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Wishlist on SteamDivinum — Complete Strategy Guide
Overview
Divinum is a 2D action-adventure game from solo Kazakh developer Sigil Games that launches August 28, 2026 on Steam for Windows and Mac. You play as Fjor, a young warrior born under the Guardian celestial blessing, who must harness ancestral power to protect her quiet northern island from a mysterious invading force. The game blends hack-and-slash combat with Metroidvania-style exploration across a hand-drawn world.
Divinum's identity is built on three pillars: combo expression, meaningful loot, and interconnected exploration. The combat takes inspiration from classic character-action games — think Devil May Cry's aerial combos meets Hollow Knight's tight parry timing. The demo is available now and save data carries to the full release.
The developers are targeting 8-12 hours for a first playthrough. The full game includes 5 major zones (surface and underground), over 30 Rune types, 2 weapon sets with distinct move pools, and optional boss challenges.
Getting Started — First 30 Minutes
The demo opens with a prologue on the island's surface. You have light and heavy attacks, a dodge roll, and a block. The first enemies are slow — use them to learn attack ranges.
Beginner mistakes to avoid:
- Ignoring the second weapon. You start with a sword. After the first combat encounter, you find a secondary weapon (an axe). Each weapon type has different range, speed, and combo paths. The game expects you to use both.
- Panic dodging. The dodge has 12 frames of invincibility (at 60 FPS). That's generous, but mashing it creates predictable recovery frames. Dodge once, assess, then act.
- Skipping the tutorial pop-ups. The game explains parry timing, launch states, and Rune interactions through optional pop-ups. Read them. The parry timing is specific: tap block within 8 frames of an enemy's attack connecting.
- Holding block. Holding block slows your stamina regen. Only hold it when you expect an attack. Tap-release for parries.
Optimal Early Route
| Step | Location | Objective |
|---|---|---|
| 1 | Prologue Shore | Clear 3 waves of basic enemies to learn controls |
| 2 | First Cave | Find the Hidden Blade Rune (increases light attack speed by 15%) |
| 3 | Village Ruins | Defeat the first mini-boss (Corrupted Scout) |
| 4 | Underground Pass | Collect the second weapon (War Axe) |
| 5 | Swamp Gate | Unlock the first save point |
Core Mechanics — How the Game Works
Weapon System
You carry two weapons at all times, switchable mid-combo. Each weapon has:
- Ground combo string — Up to 5 light attacks followed by a heavy finisher
- Launcher — A specific input that sends enemies airborne
- Aerial strings — Unique moves only available while in the air
- Weapon-specific skills — Mapped to the skill hotbar (1-4)
| Weapon Type | Speed | Range | Launcher Input | Best For |
|---|---|---|---|---|
| Sword | Fast | Medium | Forward + Heavy | Starting combos, aerial setups |
| Axe | Slow | Short | Up + Heavy | Corrupted enemies, shield breaks |
| Spear | Medium | Long | Back + Heavy | Crowd control, spacing |
| Daggers | Very Fast | Short | Forward + Light | Single-target DPS, status effects |
You start with the sword. The axe is found in the first underground area. Spears and daggers are unlocked through exploration.
Combo System
Divinum's combo system is built on five core concepts:
1. Ground Strings. Mash light attack for a 5-hit combo. The last hit has a heavy stagger. Mix in heavy attacks mid-string to change the combo path. Experiment: light-light-heavy-light-heavy creates a different animation than light-heavy-heavy-light-light.
2. Launching. Certain attacks (launchers) send enemies flying upward. Once airborne, enemies cannot act. Jump after them and continue the combo with aerial-only moves. The window is generous — most enemies stay airborne for 2-3 seconds.
3. Weapon Swapping. Press weapon swap (Q/E on keyboard, RB/LB on controller) mid-combo. The second weapon continues the combo without dropping the hit counter. Each swap resets the "fresh" multiplier on certain Rune effects.
4. Aerial Extensions. While airborne with an enemy, you can: attack (4-hit aerial string), heavy attack (ground slam), dodge (air dash), or weapon swap (extends airtime). Optimal aerial combos use all four.
5. Parry Follow-ups. A successful parry staggers the enemy for 1.5 seconds. During this window, any attack that lands automatically counts as a launcher, regardless of the normal launch conditions.
Rune System
Runes are collectible modifiers that change how you fight. No boring stat boosts — each Rune has a tangible gameplay effect, often with trade-offs.
Rune Rarity and Slotting:
| Rarity | Color | Passive Slots | Examples |
|---|---|---|---|
| Common | Gray | 4 | +10% attack speed, +15% block efficiency |
| Rare | Blue | 3 | Teleport-dodge, fire conversion, shockwave parry |
| Unique | Gold | 2 | Infinite aerial chains, dual weapon echoes, time slow on parry |
You can slot Runes into available passive slots. Early game gives you 4 slots. Finding Memory Nodes in the world expands your slot count up to 8 by endgame.
Key Rune Effects:
| Rune Name | Rarity | Effect | Trade-off |
|---|---|---|---|
| Phantom Step | Rare | Dodge becomes a short teleport that damages enemies you pass through | Teleport costs 25% more stamina |
| Flame Forge | Rare | Light attacks deal fire damage and apply burn (3s DoT) | Heavy attacks deal 20% less damage |
| Shockwave Guard | Rare | Successful parries release a shockwave dealing 40% ATK | Block takes 0.5s longer to raise |
| Echo Blades | Unique | Weapon swap creates a clone that mimics your next attack | Clone damage is 50% of yours |
| Time Fracture | Unique | Perfect parry slows time by 50% for 2 seconds | Failed parry costs double stamina |
| Aerial Master | Unique | Aerial combos can continue indefinitely without landing | Ground combos deal 20% less damage |
| Void Walker | Unique | Dodge roll leaves a void rift that pulls enemies toward it | Dodge no longer has invincibility frames |
Stamina and Resource Management
Stamina governs dodging, blocking, heavy attacks, and sprinting. It regenerates faster when you're not blocking.
| Action | Stamina Cost | Notes |
|---|---|---|
| Light attack | 0 | Can always use |
| Heavy attack | 20 | More damage, launches on hit |
| Dodge | 25 | 12 i-frames |
| Block (hold) | 5/sec | Slows regen by 50% |
| Parry (tap block) | 15 on fail, 0 on success | Refunds 10 on perfect timing |
| Sprint | 15/sec | Useful for repositioning |
| Weapon swap | 0 | Free action, but has 0.5s recovery |
Progression Strategy
Zone Order and Recommended Level
| Zone | Level Range | Key Rewards | Difficulty |
|---|---|---|---|
| Prologue Shore | 1-2 | Basic Runes, controls tutorial | Easy |
| Forgotten Caves | 3-5 | Second weapon (War Axe), Phantom Step | Medium |
| Ominous Swamp | 5-7 | Flame Forge Rune, +1 slot node | Medium-Hard |
| Gloomy Catacombs | 7-9 | Shockwave Guard, second weapon set (Spear) | Hard |
| Sacred Ruins | 9-12 | Time Fracture, final slot node | Very Hard |
Builds
1. Aerial Assassin (Aggressive)
Weapons: Daggers (primary) + Sword (secondary)
Core Runes: Phantom Step, Aerial Master, Echo Blades
Strategy: Launch enemies immediately, stay airborne as long as possible
Strengths: Maximum DPS, hard to get hit in the air
Weaknesses: Struggles against enemies with anti-air attacks
Rotation:
1. Launch with dagger forward+light
2. Jump, 4-hit aerial string
3. Weapon swap → sword aerial string (extends airtime via Echo Blades)
4. Heavy attack ground slam to finish
5. Repeat
2. Parry Paladin (Defensive)
Weapons: Sword (primary) + Spear (secondary)
Core Runes: Shockwave Guard, Time Fracture, Void Walker
Strategy: Fish for parries, use time slow to set up massive punishes
Strengths: Safe, controls the pace of fights
Weaknesses: Slower clear speed, requires good timing
Rotation:
1. Hold block and observe enemy pattern
2. Tap block at the moment of impact → parry
3. Parry triggers Shockwave Guard (AoE damage)
4. If perfect parry, Time Fracture slows the game
5. During slow: weapon swap → full combo → swap back
3. Elemental Mage (Hybrid)
Weapons: Spear (primary) + Axe (secondary)
Core Runes: Flame Forge, Echo Blades, Shockwave Guard
Strategy: Stack elemental effects, control space with spear range
Strengths: Versatile, good against all enemy types
Weaknesses: Jack of all trades, master of none
Rotation:
1. Spear light attacks to apply burn from range
2. Enemies approach → parry with Shockwave Guard
3. Swap to axe, launch with heavy attack
4. Echo Blade clone mimics the axe swing for double damage
5. Land, swap back to spear, reset
Step-by-Step Strategy — 5 Actionable Sequences
1. Farming Gold and Materials (Mid-Game)
Location: Forgotten Caves → Ominous Swamp loop
1. Start at Swamp Gate save point
2. Clear the first Swamp room (4 Slimes, 2 Spitters → 40g, drop chance)
3. Exit left to Forgotten Caves entrance
4. Clear the Crystal Cavern (3 melee enemies, 2 ranged → 50g)
5. Break all crystal formations for upgrade material (3-5 per run)
6. Exit to surface, re-enter to respawn
7. Full loop: 4 minutes, ~90-120g, 3-5 upgrade mats
2. Beat the Corrupted Sentinel (First Major Boss)
Phase 1 (100%-60% HP):
1. Sentinel has 3 attacks: overhead slam (parryable), sweep (jump), charge (dodge sideways)
2. Parry the slam → get 2 light attacks in
3. Jump over sweep → 1 heavy attack while landing
4. Dodge the charge sideways → punish with full combo
5. Repeat until phase transition
Phase 2 (60%-0% HP):
1. Sentinel gains a projectile attack (3 homing orbs)
2. The orbs can be parried! Parrying an orb sends it back at the Sentinel
3. Each reflected orb deals 8% of its max HP
4. Parry 3 orbs → Sentinel is staggered for 3 seconds
5. During stagger: weapon swap → launch → aerial string → ground slam
6. One more cycle usually finishes the fight
3. Unlock the Secret Rune (Void Walker)
1. Progress through Ominous Swamp until you reach the broken bridge
2. Do not cross the bridge. Instead, drop down to the poison pool below
3. Follow the left wall until you find a cracked section
4. Break the wall with a heavy attack (axe works best)
5. Inside: a memory puzzle. Align 3 runestones by attacking them
6. Solution: hit the left stone 2 times, middle 1 time, right 3 times
7. Void Walker Rune unlocks
4. Build a Boss-Killer Setup
1. Equip: Sword + Spear, Shockwave Guard + Time Fracture + Phantom Step
2. Enter boss arena with full stamina
3. First 15 seconds: only parry attempts
4. Land one perfect parry → Time Fracture activates
5. During slow time:
a. Weapon swap → launch with spear
b. Aerial string (4 hits)
c. Weapon swap → sword aerial (different timing, extends airtime)
d. Heavy attack ground slam
6. Boss recovers, repeat cycle
7. Expected kill time on standard boss: 45-60 seconds
5. 100% Zone Clear (Sacred Ruins)
1. Enter Sacred Ruins from Catacombs exit
2. Clear main hall (6 elite enemies, 1 mini-boss)
3. Pull the left lever → opens west wing
4. Clear west wing: 3 puzzles, 2 Rune pickups, 1 Memory Node (slot +1)
5. Pull center lever → opens east wing
6. Clear east wing: 4 elite enemies, boss door
7. Before entering boss: go back and check the now-open center door
8. Secret room contains Unique Rune (Aerial Master)
9. Return to boss door, defeat Ancient Warden
10. Zone complete: 3 Runes, 1 slot, 1 Unique
Advanced Tips
- Combo length affects Rune synergy. Some Rune effects scale with hit count. Fire damage from Flame Forge ticks faster after 15+ hit combos. The damage bonus from Echo Blades doubles after 30 hits. Build long combos to unlock bonus effects.
- Parry has two timing windows. A standard parry (8-frame window) staggers. A perfect parry (3-frame window at the end of the attack) triggers special Rune effects and generates a burst of stamina. Practice on the training dummy in the Village Ruins.
- Weapon swap cancels recovery. Every attack in Divinum has a brief recovery animation. Swapping weapons mid-recovery cancels the recovery frame. This is how top players chain 20+ hit combos.
- Enemy launch resistance. Each enemy has a hidden "launch resistance" stat that increases every time you launch them. After 3 launches in quick succession, they become immune to being launched for 10 seconds. Vary your combos with ground strings and parry follow-ups.
- Dodge through projectiles. The 12 i-frames on dodge apply to projectiles too. You can dodge through any projectile in the game. The timing is tighter for fast ones (like the Spitter's acid), but it works.
- The island has day/night cycles for enemy spawns. Certain rare enemies only spawn at night in the Swamp and Catacombs. Each drops a unique Rune. Rest at a save point to advance time.
FAQ / Common Mistakes
Q: I can't beat the first swamp area. What am I doing wrong? The Swamp slows your movement. Equip the Phantom Step Rune (teleport-dodge ignores movement penalties). Also switch to the axe — its heavy attack clears poison puddles on contact. If you haven't found Phantom Step, return to the Forgotten Caves and explore the northwest path.
Q: Are Runes permanent once equipped? Yes and no. You can remove Runes freely with no cost. But Runes themselves are single-use — you can't duplicate them in one playthrough. Choose carefully which Runes to invest in for your build. In New Game+, you keep all Runes found in the first playthrough.
Q: The parry timing feels inconsistent. Check your framerate. Parry timing is tied to frame count, not real time. At 30 FPS you get roughly 4 frames to parry instead of 8 at 60 FPS. Cap your framerate at 60 for consistent parry windows. The demo has an FPS limiter in settings.
Q: I missed a Rune in an earlier zone. Can I go back? Yes. The island is fully interconnected. Once you unlock shortcuts (levers, broken walls, ziplines), you can fast travel between major save points. Nothing is permanently missable except story-specific enemies in the final sequence.
Q: What's the point of the optional bosses? Each optional boss drops a Unique Rune. There are 3 optional bosses in the game (Wraith of the Deep in Swamp, Stone Legion in Catacombs, Forgotten King in Sacred Ruins). Each requires finding a specific item before the fight unlocks. Defeating all three unlocks a bonus ending sequence.
Q: Does the demo have all the features? The demo includes the Prologue Shore, Forgotten Caves, and a combat slice with full Rune access. Your progress carries to the full game. The full game adds the Swamp, Catacombs, Sacred Ruins, and all 3 optional bosses.









