The Seven Deadly Sins Origin Guide Hub: Every System, Mode, And Resource Explained

The Seven Deadly Sins Origin Artwork 1

The Seven Deadly Sins: Origin is a full open-world action RPG with layered systems: story, exploration, co-op, gacha, and deep progression paths. This guide hub gives a high-level map of every major system, mode, and resource so you know what to expect going into launch.​​

Core modes and structure

The game is built around a mix of single-player story, open-world exploration, and optional co-op.​​

  • Main story campaign
    • Follows an original multiverse-style narrative starring Tristan, the son of Meliodas and Elizabeth, after the Holy War.
    • Story quests introduce core mechanics and gradually unlock regions of Britannia and new systems.
  • Open-world Exploration mode
    • Large, contiguous Britannia map filled with resource nodes, chests, puzzles, dungeons, fishing spots, and capturable creatures.
    • Space-time distortion mechanic creates anomalies that change quests and spawn enemies from different eras, making exploration dynamic.
  • Co-op / multiplayer
    • Up to 4–5 players can team up (sources differ by platform preview) to tackle bosses, dungeons, puzzles, and roam the world together.​
    • Designed to integrate smoothly with solo play, not as a completely separate mode.

Combat, heroes, and builds

Combat is real-time action with hero switching and combo-driven playstyles rather than auto-battling.

  • Hero switching & tag attacks
    • You build a team of heroes and can swap between them mid-fight to extend combos or access different roles.
    • Timely switches enable tag attacks and chains that are required to handle later bosses.
  • Weapons and roles
    • Each hero has distinct weapons and a role (melee DPS, ranged, support, etc.), with different combo flows and ranges.
    • Learning how each hero “feels” matters more than raw stats early; mechanical familiarity drives performance.
  • Enemy design
    • Encounters range from basic mobs to big set-piece fights with ancient golems, werewolf warriors, and other bosses that test different strategies.​

Progression systems and resources

Origin has multiple progression layers, from hero growth to account-wide systems.

  • Hero progression
    • Level: increases base stats, likely via EXP from combat and quests.
    • Skills / masteries: upgraded using dedicated materials; Netmarble’s growth notes mention Mastery Growth and Shared Mastery with level caps and resource tables.
    • Gear and weapons: equipment improves stats and may alter move sets or passives, encouraging build experimentation.
  • Account-wide growth
    • Shared mastery system boosts multiple characters once you invest, smoothing roster building.
    • Exploration and achievements provide permanent account bonuses and resources, making thorough exploration efficient, not just cosmetic.
  • Key resources (examples inferred from growth docs and genre):
    • EXP and Mastery materials for leveling heroes and shared trees.
    • Weapon/gear upgrade mats from open-world farming, dungeons, and bosses.
    • Currency for gacha pulls on character banners (details discussed in CBT content and summon videos).​

Exploration, side content, and world systems

Exploration is a major pillar: the game rewards players who roam rather than beeline the main story.

  • Side quests and puzzles
    • Numerous side quests and environmental puzzles scattered across Britannia, often tied to distortions and secrets.​
    • Completing them yields materials, equipment, and possibly unique abilities or traversal options.
  • Gathering, crafting, and life content
    • Activities like fishing, cooking, capturing creatures, and placing items in the world are confirmed, granting buffs and items for combat and survival.
    • Gathering nodes (plants, minerals, etc.) feed into crafting and upgrade loops.
  • Hidden chests and exploration bonuses
    • Certain characters can reveal extra icons on the mini-map (such as treasure chests and collectible points), making roster composition matter for exploration efficiency.​

Gacha, banners, and monetization (early info)

Origin is an open-world RPG with a gacha layer, following trends from other high-budget anime gacha titles.​​

  • Character banners
    • CBT and early summon videos show multi-pull banners for heroes (e.g., Meliodas, other fan-favorite units) with pity systems and rate-up structures.​
    • PvP and gacha rate details are being datamined and discussed in community content, with players scrutinizing whether rates are generous or harsh.​
  • Netmarble’s approach and NFT concerns
    • Community discussion notes that the project originally considered NFTs, drawing comparisons to Ni no Kuni: Cross Worlds, but that direction appears to have been walked back after backlash against NFT-heavy games.
    • Players expect a monetization model similar to Seven Deadly Sins: Grand Cross, gacha-heavy but with strong free content, scaled up to suit an open-world game.
  • Resources for gacha
    • Premium currency (gems/diamonds), tickets, and event currencies are expected from quests, events, and possibly daily/weekly tasks.

Systems to watch going into launch

Developer notes and community impressions highlight several “watch points” for anyone planning to invest time or money.

  • Long development and refinement
    • 7DS Origin was delayed from an earlier target to January 2026, with dev notes and community analysis suggesting the team used the extra time to refine systems and remove controversial features like NFTs.
    • Expectations are high that this added polish will put Origin closer to modern open-world gacha competitors.
  • Balance between single-player and co-op
    • Co-op is a major feature (4–5 player world/dungeon runs), but dev messaging emphasizes it should complement, not replace, a satisfying single-player experience.
  • Depth vs grind
    • BlueStacks’ guides stress that success comes from mastering systems and exploration, not only grinding levels, implying a design that rewards thoughtful play.
    • Community will be watching whether resin/energy, drop rates, and banner design strike a fair balance or push too hard toward spending.​

If you plan to cover or play The Seven Deadly Sins: Origin seriously, using this hub as a checklist, story, exploration, co-op, combat, growth, and gacha, will help you slot new information and updates into the right system as more details and patches arrive.

Jake is an SEO-minded Football, Combat Sports, Gaming and Pro Wrestling writer and successful Editor in Chief. Most importantly, he is a Gacha players who specialises in Genshin Impact. On top of that, Jake has more than ten years of experience covering mixed martial arts, pro wrestling, football and gaming across a number of publications, starting at SEScoops in 2012 under the name Jake Jeremy. His work has also been featured on Sportskeeda, Pro Sports Extra, Wrestling Headlines, NoobFeed, Wrestlingnewsco and Keen Gamer, again under the name Jake Jeremy. Previously, he worked as the Editor in Chief of 24Wrestling, building the site profile with a view to selling the domain, which was accomplished in 2019. Jake was previously the Editor in Chief for Fight Fans, a combat sports and pro wrestling site that was launched in January 2021 and broke into millions of pageviews within the first two years. He previously worked for Snack Media and their GiveMeSport site, creating Evergreen and Trending content that would deliver pageviews via Google as the UFC and MMA SEO Lead. Jake managed to take an area of GiveMeSport that had zero traction on Organic and push it to audiences across the globe. Jake also has a record of long-term video and written interview content with the likes of the Professional Fighters League, ONE and Cage Warriors, working directly with the brands to promote bouts, fighters and special events. Jake also previously worked for the biggest independent wrestling company in the UK, PROGRESS Wrestling, as PR Head and Head of Media across the social channels of the company.