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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
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
74,405 backers pledged $4,188,927 to help bring this project to life.

Updated Our Journal (60): Rolling Towards Release, New Novellas & Trailers


tl;dr: Torment in the home stretch, new novellas released for backers, and new Type trailers to watch.

Hello Exiles,

Eric Daily here! I'm the producer on Torment, coordinating the team and managing day-to-day affairs. I've been around since the Wasteland 2 days, but they have now decided to let me out of my cage in time for Thanksgiving so I can bring you an update on where we're at!

But first, we have a new series of trailers rolling out from Techland, which show off our character types/classes (minor spoilers for locations and abilities). Here's the Nano:

And here's the Glaive:

The final video in the series will be coming soon. Keep your eyes on our YouTube channel or social feeds for that one.

Path to Gold

Phew! It's been a busy month. The Torment team has been hustling hard to get the game polished for release. The game is nearly ready, which means we're now doing all that "boring" stuff that gets Torment ready for you to play.

What does that include? Well, Jeremy, Evan and other members of the design team have been working away on balancing to make sure our Crisis encounters are as entertaining as can be, and that things like loot distribution, economy and character progression are playing well. A lot of number tweaking! Those on the writing and area design side have been playing through the game and fixing any remaining quest, story and content issues. Our engineers Steve, Jesse, Dan and more have been hammering hard on performance optimization and pesky bugs to make sure everything runs better, faster, stronger. Meanwhile, we've got our artists, scripters and more devoted to further polish and cleaning up animations, character rigs, and textures.

Fortunately, things are looking really good, so we’ve been able to divert more folk’s time toward playing the game, finding bugs, identifying balance and progression issues, and tying up any loose ends in quests. It might sound like a strange thing to say, but sometimes for developers, simply finding the time to sit back and enjoy our own games is a luxury, so we’ve been doing that too.

We also wouldn't be complete rounding up our recent progress without giving another shout-out to the QA teams at Testronic and Techland, plus our external localization partners. Those teams have all been putting in huge amounts of hours and Torment is very much improved thanks to them.

All of this work is bringing us closer and closer to a release-to-manufacturing build of the game. We've been directing our efforts towards that milestone, and when that happens, it will mean Torment is effectively a finished, complete game we can all be proud of. You can rest assured we'll be hammering away as long as we can to give you the best possible experience upon release early next year.

Last, in the previous update we hinted that we'll have a new beta update for Torment coming, and that's still the plan. This will have many of the refinements we've mentioned above, plus new features like the ability to switch between mouse/keyboard and controller versions of the interface. We'll keep you all posted!

Reward and Pledge Finalization Reminder

It's a point of some pride and a little surprise that our pledge claim rates for Torment are extremely high – according to our stats, nearly 95% of you have set up accounts with us on our backer web site and are ready to claim your rewards come release. Of course, we wish those numbers could be 100%, so we'd like to give a reminder on setting up your Torment backer account!

Those of you who backed the game here on Kickstarter at a physical pledge level, but never set up a Torment backer account – your time is running out! With Torment releasing early next year, we need to get your rewards as well as your up to date shipping addresses on file so that we have the right reward quantities for manufacturing, as well as the correct address to actually send those rewards to.

Techland has been taking point on our media and trailers (like the Nano video above), as well as backer goods, working to ensure a very high level of quality and respect for the Torment and Numenera source material and community. We've been impressed with it and are looking forward to letting you get your hands on those rewards.

So, if you backed at a level that includes a boxed copy, please make sure you create a backer account if you don't yet have one. And even if you do have a backer account with us, it would be a good idea for you to visit your rewards page just to make sure your shipping details are correct. A little diligence now means we'll be able to ensure things go more smoothly when rewards are ready to ship!

Novellas Galore!

Today we are also thrilled to release not one, but two brand-new rewards. Our From the Depths series comes to a close today with the Blue Tide novella, "The Last Days of Archopalasia" by Tony Evans, as well as the Silver Tide novella, "The Four Lessons of the Great Chila (As Told To, and Chronicled by the Manipulative Speck)" by Mur Lafferty. Both are now available for applicable backers through our backer site.

Both are excellent reads. Here are the summaries of both of them to whet your appetites:

From the Depths: Blue by Tony Evans

Reen Gnoseus needs a miracle.

His wife Kyria is dying, and though Reen is a brilliant scientist, he knows of no cure for her disease. Then, a stranger tells Reen of a lost city of wonders, Archopalasia, where any illness can be cured.

Desperate, Reen and Kyria set off across a poisoned wasteland in a race against time - and win. The city is there, and Kyria is cured with the push of a button. Even better, she is now apparently immortal, and wants Reen to be immortal too.

But at what cost? Are the changes Reen sees in Kyria's personality just tricks of his mind, or is something more sinister going on? What is the secret of Archopalasia?

From the Depths: Silver by Mur Lafferty

No one knew her family. No one remembered their deaths. Chila vowed that someday, everyone would remember her.

Chila and her brother are homeless orphans in the vertical slums of Sagus Cliffs, stealing and scamming to survive, but Chila dreams of bigger things, and vows to turn those dream into reality, no matter what the cost. Using chutzpah and trickery to sell herself as a hero to her impoverished neighbors, she makes a play for the whole city, only to find out how savagely those in power will fight to keep it.

Soon she is in a far worse place than where she began, but her defeat has only made her stronger, and even more determined to climb to the top.


To dive in, you can visit your Torment rewards page and click the "Downloads" button under your reward package containing them.

That brings the From the Depths series to a close, with all five of the different tidal novellas now available. But, you may remember we had a couple more novellas planned for release – one by Numenera creator Monte Cook, and another by Torment's creative lead Colin McComb. Those will be coming down the road, and we'll let you know when they are ready for you enjoy.

Tyranny Released


Last, it wouldn't be right if we didn't mention Tyranny, the newest title from Obsidian Entertainment. Tyranny is a party-based role-playing game set in a world dominated by Kyros the Overlord, a place where evil won. The game features tactical combat and plenty of choices and consequences. What's more, Tyranny is based on the same engine as Pillars of Eternity, and of course, Torment as well. So, if that all sounds good to you, be sure to have a look at the game on Steam or!

Eric Daily

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Updated Our Journal (59): Polish & Interface Improvements, Looking Forward


Hello Exiles,

Eric here. We're in the home stretch on Torment, and in the last few months we've been working hard to refine and improve the game. My main role has been to work with our artists and engineers to make our user experience as good as it can be. We are in that magical time when a game goes from being something simply playable but rough, to being truly enjoyable, and that's a wonderfully creative period where iteration abounds and we have the time and energy to really identify all those little things that add up to make a great game.

In addition to all the requisite bug fixes and art updates, our efforts have largely centered around putting in additional layers of polish to make the game look and play better. Many of these features are requests directly from our community, so I'd like to thank you all for writing in and giving us feedback on the improvements you wanted to see.

Conversation Updates

The conversation screen in Torment is one of the most important parts of the game, because you will be spending so much time using it. As a result, it was critical to make it as polished and enjoyable to use as possible – a goal we have had throughout development. Without a doubt, our conversation UI has gone through more versions than any other interface element for that same reason.

First up, one of the biggest concerns we saw in the beta was that the text scrolling needed to be improved. In earlier versions, text would always appear at the bottom of the interface, which could lead to a lot of extra scrolling or manually expanding the whole conversation screen to read it. As a result, we re-designed this text behavior and engineer Matthew Davey spent many hours re-writing it.

Our revamp for conversation text scrolling now has text appear at the top of the interface rather than appearing near the bottom, so you don't find yourself scrolling nearly as much. When we need to show lots of text all at once, we also added a "Show More" button and a little down arrow indicating that there is more below. Instead of manually scrolling when there's lots of words on screen, now you can just keep hitting the Enter key, Spacebar, or clicking the button, which means that you can focus more on the contents of the conversation rather than getting pulled out of the narrative.

That said, a text box isn't in and of itself the most interesting thing, and for Torment we wanted to do something a bit more special. So, we decided to include additional notifications, audio cues and special effects while you're in conversations in order to highlight key moments.

A great example of this is the new "Item Gained" prompt. All of our items in the game are hand-designed and often written with lots of detailed lore and story elements, and so we wanted it to make it feel like a great moment when you found something interesting. Since so many of these items are given out during conversations or scripted interactions, it made sense to devote a portion of the conversation interface to them.

Whenever you find or receive an item while the conversation screen is open, the game will now highlight the occasion by showing you a special panel on the right side of the window. This has a purpose, too – you can also mouse over the item to view its info in a tooltip, and right-click to bring up its full detailed description just like you would see in the inventory screen. This means when an NPC gives you a cool new piece of numenera, you don't have to wait another five minutes to look at it. It was one of those little things we never realized we wanted in an RPG until we went to implement it.

We've also made improvements to the fanfare when you get other rewards or status changes. Now, we have animated visual effects that play in key instances – most notably, when your Tidal Affinity changes (it is Tides of Numenera after all), but also for other things like XP gains.

Crisis and Combat Updates

But conversation isn't everything. We've also been taking strides in making combat easier to understand and displaying more information about your characters, abilities, and the battlefield's overall state. This was one of the things that wasn't quite at the level we wanted it, and many of our backers agreed judging by some of the comments we received! As a result, we've added far more information to the Crisis HUD.

To start, you might recall we previously talked about anoetic and occultic actions in earlier updates. Now, we've renamed them to your "move" action and "attack" action to make their uses clearer, and given them appropriate icons that display under your current party member (and turn grey when they've been used up each turn). This hasn't altered or simplified any of the previous gameplay or mechanics at all - for instance, abilities can still consume movement in some cases, or no movement in others - but it's much easier to keep track of which actions are which now.

Additionally, our engineers have rebuilt our tooltips when you mouse over an ability. The system we have now is incredibly robust, showing detailed information which also automatically populates and formats itself based on some simple tags the designers can write. Even special statuses and fettles will auto-fill their effects, so that when designers start doing balance changes, they don't have to manually go in and change the text for everything affected. You'll also see how the action cost is also more clearly indicated, tying in with the changes I mentioned above. On the whole, these tooltips are just more readable, more accurate, and a bit prettier looking than what we previously had.

Expanding on our improved tooltips, we have also added a right-click popup window to every ability in the game which allows you to inspect their full details just like in the Infinity Engine RPGs, and each has more flavorful long-form descriptions we've penned for them for you to read:

One more thing we weren't indicating properly in earlier builds of the game was the maximum range of attacks, as well as the radius of any area-of-effect type abilities. Now, we've added visuals for those so you can clearly see exactly where your abilities will land, letting you line them up just right. Below you can see an example – the thin, orange outer ring shows the maximum range, and the smaller orange circle is the area the ability will affect:

Help & Tutorials

We have also been working on some less exciting but no less important elements to give players a helping hand, if they want it.

When a Crisis encounter starts, we now display a small panel on the side of the screen to signal your main objective and some optional possibilities. We won't tell you every route available to resolve an encounter, so there will still be things to discover and experiment with, but this will serve as a reminder in case you aren't sure what your goal is. If you're the type that doesn't want any assistance at all, you can simply hide this popup at any time by clicking the arrow button on it.

On a similar note, we've added tutorials to the early game that will help explain some of the finer points of the Numenera game mechanics, as well as basic control and interface details. These will also show when you encounter something new in the game, such as when you pick up a cypher for the first time. But, we also know that there are those of you who want to figure out the mechanics on your own, so these tutorials can similarly be disabled with a single button press.

Art! Art Everywhere!

It wouldn't be a complete update about the user interface without mentioning that we've gone in and done a huge art pass. We let Charlie, Alisha, Daniel, William, and others run wild adding layers upon layers of extra detail. Every individual element and screen is hand-drawn, and it has been a huge amount of work, but this sort of physical-feeling, ornate and detailed interface is something we expect from a classic-style RPG and we hope you appreciate the extra attention we've given it.

The screens for Character Creation, the Character Sheet, Merchants, and many more have all been polished up with plenty of extra details and visual effects. You can see a few of them below, although keep in mind that the screens are not necessarily final and might still get a few more updates by the time the game ships.



And of course, there's dozens of other little details all over the place. For example, it wouldn't be an RPG without a cool level-up effect:

Pay no mind to the huge amount of XP I gained out of thin air and definitely didn't use cheats to add. Nope.
Pay no mind to the huge amount of XP I gained out of thin air and definitely didn't use cheats to add. Nope.

All of these types of little tweaks and additions add up to making the game go from good to great, and this is exactly the kind of polish and iteration that your feedback has helped enable. We always know we can make things a little better and more fun to play, and we'll continue adding touches like this up until release.

Of course, that begs the question – when will you be able to get your hands on it? We hope to have a new beta update prior to release that will debut all of these improvements and give you a close-to-final look at Torment. Keep an eye out, as we'll have more news about this coming.

News & Updates

Things have been busy with Torment beyond just development as well. First, we've got a brand new trailer for the game introducing the Ninth World, you can see that below.

Next, Colin McComb and Gavin Jurgens-Fyhrie were in town recently and decided to answer some fan questions from social media. Both videos are now available for your enjoyment!

Additionally, Colin flew off to merry England recently to visit EGX 2016, where he gave a talk about Torment's narrative design. If you would like to see him go into a huge amount of depth about building the world of Torment and its characters, including walkthroughs of the creation of certain in-game quests and content, you can see it all here.

Next, we recently ran a fan art contest! We had many amazing entries, but one in particular caught our eye, and that was this excellent drawing of a nano by Anastasia Prokofeva (Sigurn), which we felt fit right in with Torment and Numenera. You can see her art above (and the rest of the contest entries here).

We also wanted to highlight an ongoing crowdfunded sci-fi RPG that's finishing up its campaign this Tuesday October 11th: Dual Universe.


Dual Universe is a sandbox first-person MMORPG in a sci-fi universe, developed by the studio Novaquark. Planets are entirely editable, and the game focuses on massively multiplayer interactions as well as emergent gameplay including politics, economics, exploration, voxel building, trade, territory control and warfare. We felt many of its aspects, namely the sci-fi setting and editable planets, would resonate with you guys. Their Kickstarter is nearing its end and has almost funded, so this is your last chance to support it!

Our Next Game – Wasteland 3

As Torment heads towards release early next year, and the New Orleans studio continues to work on Bard's Tale IV, many of you might be wondering, what will happen when the Torment team finishes up and it comes time to move on? Today, we can answer: the next game in the Wasteland series!


Wasteland 3 will feature a brand-new snowy post-apocalyptic setting, a more central Ranger Base to build up, revamped combat, vehicles, and for the first time, both a solo and multiplayer story-driven campaign. If that sounds good to you, we hope you'll check out the ongoing campaign and consider backing the game.

This time with Wasteland 3, we're going to Fig. Fig is a relatively new crowdfunding platform, with Brian Fargo on its advisory board, along with others including Feargus Urquhart from Obsidian. It will offer the same kind of high-value and unique rewards you're used to seeing from us, but also allows for investment, helping us to make our games bigger and better than ever.

We know some might wonder about why we need crowdfunding after the success of Wasteland 2 and soon, Torment, and the simple answer is: it lets us keep our independence. Your support means that we are able to keep that all-too-critical control over our games, which means we can continue to stay true to our vision and keep making the games both we and you both love.

We also know some of you might be thinking, "how does this affect Torment's development?" Or perhaps, as we put it last time, "you greedy bastards, why would you launch a new campaign before Torment is even done?!" With Torment, you may recall we were content complete with the game around April of this year, which means that many of our artists and writers have started to have more time available, and for several, their work on Torment has now been completed. Those people are now moving on to begin early production on Wasteland 3, while the designers and engineers whose work on Torment isn't yet finished will continue on with it and see it through to completion.

Brian Fargo has long been a fan of this method of production, as it was practiced both with Interplay and now at inXile. Importantly, getting people working on the next project lets us avoid the layoff cycle you sometimes see at other studios and it means that those cohesive, experienced teams we have built up over the years can remain working together – which we believe leads to higher quality games all around. This is much the same approach we took with Wasteland 2 when Torment was first announced, so rest assured that Torment is still very much on track for its early Q1 2017 release.

All in all, things are coming to a close for Torment, but there's still plenty to do and see. We look forward to giving you another taste of the improvements we've been making soon, and we'll be keeping you in the loop as we continue towards release early next year!

Thank you,
Eric Schwarz

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Updated Our Journal (58): Gamescom 2016, Building the Necropolis


tl;dr: Torment comes to Germany, Adam and Joby talk design

Hello Exiles,

Chris checking in. In our last update, we mentioned that we had partnered with Techland Publishing for Torment, and that our first major event would be showing the game at Gamescom 2016. After quite a few weeks of prep, it was go time. Brian, Colin, George, Thomas and myself all packed our bags up to visit Germany, and it was an incredible experience.

Techland did a fantastic job in setting up not one but two booths for us, and worked around the clock to provide support and assistance demoing the game. We even had professional cosplayers on hand! They are treating Torment like one of their own titles and know how important it is to get things right. We would not have been able to pull it off so successfully without them.

That was reflected in the reception for the game - from press and fans alike, the response was absolutely incredible and universally positive. We even got a few nominations and awards for best RPG and best of show! Here is a glimpse of some of our memories:

We'd like to thank everyone who came by to visit, whether that was stopping by the booth, covering the game as press, or showing up for an autograph with Brian. We could not make this game without the support of all of you and it is deeply gratifying and humbling to see people so passionate for Torment. It's been a long road but we are finally nearing the end.

Of course, for those who didn't get to attend Gamescom directly, there is still plenty of cool new footage and materials to check out. We sat down for multiple video interviews with Brian and Colin, and several articles have also appeared.

We'd also be remiss if we didn't mention PAX West. While it was a little more low-key, George Ziets and Colin McComb both attended over this last weekend. There were yet more interviews and demos during that time – including one with Alienware you may be interested in, as it features some excellent narration from Colin.

And there'll be more to come! For example, Colin will be at EGX in Birmingham to present a Developer Session on Torment.

Both Gamescom and PAX have been inspiring experiences, and we are energized and even more motivated to get the game polished up and ready for you early next year!

With the game content complete, getting more polished every day, and well on its way to completion, we also thought it was a great time to start talking about some of our content that comes just after the beta portion of the game that many of you have been enjoying. And, with release not too far away, it also seemed like a good moment to commemorate those backers who helped make the game possible. So without further ado, here's Adam to talk about the Valley of Dead Heroes, and more specifically, the Necropolis.

Designing the Necropolis

Adam here. A little while ago, George told you how we are incorporating backer NPCs into our game. I want to tell you how we're including the largest quantity of backer content: tombs and epitaphs.

First, let me take you back to our Kickstarter planning sessions. We knew from the start we wanted a reward where higher-tier backers could include their name in the game somewhere. In a game about legacy, set in a world built on the bones of forgotten civilizations, it made perfect sense for that reward to be a tomb. We designed a massive gravesite for these tombs, called the Valley of Dead Heroes. In this place would be hundreds of tombs, memorializing heroes of the past and naturally raising the question: "What does one life matter?"

Like our backer NPCs, we wanted the tomb content to feel like a natural part of the world. We also wanted to encourage players to actually read the tombs – not all of them, but some of them at least. And ideally different players would search through different ones. It was a challenge, but one we were confident we could make great... until the Kickstarter broke records, and we found ourselves with nearly four thousand tombs and epitaphs that needed to be in our game somewhere.

As we began designing areas, we did the math. We originally planned for two scenes that would contain most of the tombs: the Valley of Dead Heroes and "Valley Part Two" which would be placed in another zone of the game. But even if we made those scenes enormous, cramming in as many tombs as we could fit on-screen while still giving the player space to walk, it would only take care of half of the required number. We also considered sprinkling the other tombstones throughout the game, but that would still require far too many tombstones to be placed in every single scene in the game. So our algorithm master and all-around guru Joby Bednar had the very Numenera idea of a massive underground storage space, now used in the Ninth World as a burial ground.

The rooms in this space would be accessed by a control panel: the user enters a code and is taken to a room in which lie a subset of our tomb/epitaph markers. Mechanically, the room would be a single Unity scene, but with the props, lighting, effects, etc. swapped out based on the code the player enters. It would take a lot of custom scripting, but it gave us the flexibility to handle all the backers we needed to feature. It was the perfect solution, and with some design constraints outlined, thus was born the Necropolis…

Building the Necropolis

Joby here. My role on Torment has been varied. I’m part of the scripting team, implementing the designed scenes. I’ve also had my hand in designing a couple of the scenes themselves, as well as developed solutions for those designs… most notably the dynamic pylons in the Fathom 13 introductory scene. When word came to me to start thinking about the tombs, I was excited. Then Adam outlined the design needs. Um… yeah. I believe my reaction was somewhere between laughing out loud and crying gently in the corner of the office.

As a backer of many Kickstarter projects myself, I knew we needed to prioritize the backer’s experience. It was vital for backers to be able to find their tombstones and epitaphs in a reasonable manner, and it needs to support the narrative. One of the things I truly love about designing games is creating the world, imbuing it with all the life of an alternate reality and building your solutions within that paradigm. This scene might have been my favorite part of working on Torment… impossibly complicated needs, limited resources to implement the sheer amount of backer content on hand, and above all else, making it fit into Numenera.

First up, how are the tombs arranged and how does one navigate them? We went through a number of designs to try to make things work, each of which ended up being their own stories to tell – suffice it to say though, they didn't fully meet the needs set by Adam or had weaknesses that made them hard to implement or difficult for the player to navigate through.

Eventually, after many discussions, what we decided on was a massive honeycomb of hexagonal tombs. Within each tomb, you can see the neighboring tombs. There is a central control room overlooking them all, where you are able to punch in an address on a hexagonal keypad where the player could enter a specific code. Within each tomb, there is a duplicate control panel that allows you the additional option to press one of the six outer hexagonal segments to teleport to one of the six neighboring tombs. Below you can see roughly what this would look like when represented visually.

Now to get a bit technical. This tomb structure can be aligned to a 2-dimensional grid, allowing for a simple X and Y position that lends itself to both having an absolute address as well as traversing it in a relative motion. Using a numerical address system of 4 digits in base-5 (0000-4444, or actually 1111-5555 to be more user friendly), gave us a 25 by 25 grid of 625 tombs. This was nicely within the volume of tombstones we needed to support based on our estimated backers. I desperately tried to devise a method of a fractal layout, or a hexagonal space-filling curve like a Gosper curve, but I just couldn’t beat the simplicity of the solution of a simple grid.

*ah hem* As I was saying, now that the design was set, we needed a way to represent this in the game engine. At that point, we turned things over to our artists to come up with a tomb design that fit into this layout. We wanted to give it a structured, mazelike theme that was representative of the "endless" feel we wanted to have. Mazes also fit nicely into Torment for other reasons, of course.

But those are just empty rooms. It became clear that while we wanted each tomb to look similar, we also wanted them to appear slightly different from each other so that players would know something changed when they went to a new tomb. This meant creating quite a few art assets that we could populate each tomb with for each individual backer tombstone and monument. Our artist Daniel Kim created a lot of these designs which we were able to assign to each individual tombstone and monument.

To create the hundreds of combinations of these assets and make each tomb look random, but not actually be random, I leveraged Unity’s built-in functionality for Perlin Noise. If you’ve played or seen Minecraft, then you are familiar with Perlin Noise and procedurally generated content. Two-dimensional Perlin Noise is effectively a grid of random-ish values, and by using a set algorithm we were able to generate the massive amounts of content, but have it be the same for every player rather than changing every time you play the game.

Furthermore, by leveraging an algorithm instead of needing to predefine everything, we could protect ourselves from memory bloat and the true beast of game development: iteration. I’ve never worked on a game where the initial design was implemented exactly as initially designed. Iteration on your design is always going to happen, and you need to expect it when developing system architectures. If I had developed a system where all this was pre-generated and stored in data files, my job would have been much harder if anyone was inspired and had a "great idea." Any changes would have required a lot of work to modify, show, refine and iterate upon again, so the algorithmic approach saved time in the long run.

This became relevant when it came time to start playing with the Necropolis in the game engine and design feedback began to come in from Adam, George and others. For example, to help ensure that each tomb felt interesting to visit and somewhat distinct from the last, I set up different configurations so even if multiple tombs had just four tombstones, those tombstones would be arranged differently. For the tombs that had a single epitaph, the epitaph might be in the center of the room or against the back wall so that it would stand out better and look like it was placed naturally.

So, what does this end up looking like in the game? When the player reaches the Necropolis, what they'll see is a massive expanse of tomb chambers before them, a control panel at the center, and the option to enter a 4-digit numeric code to navigate from tomb to tomb. And of course, each backer who has a tomb will be given the code to theirs so that they can go and find it in the game – but you'll also be able to visit the tomb of anyone else, either by exploring manually or entering their specific address.


All said and done, this ended up being a really entertaining piece of side content to work on. The idea of putting thousands of backer tombs into the game is a challenging prospect, but with all of our backer content we think the way we did it still managed to fit into the Numenera world. We hope that when the final game releases you'll be able to enjoy exploring the tombs, and that you'll sleep a little better knowing that many of the thousands of backers who supported Torment are immortalized for a billion years within the depths of the Necropolis.

News Bits

Eric here to round things out with just a couple of additional news bits for you before we sign off! First, an important word for our backers: the end of September will be your last chance to pledge for or upgrade to physical Torment rewards. This includes boxed copies, add-ons and anything requiring shipping. With release not too far off we need to start locking down our final reward counts, so if you had been waiting to pledge, now is your last shot to get backer physical goodies. And on a similar note - if you haven't yet claimed your rewards or updated your shipping address, now is definitely the time!

Next, we just kicked off a fan art contest! Send us your fan art for a chance to win a copy of the game and a goodie bag. You can read more on our Facebook or Twitter.


And last, Techland has produced a fantastic trailer for the game introducing the world of Numenera to players. While we suspect most of our backers are up to speed, if you haven't been following the campaign, now's certainly not too late to catch up on the world of Torment and Numenera. Check it out above! 

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Updated Our Journal (57): Techland Partnership


tl;dr: The mystery publishing partner is Techland!

Chris here for some important and exciting news. Last update we teased that we’re working with a new publisher on Torment. For those who have not yet seen the news that broke shortly after, we are pleased to inform you that we have partnered with Techland Publishing. You might know Techland as having developed some excellent games including Dying Light and Call of Juarez, but they have also done regional publishing and distribution on titles for many years now. With Torment, they are making the move to global publishing.

The partnership is something we are very excited about. Techland will be handling retail distribution, marketing the game, and physical backer rewards come release. This allows us to focus the vast majority of our resources on development of the game itself. They are an experienced team and are able to lend their expertise on a number of fronts, while we can spend more time working directly in the world of Torment.

Techland is offering a partnership with a full understanding of Torment's legacy and goals as a narrative-driven RPG, and they want it to succeed as much as we do. As developers themselves, Techland has a great understanding of how important it is to stick to your vision, so we will be keeping full creative control over the game. We look forward to working with them to deliver a quality release we can all be proud of.

This isn't the only component to our partnership, however. In addition to helping with the PC version of the game, we are pleased to announce that Techland is also lending its backing to bring Torment: Tides of Numenera to Xbox One and PlayStation 4.

For those of you who backed Torment and are wondering, "how does this affect the game?" the answer is rather simple, it doesn't. Torment was developed from the ground up as a successor to the legacy of the original Planescape: Torment. Those of you who have played the beta will see that it is a rich, deep RPG full of involving quests, characters and a world full of detail.

You'll also likely know that this isn't our first rodeo when it comes to consoles. With Wasteland 2: Director's Cut on Xbox and PS4, we proved that it was possible to bring all the depth of a PC style RPG to new audiences without sacrificing the tactical complexity and scope, and with Torment our approach is not changing. As developers, we're pleased to bring the game to even more players, and with the success of WL2:DC critically, commercially and among our fans, it had long since been in our plans to do a console version of Torment.

Most importantly, you might be wondering if this affects our timeline for the game beyond what we've previously said. We have great news for you there: it will not! We talked about our production timeline in the last update, and how our plans to localize and polish the game meant we are looking at an early Q1 2017 release. When looking at our production timeline, it became clear that our art, design, and engineering resources were becoming available, giving us the opportunity to bring the game to consoles without affecting the PC version and overall timeline.

Torment at Gamescom

On a related note: next month at Gamescom, we will be presenting Torment on consoles with Techland from August 18th to the 21st. If you are able to visit the convention in Cologne Germany, you can find us in the entertainment area in Hall 10.1. We're always happy to chat with fans and talk shop. Additionally, Brian will be holding a signing on August 19th, at 3 PM local time in Hall 10.1, booth B-073, so swing by if you can.

For those of you not attending, there will be many more Gamescom goodies to come, including interviews, screenshots and videos. We will be sure to showcase them in future updates and on our social media and news pages.

Torment: The Explorer's Guide

We also have some news for fans of pen and paper gaming. When the Kickstarter began, we said we'd partner with Monte Cook Games to offer a Torment Sourcebook for the Numenera tabletop game. That has now come to fruition in the form of Torment: Tides of Numenera – The Explorer's Guide by Shanna Germain.

The Torment Explorer's Guide (for short) is a deluxe sourcebook containing background in Torment's section of the Ninth World, including locations, items, characters and events from the game itself, as well as some that do not feature directly in the game but are part of the wider fiction and lore. Many of these were contributed to by our own designers and writers, and Monte Cook Games also expanded and fleshed them out for the tabletop.


The Torment Explorer's Guide comes illustrated with artwork from the game and Monte Cook Games' own artists. If you preorder the hardcover version for $40 USD and use your preorder code on the Monte Cook Games store before midnight on August 10, you will gain access to a free digital copy of the PDF, as well as several special extras.

Meanwhile, if you prefer the digital PDF version, it is available to new backers for $15 USD. (Those backers who pledged for the digital version at $12 previously during the campaign will still keep their early discounted price.)

To get your copy, just visit the Rewards -> Shop page on the Torment site and filter by "Monte Cook PnP". You'll see options for both the digital and hardcover Explorer's Guide available. Once again, the preorder for the hardcover bonus is only available until midnight August 10, so get in now if you want to get the extras with it. Both versions will be available mid-August.

Brian Talks Development, Adam's New Novella

If you follow our social media channels, you may have noticed we mentioned Brian Fargo was attending Reboot Develop in Croatia earlier this year. Reboot has now posted the full talk he gave on their YouTube channel for everyone to enjoy.

The audio quality is a little choppy in spots, but if you'd like to hear some of Brian's insight about managing and embracing the chaos of game development and his role in "parenting" games, it's definitely worth a watch.

Next, we'd be remiss if we didn't mention Adam Heine's new novella, Izanami's Choice, which is published by Broken Eye Books. It's a sci-fi story about a ronin who lives in Meiji Era Japan... and fights androids. The book will be released on September 1st, but you can pre-order it right now. More information on Izanami's Choice and other stuff can also be found on Adam's web site.

That's all for this update. Thanks for checking in with us, and we'll have more to share on how we've been polishing and iterating on Torment as we steadily get closer to release early next year!

Signing off,
Chris Keenan

Follow us: Twitter | Facebook

Updated Our Journal (56): Beta Access for All Backers, About the Release Date


Hello Exiles,

Brian here!

When we last checked in, we were heading towards a content complete milestone, and we are pleased to say we have hit that mark. The game is playable from beginning to end, which marks a major step forward. This is one of the most content rich role playing games I have ever worked on. Here is just a peek at what we have been working on in the last months:

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Of course there is still plenty of work ahead and we won't be cooling our heels yet. Our artists, writers and designers are continuing work to bring the game towards a finished state by polishing systems, artwork, quests and more, and QA is an ongoing process. In the videogames business and especially with RPGs, time to iterate is the biggest luxury you can have.

Torment has also grown to around 1 million words – bigger than the Bible – and we feel that getting a good quality translation of such a deep narrative experience is very important for a large percentage of our players. Therefore, we will be turning to professional localization services to achieve the best experience possible. With the game content complete, we have already begun locking down our text and breaking it into batches for localization, so progress is already being made.

This localization is no small feat (not to mention costly!), but we have a secret weapon… we're partnering with a certain publisher to help out on this front. But who is this partner? We can't comment on that just yet… but you will learn more very soon.

All said and done, our combined iteration and localization efforts are looking to be a 6-month process. So, we have two paths open to us, a bit of choice and consequence, if you will. Those of you who have been following our updates know we have been hinting towards a late 2016 release, and we could crunch and rush to get the game out around November. But doing so would mean both sacrificing the quality of our localization and would lead to a less polished game for the nearly 100,000 people total who have backed the game. Therefore, in the interests of giving everyone the best experience, we will be releasing Torment in early Q1 2017.

We know it's frustrating to wait a little longer, but we've come this far. I remember the pain of moving the release of Baldur's Gate 1 effectively into January in much the same way, but that ended up being the right move and we all know how fondly it is remembered today. These types of trade-offs are never easy, but from day one it's been our goal to make Torment the masterpiece you deserve.

Beta Access for All Backers

We always say it, but we couldn't have got the game this far without all of you. We also know there are many of you who have been waiting to play Torment, and we know from previous experience on Wasteland 2 there's a huge benefit to getting more feedback on the game.

To thank you for sticking with us, we are making Torment's beta version available to everyone who's getting the game with their rewards, right now.

We have had the beta available to backers at certain pledge levels since January, and now we think the time is right to open it up to everyone else who backed us during the Kickstarter. I know some of you would prefer to wait for the final game, but if you want to have a taste and help us make the game better, you will be able to play the game's first act in Sagus Cliffs right away.

To get your Steam beta key, please login to the Torment web site with your backer account and visit the Rewards page. Look for the "Manage Keys" button on your reward package and follow the steps there, then redeem the key on Steam as usual.


Since we know you'll ask these questions: your Steam key for the beta counts as your final game key and we intend for it to carry over to final release later on. That said, we still plan to release the game DRM-free through GOG. If you want to join the beta on Steam, don't worry, as we will have an option to exchange your Steam copy for the GOG later on.

Major Beta Update

In line with the previous months of work and our intent to give you the best Torment experience possible, we felt it was also high time to take the lid off of our next major beta update to the game.

This update represents months of work and tens of thousands of changes (some of which are in the screenshots and video at the start of this update). There are simply too many for us to list each and every one, but here is a list of the most important changes:

  • Totally redone user interface art
  • Design improvements and changes to many UIs, including Inventory, Character Sheet, Journal, Effort and Conversation
  • Added Merchants to buy/sell items
  • Reworked early game introduction (updated dialog and new Crisis)
  • Added new companions and characters
  • Added new areas
  • New character portraits (more to come)
  • Reworked character creation and progression
  • Improved environment art, visual effects and sound effects
  • New items and equipment, and tweaks and updates to existing ones
  • Updated placement of items, containers and loot drops
  • Performance and optimization improvements
  • Incalculable number of quest tweaks, conversation updates, typo corrections, bug fixes and more

While this brings us closer towards a final release build, I should reiterate that the game is still in development. You will still notice bugs and rough edges from time to time, and for final release you can expect UI artwork and design, visual and sound effects, and game balance to further improve. We look forward to hearing your feedback, either using our in-game Feedback button or on our forums.

While you update, here's a sample of some new areas and UI...




We're Back on Twitter!

As a quick note, those of you who follow social media might be interested to know that after a period of absence, our inXile Twitter account is now active again! Follow us on Twitter for news, announcements, and the occasional shenanigans.


Thank you for bearing with us through this update. Big news like this is always exciting, and we hope we've been able to communicate our enthusiasm while also answering your most pertinent questions. We hope everyone enjoys the latest Torment beta version, and of course, we will have plenty more news and Kickstarter updates to come.

Brian Fargo
Your Leader in Exile