[FE8] Fire Emblem: Divergence [08/40]

This project remained in the shadows for quite a long time. Time for it to see the light.

In a world scarred by a recent conflict who ruptured the rules of magic, war comes knocking at one’s door once again.
Anoxis. A multiverse of many mysteries. In an infinity of realms and worlds - the continent of Aglaria, the so-called “Material Plane”. And in it… Change, wonders, life; but also, war, chaos, and ambition.

Hidden from the public’s eyes, three siblings inheritors of the mighty Rivenian Empire find themselves caught in a rising conflict between the once-peaceful Kingdom of Enestie and the rest of the continent. Forced to reveal themselves to an unfamiliar world, they depart for travels and discoveries worthy of a legend’s tale.

Hello hello, FEU! Hugo here, or “Comestria”. Some of you may know me, but allow me to quickly introduce myself.
For around 3 years now have I taken the mantle of a Fire Emblem romhack developer, with this here project knowing countless revamps and changes. With time and experience accumulated, I finally settled with the present design, and I eventually decided to make this project public for everyone to try, if I do manage to catch your attention.

This here project, called “Divergence” is a WIP game I’m proud to introduce today. It’s known a lot of private development, playtesting, and commissioned code and assets, but it’s far from finished and could use some more eyes on it!
So far, Prologue and the 7 following chapters are all functional and playable.

Download the current patch here! (Chapter 7, last edited: 12/06/2026)

Join the Discord server! (All devlog is in here, if you’re interested and/or want to give feedback, come say hi!)

Featuring:

  • The first seven chapters of a 40-chapters long campaign currently in development.
  • A high-scale adventure with 30-40 universal caps and high bases and growths.
  • A considerable cast size (between 120 and 150 playable characters planned, all in one run) with chapters being worked around new recruitables, both story and gameplay-wise.
  • Thracia 776’s FCM and Vigor system, alongside Retina’s Auto-Repair weapons system used for Prfs.
  • A bunch of QoL additions to improve the overall experience.
  • Custom assets - revamped UI and numerous portraits by Scraiza, as well as other custom mugs by Gold and dale_sanguchito, and a bunch of custom tracks by Mycahel.
  • A certain amount of characters featured from the game 100% Orange Juice (and its own referenced games). If you’re familiar with what this game is, you’ll definitely recognize them, if not, don’t worry, this will not impact your understanding of the game’s narrative in any way.
  • A brand new main mechanic - Hyper! Charge Hyper points by defeating enemies and dealing critical hits, and once you’ve reached the maximum value, unleash a fantastic power on one of your units, depending on their affinity.
  • And much more!

Playtesting for this hack has been made using mGBA. Keep that in mind.
This project holds assets that are subject to change. If I missed anything or anyone in the credits, do let me know!

And now, screenshot storm!

  • Follow the story of Celindra and Reinfred as they look for their kidnapped younger sister, Ashley!

  • Meet new companions around the continent! Heroes, baddies, weirdos…

  • Get to use the different tools available to you in your journey.

  • And of course, fight against whoever will stand in your way!

  • And much, much more!

Known Issues

  • The Hyper Help text currently has a bug making it always display the Fire Hyper description no matter what the unit’s affinity. It’ll be fixed soon, but in the meantime, here’s what the Hyper effects can do:
    → Fire: Str/Mag +50%.
    → Thunder: Crit +50.
    → Wind: Mov +4.
    → Ice: Enemy AI always targets unit, and halves enemy Atk in battle.
    → Light: Healing potency is doubled and unit fully heals after every battle.
    → Anima: Range on all weapons/staves is increased by 2.
    → Dark: Unit ignores all enemy defenses.
  • Something that will eventually be addressed; it’s possible to trigger Hyper while Cantoing, and it’s the first option available before Wait, so it’s possible you might accidently trigger Hyper instead of ending the unit’s turn.
  • The Support Room in the Main Menu crashes whenever you select a unit. So uh, don’t do that while I kill that menu or decide it’s useful enough to patch that bug.
  • Fairly minor issue, but some class descriptions are still narrowfonted (they’re not meant to, it looks ugly), it’s fairly inconsistent so don’t worry about it.
    If you find any more issues or bugs, do let me know! (I’ll be far more reactive on Discord, on my own server or you can ping me directly on the /r/FireEmblem Discord Server or on the FEU Discord.)

Special Thanks
First of all, Scraiza for their numerous contributions to the project - be it through code, asset or other commissions or just during the countless discussions we’ve had about romhacking. In many, MANY aspects this project wouldn’t be the same without their help. (also letting me use the SotF soundtrack because holy bangers)

Big big thanks to Gold and dale_sanguchito for their awesome portraits, and Mycahel for their awesome music!

Also big thanks to ditto for her help on coding and many other things including playtesting, as well as a good bunch of other playtesters - naming a few, Gold, GreatDoot, Soragant, Ilmoro, DrGreen, MageBoy… Playtesting is what makes this project and the motivation alongside it live.

Thanks as well to 7743, Retina, Scraiza, ditto, Mycahel, archerbias, Parrhesia, Sigmaraven, Luminescentblade, lowres… for their contribution to many aspects of the game - Builder itself, many patches and ways to improve hacks, the FEU community itself, and many many other people I can’t name because there’s way too many of them. All their contributions are found in the credits. (Again, if I missed anything, do let me know, it’s a mess)

And last but not least, huge thanks to the Fruitbat Factory Community for letting me ramble on the Discord server for this project and for being an awesome bunch of silly people I wouldn’t trade for the world.

Enough talk now, I hope you’ll enjoy the game!

  • Hugo
27 Likes

This looks like a very fun rom hack! Well, judging from the screenshots at least. I can’t wait to give it a try! (Btw 120-150 characters sounds insane, I hope there’s some way to increase the amount of deployment slots to use a lot of them!)

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Yeah the cast size inevitably requires a whole lot of benching throughout the game, though yeah the deployment slots will be overall quite high, without going in the extremes (there’s a limit between high amount of deployed units and the point where it becomes insufferable and turns take 20 minutes)

Yeah I hear you, best of luck with that! I love to see such an ambitious rom hack, and I hope you can do all that you plan to do. That also definately raises the replayability of the game as well, so that’s a plus.

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CongRUats on the demo release!

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So true… Thank you Ru!

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Just fiinished the prologue chapter. I’ve gotta say, it didn’t disappoint. I love the hyper abilities and the repleneshible weapons (similar to cerulean crescent). The story also isn’t lacking in content, great job!

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I imagine with such a large cast you won’t be doing written supports and paired endings?

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As much as I am able to, yes I will. Though supports in this game work a bit differently - characters can have between X and 7 supports (there’s no minimum but I try to always give at least 2 so I have bases for a paired ending) with base support ranks if applicable, then character “bonds” will develop through base convos (identical to how Tellius games work) that will lead to unlocking supports. I fixed every playable to have one achievable paired ending (with a single exception in the whole game so far), sometimes with characters already having a base A-Support that will automatically get their paired ending should their partner survive.
If you’re curious, I’m using the personaldata patch, and one of its applications is to display said paired ending partner every unit has (see below).
(Also yes this means multiple characters can have A-Supports since they progress based on eventing and not through the regular means, I think a good comparison for how that system works is TMGC)

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Thank you! For what it’s worth, the hack is very story-driven so it kinda relies on you getting involved in the narrative, I suppose… Glad to see it doesn’t fail so far!

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Ohhh TMGC is my fave hack so I love the way they do supports. I prefer narrative based hacks too so I’m locked in. i’ll impatiently await it’s completion. lol good luck and thanks!!

3 Likes

Whoa, 40 chapter total? Interesting, I want to see long story-based hacks since I want to make one myself

Also you can have more than one A support for each character, will there be support bonus stacking?

Thank you!

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Yeah, support bonus do stack, and given affinities are given more importance with the Hyper mechanic, all bonuses are universal (+1 Atk/Prt, +3 Hit/Crit/CritAvo per rank).

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I went ahead and pushed a few changes, both balance and bugfix stuff.
Mainly fixed an issue with Celindra’s Prf not working properly, and buffed Reinfred’s since he falls behind in terms of usefulness a bit.

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Chapter 7 is live!

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Fairly huge amount of changes with the previous playtests, so here’s a dump

Public Build 7.1.1 is live!

  • Various minor buffs:
    → Ashildr’s HP and Str increased by 1, letting her reach certain thresholds on her join map.
    → Aline’s Def and Res increased by 1, letting her survive different scenarii on her join map.
    → Sylvio’s Spd increased by 3 (10 → 13).
  • Similar to Halberdiers, Melchior now has access to Axes (S Rank).
  • Various typos fixed.
  • All staff-wielding classes now have animations for healing (and promoting), with the exception of the Private class.
  • Changed animations for the Valkyrie class (credits to UltraFenix).
  • Fernet now promotes to a personal class (Ascended Noble), gaining Anima and Light access.
    → Promoted Fernet now uses the new Valkyrie animations.
    → Also fixes a bug where staff-locked classes couldn’t play their proper promotion animations.
  • Fixed the Stairs terrain type using the wrong battle backgrounds for Chapter 1, 2 and 3.
  • Prevented enemies from using the Rescue and Warp staves (fixing an issue in Chapter 3 where Velnorte could use his Rescue Staff).
  • Changed Hero/Warmaiden’s map sprite.
  • Chapter 3: Promoted Enestian soldiers are now way stronger and no longer give EXP.
  • Fixed Prologue’s battle backgrounds not being set to the correct entry.
  • Fixed Lorelei’s Village in Chapter 3 using the wrong tile changes after being visited.
  • Switched Apatheia’s starting Steel Lance for an Iron Greatlance.
  • Switched Chapter 3’s Iron Greatlance (obtained from a village) with a Steel Lance.
  • Increased Vulnerary’s uses to 5 (previously 3).
  • Increased Vulnerary’s healing potency to 30 (previously 20).
    → Base price does not change (still 900G)
    → Removed Vulneraries from multiple playables’ starting inventories: Aline, Julia, Sylvio, Galgaliel, Theoria, Fernet.
    → Tristan’s Vulnerary has been moved to Samaël’s starting inventory.
    → Sagi now starts with a Vulnerary in her inventory.
    → Arthur now starts with a Heal Staff and a Vulnerary in his inventory, in place of his Elixir.
2 Likes