Despite the tragic death of its lead writer, one of the scariest games I have ever played will finally come out later this month


I cover a lot of demos for PC Gamer, and some of them really stick with me. Divine Frequency has been a real lost Lenore among those memorable games: It was a rare shooter that managed to scare the living daylights out of me, while also being an amazingly satisfying action experience. I’ve been up on the widow’s walk every night, watching for any sign of its ship returning from the long voyage.

Divine Frequency – Early Access Release Date Trailer – YouTube
Divine Frequency - Early Access Release Date Trailer - YouTube


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Only, I wasn’t watching closely enough. On September 25, developer Abraxaes released a new trailer revealing an early access launch date of October 27 for the surreal and horrific FPS-RPG. Before that announcement, back in March, they outlined some of the herculean challenges Divine Frequency has faced⁠—most notably the surprise death of lead writer Pablo “Artistical” Lamprea. Here are Abraxaes’ own words on their friend and collaborator:

Divine frequency art of skull inside astronaut helmet.

Abraxaes

“On the midnight of April 1st, 2025 (cruel irony), I received the news that our lead writer and lore-master, Pablo ‘Artistical’ Lamprea, had tragically passed away, later confirmed on his discord account via his girlfriend. This came as a shock to all of us and consequently almost ended all my desire to continue working on the game.

“Our man Artistical was the fuel that kept my creative fire burning for the game. We would remain in contact regularly to discuss many aspects of the game world, from why the Divine Frequency is devouring the world to the timeline that led up to that event, or why psi is the residue consciousness from another universe that allowed reinterpretations of the current laws of reality.

“We’ve had many long hour calls discussing, brainstorming and crafting the world that you’ll be experiencing soon. Anytime I wasn’t sure of a design choice I made, I knew I could always rely on him for consultation.

“His role didn’t end there though, he also took the responsibility of writing the majority of in-game dialogues, item descriptions, and notes/computer logs to help lessen the load of the incredibly demanding task that is creating a quality video game. What made this event so difficult for me to stomach in particular was the sheer unfortunate timing of it.

“About 3 weeks before Artistical’s passing, we’ve agreed to hold off committing to any writings for ACT-2 until I completed a dev build for it. This is so he and I can discuss and plan out the scripts as he plays through it. Unfortunately, this never came to fruition. The entirety of ACT-2 was left without the brilliance of the hand that will write its story.”

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