In the final days of Divinity: Original Sin 2*’s development, Larian Studios was racing against a deadline. A contract with Wizards of the Coast demanded progress on *Baldur’s Gate 3*—then codenamed *Project Gustav*—and the team had to start work immediately after *D:OS2 shipped. What began as a straightforward obligation turned into an unexpected opportunity: a chance to hide the next game’s identity in plain sight.

The studio’s approach was twofold: bury the obvious and reward the attentive. In the epilogue, Fane’s cryptic remark about octopuses plotting world domination wasn’t just lore—it was a direct nod to mind flayers, the tentacled villains of BG3*. Similarly, jars of mind maggots scattered across *D:OS2 mirrored the tadpole-like creatures that infest the Underdark in Baldur’s Gate 3*. These weren’t subtle; they were deliberate breadcrumbs for those willing to dig.

The most striking reference, however, came from Tarquin the necromancer. His musings about a race from another world—beings that feed on minds—were a near-verbatim description of the game’s primary antagonists. Even the written language of those beings, Gustavchen, tied back to *Project Gustav*, the working title inspired by CEO Swen Vincke’s dog. The player character’s default name, Tav, was another layer of confirmation.

Two modern smartphones in a sleek, minimalist design on a vibrant yellow background.

But Larian didn’t stop there. *Baldur’s Gate 3 returned the favor with its own Easter eggs. A letter in the House of Grief describes a mysterious figure named Marco Creenn—an anagram of necromancer*—while another document hints at Tarquin’s return to Rivellon. These callbacks created a loop, weaving the two games together in a way that felt organic rather than forced.

Then, just before launch, the studio pulled back. The hints that had once been bold became vague. What was once a trail of breadcrumbs turned into a series of half-hidden clues, requiring players to piece together connections across dialogue, environmental details, and even the game’s code. The result? A launch where only the most dedicated fans noticed the references at all.

Why the shift? Vincke later admitted the initial hints were too overt. In an industry where leaks are inevitable, Larian risked giving away too much too soon. By the time *Baldur’s Gate 3 released, the Easter eggs were so scattered that they felt like coincidences—unless you were already familiar with the developer’s patterns.

The takeaway? Larian’s strategy wasn’t just about hiding a game; it was about rewarding engagement. For players who explored every corner of *D:OS2*, the hints were a thrilling discovery. For everyone else, they remained a mystery—until now.

For those eager to uncover more, the best approach is simple: pay attention to the details. The next major RPG from Larian may already be hiding in plain sight.