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A story-driven CRPG set in the world of Monte Cook's Numenera.  We are deeply appreciative to all of you who made this possible.
A story-driven CRPG set in the world of Monte Cook's Numenera.  We are deeply appreciative to all of you who made this possible.
You can continue to support Torment by visiting tormentrpg.com.
A story-driven CRPG set in the world of Monte Cook's Numenera. We are deeply appreciative to all of you who made this possible. You can continue to support Torment by visiting tormentrpg.com.
74,405 backers pledged $4,188,927 to help bring this project to life.

Updated Our Journal (67): Here Come the Boxes!

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tl;dr: Rewards begin shipping, new patch, and work on additional content begins.

Hi Castoffs!

‘Tis I, Eric Daily, here for an update. We have a few exciting topics to cover today, so let's jump right in!

Rewards Shipping

The first wave of shipments of backers’ physical goods has begun as of March 16th! They are shipping via UPS, and many of you will have already received shipping confirmation emails. You should receive a tracking number as part of your shipping confirmation. Many backers have already received theirs, but please be patient if you haven't got your shipping confirmation yet, as there are still many thousands of boxes rolling out!

Shipping Address Changes & Delivery Issues

If you receive a shipping confirmation, and the shipping address your package is being sent to is incorrect, or you encounter another delivery issue, you can use the button at the UPS web site under your tracking page to request changes to your shipment.

Please note that because the shipping is being done by UPS, you can contact UPS customer service directly to discuss change of address or possible pick-up at your nearest UPS pick-up point. If you are unable to resolve any shipping issue with UPS, however, please submit a support request and we shall assist further!

Also, note that signed goods require some extra time due to the additional turn-around required for the signing process. These will ship a bit later as a result, so if you are receiving signed goods and don't get your confirmation immediately, DO NOT PANIC!!1 This doesn't indicate a problem.

inXile Help Center

Over the last few months, we've received an increasing number of help requests, especially around release of our games, and we've sometimes had trouble keeping up with the feedback. To better serve you, and make sure relevant information can be found all in one place, we have launched a new Help Center page.

This also comes with a new ticket request system, which will help both you and us stay on top of messages more easily and they get answered in a timely fashion.

New Patch

Next, we have a new patch for Torment on PC! (It will also be coming to consoles very shortly.) Below you can see the highlights. If you are playing on Steam you will have already likely downloaded it, while if you're on GOG, it'll be up as soon as possible!

Highlights

  • Fixed a large number of freezes that would happen in various states.
  • Numerous performance optimizations
  • Addendum text should now be appearing on item descriptions. Many dozens of items now have more details depending on your lore skills and other factors!
  • Fixed an issue that was preventing party members from bantering. Party members should now be much more talkative!
  • Updated a number of crisis sequences to rebalance a number of enemies. In some situations, it will make combat proceed more quickly with combats that were sluggish.
  • Numerous fixes and improvements to movement grid, pathing, and AI. This should prevent issues where the game would hang as combat could get stuck in numerous situations.
  • Several quest and conversation fixes.
  • Inspiring Presence and other looping sound effects have been removed.

As you can see from the highlights, this update is focused mostly on performance improvements and bug fixes. For the full release notes, see here. But, of course, we have more in the works...

Oom & Voluminous Codex

Design and writing work has begun on some of the content additions that we spoke about last Kickstarter update.

Oom's character is currently being built out by Colin McComb and Gavin Jurgens-Fyhrie, and they're working hard to make it a unique character that also fits in with the overall storyline of the game. On the design front, initial work has been done on figuring out what kinds of abilities and features Oom will have, both during exploration and Crisis gameplay. Meanwhile, the art team has begun the initial stages of figuring out his character model and design.

Regarding the Voluminous Codex, most of the writing and user interface design work has been completed, and we are in the beginning stages of integrating it into the game itself, both in the interface itself as well as all the hooks and triggers to make sure the entries are unlocked at the right stages of the game. Similar to other RPGs, the Codex entries you receive will give you details on companions and characters you meet as well as provide additional lore about the world, factions, creatures, and cults.

As we stated last time, we don't have dates for these additions just yet as our focus is on doing them right. However, as mentioned, these will be completely free to all backers and owners of Torment. We hope to have them in time to give you an even more fresh experience for your second (or third, or fourth...) playthrough. We will keep you informed as progress is made!

Thanks for all your support and stay tuned!
Eric Daily

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Updated Our Journal (66): Beyond the Beyond

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tl;dr: New content coming to Torment, rewards status update, and THANK YOU!

Hello Exiles,

We are now a little over one week after the release of Torment! It's been amazing to see the reception that the game received. The game has been an extremely strong success critically, with praise, awards and even several perfect scores along the way. If you want to read some of the reviews, we’ve done a pair of roundups that you can find here and here, as well as an accolades trailer. More importantly, we've been seeing your feedback throughout the forums, comments and social media.

We've heard from hundreds of you who have reached out to say that that Torment: Tides of Numenera is a worthy successor to Planescape: Torment, and that is something we are extremely pleased and humbled to hear. We'd love for you to get out there and keep spreading the word, leaving reviews, posting comments, sharing your experiences, and more. There’s a lot to discover in this game, and we’re looking forward to seeing you all discuss the story and events of the game for years to come!

When we came to you on Kickstarter, you gave us an incredible opportunity to make a game that would never have happened otherwise. It's through your continued support that these kinds of games will continue to get made. You have our everlasting thanks for providing us the ability to bring these type of games back.

What Comes Next?

Since release, we have been tirelessly reading your feedback, comments, and reports, and using that to plan a few patches for the near future. These will be primarily focused on fixing some pesky bugs that some of our players have encountered, as well as performance and stability optimizations, both on PC as well as on consoles. You can expect to see our first patch coming in the next couple of weeks.

But, we also want to address the longer term. Four years is an extended development timeline for an RPG, and it is a hallmark of our ambition for the game. Torment has the longest script we've ever produced at over 1.2 million words, and provides more nuanced reactivity and more complicated quests and stories than we have ever done before.

Despite that, there were some features we wanted to include in the game that we weren’t able to finish in time for release. Companions, in particular, were a big production trade-off. Not only does a single companion take many months of work from writers, scripters, designers, and artists. Because we wanted companions to interact and react to the game world and conversations in a deep way, their implementation needed to happen later in the development process, when quests and area design were mostly complete. As we were iterating on the companions, we felt the time was best spent building them out deeper as opposed to slamming in a few more on a surface level. These development decisions are never black and white, but we always approach it from a position of what we truly believe is best for the game. As we addressed in a previous update, reducing their number was a necessary trade-off to hit the level of quality we wanted.

But, there's a saying that no work of art is ever truly complete. We certainly know that many of you were looking forward to some of the things we couldn't squeeze into our release build, and it just didn't sit well with us leaving those behind. Now that we have had a time to see your feedback on the game, we also have a better sense of where we can focus our resources to improve.

To that end, we are pleased to announce that we will be working on additional content and updates for Torment post-release. These updates will include:

  • Oom ("The Toy" companion).
  • Voluminous Codex.
  • Crisis system improvements.

Our initial updates to the game will focused on bug fixes, optimizations, and other improvements, while the content additions will come later down the line. Both the patches and content updates will, of course, be completely free for all Torment owners, including backers, PC buyers, and console players. We will have more news on these in the coming weeks and months!

Digital Rewards Update

At this point, most of you have received your rewards digitally and are playing the game (if you aren't please check out our Torment web site, login or create an account, and link up your Kickstarter pledge email if needed).

In the week since release, a few things have been added and updated, so we wanted to call those out for you all...

First, backers at the Lore Seeker, Digital Collector's Edition (PayPal), and Numenera Seeker reward levels and above, are eligible for an Immortal Edition upgrade key. This will let you get many of your digital rewards on Steam or GOG. Many of you requested this and we are happy to oblige! To get this, you can check your Keys page on the Torment backer web site.

Second, many of you who claimed your game key for Steam Early Access asked if you could receive a GOG key for final release instead. We've heard you! We now have an "Exchange" button on our backer web site that will let you exchange your Steam Early Access key for a GOG version of the game. Please note that this can only be done if your Steam key was claimed prior to the game's Feb. 28th release date, and once exchanged, you cannot exchange it again.

 

Last, as a free bonus to you all, we also have made a Backer Outfit Upgrade key available to all Torment backers. This key will grant you a set of three additional armors at the start of the game. This is currently only available for Steam – however, we are working on a way to provide this content to backers who got the GOG version of the game very soon!

As an additional note, many of you have been contacting us with support inquiries – thousands, in fact! Rest assured that we are responding to everyone as fast as we can. If you need assistance, please be sure to contact us at our support page. If you did write in and haven't got a reply, we will respond to you as soon as we can! We appreciate your patience during this extremely busy time.

Physical Goods Update

We've been getting lots of questions about physical rewards recently, and we're pleased to say they are shaping up great! Here's a sneak peek at the Collector's Edition box and novella set...

Collector's Edition box.
Collector's Edition box.

 

Printed Novella Compilation.
Printed Novella Compilation.

Many of you have messaged us wondering what the status of shipping physical rewards is. To recap, we previously contacted everyone receiving physical goods late last year and early this year, asking them to update their shipping address on our backer web site if needed. Provided you gave us your correct shipping address by January 27th, 2017, you will be ready to receive all your physical goods when they ship. Our first shipping list has now been sent for processing, so shipping should begin very soon!

Note: If you missed the January 27th deadline, or require a sudden change of address, we won't be able to squeeze in that change for the initial shipment wave – however, we'll be in touch about how we can handle late shipments.

Thank you once again to every one of you. If you've enjoyed Torment and want us to help keep making more RPGs, be sure to help us out, whether that's by following us on social media, giving a like or subscribe on YouTube, writing a review on Steam, GOG or elsewhere, or just spreading the word in general. It's your amazing support that allows us to continue making the games we love. We can't stress to you enough how amazing a journey working on this new Torment game has been, and we are excited to see how we can continue to improve it even further.

Chris Keenan
VP of Development

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Updated Our Journal (65): The Wait Is Over

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Hello Exiles,

When we first came to you asking for your help in making a new Torment game, we were genuinely overwhelmed and moved by the sheer outpouring of support. Torment is a game that would never have happened without you, and you blew us away beyond our wildest expectations.

Now the wait is over, and Torment: Tides of Numenera is ready for you to play, enjoy and experience. This is a true RPG with over 1.2 million words of text, multiple huge locations to explore, with the most involved quests and characters we have ever made – we tend to be overly ambitious on these things, and it is a much deeper game than we initially set out to create.

The entire team at inXile has worked countless hours to bring you the new Torment, we are immensely proud of what we made. Of course, we made the game first and foremost for you, our backers, and we truly hope you enjoy it.

Thank you,
Brian Fargo
Your Leader in Exile

P.S. We were hoping we could get the final version of the game live a little early for backers... and we did!

A Video Message from Colin

We also have a video message to share from our Creative Lead, Colin McComb:

 Of course, you probably have other questions on your mind...

How do I start playing?

Eric Daily here. We know that many of you will have questions about Torment on release day, but first and foremost: "How do I play this game already?!"

Fortunately, it's easy! If you already used your Steam beta key, your game will automatically update to the release version.

If you never claimed your key, then login to our newly-updated Torment backer web site, then visit the Rewards page and check your "Keys" tab.

 

If you are one of our few backers who never created a backer account, then be sure to sign up using your email address you used to back the game. Once your account has been verified (check your inbox for a verification email!), you should see your rewards appear on your account afterwards.

We also know some of you wanted to use a Steam key to play the beta, then switch to GOG for final release. We'll have a way to do this coming very soon, and will let you know when it's available!

Likewise, we are in the process of getting all our reward downloads up - such as our digital novellas, concept art book, and more - but those will be online very soon, and possibly by the time you are reading this!

Release FAQ

Of course, we know that there are some other questions on your mind, so here are the quick and dirty answers!

Will my beta save files work in the final version?

Any saves made after the Tidal Surge beta update in December should work with the final release! However, any save files from earlier versions (before the Tidal Surge update) are not likely to work, or will experience significant bugs. If you want the most stable possible experience, we still advise you to start a new game.

I already used my beta key on Steam. Do I need to use a new key?

If you already have the beta/early access version of Torment installed, you do not need to use a new key – the game in your Steam library should update to the final version automatically (provided you have auto-updates turned on in Steam).

As a free bonus, since beta Steam keys auto-update to the final game, this means any backers who got the beta separately will get a bonus game key. You are welcome to give this one to a friend or family member if you wish. Consider it a special thanks for backing at a higher pledge level!

When are Mac and Linux available?

Right now! You do not need to use a separate key for them – each game key will give you the game all our supported PC operating systems. On Steam, you will be able to download the game directly from your library; on GOG, you should see downloads available for Mac and Linux install files.

I used my Steam key for the beta, but want to switch to GOG. Can I do that?

We will have a way to do this on our backer web site very soon. We will keep you all up to date on when it is available.

I never made a backer account. What now?

If you are one of our few backers who has never created an account with us, you will first want to register on the Torment backer web site.

I need your direct help with something!

Please get in touch with us at our support page. Please note that we are experiencing a high volume of messages right now, so we appreciate your patience as we try to help everyone we can as quickly as possible!

About Physical Rewards

Those of you who are getting physical rewards are no doubt looking forward to getting your game boxes. Techland has assured us they are planning to ship out the physical rewards very soon! We’ll be awaiting confirmation from Techland when they are shipping, and send all of you notice as soon as we hear from them. We should also mention that signed Collector's Edition boxes may ship slightly later than the standard backer boxes and unsigned CEs – this is simply due to the extra time needed for us to sign them. We will stay in touch with all of you who are getting physical rewards, and contact you directly with more information when available. And of course, you don’t have to wait for your boxes to play the game, you can claim your Steam or GOG.com right now on the Torment backer web site.

But in the meantime, we thought we'd give you a sneak peek on their progress. Here's the Collector's Edition box...

A distinguished box for the distinguishing gamer.
A distinguished box for the distinguishing gamer.

It is a hefty matte cardboard box with a magnetic clasp hinge. What's it like inside? You may soon find out! One other small detail is that we designed it to be the same size as Pillars of Eternity’s Collectors Edition. Given the thematic links between the titles, we thought it’d only be right they could fit next to each other properly on your shelves!

One other item we couldn't wait to show you is the cloth map, which is in all Collector’s Edition versions. Some of you may have seen this in digital form previously, but seeing it printed out definitely gives it a more old-school feel.

Map artwork by Christopher West.
Map artwork by Christopher West.

We also have larger versions that are included in some of our higher reward levels, which... well. They're pretty big.

As mentioned above, we'll be in touch with all backers receiving physical goods in the very near future with more info as Techland moves forward with shipping and distribution.

Some Free Bonus Rewards!

As an extra special thanks to you all, we also have some extra goodies for you. Every single one of our backers who got a copy of the game also receives a free pack of Torment forum avatars, some bonus wallpapers, as well as a free set of Torment-themed ringtones and notifications based on the sounds and themes from the game. You will find these among your downloads on the backer web site (click the "Downloads" tab).

What’s Next?

Torment is out and ready for you to enjoy, but we’re not done with the game yet. We will be monitoring your feedback on the forums and social media for any post-release updates!

Enjoy the game!
Eric Daily
Producer

Updated Our Journal (64): Console Copies for Backers – We Need Your Input!

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Hello Exiles,

With the game's release right around the corner (Feb. 28), every day brings something exciting and new. Today we have something to share that we think looks amazing. Our friends at Techland created a story trailer that covers the events leading up to the game: the backstory behind Torment, brought to life in animated format (needless to say, minor spoiler warning).

In addition to being a great intro to Torment for newcomers, we also think it's just a pretty cool video outright. But that's not the main reason we're doing this update...

Console Copies for Backers?

**If you’re not interested in consoles, skip this section**

On February 28, you can get your digital PC copies of the game through our backer site. If you ordered physical goods, Techland is handling the distribution. In addition, they’ve told us that you’ll receive your physical copies very close to release! 

As you may recall, Techland also funded work on the PlayStation 4 and Xbox One versions of the game. Since that announcement, one of the top questions we’ve received is "can backers get console copies as well?” We’ve been exploring the possibilities of making this a reality for you, and would like to offer them... but we’ll need your help.

The console manufacturers charge us for generating console game codes – a cost per code, but also with a minimum order size. While we’re not looking to make a profit, the expense is not trivial for us. Therefore, if the demand is there, we'd need to ask any backers who want a digital console copy to make an additional 1,800 point ($18) pledge on our backer site. You would get both the original PC copy, plus a digital console copy of your choice. This is not unlike how we did things for Wasteland 3.

However, because there’s a minimum order size, we also need to make sure there’s enough interest from our backers before can confirm it. If there is, we’ll be happy to offer copies, but if the demand is not there, we won’t be able to do a small order. As well, there is a time limit – we can only provide console copies to you up to the release date of February 28th, so if you want one as an add-on, please be sure to let us know as soon as possible.

 

So, how do you let us know you want a console copy? We’ve added a page to the Torment backer web site specifically for console code requests. Log in, and tell us on that page if you want a PS4 or Xbox One copy. If we get enough interest, we'll email everyone who signed up and let you all pledge for the $18 console add-on prior to the 28th!

Beautiful Desolation

Last, but not least, as lovers of beautifully hand-crafted isometric games, we'd be doing you all a disservice if we didn't give a nod to Beautiful Desolation.

 

This one is a post-apocalyptic adventure game set in Africa, made by the team behind the gorgeously horrible STASIS. They also worked with us to produce some of the early Wasteland 3 prototype work we’ve been showing over the last few months. The Bischoff brothers are not only excellent game developers, but also really good guys, so head over to their campaign and support them!

Chris Keenan
VP of Development

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Updated Our Journal (63): A Look Back on Development

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tl;dr: Colin talks about Torment's development and the future; Monte Cook's novella now available; new Torment media

Hello Exiles,

Colin here. It's crazy to think that it's just about a month from Torment's release date. To start, we wanted to give you a taste of some of the game's quests in this interactive trailer. Hosted by, well, me, there's some early game side-quest spoilers, but it'll give you a taste of what the game has to offer if you haven't already jumped into the early access version.

 You'll want to watch this on a desktop and have annotations turned on for the most interactivity!

A Look Back on Development

As our release date nears, we decided to look back on the game's development, to talk about where we are, how far we've come, and how we move forward from here.

When we set out to make Torment: Tides of Numenera, our vision was to make a thematic successor to Planescape: Torment. We’d explore a new setting, and use a new core question to explore a similar vein of philosophical thought. I am proud to say that the response from you, our backers, has been incredibly positive. I’ve told this story before, but it bears repeating: when Brian asked me to be the creative lead for Torment, I had to take some time to think about it, and I almost turned down the opportunity. I knew what Planescape: Torment meant to people, after all. For people to say that we have succeeded in creating a tonal and thematic successor is… well, it’s overwhelming, and I – WE – are grateful for the opportunity.

As with any creative work, game development is an iterative and uncertain process. When we over-funded at a higher level than we could ever have expected, that led to an increase in scope and size of the game accordingly. We went from one major city hub to two. We added new companions, more locations such as the Ascension, the Castoff's Labyrinth, new cults like the Dendra O'hur, and more. We added Meres to the game, whole text-based mini-stories that themselves have their own reactivity and many branching paths, and even more surprises to find. We have an expanded soundtrack that's longer than Planescape: Torment's by a decent margin, and a universe rich enough to fill multiple novellas.

 

During the Kickstarter, we had to move fast. We had to make decisions and add content on the fly. The problem is, as with any plan, some of those decisions looked great on paper but didn’t survive contact with reality. Building a game is not a straight line from start to finish. It’s not as simple as creating a design document, implementing it, and shipping it. It’s an endlessly iterative process, one where ideas must be thought up, discussed, prototyped, iterated on again, and tested in game. The cycle repeats frequently. Sometimes, these ideas don’t work out the way you intended or just don’t feel like they fit properly in the theme of the game. A lesson we've taken away since the Kickstarter campaign is to avoid being too specific in detailing early designs, locations, and characters – it's fun and exciting at the time for us and you, but...

Well, what can change the nature of a game? This is one (non-canonical) answer: Creating it. For instance, the story we launched with, while still being true to the vision of the game, has undergone at least seven major revisions.

Some of our players and community members recently pointed out that they noticed that some features had changed from what we initially detailed. The one that has come up the most is the companion roster. The early access version doesn't feature the companion list we initially had our sights on. This is true: for the release version, there will be six. While we laid the groundwork for more, while building the game we realized that we had to make a tradeoff between companions with depth, or a larger amount. We chose to focus on the added richness and personality that you expect with a smaller group. The game’s scope increased considerably over what we originally set out to build, and we underestimated the amount of time and iteration it would take to make our companions as reactive and branching as they needed to be.

We didn't want these characters to end up with storylines that felt incomplete. We didn’t want to force them into the late game. Focusing on a smaller number gave us the opportunity to add more banter, more voice-over, and deeper storylines and outcomes for them.

Crafting is another stretch goal feature that we did some initial design on, but that work did not mesh well with the rest of the game's systems. Rather than adding an element that felt tacked-on (and worse, out of place for Torment), we repurposed those resources. We added more cyphers and artifacts to the game. We also added some other, more story-based elements to further flesh out equipment and items. That helped the items fit with the structure and style of the emerging game.

Some of you have been asking about the Oasis, an area we talked about during the campaign as our second major city. Though we fully intended that the Oasis would be our second city, story changes, plus our growing fascination with the Bloom, turned that location into our second major hub instead. In fact, the Bloom and surrounding areas are much larger than we originally discussed building for the Oasis. This didn't adversely affect the length of the game – we’re still delivering a second major hub, and the Oasis will still appear in a smaller form. We feel this was the right move for the game creatively. It meant we could focus on a setting that felt darker and more distinctly Torment, and it improved the pacing immeasurably.

Changes like these happen in the development of any game. Speaking for inXile, I can tell you that we always undertake them to deliver you a better experience. To do anything else would be doing you a disservice.

But our focus on the game led to a different disservice. Namely, our lack of communication. We have always been major proponents of openness during development, but we did not communicate these changes earlier, and we should have done so sooner. For this, you have the entire team’s sincerest apologies. Going forward both with Torment and our future games, we hope to increase our efforts in making sure that you know the status and future plans for inXile’s projects.

So, you might be asking, what’s up after Torment releases next month? Fortunately, we're in the era of internet connections and ongoing post-release support. We still have plenty of ideas for Torment! We'll be thinking about ways we can restore some of the remaining ideas that work in the game. Of course, as our backers who helped make the game happen, any of these updates – such as DLCs and expansions – will be yours free of charge. This goes for both Kickstarter backers and those who backed through our website.

Italian Localization

One other topic: the Italian localization. When we set out to create Torment, our planned size was significantly smaller. Torment in its final form grew to a much bigger, deeper RPG, and has over 1.2 million words. When we chose our planned localizations for the game, that word count and expanded scope for the game didn't exist yet. Unfortunately, it turns out that localization a game script of such a magnitude to a good standard of quality is extremely costly.

With Wasteland 2, we could turn to many of our backers, who volunteered their time and talent to help build the game's localization. With Torment, we wanted to pursue professional localization efforts. Unfortunately, during this process, we made the difficult decision to drop support for Italian - both our backer numbers and the sales of our prior RPGs in Italy meant it was unlikely we'd be able to field the very high costs.

We’re looking into ways to bring you Italian in a post-release capacity, such as community translations. The producers will keep you informed on that if we have any news on that. Regardless, we understand that some of our Italian fans backed the game hoping to play that version. If you are an Italian backer and unable to play the game in English, and you would like a pledge refund, please contact us at our customer support page.

Monte Cook's Novella

As we mentioned above, we have seven novellas being created for Torment, many of them stretch goals. With the game so close to release, it's only fitting that Monte Cook's novella is now ready for you to enjoy. Titled Palimpsest, this one does not fall in the initial "From the Depths" series, but still ties into the game lore and themes. Here's the summary from Monte himself:

Varden works with the numenera, the strange relics left over from the world's prior civilizations. Always seeking new finds, Varden has recently found something quite extraordinary that he calls the Arthenac. This discovery is the source of incredible energies, enough to power a whole city. Even though he can't stay at the discovery site, he knows that he can't just leave the Arthenac unprotected. So he quickly assembles an automaton from some parts that he's gathered to watch over it.

It doesn't take long for the automaton to show that she's far more than he suspected, however-she's intelligent, and has free will. Varden names her Palimpsest. Over the years, Varden visits his "daughter" Palim from time to time, each time discovering that she's grown in personality and understanding. Meanwhile, Palim gains a far greater awareness of the Arthenac and its true nature.

Varden's early efforts to learn more about the Arthenac and what he can do with it trigger events that impact both he and Palim later in their lives. The story that unfolds over decades leads to a confrontation with a power-hungry castoff of the Changing God and the ties that bind parent and child-creator and creation-together no matter how much time has passed.

If your reward level included Monte's novella, you can find it on your Rewards page – just click your "Downloads" button.

Media & Press

In the lead-up to release there's also been a huge number of new videos, previews, and more hitting the web. We wanted to share a taste of these with you.

First, we have another trailer, this one focusing on our combat and character systems. You can see it below.

Next, I was able to meet with Angry Joe and show off the game. You can see the full half-hour stream of the Bloom, but keep in mind that there are some later-game area spoilers here.

Above, I alluded to the reception of the game being positive, and that's also been echoed in our experiences with the press. We recently held events both in North America as well as Europe, and we got a chance to share the game. Virtually all of them came away with good impressions, whether that was Eurogamer, PC World, IGN, PC Gamer, Polygon, or the many more than what I'm able to list here.

And finally, if you're in London on the weekend of 18-19 February, we'll have Torment: Tides of Numenera playable at the PC Gamer Weekender in Olympia. You can read more in our release here, or read more about the PC Gamer Weekender here.

Shout-Outs

There are a few more cool things happening we wanted to share with you as well. First, the theatrical cut of Numenera: Strand short film is now available for free.

Brought to you by Monte Cook Games and Valdes/Eriksdotter, Numenera: Strand is a captivating introduction to the Numenera universe, so we highly recommend you take a look if you haven't yet seen it.

 

We'd also like to take a moment to mention Pillars of Eternity II: Deadfire, by Obsidian Entertainment, whose crowdfunding campaign just launched on Fig. As many of you are well aware, Torment is built on some of the technology behind the first Pillars of Eternity, and so shares some common DNA with it. We're looking forward to it quite a bit, as it looks like it's shaping up to be yet another rich, engrossing CRPG.

Colin McComb,
Creative Lead

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