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Divergence: Online

Divergence: Online Steam news

Stained Glass Llama | Jan 6, 2016 | game

Released

0players observed · 23 September 2026 - 11:22:31 UTC

ActionIndieMassively MultiplayerRPGEarly Access

  • Latest observed playersNot available
  • SteamPulse tracked peakNot available
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score55% positive

Divergence: Online news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peakNot available
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score55% positive
  • Total reviews109
  • Release dateJan 6, 2016
  • DeveloperStained Glass Llama
  • PublisherNone

Genres: Action, Indie, Massively Multiplayer, RPG, Early Access

Company pages: Developer: Stained Glass LlamaPublisher: None

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

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Divergence: Online Steam news

Divergence: Online news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • 30% Price Drop Incoming - 24 November 2016

    The system both of our games are built on; The foundation of features we simply just call "Divergence", is huge. It's huge, elaborate, and carries the potential of making truly groundbreaking MMORPGs. Ever since January, we'd started getting more and more interest from other studios willing to hire us as consultants to basically "teach them how to do what we did". As you can imagine, we rebuffed the vast majority of these and resolved to continue our goals of using the franchise as the means of self-funding development. Six-months later the writing was on the wall that while some players were racking up an obscene 800+ hours spent on our little Early-Access game, and while technically it was a commercial success and made back more than the cost of development, that amount was simply just under what we needed to expand the team to a usable size and finish the game. So we launched Year Ze…

  • 30% Price Drop Incoming - 24 November 2016

    The system both of our games are built on; The foundation of features we simply just call "Divergence", is huge. It's huge, elaborate, and carries the potential of making truly groundbreaking MMORPGs. Ever since January, we'd started getting more and more interest from other studios willing to hire us as consultants to basically "teach them how to do what we did". As you can imagine, we rebuffed the vast majority of these and resolved to continue our goals of using the franchise as the means of self-funding development. Six-months later the writing was on the wall that while some players were racking up an obscene 800+ hours spent on our little Early-Access game, and while technically it was a commercial success and made back more than the cost of development, that amount was simply just under what we needed to expand the team to a usable size and finish the game. So we launched Year Ze…

  • Community Poll: "Play as Creatures" Module - 5 November 2016

    Enough players have been talking about the option that we decided to go ahead and see if it were purely a minority thing or if enough people would be willing to support us developing a "play as an animal or zombie" version of our games. Tell us what you think! Full details and poll on our Facebook!

  • Community Poll: "Play as Creatures" Module - 5 November 2016

    Enough players have been talking about the option that we decided to go ahead and see if it were purely a minority thing or if enough people would be willing to support us developing a "play as an animal or zombie" version of our games. Tell us what you think! Full details and poll on our Facebook!

  • Last Chance To Buy-One-Get-One Before Year Zero Launch - 24 September 2016

    Developing Year Zero has granted Divergence: Online a substantial leg-up with developing features we'd previously only had on our longterm-goals list. From rideable mounts to vehicles, it's all come about because of their necessity for Year Zero's modern-survival setting and we haven't stopped there. In addition to bug fixes and enhancements we'll also be releasing cooking, food crafting and fishing for both games, again brought about due to their necessity in a survival game however "any new feature we develop for one game goes directly into the other as well". This mentality is the core of development strategy as we drive closer each week to full-launch of Divergence: Online and public release - estimated to take place in January of this coming year. The sooner we can finance the remaining features, content and fixes, the sooner we can bring the gift of pain; The give of what Divergen…

  • Last Chance To Buy-One-Get-One Before Year Zero Launch - 24 September 2016

    Developing Year Zero has granted Divergence: Online a substantial leg-up with developing features we'd previously only had on our longterm-goals list. From rideable mounts to vehicles, it's all come about because of their necessity for Year Zero's modern-survival setting and we haven't stopped there. In addition to bug fixes and enhancements we'll also be releasing cooking, food crafting and fishing for both games, again brought about due to their necessity in a survival game however "any new feature we develop for one game goes directly into the other as well". This mentality is the core of development strategy as we drive closer each week to full-launch of Divergence: Online and public release - estimated to take place in January of this coming year. The sooner we can finance the remaining features, content and fixes, the sooner we can bring the gift of pain; The give of what Divergen…

  • In-Game Tutorials Panel LIVE - 8 September 2016

    You bitched about it... I mean.. You "asked for it"... We made it happen XD Divergence: Online now has it's first stages of in-game instructional videos for new players and veterans alike available in the new "Training Database" (AKA Help Menu) accessible by the new questionmark microbutton in the bottom right of your screen. Right now, the tabs that are available are Controls, Basic Harvesting, Grids, and Housing. We'll be adding the same type of instructional videos to the other tabs in the coming weeks.

  • In-Game Tutorials Panel LIVE - 8 September 2016

    You bitched about it... I mean.. You "asked for it"... We made it happen XD Divergence: Online now has it's first stages of in-game instructional videos for new players and veterans alike available in the new "Training Database" (AKA Help Menu) accessible by the new questionmark microbutton in the bottom right of your screen. Right now, the tabs that are available are Controls, Basic Harvesting, Grids, and Housing. We'll be adding the same type of instructional videos to the other tabs in the coming weeks.

  • New Continent + Land and Air Vehicles LIVE! - 26 August 2016

    Today is a special day for us; It marks the first day that our players and friends can finally give their sore legs, appendages, and lower-leg actuated servomotors a rest... It's the day we add not just a whole new alien biome to explore, but fully-realized land and air vehicles to Divergence: Online! Anduine: a land of brightly-colored flora, low and rolling hills, calm rivers and plenty of room to expand. Accessible via ATCs newly-constructed "Anduine Station", transporting to this new region is as easy as vising your favorite shuttleport and paying the super-low fee of just 1000 credits. Hey, this shit wasn't cheap to build out of salvaged starship wreckage after all. Anduine is also the land of "big game hunting", with Grontos, Vangrels, Aigathrix, and local species of our most beloved creatures that people just like running for their lives from already. Of course with our "one larg…

  • New Continent + Land and Air Vehicles LIVE! - 26 August 2016

    Today is a special day for us; It marks the first day that our players and friends can finally give their sore legs, appendages, and lower-leg actuated servomotors a rest... It's the day we add not just a whole new alien biome to explore, but fully-realized land and air vehicles to Divergence: Online! Anduine: a land of brightly-colored flora, low and rolling hills, calm rivers and plenty of room to expand. Accessible via ATCs newly-constructed "Anduine Station", transporting to this new region is as easy as vising your favorite shuttleport and paying the super-low fee of just 1000 credits. Hey, this shit wasn't cheap to build out of salvaged starship wreckage after all. Anduine is also the land of "big game hunting", with Grontos, Vangrels, Aigathrix, and local species of our most beloved creatures that people just like running for their lives from already. Of course with our "one larg…

  • 50% FPS Boost + Faster Pathing + Stimpaks Take Creature Meat - 25 August 2016

    Latest patches for client and server are online. Pathing efficiency has been increased by over 70% which means creatures react faster and it taxes the server exponentially less. Client FPS in areas with super-dense trees has also bee more than doubled. Your mileage may vary, but anyone having FPS issues around the woods before, you should be shitting your pants now. Stimpaks now require animal meat as their biological component. All creatures have meat of quality reflected by their difficulty to hunt, so the biggest, nastiest things you can hunt give the best meat/hide/bone which in turn make the best healing stimpaks.

  • 50% FPS Boost + Faster Pathing + Stimpaks Take Creature Meat - 25 August 2016

    Latest patches for client and server are online. Pathing efficiency has been increased by over 70% which means creatures react faster and it taxes the server exponentially less. Client FPS in areas with super-dense trees has also bee more than doubled. Your mileage may vary, but anyone having FPS issues around the woods before, you should be shitting your pants now. Stimpaks now require animal meat as their biological component. All creatures have meat of quality reflected by their difficulty to hunt, so the biggest, nastiest things you can hunt give the best meat/hide/bone which in turn make the best healing stimpaks.

  • Resource Locations NOW PERMANENT - 23 August 2016

    All resource locations in the Malkav region (Starting Area) Are now permanent and will not decay over time to help players find what they need and hold onto it while playing. This will likely remain the same through the rest of Early Access until we have the time to implement a "random resource spawn" system. Tomorrow we'll be doing the same thing for the Akkhera Desert, which is where the best Solid Petrochemical can be found. Creature spawns are finally maxing out the server capacity so we're going to hold off populating the desert until tomorrow as well when we can up the capacity a bit.

  • Resource Locations NOW PERMANENT - 23 August 2016

    All resource locations in the Malkav region (Starting Area) Are now permanent and will not decay over time to help players find what they need and hold onto it while playing. This will likely remain the same through the rest of Early Access until we have the time to implement a "random resource spawn" system. Tomorrow we'll be doing the same thing for the Akkhera Desert, which is where the best Solid Petrochemical can be found. Creature spawns are finally maxing out the server capacity so we're going to hold off populating the desert until tomorrow as well when we can up the capacity a bit.

  • Creature-Spawns increased by 500% - 20 August 2016

    Well, the system didn't melt, so that's good right? We've found a few ways to increase performance which we'll be implementing this week, but overall it looks like the system is solid so we've increased creature spawns (to everything but Raptors, they need some work still) by 500% across the board. Some species you'll find in greater density in some places as opposed to others - For instance Aigathrix prefer steep cliffs and high altitudes, so you'll find them in greatest numbers the higher in elevation you go. Bring your ammo, check it out and let us know what you think!

  • Creature-Spawns increased by 500% - 20 August 2016

    Well, the system didn't melt, so that's good right? We've found a few ways to increase performance which we'll be implementing this week, but overall it looks like the system is solid so we've increased creature spawns (to everything but Raptors, they need some work still) by 500% across the board. Some species you'll find in greater density in some places as opposed to others - For instance Aigathrix prefer steep cliffs and high altitudes, so you'll find them in greatest numbers the higher in elevation you go. Bring your ammo, check it out and let us know what you think!

  • Akkhera Desert 2.0 LIVE - 16 July 2016

    Tonight, in addition to generator bugfixes and a few other small fixes, we roll out our first major update to the Akkhera Desert in the form of a total re-skin. As a player, you aren't just funding our ability to keep developing Divergence: Online, but you're also contributing to our ability to continually improve at what we do as well. A part of this comes in the form of continual improvements on, not just the features of the game, but the overall quality of the production as well. This new improvement to the Akkhera Desert, which constitutes more than 25% of our game's total landmass is the latest in roll-outs to our games terrain and subsequent systems as our game continually "sheds its skin" of it's original "super-early" placeholder content with (in this case) all-new terrain more than 400% more detailed than the original, while simultaneously providing a big boost to performance t…

  • Akkhera Desert 2.0 LIVE - 16 July 2016

    Tonight, in addition to generator bugfixes and a few other small fixes, we roll out our first major update to the Akkhera Desert in the form of a total re-skin. As a player, you aren't just funding our ability to keep developing Divergence: Online, but you're also contributing to our ability to continually improve at what we do as well. A part of this comes in the form of continual improvements on, not just the features of the game, but the overall quality of the production as well. This new improvement to the Akkhera Desert, which constitutes more than 25% of our game's total landmass is the latest in roll-outs to our games terrain and subsequent systems as our game continually "sheds its skin" of it's original "super-early" placeholder content with (in this case) all-new terrain more than 400% more detailed than the original, while simultaneously providing a big boost to performance t…

  • All New Public Voice Communication Available - 14 July 2016

    In addition to the most recent additions to Divergence: Online such as a few new player islands and big improvements to melee combat and our tree system, today we went ahead and made the switch to Discord for our community voice-communication system. It's a super-clean interface that you can run from either your PC, your mobile device, or even just connect straight via web browser. May I use your new voice server for hanging out and chatting, or playing games other than Divergence? Absolutely! Come and hang out, do whatever you like. No fucks given! Just go to Divergence-Online.com and click the Connect button! www.Divergence-Online.com

  • All New Public Voice Communication Available - 14 July 2016

    In addition to the most recent additions to Divergence: Online such as a few new player islands and big improvements to melee combat and our tree system, today we went ahead and made the switch to Discord for our community voice-communication system. It's a super-clean interface that you can run from either your PC, your mobile device, or even just connect straight via web browser. May I use your new voice server for hanging out and chatting, or playing games other than Divergence? Absolutely! Come and hang out, do whatever you like. No fucks given! Just go to Divergence-Online.com and click the Connect button! www.Divergence-Online.com

Patch notes and updates

S.noRelease datePatch nameGID number
116 March 2016MASSIVE UPDATE: Player cloners, Shuttleports, Architect and Tons More!4249665521684048397
224 February 2016Structure Maintenance is LIVE Prepare To Pay Up Bitches!4249665521684048717
313 February 2016Complete Planetary Synchronization Upgrade Completed4249665521684049051
49 February 2016Feb. 8th Patch Notes4249665521684049217
59 February 2016Feb. 8th Patch Notes295352659748343927
67 February 2016Feb. 5th Patch Notes4249665521684049387
77 February 2016Feb. 5th Patch Notes295352659741119469
85 February 2016Feb. 4th Patch Notes4249665521684049522
95 February 2016Feb. 4th Patch Notes295352659733624045
102 February 2016Feb 1st Patch Notes4249665521684049638
112 February 2016Feb 1st Patch Notes341514010395573839
1230 January 2016Jan 29th Patch Notes : Defense Turrets Baby!4249665521684049839
1330 January 2016Jan 29th Patch Notes : Defense Turrets Baby!341514010384599954
1428 January 2016January 28th Patch Notes4249665521684050132
1528 January 2016January 28th Patch Notes341514010376741310
1626 January 2016Jan. 25th Patch Notes4249665521684050274
1726 January 2016Jan. 25th Patch Notes341513287018962243
1823 January 2016Vendors and Currency NOW LIVE4249665521684050446
1921 January 2016Datapad and Lots are live!4249665521684050744
2019 January 2016Jan. 18 Patch Notes4249665521684050932

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