
Screenshots

Watch trailer on Steam ↗Diviner
Born of Three · Published by Born of Three
Content notice: This Game contains general content not for all ages, including fantasy violence, blood visuals, and death.
Last updated 28 Sept 2026
Explore isometric dungeons and derelict castles, defeat dark foes in first person turn based combat, customize your build and create gear arrangements with a slot based inventory. You have been tasked by the Diviner to rebuild a dead lord’s body by obtaining their organs scattered across the lands.
RPG, Strategy · 2027 · More free games
Embark on an intricate quest to restore a deceased ruler through strategic dungeon exploration and turn-based combat. Customize your build and gear in this unique RPG from Born of Three.
About this game

Explore perilous dungeons and abandoned cities filled with useful gear and constant danger in an isometric third person perspective.

Engage in first person turn based combat against a variety of dangerous enemies. Skills are rerolled after each use, so Sequencing your skills is key to leaving combat unscathed.

Create strategic builds by selecting which Tether weapons to wield, then add skills to them and form a network of powerful Affixes that modify your Tethers and skills to ensure victory.

Enhance and Upgrade your gear at the Blacksmith. Every Tether weapon has a unique passive that changes your gameplay, and you may Modify your weapons to suit your strategy.

You will sometimes come across dig sites where the earth shakes. Excavate these sites to receive random loot to help upgrade your build and add to your strategic options.

Encounter characters at the caravan hub, or out in the wild. Utilize them for their services while learning about their past and future, and in turn, discover the dark history of the Lords and their impact on the lands.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 or 11
- Processor: INTEL CORE I5-8400 or AMD RYZEN 3 3300X
- Memory: 8 GB RAM
- Graphics: NVIDIA GEFORCE GTX 1060 3 GB or AMD RADEON RX 580 4 GB
- DirectX: Version 12
- Storage: 5 GB available space
- Sound Card: Windows Compatible Audio Device
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10 or 11
- Processor: INTEL CORE I7-8700K or AMD RYZEN 5 3600X
- Memory: 16 GB RAM
- Graphics: AMD Radeon RX 6800XT; NVIDIA GeForce GTX 1080 Ti 11GB
- DirectX: Version 12
- Storage: 5 GB available space
- Sound Card: Windows Compatible Audio Device
Supported Languages
Latest news
Patch NotesOfficial
Community Update #12: Implementing Bosses and Finishing the Level Art
Welcome all, this is the 12th community update for Diviner, and a pretty important one at that! I have a relatively small amount of information to convey on the game's progress, but pretty big strides have been made this past month. The biggest task that has been staring at me for quite a while is the bosses, both their art and their gameplay implementation. Good old Tornes has been sitting there on his own for a while, so this month I started the process of giving him some boss buddies. I still have a ways to go with the bosses, as they take significantly more time to develop then a standard enemy due to their art complexity, and also that I prefer to keep the boss designs a bit more varied then the standard rigs/gameplay kits of the basic enemies, and that requires more time to add new features and new rigs. But it does result in some really cool and unique enemies, and I think you guys are really going to enjoy them. I'm also working on some new custom cinematic tools that make use of Unreal Engine's sequencer, but let me play around with my own dynamic camera system a bit more safely without any herky-jerky motion. These cinematics will be useful for establishing the entrance to the boss (and maybe a scene after? who knows). Overall I was able to add 2 new boss models this month with more on the way. Probably the one downside of all of this new art is I will most likely have to re-render a good chunk of the intro cinematic as it will now be out of date, though I knew that was going to be inevitable since those models were always placeholders to the final boss models. I've also been hard at work expanding the environments. While each Act has a major theme (Dilapidated ruins, forest, raining fortress, etc) I want to add little sub environments that help keep an Act fresh since you'll be spending a couple of hours in each one. So this week I took a break from level design and focused on adding some smaller but varied environment kits to my toolbox. Well, that wraps...Read full article on Community Announcements (BornOfThree)Patch NotesOfficial
Community Update #11: Game fully Mapped, All Enemies are added
Hello all! This is the 11th community update on Diviner, it contains some pretty huge milestones for the game's development and a continuing push towards completion. So first off, greyboxing. If you are not familiar with that term, its a common stage of game production that involves using very basic shapes, usually boxes, to figure out the placement of important paths, objectives, enemies, rewards, etc before finalizing your art and levels. I have been doing this process consistently while making Diviner, but if you've been following the development of this game for a while, you know that I've remade the 1st act twice already and am currently reworking a considerable amount of Act One to fit into my vision for the game. As such, I didn't have a lot of time to dedicate to fully greyboxing every area of the game, but now that development has opened up into finishing the game, I've created a larger 3D map of the entire game, and I'm now in the process of filling it with actual playable content and level design and all the fancy art stuff. Its also been very useful for seeing the full scope of the game and making it feel a lot more manageable. Also, on a little side note, all of the enemies are added to the game! I still need to finish the art for the bosses and 2 NPCs, but having all enemies complete is a huge weight off my shoulders, and not to pat myself on the back, but I think the game now has a fairly deep roster that should help keep gameplay interesting and not too repetitive. It's been a lot of fun designing new enemies and finding new ways to present a threat to the player. I've also been creating some time for myself to experiment with discoverables and things that aren't pure combat focused. I want to make sure that there is a consistent reason for you to explore the world, and its been fun making little interactable-s that a player can mess with or destroy to continue progressing. Possibly destructibles are involved. Going into next month, and indeed the re...Read full article on Community Announcements (BornOfThree)Patch NotesOfficial
Community Update #10: Adding Enemies to Act 3, and Refining Gameplay
Hello! Just dropping in with my monthly update on how things are going with Diviner. Work has been going well, I've been more focused recently on adding more enemy characters to the game, along with fleshing out combat scenarios a bit more. Its been fun to shrink my list of content for the game and add some characters I've been wanting to add for a while but was too preoccupied with level design and bug fixing. I feel like Acts 1 through 3 now have a good list of enemies to be fought, and I'm hoping I can turn my attention to the main bosses next month. I don't often delve into game design in these little updates, mainly because I feel that playing something good is better than hearing the theory about why something should be good. But I have been putting in some effort to help marry the combat experience with the environment, and I think the early results are really successful. One of the biggest challenges that Diviner has faced through all of its iterations is making use of its larger world in a gameplay context, while still maintaining strategy and build-focused gameplay. I felt that, over time, the gameplay has drifted away from the environment, which is just a bridge between one encounter and the next, and it was important to me to add back in elements to the environment that will affect gameplay. More on that on a later date! On another note, I don't really watch the statistics for Diviner so it had been a while since I checked any numbers, but I was pretty surprised to see that the game has crossed 10k wishlists a little while back. I'm really happy that that many people have shown interest in Diviner, and I'm working as hard as I can to make this game something that you will hopefully enjoy playing! As always, thank you for showing any interest or appreciation for this game that you have, it helps keep me motivated to keep trudging along! Anyways, hope you guys are enjoying any new games you've picked up, and here are some screenshots of some fun new enemie...Read full article on Community Announcements (BornOfThree)Patch NotesOfficial
Community Update #9: Works continues on Act 2 and begins on Act 3
Hey all, hope you guys are doing well, and looking forward to sharing more news on Diviner and how things are going! I've hunkered down a lot on the art for Act 2 and even started some initial exploration into Act 3. A lot of my work over the past month has been focused on finishing a lot of initial enemy exploration for Act 2 and the general Forest biome, along with building out the environment kits for Act 2 and starting new environment art for Act 3. I've also been making some adjustment to my art workflow and plus-ing up my main shaders a bit to add some fidelity to the environments, namely making it easier for me to paint in color to a scene after the fact, and also making the close up camera shots look much better with some detail mapping and adjusted camera settings. I've also been cutting out a lot of time to not only tackle some slight redesigns of smaller gameplay systems, though something that has been more on my mind recently is finding the best path forward to bringing the game to completion. There are still issues that exist in the current demo like progressing in the game, finding items, and general difficulty scalability issues that I want have solved once the game is fully released. This month has been really helpful for me coming up with a couple of ways to iron out a much more consistent gameplay, and also a better plan for scoping all of the game's art and content, though so far that is still going ahead on schedule. I wish I had an actual date as to when Diviner will be complete, though as I'm sure people can guess from the demo, there is still at least a year of development that will be necessary to complete and polish Diviner, but I think I have a plan laid out that, if everything goes well and there are no engine hiccups or bumps in the road, would allow me to release Diviner content complete sometime next year. I will most likely release a new demo with the updated gameplay probably a month or so before launch, but I don't have any new demos...Read full article on Community Announcements (BornOfThree)Patch NotesOfficial
Community Update #8: Collecting feedback and Conventions
Hello folks, this is the 8th community update and while this one won't be focused on sharing news specifically about new content or game changes to Diviner, I will get to talk a bit about my experience bringing Diviner to a local expo. Its been a pretty busy month and a half for me. I've been finding time to continue to improve Diviner, and Diviner also was a part of Steam's Medieval Fest which was awesome to be included in. More recently I had to print a lot of items like merch, cards, a banner, and make preparations to bring Diviner to a live indie developer convention in California in the United States. It was a lot more work then I expected, but it was very much worth it. I got a ton of incredibly useful feedback to help improve the game, and also got to talk to a lot of other developers and get their thoughts on Diviner as well. Getting to see people play it in a live setting was also invaluable. I would very much like to bring Diviner to some other events/cities as well in the nearby future, and time permitting while developing it of course. It was also just in general a breath of fresh air to get to meet a lot of new but very nice people and discuss Diviner in person. I'm hoping to also continue to find ways to help expose Diviner to more people, especially through the online channels that already exist like youtubers, larger coverage channels, articles, etc. The tricky part will always be making sure that these smaller side tasks don't eat up too much of my allotted time budget for working on the game and continuing to push it towards Act 2. All in all, despite a lot getting done since the last community update. this will be a pretty short post, but I hope you all are doing well, enjoying some indie games in the mean time, and looking forward to more Diviner news down the road. Also, here is one of the only photos I took from the event because I am terrible at remembering to take photos:Read full article on Community Announcements (BornOfThree)






