The Diviner


The Diviner is a single-player text-based RPG, with a style similar to that of Wasteland and Oregon Trail. It incorporates the gameplay and nostalgia of old school games, but is paired with gorgeous illustrations and modern aesthetic design. Player customization and the possibility of individualized impact on a story are key to establishing a true role playing experience. By eliminating excessive grinding – and instead introducing choices that affect the way your entire game’s narrative progresses – The Diviner is an experience tailored to how the player wants their story to unfold.

Your Empress leaves for the North to put down a rebellion — but never returns. It’s your job to bring her back. Leave the comfort and luxury of the Empire you’ve always known to embark on a journey to find her and discover the true threat tearing the world of Low Vis apart. Choose where your alliances truly lie as you explore a vast world and do your best to keep it from ending.

Welcome to Low Vis

Enter a pre-industrial apocalyptic world filled with gods, monarchs, and the damned. Politics is synonymous with religion, and it is the powerful who kill gods. In this world, the unknown is the known.


Engage with different political and societal systems through a wide variety of NPCs, quests, and locations. Interact with a wide variety of different cultures and civilizations.



The Diviner draws gameplay and aesthetic inspiration from a variety of different sources. Wasteland and other 1990s-era RPGs became the main basis of execution and UI design for the game – with simple images depicting game events, that are paired with a more detailed text description. The ambient tone of The Diviner is similar to that of Limbo’s or A Dark Room: bordering on creepy, not truly scary, but still threatening and esoteric. Fallout: New Vegas’s factional choices also provided us a basis for incorporating more options for player choice.

The visual look of the game is a unique mix of illustrative styles with modern design. The final in-game art will take on the appearance of Medieval/Northern Renaissance and 19th-20th century book illustrations, but character designs will be modern in dress: a homage to present-day high fashion, a la Dolce & Gabbana, Alexander McQueen, Givenchy, and Balenciaga. However, all work still has a historical twist, primarily drawing from Byzantine culture and global 11th-17th century fashion. Architecture within the Diviner world is also reflective of this – buildings stand towering, interiors are spacious, and lighting is generous.


We’ve played a lot of games, and this is reflected in the mechanical design of the game. Exploration is straightforward, and takes from classic text-adventures and choose-your-own-adventure stories. You’ll have a location or scenario described to you, and you make a decision about where to go. It is very similar to Oregon Trail, but on a larger scale. Our system for Dialogue and Conversation can find its roots in the systems of Bioware, but with more long-term impact and greater ability to define your character’s personality. Finally, combat draws from a number of sources, including, but not limited to: Guild Wars 2, Diablo and Pokemon.

To be clear, the ideas for the implementation of these mechanics originated from these games, but our final systems will be our own, developed and tuned by us for The Diviner.


Stylized, intelligent combatAs you explore the world of The Diviner, you will have to fight a variety of enemies, some human, some less so. To defeat them, you are able to customize your combat capability.

The Architect, the Cloak, and the Vanquisher

You begin by selecting a base class- Guard, Conspirator or Instructor, and then using the abilities you find interesting. These unlock similar abilities, allowing your character to become specialized in a style of combat that you enjoy.

The Guard can specialize as a Crusader, dual-wielding axes, a Juggernaut, a unstoppable shield-bearer and as a Vanquisher, using a massive two-handed weapon.

The Conspirator can sneak through the shadows to assault their enemies as a Cloak, launch attacks from a far with a bird and bow as a Stalker, and outmaneuver their opponents as a Sentinel.

Finally, the Instructor can follow the path of the Inquisitor, attacking the mind of their enemies, the Architect, able to build defensive shields and the Weaver, commanding the veil of reality.

You are able to mix and match from within your class- so you can takes skills from both the Juggernaut and the Vanquisher, or any other combination.


No two play-throughs are the sameWith The Diviner, we focused on making an actual role-playing game, one where the player has an active position in developing the personality of your character in respect to the world around them.

Your choices shift the political and religious balance of your surroundings constantly – not just at the end of the game. You will have to live with your decisions as you try to lead the world through the apocalypse.

Within the main quest alone, there are hundreds possible combinations for quest outcomes and factional alignments – with each combination affecting the people and world around you in different ways.


Words carry weight. In a game that so heavily emphasizes plot, dialogue should play an important and essential role in progressing through game. Your charisma (or lack thereof) can get you as far in the world as combat would – if not further.
When you talk with an NPC, they develop an opinion of you based on your dialogue choices. As time progresses, they “speak” to others and you begin to build a reputation, which affects how others may interact with you. Over time, your global reputation persists along with your character, thus having a long-term, dynamic impact on the world.


You are your own heroOur base game will not include a traditional inventory system – instead, this will be replaced by a wardrobe function that collects any armor and weapon you find. These items can serve as both disguises and defense against any NPCs or enemies you may encounter.

The armor you acquire throughout the game will reflect the various cultures featured in Low Vis – not only are they protective, but also fashionable!


Navigate beautiful landscapes through dynamic illustrations. Climb the plateaus of the Eastern Empire, traverse through the mountains of the Grand North, window shop past the streets of the Western Kingdom, and venture into the darkness of the Forsaken South…
With vast scale of exploration, Low Vis is filled with unique cities, towns, dungeons, and other areas of interests to explore and plunder.


It’s dangerous to go alone. Gather a party of diverse NPCs to travel with you in your journey. These characters can provide valuable quest advice and serve as companions who make the journey more (or less) bearable.

So Where Is The Diviner?

The Two Crowns Entertainment team met difficulties while producing The Diviner, and were unable to complete the project. Details can be found in the Kickstarter for The Diviner. We currently have access to all of the content developed for The Diviner, and hope to one day bring back the project.