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Warlock RPG: D&D Spell-Collecting Open World

Warlock, a D&D-based RPG from former Ubisoft developers, will launch in 2027 and offers an open-world spell-collecting experience reminiscent of Far Cry.

Warlock, a D&D-based RPG from former Ubisoft developers, will launch in 2027 and offers an open-world spell-collecting...

Warlock, a D&D-based RPG from former Ubisoft developers, will launch in 2027 and offers an open-world spell-collecting experience reminiscent of Far Cry.

A Team Built on Ubisoft Experience

The game is being crafted by a studio founded by former Ubisoft talent, including ex-developers from Far Cry, Watch Dogs and Splinter Cell. Lead designer Jeffrey Hattem, who once worked on Splinter Cell and Far Cry, explains that the team is re-imagining classic D&D spells for a solo real-time action format.

Setting and Characters

Warlock unfolds in Darkon, a Domain of Dread hidden in mist. The protagonist, Kaatri, is a weapon master who partners early with an ancient witch queen named Tasha. Tasha, voiced by Lady Dimitrescu from Resident Evil Village, grants Kaatri magical powers at a cost that will surface later in the game.

Spell-Collecting Gameplay

The title includes a wide array of D&D spells such as Eldritch Blast, Gust of Wind, Levitate, and Black Tentacles. The developers have tweaked these spells to fit the action-adventure style. For instance, Fae Switch lets the player swap places with an enemy, while Pact of the Blade Warlock summons physical weapons like swords and hammers.

New additions include Tasha’s Leash, which summons ethereal tendrils that can grab objects or monsters and pull them toward Kaatri, or fling them after capture. Hattem stresses that spells are “versatile tools” meant to be used like items in a toolbox. Players can employ Black Tentacles to hold a box for platforming or to yank an axe from an ogre’s grip. Some spells can be chained; a conjuring table can summon a rainstorm that amplifies subsequent Witch Bolts.

Open-World Design Philosophy

Invoke’s general manager Dominic Guay, a former Watch Dogs 2 senior producer, says the world is designed to feel dense rather than vast. The team wants to avoid long, tedious travel times and instead populate the map with hidden finds and engaging side activities. Guay notes that the world is “pretty big” in the sense that it can be roamed for a long time if the player chooses.

The developers aim to keep wayfinding minimal, reducing reliance on in-game maps. They believe that a world with varied terrain-mountains, oceans, and more-should feel expansive without forcing players to traverse impossible distances.

Accessibility for Newcomers

Hattem acknowledges that D&D’s rich lore could intimidate newcomers. The game is designed so that players need not bring prior D&D knowledge. Kaatri is a stranger in a strange land, mirroring the player’s experience. The learning curve is intended to be gradual, with new mechanics revealed through exploration.

Release and Expectations

Warlock is slated for a 2027 release. While the game shares some similarities with Baldur’s Gate 3, it diverges in its approach to spell improvisation, leaning more on real-time physics than the latter’s system. The developers hope to deliver a “pleasantly volatile” experience, encouraging players to experiment and even break the game.

For more on the development team’s background, see the fixtures and stats pages. The studio’s roster can also be explored on the squad page.

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