ABOUT THE PROJECT

All of Diablo 1, in 3D.

A Douglas Pan project built on DevilutionX to recreate all of Diablo 1 in 3D. Code, copy, visual studies and new recordings use AI. The prototype is very early and unstable.

AI-generated atmospheric illustration

Douglas Pan leads the project.

Douglas sets the goal, chooses references, requests corrections and tests builds. He uses AI to write code and copy, generate visual studies and produce assets. New Diablo3D work is not presented as handmade.

How we use AI

Why add new cameras?

Explore Tristram and the dungeons from within in first person, or follow the hero in third person. DevilutionX simulation keeps the game rules; F4 lets you compare the scene with the original view in the same session.

Prototype controls and limits

TRANSPARENCY · AI USE

AI in code, copy and assets.

Code and content

Project code changes and tools are developed with Codex. This website’s copy and translations are also produced with AI. Douglas has disclosed using Codex / Sol 6.1. DevilutionX and its contributors retain their own credits.

Artwork and models

AI generates concepts, interface studies and this site’s background illustrations. The Meshy pipeline generated candidate models from references; they need correction and approval. Parts of the scene are also reconstructed by code from original game artwork. That does not make the original artwork our creation.

Generating or importing does not mean accepting a model. Silhouette, scale, hidden faces, doors, materials and placement need comparison. In the documented checkpoint, the known Meshy imports are disabled for review; concepts and turntables are not gameplay.

Music and narration

The new Rock recordings for the menu and Tristram were produced by Douglas using AI as reinterpretations of Matt Uelmen’s compositions for Diablo. They are not original Douglas compositions. The October 9 video devlog uses his authorized synthetic voice through ElevenLabs.

Music is optional. In the game, Esc → Settings → Soundtrack → Vanilla selects the original recordings. On the website, you can pause or mute the background player. The original recordings are not offered for download here.

Review and responsibility

Douglas is responsible for direction and publication decisions. Code tests, rendering comparisons and playtests help find defects, but do not establish complete human review, fidelity of all artwork or stability. Each record identifies the version, image sources and what still needs testing.

Very early, unstable prototype

Documented local checkpoint · October 10, 2026

Windows b77562161864: Tristram, third/first person, HD HUD and a nine-region pilot on the first normal Cathedral floor. The 14 known Meshy bindings are disabled; the town uses simpler substitutes and Ogden uses the original sprite. Earlier models are preserved for review.

Loading saves or returning to a dungeon can make 3D fail and fall back to native presentation. Other floors still use the original view. Artwork, interactions and performance need work; sustained full-game FPS has not been established.

R12 is a browser test served only on the development PC. It is not a public web version. An installable public package still needs validation; private changes are not presented as delivered.

Broader game development is on hold. Final preparation does not constitute a new published build; there is no promised full-game completion date.

Purpose and choices

The goal is all of Diablo 1 in 3D: Tristram, Cathedral, Catacombs, Caves and Hell, with their content and procedural levels. The first pilot does not complete that goal.

First person brings exploration closer; third person keeps the character visible. Movement keys and a readable interface help use these cameras. F4 keeps the original reference accessible. Combat, collision, maps, items and saves remain under native simulation.

Contextual view of Tristram during the v4 stage
Historical screenshot of the October 2026 v4 prototype. It does not identify build b775 or establish the current model state.

How to help

We need people to review code, correct artwork and test cameras, combat, saves and transitions. Human-authored artwork and AI-assisted contributions are welcome with documented provenance and permissions. Include the version, reproduction steps and a contextual screenshot.

Be part of Diablo 3D

Help this community grow

Help Diablo 3D grow: join Discord to talk with the community and follow the project's updates on YouTube.

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Taking part is optional. You can open this invitation from the footer whenever you like.