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.