Hi all, Danny from the Diablo 3D team here. We’ve been rebuilding the original Diablo in first person, and the free demo is out.
What’s in the demo:
- Tristram rebuilt in 3D tile for tile from the original town map, with all the townsfolk and their original lines and voices
- Cathedral level 1, laid out by a port of the original level generator (a new layout every descent)
- The original combat, monster and item rules (to-hit, crits, block, durability, affixes)
- Warrior, Rogue and Sorcerer: sword and shield, hold-to-draw bow, Firebolt, Charged Bolt, Inferno
- The 1996 interface layout (plus an optional Modern skin), ultrawide up to 5120x1440
It’s free for Windows (1.83 GB, Vulkan GPU with 6 GB+ VRAM). Download and screenshots: https://diablo3d.com/
This is level 1 of 16. I’d love feedback from people who know the original inside out: what feels right, and what feels off?
Any change of a Linux build? Should be trivially easy given you’re using Godot
Before trying anything I’d like to know if this is LLM-made?
Based on OP ignoring all the questions about that and their channel’s other videos being about AI, I think we know the answer.
Looks sweet but the webpage runs horrendously on my machine (Core Ultra 5 235U, 16 GB Ram). 6 GB+ VRAM for a game originally fit under half a gig itself is something alright.
Thanks for trying it and for the honest report. Fair on both counts. The site runs a few WebGL effects that clearly need a lighter fallback for laptop GPUs, and we’ll sort that out. The 6 GB figure is because every 2D sprite became a full 3D model with high-res textures, so it’s a very different beast from the 1996 original. We’ll look at lower texture settings for integrated graphics too.
Quick update: thanks to your report, the site now has a lite mode. It switches on automatically for integrated graphics like your Core Ultra, or if the page can’t hold a smooth frame rate, and turns off the heavy WebGL and blend effects. There’s also a “Lite mode” toggle in the footer. If it still struggles on your machine, I’d love to know.
Cool! But 6+GB VRAM? I’m sorry but that’s too much for those graphics
Fair point, and it’s the most common bit of feedback so far. The demo has Low / Medium / High / Ultra presets, and in fullscreen you can drop the render resolution (it upscales with FSR 1 and keeps the UI sharp), which both help a lot. The 6 GB figure is mostly textures: every sprite became a full 3D model with high-res textures and we haven’t optimised them yet, so we quoted a safe number rather than an optimistic one. Bringing that down is high on the list. If you do try it on less, I’d love to hear your GPU and how it ran.

