Share this project


Share this project

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.

Updated Our Journal (49): A Shifting Tide

Posted by inXile entertainment (Creator)

Kevin here. A couple of weeks ago we released Alpha Systems Test C0, the first public view of our Crisis system. This Crisis is intended to be the second in the game. (The game's first Crisis will make its debut in the beta test.) Some of the other Crises involve more exotic situations, but the one in C0 is a great example of how a "normal" combat encounter manifests using the Crisis system. Jeremy Kopman, Evan Hill, and the entire team have crafted an excellent scenario with an array of narrative reactivity that reaches far beyond this one encounter.

The feedback on C0 has been outstanding, and it's been gratifying to see that players grok the core Crises concept and what we're trying to accomplish, which Jeremy described last update. More importantly, we learned a great deal about various improvements to make. As we mentioned in the C0 Release Notes, the UI in particular and communicating the gameplay systems to players are still being iterated on and the Alpha Systems testers have given us much useful feedback that we are taking into account. The team will be continuing to improve the Crisis gameplay experience, as even more of you will see in the beta test release before the end of this year.

Progress on the game is fantastic. We have written and implemented over a half million words. The majority of environment art is completed and being polished. We have assembled an exceptional team, combining skilled veterans from Wasteland 2, superstars from our pasts, and new talent discovered over the course of the project. The project is in great hands, with Adam Heine, Colin McComb, and George Ziets continuing to provide design leadership and direction.

As with any product launch, there will be the inevitable challenges to overcome, but like a finely tuned engine, things are humming along. I'm proud to have played a part in creating and tuning that engine, which is where my unique experience and skills were most beneficial to TTON. With the major creative and production decisions now resolved, and the team charging full speed toward completing the game, inXile and I have decided it is time for me to depart from the studio. I am proud of the project that I'm leaving in capable hands, and while I do not know what I'll do next, I look forward to new challenges and opportunities.

It has been a privilege and an honor to help craft this game for - and with - all of you. I thank you for having given me the opportunity to lead this truly extraordinary title. It was effectively your generous pledges that gave me the job that I have held since I led TTON's Kickstarter campaign. I also thank Brian Fargo and Matt Findley for being leaders of the RPG renaissance we now enjoy, for making TTON possible, and for trusting and empowering me to lead the project through this point.

And, of course, I thank the team for all of their hard work, dedication, and brilliance. You may have noticed that I sometimes favor unusual word choices, which is something the team has occasionally teased me about. Sometimes I find existing vocabulary to be inadequate, and so find or repurpose words. For example, as Adam described a couple updates ago, we replaced the awkward "status effect" with "fettle." Well, another term I found awkward is "team member," so internally I replaced it with "hero." And indeed, the TTON team is compromised of heroes. They will always have my support and I will never forget their contributions.

I am confident that you will be very pleased with this remarkable game, one that you made possible through your faith and trust. Thank you so much.

Kevin out.

When is the game coming?

Hello Exiled Ones,

Chris Keenan here. You may remember me as Project Lead on Wasteland 2 and the recently released Director's Cut. If you didn’t follow that project, here is a small bio: I started working in video games at 15 years old, as a QA tester at Brian Fargo's Interplay. I couldn’t even drive to the office so my dad had to drop me off at work (which is just slightly embarrassing). Most of my adult life has been in game development and I’ve been here at inXile for over 12 wild years.

I will be managing the development on Torment: Tides of Numenera from this point forward. There is a core vision in place and along with the creative leadership of Colin, George and Adam, I plan to ensure the vision is upheld.

As a fresh set of eyes on the project I can tell you it's shaping up to be the awesome experience you all expect and deserve. However, to maintain the quality standard we've set for ourselves, we can't rush through these final stages to get it out the door. Instead, we're going to take the time we need on Torment: Tides of Numenera, which means we are planning a 2016 release.

An important part of our process is getting the game in your hands and iterating based on your feedback. Releasing the Crisis Alpha Systems Tests was a big step for the team. We've been happy to receive detailed feedback on what can be improved, and very gratified to see our backers respond that we're heading in the right direction.

Now, it's on to working towards the beta release. The level art is largely done, and we're making good progress on the general game systems, level design and UI elements . We'll keep you posted on the progress of the beta release in the upcoming updates, as we have full intentions on releasing the beta this year. I look forward to leading this incredibly talented team and working with all of you to bring Torment to completion!

Until next time,
Chris Keenan

Esper, Tieg Zaharia, and 96 more people like this update.


Only backers can post comments. Log In
    1. Francis on

      Yeah, you need to wait and see the game when it comes out and realize Kickstarters almost always have delays. Some don't and that's great but you SHOULD expect them too, if that's unacceptable to you then only purchase retail games through Steam or your FLGS. The Numenera Source material is great and inXile has a pretty decent track record with completing kickstarted games to a good standard. I would rather the game come out when it is ready, when it is polished, there is a reason Blizzard Entertainment is well known for two things. One: saying a game will come out Soon(TM) and pushing it back until it has been extensively playtested and is considered ready. Two: Some of the most polished, enjoyable and commercially successful games ever made. Delays designed to make the game better are a good thing, if you are getting impatient I'm sorry but you just need to wait, it'll be worth it, maybe play some Wasteland 2 or Fallout 4 or Planescape: Torment in the meantime if you want a game with a great story? If the game comes out and is terrible or inXile runs off to a tropical island with suitcases full of our money then some of you get to say I told you so, until then we just need to wait and see (I don't think either of these scenarios is remotely likely given their excellent delivery on concept and promises for wasteland II and the excellent quality of the game, it reviews at averages of over 90%).

    2. Missing avatar

      Jilkon on

      Re: release date, it just turns out that a greatly increased scope due to an unexpected amount of extra funding means that making the game takes longer. You can't just hire more people to try to make more content in the same X time.

      You have to enter a date when making the campaign, but that date is just a rough estimate for how long it'll take to do the project if it barely gets funded. It should not be treated as anything else.

    3. PegasusOrgans-AGL 589 on

      Who the hell doesn't have a massive backlog of games to play?? Who exactly are you if you really cannot fill your days with something else. I find it rather sad that someone would fill their head and days with barely repressed rage at an indie developer for a game being delayed after they "pledged" less than the price of a normal release. You gave them a pittance, they owe you a great game and that is what you will get. You pledged because no one else is willing to make a game like this and with fans like you, I can understand why.

    4. Arthur Tam on

      Aerannis finished on time. :P

    5. Misaka Mikoto on

      Huh? Every campaign by David Sirlin, Ludicreations, and Asmadi Games has been on time or early.

    6. BlackGauntlet

      @eNTi - I've never helped Kickstart a creative product which is on time before. Can you point out one that is to me?

      Dec 2014 is what we get if zero stretch goals were fulfilled. Then again, it'd be probably a game that none of us would fully enjoy. Amused, maybe. But impressed? I don't think so. A game that's 3 years in the making would be a magnum opus.

      When, and only when, you get the finished game in your hands, you may complain as much as you want if the game sucks.

    7. Missing avatar

      Koihime Nakamura on

      Always assume the deadlines on a kickstarter are optimistic. Usually because it's hard to forsee snags. And this would be one.

    8. dungeoncrawl on

      And it takes a lot for me to say the stuff I say below.....I really am a hopeless inXile and Fargo Fanboy.

    9. Missing avatar

      eNTi on

      ETA: Dec 2014 -> that's the problem there. promises you can't keep is the problem. we backers TRUSTED you to be realistic. we gave you our money because we wanted you to succeed. obviously it's not possible to succeed in a finite time without some kind of pressure. this problem is VERY prevalent with pc game kickstarters and it's starting to get ridiculous. the project lead just left? how is this even possible? have you stopped making contracts too? this could spell potential disaster for the project and my estimation is this game will be delayed at least 6 months or more. meaning a 2017 release is more than likely if it EVER HAPPENS. you most likely already burned through 200% of the kickstarter money. this is why we can't have nice things. because publishers fucking you so you ask for our trust and you repay this buy fucking us instead.

      this kind of communication is a joke too... judging from reading the text you should be ALMOST done!

      "Progress on the game is fantastic."

      what does that even mean? is "fantastic" business speak for 1 year late already but most likely another year and maybe never? don't you smell pr bullshit when you read it yourself? THIS is what's dishonest. you say one thing that means one thing in reality and the opposite when you talk to us? this is extremely disrespectful. don't you understand why people get mad when they read something like that? wouldn't you?

    10. dungeoncrawl on

      @skirge - I know 2016 is 'a specific time' technically speaking but I address that exactly....but it's a cop out. I'd rather them say 'our next best estimate based on our projections is dec 2016' than throw out a 12 span. That says 'we are being open with backers'. Saying 'sometime next year' is being purposefully vague and elusive. And I wouldn't mind a bit if it slipped....if they're keeping backers updates. My issue with it isn't being late now or in the future....its inXile being vague and elusive about it.

    11. Missing avatar

      Skirge01 on

      But, they did tell us when that might be: 2016. Some may not like the range that gives, but it's infinitely better than "when it's done". They have nothing to gain if they get more specific, but they have a lot of credibility to lose if they have to delay again, even if it's just a week or a month. Let's put it this way: How much crap do you thing they'll get if they ship in January 2017? Now, how much do you think they'll get if they were more specific and said it'd release in January 2016, but it gets delayed to December 2016? Websites all over the place would be rushing to publish their "another Kickstarter game delayed" article, damaging inXile's reputation. Again, they have everything to lose and nothing to gain by being more specific.

    12. dungeoncrawl on

      @paul - I didn't mean to imply they're not being honest. I was trying to make a point about how what I'm asking for is far different than what a publisher asks for and you latch on to that one word. Let's change it to 'thorough' for clarity then. But Paul, BOTH are important. Setting expectations is important too. Nothing wrong, in the spirit of open communications with bakers, to give us your best guess. I mean, they said '2016' rather than just saying 'sometime in the'll definitely have it by 2020'. My point is that a goal/date is very important. Had they said 'give us your backer money and we'll give you this great game 'sometime in the future', maybe 2014....maybe 2018, they wouldn't have gotten near the money. It sounds like you may have an axe to grind in that anybody who says the word "date" doesn't "get Kickstarter" and falls into that group of people who erroneously think Kickstarter is a place to preorder. That's not me. The part I like about Kickstarter and the reason I back is that it's supposed to be super open with backers. I LIKE feeling like I'm on the journey with them and when they withhold info (I mean, come on, you're fooling yourself if the guys over there don't have a goal they're working like mad to hit) it feels like they're treating me like a customer again. I'm a backer, not a customer, and I want to see behind the curtain a little. I'm not disappointed at all that we are still waiting. Release it when it's awesome....just tell me about when you think that might be.

    13. dungeoncrawl on

      @Lim - not taking about the beta. Just an estimate on release of the actual completed game. An estimate that's not a 12 month span. Again, I'm not complaining its 'late' because their budget ended up being 4x what they asked. I just want and estimate. Super reasonable.

    14. Paul Marzagalli on

      @dungeoncrawl How hasn't the conversation been honest? Once a month or so, they check in with production updates, they are in alpha, sharing results of that alpha, detailing out production changes, and are working hard at hitting beta. They don't owe us an estimate. They owe us a game. Estimates are a fool's game. Better to just channel one's inner Blizzard: "It will be done when it is done." The final product and its post-launch support is what counts, not anything leading up to it - at least not as far as the consumer is concerned.

    15. BlackGauntlet

      @dungeoncrawl - They already gave the estimate: Beta within this year. As in 2 months time. What else do you want?

    16. dungeoncrawl on

      @paul - nope. There is a difference between a publisher withholding funds due to a missed date and backers expecting an estimate. When we backed the project we expected regular updates, some estimates on release dates, etc. I'm not upset they're late. That's not what's unacceptable. What's unacceptable is not even giving us an estimate. See the difference between backers wanting honest communication and publishers holding payments hostage? Publishers pushing a date come hell or high water? Publishers making devs leave out features or forcing a game to release no matter what? I just want them to give us backers an updated estimate. They have our money and owe us an estimate.

    17. Missing avatar

      Skirge01 on

      To anyone upset about the delay: Go play some Batman: Arkham Knight on the PC and you'll understand why a delay is better than releasing a game before the studio feels it is ready.

    18. LordCrash on

      Why is the project lead leaving the project while it's not finishing and while he has no better job already? There is imo definitely more to the story than this update tries to tell.

      The delay to 2016 is no surprise and I really hope that their team "issues" won't have a negative impact on the final quality of the game.

    19. Paul Marzagalli on

      "I don't mind a delay. But to say '2016' is unacceptable. At least give us the quarter."

      This comment right here is precisely why people embraced Kickstarter to begin with - to get away from demands like this and to empower developers to make the kinds of games that they want to make and we want to play. Let's not be in a rush to become the thing we hate because we have to wait a little longer for something that we really want to play. Torment is doing some unprecedented things here with narrative and level design, so it is naturally going to take longer to flesh it all out and make it gel together. We can give them that time without rioting at the lack of a release date.

    20. Adam on

      Guys don't bother asking for a reply. Look at their posting history, all centered on WL2 and Bard IV. I'm not kidding, look.

    21. Anaeme on

      Very interesting how folks have read between the lines...

    22. Missing avatar

      Hannah O'Neill on

      Personally I've been expecting a 2016 or later release sine the kickstarter ended.

    23. Christian on

      I know backers are not investors and there's no way to keep information just within the backer community but ... can we maybe hand over a virtual beer and talk over it a bit more candidly?

    24. Missing avatar

      Rui Mendes: Herald of the Ever Tormented on

      At this point I would like mostly to wish Kevin the best of luck for his future. Being a project manager is not easy, and the gaming industry is prolific in "delays" and "misexpectations". I´m sure this will be a great game for the generations to come, and surely Kevin contributed to that.

      Again @Kevin, all the best.

    25. KC Soo on

      Maybe I am reading too much from this update, but the lack of specifics is not a good sign.

    26. Stabbey on

      The original December 2014 date was based on a goal of $900,000. They got 4.5 million, which came with a bunch of stretch goal promises to add in. It's not surprising that the game is delayed.

      There's no point in them throwing out an estimated quarter if they can't be sure. Delays happen, and if they give a specific quarter that they have to retract later, then people will complain.

      However, it is not wrong to be wary when a project lead leaves a project halfway through for mysterious reasons.

    27. Michael Whitt on

      While I want to see the game release in a good state we are going a long way from the Dec. 2014 date to vague "2016" release. Like Dungeoncrawl stated at least a quarter should be given. Of course that quarter will come and go and we will be here Q4 2016 wondering why we still haven't seen the product ship yet, meanwhile I have while have two products backed with inXile that I am sure will be development limbo.

      The problem is that I was very leery of backing Bard Tale IV with TToN still in a questionable development state I am not going to drop another dime on any further inXile products until TToN releases. Yes I picked backed Wastelands 2 (outside Kickstarter) and while I didn't end up liking the end product I did appreciate the Director's cut however I feel like too many resources got diverted to the DC that should have been working on getting TToN out the door.

      So I really do hope we see TToN ship by this time next year and/or at least when it ships I sure the heck hope it lives up to it's hype because inXile has a heck of a lot riding on the game and the delays and this sudden announcement of Kevin's departure is not a good sign.

    28. C. Scott Kippen

      I am tired hearing about Wastland. That is not the product I care about.

    29. Helena on

      I don't mind the delay either, but there is something very strange about this. Things are supposedly going well, yet the project lead suddenly decides to leave half-way through, without even another job to go to? Can't help wondering what's going on there, and how it will affect the game's development.

    30. dungeoncrawl on

      I don't mind a delay. But to say '2016' is unacceptable. At least give us the quarter.

    31. Missing avatar

      negatus on

      Like many others here, I don't mind the delay as much as the sudden and mysterious departure of Kevin Saunders (from an outsider's POV). For me this is THE project of inXile, and not Wasteland 2, Bard's Tale IV, or even the rumored Autoduel reboot.

    32. manio on

      From what i can read between the lines it is just a pressure point at this time for the studio. Between W2 : DC , Torment and Bard's Tale the studio may struggle with deadlines . But i agree the most of us know that good things take time and this is no exception .

      Thanks for all your time and effort Kevin, be well and passionate whatever you choose to do from now on. Also thanks Chris for pick this up too (i don't envy you though , your shoulders must be really heavy by now , may i recommend a nice asian barefoot massage ? :D )

    33. Missing avatar

      Acteon on

      I don't like this at all. Despite the careful words written by Kevin Saunders, this post basically says the game is nowhere near as finished as it should have been by now. Kevin was fired, or told to quit. He was project lead ! This can mean only 2 things :

      1) he was unable to fulfill his job in a timely fashion and the project as a whole has not been progressing well enough or in a quality that would satisfy Brian Fargo or other higher guys at Inexile.
      2) there have been very deep disagreements on the project between Saunders and the director / producer (again, Brian Fargo) or with other important persons that Brian Fargo listened to rather than follow Saunders' approach.

      The fact that Saunder's replacement as project lead, Chris Keenan, doesn't even mention Saunders is a hint that things were alarmingly bad. A 2016 pushed back date? That probably means Christmas 2016 considering the game's brutal change of project lead.

      All we can hope for is that Saunders emphasied on quality and that the delay in production was caused by overzealous attention to the game and that a late 2016 release will avoid the need for an enhanced edition like for Wasteland 2. I don't mind a long delay as long as the released game is up to the expectations.

    34. Leewelo Lorekeeper

      I don't min waiting for TToN. I've enough to play for now. As llong as that time is used to make TTiN an excellent game of course.
      Sorry to see Kevin go. All the best for your new adventures Kevin!
      Whatever the reasons behind that change, I hope inXile knows (when) not to overreach too much. A shift in project management can recenter efforts both on the core vision and the delivery of TToN. Leave the extra for expansions (?).

    35. The Evolutionary on

      I knew when I'd see no word on the beta that was supposed to be coming out there was no way the game would be released in 2015. What concerns me is the team waited to so long to announce this. Now a new project lead in the final stages. This also concerns me greatly. Lastly, ambiguity is never good. 2016 can mean anything. I for one would like to see a more concrete game play to release. Money runs out, we all know what. So, I'd like a fairly solid release place. At this stage I don' t think it's unreasonable. So guys...when is the beta estimated to be released. And from there when would the game be released? Solid dates please. We should have been officially informed of this 2nd delay sooner, although it was clear to me there would be another one, we shouldn't have to guess. Thanks.

    36. Pauli Vinni on

      I have seen Rushed beta level KS released, so taking more time is not big consern. But if the collected money and time does not meat up, the project will run out of money in some time frame.
      So I personally am not worried. If it takes more time, it will take. Better have good game than a proto of what it may become if it would ever become real game. KS is always unusere thing. And some games like Star Citizen Are so big that They just can flop because They Are so ambitious that They just never will be ready. This is guite a smaller broject so it is easier to make it trough. If the budjet and time used meat each others.

    37. Logan on

      Looking at what was left to do and how little we had seen I figured it'd be next year. I expected it to be pushed back again, but might I suggest trying to make under promise on delivery times going forward with this KS or others (ie Bard's Tale IV)? It makes people happy to see things sooner, but some people do not like having to wait longer.

    38. Matt Payte on

      Personally less concerned by the delay and ambiguous date than by project lead's departure. I don't expect we'll be hearing much elaboration on that, which is perfectly understandable. A (possibly big) delay coupled with a change of leadership is a pretty bright red flag though. Here's hoping that funds aren't exhausted prior to release. Still have complete confidence in the team's abilities, but I feel nervous in a way that I hadn't about this project before. Thank you for being transparent about the changing of the guard though, a lot of troubled projects just disappear for months at a time.

    39. Anthony Skipper on

      Keep Rocking! I'd rather see it done right than done on some date that no one cared about anyway. I'm sure you will get a lot of comments of people complaining about it moving, but don't take it hard. That's software... and if they backed software without understanding it, then it's their problem. I want a quality experience. Good luck with the new team!

    40. Adam Sherman on

      Such an odd thing. Oh well, I hope this is a change to everyone's benefit.

    41. Richard on

      Project lead leaving halfway during the project?
      Our Kevin leaving halfway through the project?

      The only way I can't be sad about this is if he and Chris Avellone have some secret team up plan in the future but even then it doesn't spell anything good for Torment ㅜ.ㅜ

    42. tarasis on

      Wow I wasn't expecting that news at all. Very sad to see Kevin leaving (whatever the circumstances) and it does raise concerns for me. I guess they (inXile) might have been concerned with the speed or lack there off at which the project was progressing.

    43. Missing avatar


      Thanks for the update, guys, and the reminder! My old laptop couldn't handle T:ToN at all past the first part, but I just got a new one and once I figure out how to fix this touchpad driver issue I'm going to see what I've missed!

    44. Missing avatar

      Adrian Lovegun on

      Last December we where told it would be this December. When you say 2016, can we get a little more of when in 2016? Approx?

    45. Sir Chaox on

      Doh, I just read the whole update... Sorry to see Kevin go. Was this planned or maybe something came up? Hopefully, he will work with inXile in the future or maybe Obsidian again. Best of luck, Kevin!

    46. Adam Sundermeyer on

      @Diablo169 - "inXile and I have decided it is time for me to depart from the studio" sounds like code for "fired". Unless something major came up in Kevin's life that prevented him from working on the game, I can't see a reason for a lead to quit during the middle of development.

    47. Missing avatar

      Fry on

      Well if you want to make backers nervous, this is the way to do it.

    48. Diablo169 on

      I find the project lead resigning at this stage of development very concerning.

    49. Sir Chaox on


      This is literally the only KS game where I expect extra time and care to be taken but a masterpiece to be delivered... no pressure ;]

    50. dungeoncrawl on

      Come on guys. Of course it's 2016. You took a stab at a date in the Kickstarter, take a stab now?