Diablo: Immortal

Diablo: Immortal brings Blizzard’s signature hack-and-slash formula to phones and PC in a shared online world, mixing classic dungeon crawling with MMO-style hubs, group play, and a live-service progression loop. Developed by NetEase and published by Activision Blizzard, it is built to be played in short sessions or longer grinds, with a free-to-play model that heavily influences how fast different players can progress.

Publisher: Activision Blizzard
Playerbase: High
Type: Action MMORPG
Release Date: June 02, 2022
Pros: +A free-to-play entry in the Diablo series. +Multiple distinct classes with different playstyles. +Playable on PC as well as mobile. +Mobile-first design with an Eastern MMO feel.
Cons: -Very heavy pay-to-win pressure at endgame. -Made with a partner studio rather than fully in-house. -Non-paying players face strong time gates and slower progression.

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Overview

Diablo: Immortal Overview

Diablo: Immortal is the franchise’s first mobile-focused Diablo game, and it also launched as the series’ first free-to-play release. Instead of a purely solo campaign structure, it leans into a persistent online format where you move between towns, instanced dungeons, and open zones alongside other players, grouping up when it makes sense and tackling content in parties.

The story placement sits between Diablo II and Diablo III, after Tyrael shatters the Worldstone and before the later events that define Diablo III. Blizzard partnered with NetEase, a studio known for mobile MMORPGs such as Crusaders of Light and Endless of Gods, to deliver a Diablo experience tuned for touch controls, daily progression systems, and long-term online play. While it still aims to feel like Diablo in combat and atmosphere, its structure is closer to an MMOARPG than a traditional boxed action RPG.

Diablo: Immortal Key Features:

  • Free to Play – Diablo: Immortal is the first Diablo title designed around a free-to-play launch, allowing players to jump in without an upfront purchase and adventure with others online.
  • Varied Classes – Pick from 6 classes, Barbarian, Monk, Wizard, Crusader, Demon Hunter, and Necromancer, each with its own skills, pacing, and combat role.
  • A New Enemy – Skarn, Herald of Terror threatens Sanctuary by gathering Worldstone fragments to fuel a demonic plan, pushing players to stop him before Diablo’s return becomes possible.

Diablo: Immortal Screenshots

Diablo: Immortal Featured Video

Diablo Immortal Gameplay Trailer

Full Review

Diablo Immortal: Review

Diablo: Immortal is at its best when you treat it as a portable Diablo-style combat loop with MMO conveniences. Moment to moment, it delivers the familiar rhythm of pulling packs, chaining abilities, and vacuuming up loot, with snappy animations and readable enemy telegraphs that work well on a small screen. The core gameplay is polished enough that early and mid-game can feel genuinely satisfying, especially when you are swapping skills, experimenting with builds, and pushing into tougher dungeons with a party.

Where the game separates itself from traditional Diablo releases is its social structure and long-term progression. Hubs are populated, events run on schedules, and many activities are designed around repeatable runs rather than one-and-done campaign pacing. If you enjoy seeing other players out in the world, joining quick groups, and working through a checklist of bounties and activities, Immortal supports that cadence well. The PC client also helps, offering an alternative way to play that makes longer sessions more comfortable than on a phone.

Class variety is another genuine strength. Even with a fixed set of six, the playstyles are distinct enough to keep experimentation interesting, from the close-range aggression of Barbarian and Monk to the ranged control and burst of Wizard and Demon Hunter. Combat feels responsive, and the game does a good job easing new players into more complex skill setups over time.

The biggest drawback is the monetization impact at higher levels of play. While it is absolutely possible to play through a large portion of the experience for free, the endgame is where the model becomes more restrictive. Power growth can become heavily influenced by paid systems, and free players can run into time gates that slow progress significantly compared to spenders. This is especially noticeable in competitive or ladder-adjacent environments where raw character strength matters. As a result, Immortal can feel like two different games, a strong action RPG on the way up, and a monetization-shaped grind once you are chasing top-end power.

Overall, Diablo: Immortal is a competent and often enjoyable MMOARPG with great combat fundamentals and a convenient platform spread. It is easiest to recommend to players who want a Diablo-flavored live-service game and are comfortable staying in the free-to-play lane (or playing casually), rather than those seeking a fair, grind-only endgame race.

System Requirements

Diablo: Immortal System Requirements

Minimum Requirements:

Operating System: Android 4.1 or later / iOS 8.0 or later

Music

Diablo: Immortal Music

Coming soon!

Additional Info

Diablo: Immortal Additional Information

Developer: NetEase
Publisher: Activision Blizzard

Platforms: Android, iOS, PC
Engine: Messiah Engine

Announcement Date: November 02, 2018

Release Date: June 02, 2022

Development History / Background:

Diablo: Immortal was unveiled at BlizzCon 2018 as the first Diablo project built specifically for mobile play. Development is a collaboration with NetEase, a major Chinese studio with extensive experience producing mobile MMORPGs and adapting systems commonly seen in long-running online games. The initial reveal was met with significant backlash from parts of the audience, and the project ultimately spent several more years in development before arriving in Western markets on June 02, 2022. In an unfortunate turn, the lengthy delay also overlapped with stricter licensing requirements in China, leaving the game unable to secure approval for a Mainland China launch despite the region’s massive mobile audience and the game’s mobile-first design goals.