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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. Torment: Tides of Numenera is available now for PC on Steam or GOG, as well as PlayStation 4 and Xbox One.
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. Torment: Tides of Numenera is available now for PC on Steam or GOG, as well as PlayStation 4 and Xbox One.
74,405 backers pledged $4,188,927 to help bring this project to life.


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    1. Helena on

      Any chance of getting the Oasis artwork as a wallpaper?

    2. Thomas Beekers

      @Morten Poulson in those layouts when you see a long vertical line of blue (player) nodes, that tends to be a question list. They are really easy to do in the conversation editor, it has specific functionality for question lists that are both simple and robust

      @Chris Conley They are Obsidian's tools, I don't believe they're Unity-specific, I don't expect them to made available to modders.

    3. Chris Conley on

      Will modders have access to these dialog tools? How integrated are they into Unity?

    4. Mikhail Aristov on

      @Kevin Saunders: Thank you for your reply. It sounds like you are planning to rethink the concept of a "failed result", which gives me a lot of hope. If I may fantasize for a bit, my ideal persuasion dialogue either consists of multiple cumulative skill checks (like the social bosses in DE:HR), which offsets the randomness, or can be resolved by bringing up specific plot points the player had a chance to discover earlier (like the Winter Palace mission from the recent DA:I). An entire subplot hinging on a single randomized skill check is my worst nightmare, and while the Numenera system lends itself very well to the kind of dialogue gameplay I imagine, I am unsure whether it is possible to replicate its amazing flexibility in a video game.

      I admit that a target number 18 after applying Effort and skills is rather unlikely, but knowing my luck with dice, it can be as low as 3, and I will still roll three 1s in a row. I know that it's statistically improbable, but it happens (I remember cracking one safe in W2 with a 91% success chance and getting two critical and three normal failures in a row), and when it does, save-scumming becomes particularly tempting if the player feels treated unfairly by the game. Breaking the story flow like this is the risk you are taking with random dialogue checks, but it seems you are aware of it already, and that, again, makes me hopeful that you will figure out a good solution.

    5. Morten Poulsen

      That tool looks pretty sweet! I'm looking forward to seeing how the addition of addendum nodes and banking nodes will make the conversations more lively.

      The visual description makes it look like a nice, simple tree structure, so I was wondering how it handles "going back", e.g. to a list of questions?

    6. Missing avatar

      Chris Webster on

      Seriously, this stuff is so dang fascinating. I love reading these updates because it gives a glimpse into the development cycle and the nitty gritty stuff that is either never shown/shared, or isn't being done so in a place I usually stumble upon.

      Thank you for the awesome update, please do keep sharing this stuff! :)

    7. Kevin Saunders on

      @Torment - The Enduring Exile: Yes, information about what is benefiting/detracting from your Difficult Task checks will be clearly communicated. We are planning to make this level of feedback a player option, however, so that those who feel this info damages their immersion can easily opt out of receiving it.

    8. Kevin Saunders on

      @Mikhail Aristov: You raise good points. The decision to include randomness in conversation difficult tasks wasn't a casual one, and we saw benefit to various options. What Thomas describes is where our thoughts and prototype conversations led us.

      To respond to some of the concerns you expressed: 1) the "failure" result is not necessarily an inferior one, depending upon what you were trying to do. 2) the repercussions of failure generally won't be of the "barred from questline" variety. In the example Thomas showed with Jont, for instance (which is a simple one), success yields additional information that could be helpful, but isn't necessary (and could even lead the player to not pursue some other options) 3) the retry capability is in part to reduce the need to save-scum as it effectively provides an accessible way to "reload," but within the game system. 4) if you can't get the target number to better than 18, I think the reason will be the in-game tools you chose, not the ones "we gave you." (That is, I think it would be a balance error on our part if we made some DT that hard even if you geared all of your choices toward success in that type of situation. Hopefully, we won't have many oversights like that.)

      I hope this further explanation alleviates your concerns, but if not, I can also offer this hope: months from now, as part of an Alpha Systems Test, our Alpha Systems Testers will be able to play through conversations that utilize Difficult Tasks like this. We'll get direct feedback on how various aspects of the conversations feel and will be able to make some adjustments if something's not working well.

    9. Ron Au on

      That was a really cool update! Really love that you're embracing the importance of lifelike narrative.

    10. Torment- The Enduring Exile on

      I hope the feedback for a Difficulty Task is clear. If I'm attempting something that is helped by a skill the game should tell me I have that skill and it will help.

      Otherwise we'll have confused players who can't figure out why their skill isn't helping them.

    11. Missing avatar

      domdib on

      A very interesting insight into the level of thought and attention that is going into dialogue - I would be glad to know more. I'm guessing that one or more of the team are familiar with hypertext tools like Eastgate's Storyspace?

    12. Missing avatar

      Nubcakes on

      Sounds like the dialogue has a good level of thought put into it! Excellent!

    13. Mikhail Aristov on

      Both this update and #27 seem to imply that, like in the tabletop Numenera, you roll a d20 in the background after applying all difficulty-lowering factors to resolve a Difficulty Task – i.e. in this instance, you randomize the dialogue. Rolling dice in Numenera serves to shape the story because the GM can accommodate both good and bad rolls into the plot, as well as use intrusions to even out the randomness. However, can you really deliver an interesting dialogue and story progression for every possible “roll” in the video game? Or is it going to end up like the skill use in Wasteland 2: “Yay, I, the PC, generated a high number so here is some random loot for you” or “Nay, I, the PC, generated a low number so now you are randomly barred from this questline forever”?

      Granted, you didn’t randomize dialogue in W2, but your mention of retrying an in-dialogue task (even if at higher Effort costs) sounds a lot like you will do just that in TTON. But think about it from the player’s perspective: Say, I really want a specific dialogue outcome, but the in-game tools you gave me only let me lower the target number down to 18. So, when I most likely fail, I will reach for the other tool you gave me – the quick-load button. What that is the only tool I have left that will steer the story in the direction I want, it’s save-scumming time. It may be frustrating and boring, but that’s exactly the behavior you encourage by randomizing dialogue nodes, as far as I can tell.

    14. alcaray on

      eh... Numenera, I meant.

    15. alcaray on

      Since people are putting in orders...
      Bard's Tale is ok. I'm sure you will do a good job. But c'mon guys, have you really plumbed the depths of Numeneria? I haven't played it yet, but I get the feeling it's a place I'd be happy to spend a lot of time in.

    16. Missing avatar

      'phoon on

      Great update. and I also would love to see more updates about the dialogue system.

      Awesome concept art piece, too!

    17. Missing avatar


      That was a fantastic update! Thank you very much, guys!!

    18. Missing avatar

      Artur Lautenshleger on

      I still hope i will see Arcanum 2 in my life.

    19. Rafael Lopes Vivian on

      Hell, Bard's fucking Tale. How dare you put that huge news mid-update while talking of dialog nodes and hiring artists? Even Harebrained Schemes posted 3 teaser-updates before confirming a new $100k budget expansion.

      Way I see it, making an indie Wasteland 2 was pretty crazy and turned out well; making an indie Torment is much more challenging still I'm confident you can do it. A Bard's Tale 4... wow. I know Torment is considered a super classic, but Bard's Tale is one of those golden medieval fantasy things of the 80s. I don't know, I expect a new Bard's Tale to blow Dragon Age away, know what I mean?

      Overall I'm very impressed with the boldness of Fargo and inXile. Life is good now.

    20. Chris McClean on

      Thanks for the meaty, interesting update. :D
      Can't wait for this to release. 2015 seems to be a great year for the RPG.

    21. Missing avatar

      Mike Gillis on

      Mind blowing stuff. This game is going to be like a religious experience. Thank you for taking the time to do this right. Not to worry, when this game is done it is going to sell like wildfire. I hope this game will influence game companies to go back to the roots of what made games great in the past. Bring back the rpg's to their former greatness.

    22. Adam Heine on

      TrentJaspar wrote: "The yellow portion of Node 'Player R. 16' has a typo: it says TTON_Persuation instead of TTON_Persuasion. But maybe it's just cosmetic as it's correctly spelled in the blue portion of the node. :-)"

      This has driven all of our writers mad. Our hallowed programmer Steve Dobos assures us that (1) the typo will not appear in the game and (2) fixing the typo in the tool is more trouble than it's worth.

      Don't worry. If that typo gets in the game, we pull out the whip!

    23. Spacebug on

      Thanks for the Shadowrun shout-out!

    24. TrentJaspar on

      The yellow portion of Node "Player R. 16" has a typo: it says TTON_Persuation instead of TTON_Persuasion. But maybe it's just cosmetic as it's correctly spelled in the blue portion of the node. :-)

    25. alcaray on


      Not yet. You will have to wait to miss its launch.

    26. William J. (B.J.) Altman on

      So... will I be able to import my characters from Bard's Tale III? ;)

      Seriously though, great news.

    27. Christina Ramey on

      I love your breakdown of the conversation tool. I really look forward to future discussions of the processes used in conversation design.

    28. lokiracer on

      Did I miss the launch of this game?