The Quiet After the Storm
Baldur’s Gate 3 ended not with a sequel announcement but with a goodbye. Larian Studios made it official: they are walking away from the Baldur’s Gate franchise entirely, handing the keys back to Dungeons and Dragons publisher Wizards of the Coast and moving on to whatever comes next. No tease, no roadmap, no “we’re just getting started.” Just silence – and a fanbase left staring at the door.
That silence has produced a predictable but telling reaction. Across Reddit, Discord servers, and Steam activity feeds, a notable portion of the BG3 community has started migrating backward through Larian’s catalog. Divinity: Original Sin 2, the studio’s pre-BG3 RPG from 2017, has seen a measurable uptick in player activity. The game has never truly gone quiet – it has maintained a devoted base for years – but the post-announcement period brought fresh faces into Fort Joy for the first time, and older players back for another run.

Why Divinity 2 and Why Now
The appeal is straightforward. Players who fell in love with Larian’s design philosophy – the tactical turn-based combat, the environmental interaction, the genuinely reactive dialogue systems – know that Divinity: Original Sin 2 is where that philosophy was refined into something close to perfection. It predates the polish of BG3, but the DNA is identical. The same love of verticality in combat, the same commitment to letting players approach problems sideways, the same sense that the world is a system you can actually break. For someone grieving the end of a chapter, it is the most logical place to land.
Steam’s review activity for DOS2 has picked up noticeably since Larian’s announcement, with recent reviews repeatedly citing BG3 as the entry point. A typical comment pattern: “loved BG3, just found out there won’t be a BG4, immediately installed this.” The game sits at Overwhelmingly Positive on Steam with well over a million reviews – a number it built over years – but the fresh traffic carries a specific emotional context. These are not players discovering an old gem randomly. They are players actively coping with an absence.
This pattern of backward migration is not unique to Larian’s ecosystem. When a studio closes a loop on a beloved title without announcing a follow-up, players tend to excavate. The catalog becomes a grief archive. Capcom fans burned out on Street Fighter 6’s DLC cycle have done similar things, returning to older entries to recapture something they feel the current game has lost. The instinct is the same: if the thing you want does not exist yet, you look for the closest available substitute.

What Players Are Actually Looking For
Part of what makes this migration significant is what it reveals about player expectations for Baldur’s Gate 4. Most fans were not simply waiting for more BG3 content. They were waiting for the next evolution – what Larian would do with that level of ambition and budget after learning everything BG3 taught them. That hypothetical sequel existed as a mental object for a lot of people. Larian’s announcement did not just cancel a game that was in development; it cancelled a game that existed entirely in the imagination, and that is a harder loss to process.
Divinity: Original Sin 2 fills some of that gap, but it also illustrates exactly why the gap hurts. The game is brilliant and still holds up beautifully in 2024, but it is also clearly an earlier iteration of ideas that BG3 took further. Playing it now, after BG3, is a reminder of how far Larian traveled – and how far they might have gone next. The companion writing in DOS2 is good. The companion writing in BG3 is something else entirely. That difference is the exact shape of what players feel they are missing.
The question of who actually makes BG4 has become its own conversation. Wizards of the Coast owns the IP and has confirmed interest in continuing the franchise, but finding a studio capable of matching what Larian built is not a simple procurement problem. BG3 succeeded because it was made by a team with a very specific vision, enormous resources relative to their previous projects, and years of iteration. Whoever takes on BG4 will be measured against something most studios would not have been able to produce in the first place. That is a brutal standard to inherit.
Meanwhile, Larian’s next project – whatever it is – carries its own weight of expectation. The studio has not announced a title, a genre, or a timeline. They have said it will be original IP, which means no built-in Forgotten Realms lore to scaffold the world, no Baldur’s Gate name recognition to carry marketing. Whatever they build next will need to earn the attention that BG3 commanded. Players who are currently playing through DOS2 are not just revisiting old content – they are studying Larian’s voice, trying to understand what the studio does at its core versus what it did because D&D demanded it. The answer to that question matters a lot for how the next chapter reads.

DOS2’s current Steam peak hours have shifted slightly later into the evening, which typically indicates players in European time zones leading a session surge – a pattern that usually signals returning long-term players rather than new buyers. That small detail suggests the BG3 community exodus into Larian’s back catalog is less about new players discovering DOS2 cold and more about veterans pressing replay on something they already love, for reasons that have nothing to do with the game itself and everything to do with what comes after it.
Frequently Asked Questions
Is Larian Studios making Baldur’s Gate 4?
No. Larian has officially confirmed they will not develop Baldur’s Gate 4, returning the IP to Wizards of the Coast and moving on to original projects.
Why are players going back to Divinity Original Sin 2 after the BG4 news?
DOS2 shares Larian’s core design DNA with BG3, making it the closest available substitute for players who wanted to see what Larian would have done next.









