We’ve been absolutely loving the new game from Thunder Lotus – 33 Immortals over at Gamer Social Club. 5 of us were lucky enough to get codes for an early access preview and since then the writers and some of the GSC community have been diving into hell to keep you up to date with tips & tricks, roadmap updates and boss fight guides.

We we’re also lucky enough to get a couple of questions answered about the game by the devs over at Thunder Lotus! We asked about The Divine Comedy as inspiration behind the game, and what players can look forward to as the game continues through Early Access.
How did the team decide on the Dante’s The Divine Comedy setting for 33 Immortals, was that always part of the game’s design?Â
Yes, the Divine Comedy setting was part of the vision from the very beginning. The core idea was to create a multiplayer game with a large number of players, all within a world inspired by The Divine Comedy-the medieval Italian epic that explores Hell, Purgatory, and Heaven.
The poem tells the story of one man, Dante, journeying through the afterlife. But in a multiplayer game, we couldn’t just follow a linear narrative-we needed to let players experience their own stories together. That’s when I thought: What if we tell the story of souls who are damned, but refuse to accept their fate?
We had a lot of conversations within the team about how to bring that concept to life, and eventually, we landed on the idea of 33 Immortals rising up in rebellion against an unjust destiny.
What was the inspiration behind the 33 player limit? Is it a reference to the number of Cantos in each act of The Divine Comedy?
Yes, the number 33 originally comes from The Divine Comedy. The poem is divided into 100 cantos, with each of its three sections-Inferno, Purgatorio, and Paradiso-containing 33 cantos each (plus one introductory canto). We thought, “Okay, 33-that’s an interesting number.”
We tested whether 33 players could share the screen during exploration and large-scale boss battles. It turned out to be the sweet spot: the action remains clear, the visuals stay readable, and it still looks great. So, we settled on 33-not just for technical reasons, but also because it ties back meaningfully to the inspiration behind the game.
Are you worried about players developing meta builds quicker than you can update the game?Â
We expect that during early access, players will discover ways to become very powerful-maybe even too powerful. That’s part of the process. We’re excited to observe how the game evolves in players’ hands, and we’ll be actively balancing and fine-tuning the content to ensure the experience stays fun and engaging at every stage of progression.
There’s a few different currencies in the game. How did you decide on how currencies were implemented? e.g. Stardust being used for Shattering Malus removal, but also wishing on relics and purchasing cosmetics.
There are three main meta-currencies in the game: Eternal Shards, Paragon, and Star Dust-each with its own purpose. Eternal Shards and Paragon are used to level up permanent progression elements, like perks and other long-term upgrades. Star Dust, on the other hand, is earned through cooperation and can be spent on quality-of-life systems and features. In short, each currency supports a different aspect of the game: long-term progression and player convenience.

The first few weeks had a great community event, getting people engaged in streaming and playing the game. Can the community expect more events like the Race for Immortality?
Yes, absolutely! The response to the Race to Immortality event was great: our community was excited, engaged, and fiercely determined to get their team across the finish line. Seeing how well received it was, we’re definitely thinking about running more events like it in the future.
In fact, we’ve already launched a new one: Race to Immeowtality. Same idea, but this time it’s Cats vs Dogs. The winning familiar will get a new skin. Needless to say, the community is very committed to proving their favorite pet reigns supreme.
Will there be more cosmetic options added to unlock over the roadmap?
Yes, definitely! We plan to expand cosmetic items by introducing new tiers, including legendary weapon skins. In a future update, players will also be able to customize their rebel camp in the Dark Woods with trophies and ornaments collected from the Beyond.
Myself and the rest of the team have been quite active in the discord and subreddit. As a lot of people in the community have noticed, we can see other weapons in the keyart of the game. Can you tell us anything about new weapons coming to 33 Immortals?Â
Unfortunately, I can’t share too much just yet, as those weapons are still in development. What I can say is that they’ll continue to explore the themes of sins and virtues, while offering exciting new options for each co-op role-tank, fighter, shooter, and specialist.
Will there be any new bosses coming to each area? (e.g. Minos for Inferno or Belacqua for Purgatorio)
Adding exciting new bosses to each area is something we’ve been actively discussing as a team. It’s definitely on the table, but not something planned for the immediate future. Right now, the team is fully focused on crafting our next epic boss fight: God. We want this encounter to serve as a challenging, surprising, and memorable climax to the journey through the Beyond.
Gamer Social Club would like to thank the team over at Thunder Lotus for taking the time to answer our questions about 33 Immortals – and if you fancy jumping on a session with the GSC team you can join our discord here!






One Response
The game is fine but the replay ability wears off rather fast. Even more so once geared at which point it loses its appeal. There are only emotes to communicate with which kills 90% of the coop part. No chat, no voice chat, no way to invite ppl you meet in game to a group or even friend them.
Luckily it runs well, but cuts corners to do it by not letting you see most graphics produced by other people’s abilities. Imo this should be an option i. Graphics, not a automatic graphical decline you can’t change.
The loot is horrid as you will only ever use 3 or 4 things you get. It makes no sense to have tier cosmetic loot at all. They don’t affect stats and no one is going to wear a common item over a better one.
The weapons while being customizable, are extremely limited in doing so. A talent tree would have been 1000% better. Once you unlock all upgrades, you’ll only use two for the most part. That’s because only about two work well while everything else has cons along with the positives. Why would I customize my weapon with something limiting when there are other options that make me more powerful?
Seriously it’s a good idea, but a lot of their choices make no sense and it’s actually killing the replayability instead of helping it. If they can fix those then great, but they’re already talking about a new weapon without actually fixing anything that’s wrong.