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Divine FrequencyNewsDivine Frequency 2026 Update
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Divine Frequency 2026 Update

Divine Frequency · published 29 Mar 2026, 23:53 UTC

All newsPlayers around this dateRead on Steam

Greetings, fans and fellow eldritch horrors of the internet. We have some sh*t to talk about.

As most of you may have known, we dropped an early access announcement video and went radio silent for the entire year. Let me begin by expressing my deepest and most humble apology to all of you who have been waiting patiently for the game. This would not be possible without your support and I cannot thank you enough for riding along with us for this journey. We are approaching that Early Access date ever closer. But before we get into that, let me explain what transpired with full transparency.

So what happened? (We took 2 major L's)

The loss of a great friend and team member.

On the midnight of April 1st, 2025 (cruel irony), I received the news that our lead writer and lore-master, Pablo 'Artistical' Lamprea, had tragically passed away, later confirmed on his discord account via his girlfriend. This came as a shock to all of us and consequently almost ended all my desire to continue working on the game.

Our man Artistical was the fuel that kept my creative fire burning for the game. We would remain in contact regularly to discuss many aspects of the game world, from why the Divine Frequency is devouring the world to the timeline that led up to that event, or why psi is the residue consciousness from another universe that allowed reinterpretations of the current laws of reality. We've had many long hour calls discussing, brainstorming and crafting the world that you'll be experiencing soon. Anytime I wasn't sure of a design choice I made, I knew I could always rely on him for consultation.

His role didn't end there though, he also took the responsibility of writing the majority of in-game dialogues, item descriptions, and notes/computer logs to help lessen the load of the incredibly demanding task that is creating a quality video game. What made this event so difficult for me to stomach in particular was the sheer unfortunate timing of it. About 3 weeks before Artistical's passing, we've agreed to hold off committing to any writings for ACT-2 until I completed a dev build for it. This is so he and I can discuss and plan out the scripts as he plays through it. Unfortunately, this never came to fruition. The entirety of ACT-2 was left without the brilliance of the hand that will write its story.

I eventually stepped in to fill his role to the best of my ability. But given my inexperience with the subject matter, it took a long time to get things to an even remotely serviceable state, greatly delaying the game.

The Unity Asset store scam.

On October 13th, 2025, I discovered that many sound libraries I purchased from the Unity Asset Market and Itch.io turned out to be stolen audio. This happened by sheer luck as I was randomly recommended a video titled "Beware of Stolen Sound Effects Packs" by FilmCow, which showcased one of the sound libraries I was using and how it was composed entirely of copyrighted assets.

After conducting an investigation I found this to be the case for the majority of sound libraries I purchased. They were all either flagged as deprecated on the marketplace or the seller has disappeared completely (in most cases, both).

So thus began the long painful journey of going through every single individual sound in the game, inspecting it for copyrighted samples, then remaking it from scratch (same deal if I couldn't be certain if it had copyrighted materials or not). More money was spent in acquiring new sound libraries from trusted and reputable distributors, and even more time was spent recreating replacement sounds. This also delayed the game by a fair margin.

What now? (Early Access)

We continue marching.

Despite living through such a downright rancid, booty cheek experience. There was no way I was willing to tap out, and neither did the other big players working on the project. We are currently in the QA phase, and we're probably gonna sit here for a bit. Botching a first launch is a nightmare scenario that I do not want as a core memory. So please bear with us and continue remaining in the zen state just a bit tad longer.

What’s in EA?

Early Access offers about 70% of the main game. Players will have access to all weapons, modifications and most of the character level progression. Players will also be able to experience 2 out of 3 Acts in the game, with their playtime clocking in around 4-6 hours.

WHEN? (The real juicy question)

Soon. How soon? Quite soon. I know this is vague but you only get one chance to launch a game, and this needs to be pristine on launch. What can be revealed is that the game is pretty much at content lock for EA and it’s now on to the high level polish and balance. This will not be rushed which means at least a few months work

Because you’ve all been so patient, a taste of what’s to come:

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