Development started on 20 October 2026. Everything marked Live below was built since then.
- Live
- in the download or on this site now; you can use it today
- Experimental
- usable today, with rough edges
- In progress
- being built right now
- Planned
- designed and on the plan, not started; "next" comes before "later"
- Stretch goal
- we would like to, if time allows; no promise
Live now
15 things you can use today, each linked to its guide, its source code or the page itself. Every plugin setting is listed in README.txt in the download, and every plugin works on its own: delete its .asi file to turn it off.
Online multiplayer and LAN, again
Status: Live.
The Steam version's greyed-out Multiplayer button works again. Our free server replaces GameSpy: lobbies, chat, the game list, accounts and the online party vault, with a relay so nobody has to forward ports. LAN play works too, and the game's hidden 8-player modes can be picked when hosting (lightly tested).
Broken World on Steam, with the frame-rate fix
Status: Live.
Put your copy of the expansion in a folder inside the Steam game and Steam starts it. It imports heroes made in the base game, plays online, and no longer crawls on PCs where Windows runs its hypervisor (Memory Integrity, WSL2, Hyper-V).
The Armory, with 3D heroes
Status: Live.
Every hero in the online party vault gets a page: equipment with the game's own tooltips, skills, quests, achievements and collections, and the hero in 3D wearing what they wear in the game. Players can hide their heroes at any time.
Sign in with your in-game account
Status: Live.
The account you made in the game signs you in on this site too. See your parties, hide or show them in the Armory, and download a backup of any of them.
Widescreen, borderless, sharp menus, bigger HUD
Status: Live.
A borderless window at your desktop resolution, ultrawide included. The 800x600 menus are scaled sharply instead of blurred, and the in-game interface is drawn twice as large from 1440p and three times from 4K, so it stays readable.
Anisotropic filtering
Status: Live.
Ground and wall textures stay sharp when seen at an angle instead of turning to mush (16x by default).
SMAA anti-aliasing
Status: Live.
Smooth edges in the 3D world. Text and the interface are drawn after it, so they stay crisp.
Sharpening
Status: Live.
Contrast-adaptive sharpening (based on AMD's open-source CAS) after anti-aliasing, for a crisper world. Adjustable, or off.
The Shaders fix: glow is back
Status: Live.
The game forgot its own Shaders setting at every start, so glow, water and shine effects stayed off unless you set Shaders again in the options after starting the game. Now they are on from the start.
Camera: wider view, zoom options
Status: Live.
Wide screens see more to the sides instead of losing the top and bottom of the picture. Optional: zoom out further, a flatter or straight-down camera, and finer mouse-wheel steps.
DS2ModLoader: a Mods folder
Status: Live.
Drop mods into a Mods folder next to the game, as archives or loose files, with a load order you control. The game's own files are never touched: delete the folder and it is gone.
glTF models straight from Mods
Status: Live.
Export a model from Blender as .glb or .gltf, drop it into a mod folder, and the game uses it, with its textures, skin and animations. No conversion step.
Siege Editor 2 on Steam, with Broken World
Status: Live.
GPG's own world editor (Dungeon Siege II Tool Kit 1.1) runs with the Steam game and, for the first time, with Broken World. The tool kit itself is not included.
Difficulty unlock tool
Status: Live.
A small script that unlocks Veteran and Elite for a party, writing exactly what the game itself writes when you finish a campaign. It keeps a backup of the save. It is in the download as tools\ds2_unlock.py (needs Python 3; README.txt says how to use it).
RTX Remix
Status: Experimental.
Install NVIDIA's RTX Remix runtime next to the game and DS2Widescreen switches to a Remix-friendly profile: the world is path-traced while the menus, the interface and the cursor keep working. NVIDIA RTX cards only, and the lighting is still being tuned.
Recently shipped
- : The Armory with 3D heroes, and sign-in with your in-game account.
- : DS2Widescreen graphics options: sharp menus, HUD scale, anisotropic filtering, SMAA, sharpening, the Shaders fix, camera field of view and zoom.
- : DS2ModLoader: a Mods folder for drop-in mods, including glTF models.
- : Release v1.1.0 of the download, Siege Editor 2 with Broken World as its own release, and this roadmap.
- : Broken World: online play, started from the Steam game, Steam heroes imported, frame-rate fix.
- : Siege Editor 2 on the Steam game and with Broken World.
- : This website and its JSON API; the plugins now build from their public source on Codeberg.
- : First online games through the replacement server, with the relay, accounts and the online party vault.
- : Day one: development of DS2 Revival starts. Everything above was built from here.
In progress
Being built now. Parts of these may already work; they move to Live when you can use them.
RTX Remix: a path-traced Dungeon Siege II
Status: In progress.
Making the path-traced look good: lights for the world, menus and interface that stay right, and an example of a prop remade with modern materials. Experimental, for NVIDIA RTX cards.
Multiplayer without Windows' DirectPlay: Linux, Steam Deck and more
Status: In progress.
Our own replacement for the DirectPlay networking the game needs, speaking the same protocol, so players on Linux and Steam Deck (Proton) and on PCs where DirectPlay can't be enabled can host and join. They can play together with Windows players who use DirectPlay as before.
Internet and GameSpy players in one community
Status: In progress.
The game splits players into two separate sets of lobbies by mode. Shared lobby chat brings everyone together, and we are testing whether games can be joined across modes too.
The Dungeon Siege 1 campaign in DS2 co-op
Status: In progress.
Play the first game's campaign in Dungeon Siege II's engine, with your DS2 party, together. A converter will run on your own copy of Dungeon Siege 1. It is feasible: a converted DS1 region already loads in DS2, with its objects and monsters.
Planned
Designed and on the plan, in roughly this order.
Next
Live editor and game-master tools
Status: Planned.
Click any creature or object to see what it is and change it: health, position, orders. Spawn monsters, undo your edits, and let the host of a co-op game run it as a game master.
Named asset overrides and live texture replacement
Status: Planned.
A list of every texture and model by name, which mod wins when two change the same file, and textures that update in the running game the moment you save them.
Lost-content excavation
Status: Planned.
A catalogue of what is in the game's files but never used: regions, monsters, items, voice lines. Unused regions become maps you can visit and host in co-op, with a museum and a listening room.
Achievements and leaderboards
Status: Planned.
Achievements for every hero and leaderboards per class and edition, worked out from the parties the game already uploads, so there is nothing extra to install. Marked clearly as self-reported.
Photo mode
Status: Planned.
One key hides the interface, pauses the game and frees the camera. Later: pictures larger than your screen, and depth of field.
Programmable companion tactics
Status: Planned.
Simple rules for each party member, such as 'drink a potion below 35% health' or 'protect the healer'. An order you give always comes first.
Later
Controller play with Steam Input
Status: Planned.
Play with any controller Steam supports: move with the stick, cycle targets with buttons, radial menus for powers and potions, and button prompts that match your pad. Mouse and keyboard keep working at any moment.
Seeded co-op expeditions
Status: Planned.
Short roguelite runs through familiar lands. A seed picks the encounters, so everyone in a co-op group plays the same run; stages get harder, and progress carries over between runs.
In-game mod browser (Workshop)
Status: Planned.
Browse, install and update community mods from the main menu. Then join-time content sync: join a game that uses a map or mod you don't have, and it is fetched for that session while your own Mods folder stays as it is.
Live world map
Status: Planned.
A map on this site that shows where parties are while they play, linked to their Armory pages. Off unless you switch it on.
Stretch goals
Ideas we would like to try once the plan above is done. No promise.
AI game master
Status: Stretch goal.
A language model writes small side quests that play out in the game's own journal and quest system, checked against the game's rules before they appear.
Player-uploaded content for join sync
Status: Stretch goal.
Share your own maps and mods through the server, so friends who join your game get them automatically.
Suggest something
Missing a fix or a feature? Open an issue on Codeberg or write to contact@dsii.uk.
