Larian’s Next Game Is a Huge Divinity RPG, Not Baldur’s Gate 4

Larian's Next Game Is a Huge Divinity RPG, Not Baldur's Gate 4 - Professional coverage

According to Kotaku, just two years after winning 2023’s Game of the Year for Baldur’s Gate 3, Larian Studios has teased its next RPG. The new game is a return to the studio’s own Divinity franchise, which began in 2002 with Divine Divinity, and is promised to be “even larger” than their last hit. The reveal followed a multi-week fan guessing game sparked by a mysterious statue in the California desert, with clues pointing to a recent Divinity trademark. Studio director Swen Vincke confirmed in 2024 that Larian is done with Baldur’s Gate, leaving the Dungeons & Dragons IP for Wizards of the Coast to handle with another developer.

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Why this is a bold move

Look, this is fascinating. Baldur’s Gate 3 wasn’t just a success; it was a cultural phenomenon that redefined expectations for the entire CRPG genre. Most studios would ride that wave straight into a sequel or DLC for a decade. But Larian is walking away from a guaranteed money printer. That’s kind of wild when you think about it.

Here’s the thing: it shows a studio confident in its own original world and systems. Divinity: Original Sin II was already a massive critical darling before BG3. They basically used that game’s engine and design philosophy as a proving ground for the D&D ruleset. Now, they’re taking all the lessons, budget, and fame from BG3 and pouring it back into their own baby. It’s a power move. They’re saying their own IP can stand shoulder-to-shoulder with one of the most iconic franchises in gaming.

What a “larger” Divinity could mean

So what does “even larger” actually mean? With Baldur’s Gate 3, we’re talking about a game with insane production values: performance-captured actors for every major character, cinematic dialogue scenes, and a sprawling third act. A larger Divinity game probably isn’t just about map size. It likely means more of that AAA sheen applied to the weird, colorful, and systemic world of Rivellon.

Think about the core Divinity loop: turn-based combat where you can manipulate elements and the environment in crazy ways. A “larger” game could mean even more interactive systems, more complex character builds, and a story that branches even further based on your choices. The scope of the narrative ambition could be what’s truly expanding. Basically, they have the budget and tech now to fully realize the chaotic, player-driven fantasy the series has always promised.

The desert statue mystery

Can we just appreciate the marketing here? Plopping a giant, cryptic statue in the desert is a fantastic, old-school way to build hype. It got everyone talking, digging through trademark filings, and speculating about everything from Diablo 4 to The Elder Scrolls 6. In an age of controlled leaks and sterile Twitter announcements, it felt like a real event. It created a puzzle for the community to solve together, which is exactly the kind of engaged, detail-oriented fanbase Larian cultivates with their games.

And it worked perfectly. By the time the Game Awards teaser dropped, the hardcore fans were already primed. They’d connected the symbol, they knew it was Divinity. The reveal wasn’t a shock, but a confirmation—a reward for paying attention. That’s how you build excitement without saying a word.

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