Divergence: Online is an open-world sandbox MMO that began as the spiritual successor to Pre-NGE SWG, but since has grown into its own living breathing universe. Divergence was designed to provide unmatched crafting, player and guild housing and player freedom on a scale, we believe, never before achieved. We hope you'll enjoy our Early Access release and help us continue to develop this game!
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public
1738340
2017-04-06 04:47 UTC
yearzero
1387251
2016-10-12 03:13 UTC
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422941
windows · 64 · english
4.84 GB
1.66 GB
291264653517557325
branches: yearzero
422942
macos · english
4.98 GB
1.22 GB
8539370035478439499
branches: yearzero
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
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1738340
public
2017-04-06 04:47 UTC
4 hours ago
1387251
yearzero
2016-10-12 03:13 UTC
4 hours ago
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 22:06 UTC.
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2016-11-24 06:35 UTC · Community Announcements · Shakkles
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
2016-11-24 06:35 UTC · Community Announcements · Shakkles
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
2016-11-05 09:24 UTC · Community Announcements · Shakkles
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!
2016-11-05 09:24 UTC · Community Announcements · Shakkles
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!
2016-09-24 04:18 UTC · Community Announcements · Shakkles
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 d
2016-09-24 04:18 UTC · Community Announcements · Shakkles
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 d
2016-09-08 07:38 UTC · Community Announcements · HardHex
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. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/11456094/3b707dbe67
2016-09-08 07:38 UTC · Community Announcements · HardHex
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. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/11456094/3b707dbe67
2016-08-26 23:21 UTC · Community Announcements · HardHex
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. He
2016-08-26 23:21 UTC · Community Announcements · Shakkles
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. He
2016-08-25 10:39 UTC · Community Announcements · HardHex
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
2016-08-25 10:39 UTC · Community Announcements · HardHex
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
2016-08-23 08:51 UTC · Community Announcements · HardHex
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.
2016-08-23 08:51 UTC · Community Announcements · HardHex
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.
2016-08-20 06:37 UTC · Community Announcements · HardHex
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! http://cdn.akamai.ste
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