tempted to start cutting down everyone you see which (just like in Divinity: Original Sin), is just as valid a way of achieving your goal as becoming the village hero. Remember, though, that nothing free in life is truly free, and following the path of darkness will not be without its consequences... We're planning on adding tons more skill schools, talents, abilities & spells, and we're going to be building all of this on top of everything we've been doing for the soon-to-be releasedDivinity: Original Sin - Enhanced Edition. That means you'll have an enormous amount of character development choices, with hundreds of skills and spells to pick from. Expect a long list of new creatures and enemies, plenty of new environmental interactions, and a big, varied world full of interesting characters and surprises. A more grounded and serious narrative will ensure that you’ll feel invested in the world, but rest assured that we won't forget to make you smile. We have a bigger narrative team now, meant to ensure that you'll have many interesting choices to make. We will also include an updated version of the editor that we’re using to create the game. It’s becoming an incredibly powerful tool and we’re very eager to see what you’ll come up with. Two very different user interfaces will be supported - one for mouse & keyboard and another for controllers. If you play with controllers, you'll be able to use the same split-screen featureintroduced in Divinity: Original Sin - Enhanced Edition. Together with 4-player support, this means two couples, each on their own screen(s), could beplaying online with or against each other! Divinity: Original Sin 2 aims to change the way we work with narrative in RPGs. We’ve invested heavily in our writing team, hiring new writers with extensive experience in everything from screenwriting and narrative design to role-playing and table-top RPGs. Our aim is to create a world that reacts naturally to your character, and we want your characters to be unique, alive, and important to you. Most importantly, we want you to feel the consequences of your choices. Generations after the events of Divinity: Original Sin, the upstart Bishop Alexandar the Innocent has declared Source the sole preserve of the Divine Order. Sourcerers are now criminals, and those suspected of having Source powers are hunted, apprehended, and forcibly purged of their powers -- leaving only empty bodies, devoid of emotion or free will, behind. The Divine Magisters are known for weaponising Purged Ones Four burgeoning Sourcerers from around the realm are each a victim of Alexandar’s pogrom. There’s a bounty on your head. Divine Order magisters are hunting you. You don’t know who to trust, and the world is anything but your friend. To save yourself, you'll need to take on the greatest Sourcerer the world has ever known. You'll have to negotiate betrayal and deceit, the politics of a world tearing itself apart, and deal with your own Source powers. Travelling through majestic cities, dangerous wastelands, lost temples, and war-torn battlefields, you will be looking for a way to defeat Alexandar, discovering that the only way lies deep within yourself. It will be, without a doubt, the journey of a lifetime. We are financing Divinity: Original Sin 2 ourselves, but the ideas that we have can be stretched a lot further than what our current budget allows for. Our hope is that your pledges will enable us to increase the freedom and depth that will be present in the final game. Increasing player freedom means increasing the number of options we give you, which means extra development and thus extra budget. The same goes for adding extra depth. Adding additional layers of content means additional development which, again, requires additional budget. To ensure that we can get as much feedback as possible, we're going to give all backers Alpha and Beta access via Steam, and if the same thing happens that happened with Divinity: Original Sin, we'll be spending many months integrating all of the feedback we'll receive. That too means extra development, but it's development we're looking forward to, because it'll mean the game will get better and better. We will invest everything we receive on Kickstarter into refining the RPG experience we'll offer you, and by backing now, you’ll be adding to the fun you’ll have when the game is ready. Of course we'll keep you posted via regular updates about what's going on on the development front, and we honestly can't wait to start discussing all the features that we are planning. We can't repeat it enough: community feedback is very important to us. Even when we're not publicly talking about what we're doing, we're still checking everything that's being written and said about our games every day. To facilitate things, we set up a uservoice forum where you can suggest and vote for ideas you'd like to see in the game. Alternatively, you can visit the Larian Studios forums and discuss with other forum members or you can just drop your thoughts here in the comment section. We're reading it all! Divine Magisters may anticipate your every thought and action, but we need you to tell us on the forums! While we have several cool physical rewards, there will be no DVD containing the actual game. The reason for this is that we want to be able to continuously update the game, just like we did with Divinity: Original Sin, without losing time by releasing patches. No copy-protection will be placed on the game itself, but you will need to go through either GOG or Steam to access your copy, as delivery of the game will happen though GOG or Steam codes. Risks and challenges We're already funding the game ourselves and are coming to Kickstarter with the aim of expanding the game's feature-set and seeking funds to integrate community input. The biggest risks are that we'll be late (a real possibility), or that certain features that we are planning on now might be changed (or even cut) as we move ahead with development. If that happens, it'll be because we hit a real roadblock or because some other feature ended up taking significantly more time and resources than we expected. Those kinds of things happen, but they shouldn't affect our ability to finish and release an innovative game that'll be a whole world of fun.