A surreal horror shooter that lingered in development limbo for years finally has a date. Developer Abraxaes revealed a new trailer on September 25, setting an early access launch for October 27 on PC. But getting here wasn't straightforward. The studio has weathered the death of lead writer Pablo "Artistical" Lamprea in April 2025 and a copyright headache with purchased sound libraries—both of which nearly derailed the project entirely.
Key facts
- Early access launch: October 27
- Two of three planned acts at launch, representing roughly 70% of the game
- Lead writer Pablo "Artistical" Lamprea passed away on April 1, 2025
- Purchased sound libraries containing copyrighted material required a full audit and replacement
- New trailer debuted September 25
Background: the project so far
Abraxaes is a small team building an FPS-RPG steeped in cosmic horror. The demo showcased SCP-style writing, pairing clinical categorization of the unknown with richer prose to evoke something genuinely unsettling. Lamprea drove the lore, dialogue, and item descriptions. According to the studio, he also held the original game design for Act 2—but none of that had been committed to scripts before his death. The second act effectively became a blank page.
Our analysis
"You only get one chance to launch a game," Abraxaes wrote, and the studio's caution here cuts both ways. For players, a delayed, polished release beats a rushed disaster, especially when the original vision was built around a writer who isn't there to finish it. Rushing Act 2 to meet an earlier date would have been worse than silence. The gamble is that extra time rebuilt the writing pipeline without diluting tone—and that the audio cleanup didn't introduce new problems that slip through.
Who benefits: patient fans who backed the demo and want a substantial experience. Who risks it: anyone expecting Act 2 to match Lamprea's specific voice exactly, since the team is rebuilding from notes and collaboration, not finished scripts. Watch for how the studio credits Lamprea's contributions post-launch. The community will notice.
Who should care?
- Demo backers**: Two complete acts await you in October. This is a real game, not a slice.
- Cosmic horror fans**: The writing style that made the demo memorable lives or dies on Act 2's execution.
- Early access skeptics**: The October build represents ~70% of the planned experience. If you bounced off the demo's strangeness, revisit the September 25 trailer before committing.
- Supporter watchdogs**: Abraxaes has been unusually transparent about Lamprea's role. How the studio handles posthumous credit will signal its integrity.
What to watch next
Steam Deck performance matters here—an FPS with heavy audio design often suffers on handheld. More critically, watch how the third act's story is handled. The studio has confirmed Act 2 was left unfinished; if Act 3's planning faced similar disruptions, early access could feel incomplete despite the percentage claim. If the October 27 build lands without major bugs, it validates the caution. If not, the delays become the story.
Key takeaways
- Two of three planned acts ship at early access launch
- The lost lead writer's contributions covered lore, dialogue, and Act 2's original design
- Sound library copyright issues compounded delays after the team's loss
Frequently asked questions
When does Divine Frequency launch in early access?
October 27, with a new trailer shown on September 25.
How much of the game is in the early access build?
The developer states the first two of three planned acts, roughly 70% of the game.
What happened to the lead writer?
Pablo "Artistical" Lamprea passed away on April 1, 2025, which Abraxaes said nearly ended development.
Will the second act match the original vision?
Unclear. Act 2 was never scripted before Lamprea's death; the team is rebuilding from collaboration and notes.
What caused the other delays?
Purchased sound libraries contained copyrighted material, requiring a full audit and replacement.
Inspired by reporting from: pcgamer.com
