Development Start
Set in a medieval fantasy world, Return to Divinity challenges players to lead a squad of four adventurers through a perilous dungeon filled with randomized encounters and formidable enemies. Before each run, players assemble their party from a variety of distinct classes—such as ranged Archers, powerful Paladins, and versatile Mages—and assign them to specific formations. As the squad progresses through each dungeon room, they encounter different enemy types, from fast-moving Swarm enemies to heavy-hitting Chargers. The encounters are randomized, meaning each playthrough requires new strategies to overcome emerging threats.
Combat in Return to Divinity is designed around an RTS-style approach, where players focus on managing their squad as a whole, rather than controlling individual units. The squad's formation and positioning are key to success, as each class has distinct strengths and weaknesses that can be maximized through strategic organization. Players can target specific enemies, and units will automatically attack their designated targets based on their proximity or the player’s command. Each character has unique class abilities—such as the Archer’s homing shot or the Paladin’s area-clearing strike—that can be activated at crucial moments to turn the tide of battle. When characters fall in combat, they stay dead for the remainder of the run, adding an additional layer of risk to each encounter.
The ultimate objective is to clear 5-10 dungeon rooms while ensuring at least one character survives. Strategical decisions extend beyond tactics, as players must manage resources, utilize restorative items, and take advantage of opportunities presented in special chambers like the Trader or Fireplace Room. The game features a Zeal system, where empowering abilities with accumulated zeal can turn the tide of battle—but using it too recklessly could leave the party vulnerable. With each room offering new challenges and requiring different strategies, Return to Divinity offers a fresh, engaging experience every time, blending strategic combat with rogue-lite unpredictability.
In its current prototype stage, Return to Divinity focuses on delivering a compelling blend of strategic unit management, dynamic combat, and high-stakes decision-making. Players must carefully choose and position their squad, using tactics and their class abilities to survive ever-more-dangerous encounters. The game emphasizes strategic depth over individual unit control, making each dungeon crawl a test of resourcefulness and foresight.
The game is developed by a team of four:
- Ivan Shyika
- Violet Weathersby
- Keegen Love
- Adam Denomme
*Game design not final; features subject to change.
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Return to Divinity
Strategic combat, tactical formations, and perilous dungeon runs—can you survive the depths?
More posts
- Devlog: Overhauling Squad Movement and Formations - Keegen Love9 hours ago
- Devlog: Hero Classes and Special Abilities - Ivan Shyika18 hours ago
- DevLog: Implementing Death (Animations) - Violet Weathersby19 hours ago
- Devlog: Preserving squad data across levels - Ivan Shyika6 days ago
- DevLog: Squad Selection Crashes - Violet Weathersby6 days ago
- Devlog: Fixing Squad AI Freezing in Combat: A Deep Dive into Task Instancing and...6 days ago
- DevLog: Camera Issues - Adam Denomme6 days ago
- Devlog: Designing interaction between player and autonomous AI - Ivan Shyika13 days ago
- DevLog: Creating the Player HUD - Violet Weathersby13 days ago
- DevLog: Fixing Invalid Click Locations in Pathfinding - Keegen Love13 days ago
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