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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 (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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Adam Heine, Matthew Wallace, and 94 more people like this update.

Comments

    1. PegasusOrgans-AGL 589 on February 11

      I love these people that have seemingly no concept of reality, or cost. I'm sure most of those complaining have developed large RPGs of their very own, so are completely in the right to speak on such matters, but the rest of you need to try having a life, wherein you must balance your income with your expenses to actually understand.

      Developers, you have the understanding of the adults who have had life experience with plans not working out, or finances not being able to be stretched for everything we have planned. It's called living in the real world. There was no way to know your final text count would be longer than ANY PREVIOUS RPG OR GAME IN HISTORY.

      Seriously, in light of the word count, I am shocked you have gotten all but one language done!! Heck, if Italian players have an issue with it, maybe they should be buying PC RPGs more often. Why should any company LOSE money of doing a translation job? This isn't a charity, it's a business. No one gave money to this project to help the employees at InXile, they did it so they can escape into another Torment world for 80+ hours. Seriously, the detractors don't have anything to complain about. If they can't read any of the other languages, then there's a refund. Better than many other Kickstarter projects, I assure you.

    2. Randy Snow on February 5

      I could understand that withholding information for the sake of keeping company opinion up sounds like a good idea. As if this information dropped before Wasteland 3/BT crowdfunding it would've servery affected those campaigns.

      But you probably realize that by doing this you've tarnished your name and will have to work at righting what some people consider wrongs.

      Personally I don't care all that much. As long as I get my game and I can enjoy it I'll be happy.

      But its things like this which burn people on crowdfunding. Companies need to know what they can promise and what is beyond their abilities and scope. The glitter of crowd sourced money, especially in active wildly successful campaigns can entice one to over promise in the hopes of earning more, or cloud their judgement on their abilities.

      This is why I liked the scaled back funding campaign of Shadowrun: Hong Kong. The developers learned what they can deliver in physical goods, and devoted themselves more to digital rewards, and working on things they knew they could do.

      Let this be a lesson to all of us.

      Developers don't try to sell us the world; as hard as that might be.
      Backers don't expect the world; as hard as that might be.

    3. Missing avatar

      Quantomas on February 5

      What is the merit of criticizing a creative process?

    4. Skyleaf on February 4

      @Igal I agree with you wholeheartedly. I hope people are learning their lessons when it comes to Kickstarter. Know what you're getting into. This is not a contract or purchase. I have had no problems with crowdfunding because I've donated to people who work their ass off, and are truly passionate about their products. That is all I ask. Whether the project is 100% as envisioned, I live that in the hands of fate.

      I still feel though that InXile need to show some goodwill to their Italian fans. It's one thing to not deliver 100%, but to leave out a portion of their backers high and dry while the rest of us gets ours shows what I feel is a lack of respect. It's a common practice by businesses, playing the numbers game, where they only give great customer service to clients they feel will give them good returns. Something I'm painfully familiar with. I have high hopes that InXile will do right by these guys.

    5. madGamer on February 3

      They already know that they have made a mistake, they apologized and said that if they release any dlc and expansion will be free for the backers. They will refund the people that choose italian.

      What can they do more? if people are so pissed off just dont back their next game. I have doubts that they will do the same mistake or they will lost all fans and sells. But this will only know with time. Anyway i think the game will be great and much bigger then i thought.. from 25 hours to 60 or more hours, even with the all things cuted...

    6. Missing avatar

      Igal on February 3

      @James Sunderland- Just to make myself clear, I'm not trying to give inXile a "free pass" on these issues or defend all of these decisions. They definitely screwed up here, at the very least by very badly communicating them (or not at all), and probably some mismanagement of resources and priorities along the way. I'm just saying that there's a difference between making mistakes and purposely screwing over people, as you put it. Suggesting that they tried to hide these thing is silly: you can't "hide" a lack of Italian localization, especially not in an Early Access game. It was obvioulsy going to get out there. If they wanted to hide these things, they wouldn't put this on Early Access. If they wanted to take the money and run, they wouldn't have offered refunds to everyone affected. The critisism is completely understandable and warranted, but it can be done in a contructive way without implying they are some kind of scam artists sitting around and discussing "how will we screw over people today?". There is a middle ground, not everyone is either a saint or a villain. My other point was that things that are said during a KS campaign (even localization) should be framed and understood as goals, not promises, and this is directed both at inXile (who did not frame it correctly) and the backers (who should probably, for their own sake, understand them as such even if the company did not present it that way).

      @ThomasN - Unfortunately, this is exactly the kind of response I was referring to :-(

    7. ThomasN on February 3

      "I don't usually get involved in these kinds of discussions on KS because I find them to be full of poison and vitriol that tends to promote a very destructive kind of mob mentality even in very well intentioned and reasonable individuals."

      Fuck you :-)

    8. James Sunderland on February 3

      @Igal I can agree about the content, but the localization is a big deal. Screwing over a portion of your base this close to the release of the product shows a terrible lack of professionalism and respect. Even if it cost some extra money, it seems they plan on releasing DLC and got over 4 million dollars, and they should do the right thing and get an Italian translation done, or if they are that strapped for cash, use the proceeds of the game to do it after release. I'm a native English speaker, and I won't back them in the future over this, the combined effect shows how little they value their backers.

    9. Missing avatar

      Igal on February 2

      I don't usually get involved in these kinds of discussions on KS because I find them to be full of poison and vitriol that tends to promote a very destructive kind of mob mentality even in very well intentioned and reasonable individuals. But I did want to chime in with my 2 cents this time.
      My opinion is about this, as it always has been, is that the truth lies somewhere in the middle. When I back something on KS, I always do it (and always have done it) with the implicit understanding that NOTHING is guaranteed. Nothing. At the end of the day, it's a show of good will in the developer, and nothing more. That is not to say that developer doesn't have to do everything in its power to keep any promises it made, but there is no objective way to judge what "anything in its power" is. And we have to accept this as backers, anything else is just an illusion. When I back something, I never think of the campaign as indicating exactly every system or detail that will go into the finished product, only the general spirit of it. Yes, even if the developer pitched this specific thing as a promise or a "stretch goal", I only look at it as a general direction they are aiming towards. This is the only reasonable approach to KS, otherwise you will eventually get burnt. I never got burnt because this was clear to me from day one of KS.
      For me, none of the missing features bother me personally, because I just like the general concept of the game and don't care that much about specific systems like crafting, or exactly which city will be what size, or the number of companions. I also don't personally care about localizations since I'm used to reading and working in English my whole life (even though it's not my native language), and frankly it's hard for me to see how a cRPG fan in this day and age can get by without English anyway (how does a person who can't read English even able to read the KS campaign and engage with it in the first place?).
      With that being said, I do understand and empathize with backers who do care about these things. But I think the fault is at both ends. On the backers side, we have to understand the realities of KS and game development. Things like this will always happen, and if they don't, it's just a happy accident. There is no such thing as a perfect KS (even if you think there is, there were probably many things you aren't aware of). So first it's a matter of us setting our expectations correctly fron day one.
      On inXile's part, they very clearly have serious community communication issues, and this is not new. The Bard's Tale KS was even more poorly communicated than this one, and continues to be. They have work to do in these areas, and hopefully they will try to learn from this. But once again you have to adjust your perspective here. Good public relations and community management are very, very difficult, much more than it seems to the average internet dweller. Taking the lack of communucation as purposeful lying on inXile's part is ridiculous and missing the gray areas of real life. If these people really didn't care, they could have just phoned all of these missing features in with no real substance just to check these boxes, or worse just run away with the money (as some others have done in the past). They are obviously a well intentioned but flawed company, who care about its products and customers but have some problems in certain areas. You know, like in the real world. Framing this as some evil scheme on their part is silly and not constructive. And people who, as a result of these flaws, are "done with KS" should probably have not backed anything in the first place, for the sake of their own sanity if nothing else.
      Anyway, that's just my 2 cents, take of it what you will.

    10. Wes Johnson on February 2

      "The amount of whining by people who haven't even played the game is astounding. Who gives a shit what content was cut if the end product is good? "
      .
      .
      It is called principles. If something was promised and not delivered then that was either a lie or a mistake. The game may be incredible but that is not mutually exclusive with InXile being skeezy about promising features and not delivering them. If they add extra equally good content that is a push and I can live with that.

    11. Missing avatar

      FilthyCasual on February 2

      How monumentally sad would you have to be to comment on every single update because you're buttblasted about the perceived race of a supporting character? Please do a few more updates before release so we can gain more insight into this behaviour.

    12. Missing avatar

      StrangeCat on February 2

      I decided to watch some videos of the game in the Bloom. It looks good but I have to tell you.
      How much of a moron do you have to be to create five iterations of the art work then on the last one completely totally change a character to look like an ugly gypsy black women.
      Callistege looks like Crap! Doesn't fit your promotional art work for the posters or any PR for the game. And I am trying to wrap my head around who in your department came up with this idea.
      I honestly think you guys did it on purpose and not just an art purpose. It really bothers me, I can't even play your game till I get that fixed.

      Trump you Cat!

    13. ThomasN on February 2

      You're called IN-EXILE to express they got/wanna be exiled from the big studios and now they pull the same shit. Ironic.

    14. Estimated delivery: Dec 2014 on February 2

      @Ahenobarbus

      This is a very poor place to advertise your game. I've seriously reconsidered my attitude towards Kickstarter as a platform because of this campaign.

    15. Heinrich Bhaal on February 2

      Thanks for nothing. Next time without me money, liar.

    16. olpika on February 2

      Geez! I didn't know about the collector's edition scandal. Come on! Is that for real are we, backers, punished for helping you fund the development of the game? This clearly has to be addressed! And quickly!

    17. Sir Fatikis on February 2

      Too little. Too late.

    18. Missing avatar

      Domopunk on February 2

      @meganothing: Ah, guess I didn't scroll far enough. Thanks for pointing that out.

      Sorry inXile!

    19. meganothing dread bard of torment BOSB on February 2

      @Demopunk: That was answered by inxile in the second post in this thread: "We've been looking into this behind the scenes. We'll let everyone know if we are able to offer it."

    20. Missing avatar

      Domopunk on February 2

      This has been asked before (by myself and others) but is there any chance of swapping my steam key for a ps4 download? I would gladly pay a bit extra if necessary. It would be great to get an answer one way or another (or even a statement saying you guys are mulling it over) about this so the curious among us can stop asking every time an update gets posted.

    21. meganothing dread bard of torment BOSB on February 2

      @Paul J Natsch: The question about linux/mac was asked on the torment forum and answered by a dev: They are working on that version right now (now being Jan 26)

    22. Steve Dozniak on February 2

      Gentlemenses, I understand that the Torment will come out on PS4 - since I pledged over $100 I believe owning a PS4 version instead of completely useless Steam key is in order (I don't even have a machine to play it on).

      I bought WL2 again for PS4, it was not a problem, but this time for the price of almost 3 AAA titles I think it should be possible to arrange some exchange of Steam keys to PS4 codes - what do you say?

    23. Missing avatar

      Michael Melnikoff on February 2

      The amount of whining by people who haven't even played the game is astounding. Who gives a shit what content was cut if the end product is good? For christ's sake wait until you've finished it first. If it turns out to be like FF15 where the cut content clearly hurt the final product then so be it, but if the game is excellent then it simply doesn't matter, now does it.

    24. Wes Johnson on February 2

      "And the normal CE now having more stuff than the Kickstarter CE? That's a slap in the face of those people who gave you money in good faith years ago."

      Bang on. You'd think with all the time they have had as the game is way late they'd think this stuff through.

    25. Wes Johnson on February 2

      "Kindy pissy now i read up about the retail collectors edition. Is it really a good thing to be giving stuff that backers didn't get to non-backers?
      Non-Backer Exclusives are a thing now InXile? Really?"

      Hey it isn't like they are a couple years late... wait...

      Yeah it is kinda skeezy to give retail buyers a perk when we funded the game from the start.

    26. Muad'Dib on February 1

      tl;dr
      Colin and his team were cutting content and breaking promises and hoped nobody would notice it, but were caught and finally forced to bring up some excuses.

    27. Massimo Cesario on February 1

      I want to be crystal clear here: I'm italian and I totally understand your motives to cut our localization. I also wrote this on the official forum: first, we do not deserve a non professional translation (like Wasteland 2); second, you made a promise so, I think that you can give us our localization if enough copies of the game are sold so... I hope you sell those copies and keep your word even if there are too few italian backers.

    28. Missing avatar

      Fabixel on February 1

      As an adult with a life I have zero problems with any of the described changes. Maybe you could have handled the communication part a bit better, but that's always hard to say. I supported you because I trust in your ability to make a great game - you're the professionals here. If anyone can make an educated decision about where and how to spend your limited resources on this project, it's going to be you.

      By pledging (instead of pre-ordering) - at least in my mind - I feel like I'm expressing that trust in your work, which includes handling the creative process as you see fit in order to yield the closest version of your originally pitched vision.

      All I have seen so far leads me to believe my trust in you was well placed and I cannot wait to boot the game up for the first time and start exploring!

    29. DeeK on February 1

      @Paul J Natsch
      From what I understand, Tides of Numenera uses the Wasteland 2 engine, and that is certainly playable on Linux. I know, since that's the platform I played it on. So understanding that, it's pretty reasonable to expect that Linux (and presumably Mac) versions will be supported fine. There's no need to jump to conclusions about feature cuts. It just makes you look hysterical.

      Though you could be right about Linux and Mac versions not being ready on release date. We don't know for sure, because there's been no communication about it. Understandably so, as gamers have a terrible reputation of reacting to bad news. You only have to read some comments here to understand that. I sometimes think that we're partially to blame for developers being so hesitant to share bad news.

    30. Missing avatar

      david canela on February 1

      As a game developer, I can understand how a project evolves, features are cut, etc. I'm alright with the content and gameplay changes.

      But it's surprising communication wasn't handled better, considering this is not your first kickstarter and you're surely aware of the challenges and pitfalls that come with the territory of promising features to people who invest (albeit small amounts of) money and how important communication is in that process.

      Still very much looking forward to the game and hope you guys find a good solution for italian backers, not only for their sake, but for the sake of InXile who seem to enjoy the kickstarter approach to game development. I know nothing about the challenges of italian localisation, it just seems to me you have a good reputation with backers and protecting that could be worth the extra effort. Then again I'm sure you've considered that aspect as well...

      best of luck!

    31. Missing avatar

      Quantomas on February 1

      Numenera: STRAND is brilliant. Well done!

      Looking forward to play Tides of Numenera.

    32. Paul J Natsch on February 1

      All these content omissions aside they lost me with their continued stance of not saying anything about the Mac and Linux versions whatsoever. Nothing in the updates and no responses to any of the Mac and Linux- related comments for a while now. Do they even read all the comments? There's really not that many of them.

      Look, we get that it's not going to come out on our platforms when it's initially released at the end of February but at least throw us a bone. We paid just as much as everybody else did here. And now this news about the content omissions makes me start to wonder if the Mac and Linux versions might get omitted as well. It's happened before (See the Carmageddon Kickstarter).

      I was pretty much done with Kickstarters anyways (this was the last one I backed) but this kind of definitively slams the door on it for me, certainly with these guys anyways.

    33. Michaeljack on February 1

      Kindy pissy now i read up about the retail collectors edition. Is it really a good thing to be giving stuff that backers didn't get to non-backers?

      Non-Backer Exclusives are a thing now InXile? Really?

    34. Missing avatar

      Tilly on February 1

      Also, I totally forgot I backed this game. I'm the greatest! :D

    35. Missing avatar

      Tilly on February 1

      *-) I'm guessing they'll provide new companions in the free DLC expansions?

      As for the Italian localisation, I know it must be really expensive -- but consider spending the money on it (and taking a loss) after releasing the game and getting some income. It was a big promise made.

    36. Ahenobarbus on February 1

      Folks, remember to back another great isometric adventure game on kickstarter. Beautiful Desolation is new post apocalyptic isometric game with African scenery from the makers of STASIS. And it looks as good as Torment, so go and give it your money ;)
      https://www.kickstarter.com/projects/bischoff/beautiful-desolation-isometric-post-apocalyptic-ad…

    37. Missing avatar

      Andrew on February 1

      I'll start with the good. On the whole I like what I've seen of the game and the writing and I understand the decisions made. It is very disappointing to be losing a few companions but I can take the hit if the rest of the game is good and you've left some bedrock for them to be inserted naturally if there is further DLC/Expansions.
      However I am very disappointed in the communication on these features and the translation. Surely these aren't last minute decisions so must have been known for months as you choose to use kickstarter for the project there is a tacit obligation to share any major changes. I'm still excited for the game but this would make me think twice about supporting any further projects.

    38. Missing avatar

      JJ on February 1

      InXile are a bunch of clowns, I'm embarrassed I gave them money. They have delayed the game so they can release a CONSOLE port, signed up with a shady PUBLISHER, and now this garbage. Brian Fargo is a liar. The cut features were stretch goals and I don't believe any of the excuses for a second. First of all, we're only hearing about this because they got caught. Their plan was to spring these surprises on backers after the game was released. The reason for the cuts is mismanagement, plain and simple. The Bloom as a second city? The Bloom was already a stretch goal which was met. Italian localization? Fargo said that one of the biggest perks of having a PUBLISHER was help with localization. I won't ask for a refund because this is Kickstarter and I have only myself to blame for throwing money at InXile before I knew what they were all about. No more.

    39. Skyleaf on February 1

      *Sigh* I can't wait until release date so we can talk about actual gameplay.

      Again, big bummer for the Italian localization. Unfortunately that issue will prolly linger for a while. I hope InXile keep the emails of their Italian backers so that when they eventually get those translations done (hopefully, and I have faith that they will), they'll let them know about it right away.

      Everything else is just getting way out of proportion. After 4 games maybe it's time to move on from KS, seriously. Unless you want to hear "refund" every time there's a dissatisfied backer out there.

      I think "refund" is probably the most popular word in KS, even though it is against the spirit of crowdfunding.

    40. Antreges on February 1

      Is there an ETA for linux?

    41. T.J. Brumfield on February 1

      @Seth Petrus Woolwine - They aren't working with an Italian developer or publisher. They said the problem is the total volume of text is larger than expected, raising the localization cost and they don't anticipate enough Italian sales to justify that cost. It is outright stated in this update.

    42. Seth Petrus Woolwine on February 1

      My wife is Italian and has done localization for Italian game publishers. She got out of it. There are a lot of problems with Italian localization and the issue is not the language (it's actually one of the easier languages to work with) but the games industry in Italy. Italian game developers are leaving Italy in droves because the industry struggles with corruption, toxicity, and unprofessionalism in too many areas. This is why more and more indie games are not just bothering with Italian localization because it is just not worth dealing with it. The triple A industry has no problem putting as much as they need to into it in order to expand their market but indie studios just do not have the budget, nor the time involved.

      Stop blaming InExile when you do not know the whole story. Maybe the problem is on their end. Maybe (as I strongly suspect) it's on the end of Italian distributors. But you don't know. Be angry if you wish, but you do not necessarily know who is to blame.

    43. T.J. Brumfield on February 1

      @Michaeljack - It wasn't one companion that was cut. We're getting 6 instead of 9, so one third of the companions were cut. Companions were arguably the single best part of PST and what I was really excited about with this game. I feel like this is a massive slight, especially when we were told in the campaign to pledge more specifically to unlock companions we are not getting now. I would love to see design documents for the companions that they didn't have time to wmite properly, and mod tools to allow the community to finish the job. Frankly, I'd jump on that and write for them myself.

      @Malte Mb - I don't think they stole the money to spend on their "lifestyle". Developing games is very expensive. The average AAA game is something like 25-30 million dollars to produce. Development took longer than expected. It costs money to pay salaries for your whole staff for years. It is however possible that after the Wasteland 2 engine was ported to consoles for the Director's Cut that they spent some of the Torment budget on console ports instead of promised Kickstarter features.

    44. Malte Mb on February 1

      I gave you my money, becous I thought you are experienced and know what you are doing. Malicious gossip has it that you take the money and spend it for a luxurious life. I nether hope nore thinks so, but damage is done.
      Even more worse is the italian localisation.
      I do not understand a single sentence italian, but to cancel that localisation is an absoulute NO GO. The only explanation would be that you are nearly bankruped. Pillars of Eternity II: Deadfire has it as stretchgoal and I beleve that they would not even in there worst nightmairs think about a cancellation.

    45. dungeoncrawl on February 1

      @Justin - no, we're bent out of shape that they weren't open and honest about it during the process. I'm sure the game is going to be fine and I'm not going to miss what was removed at all. But you can't just remove a stretch goal or a committed feature or area with NO communication. They gave up that right when they crowdfunded, when they threw in with us instead of a publisher. Be as secretive as you want if you're using 100% of your money or a publisher's money. If they tried to do this with a real publisher, there would be financial repercussions (breach of contract maybe).

    46. dungeoncrawl on February 1

      I'm a huge inXile fanboy and, until now, they really could do no wrong IMO. But this is bad inXile. Respect = Respect - 25%. I'm 100% good with you having the freedom to iterate and make good decisions for the game. But you gave up the right to keep it secret when you crowdfunded. You gave up the right to make it an option when you made it a stretch goal. Being open and honest with us in advance, as you were cutting these promises, shouldn't have been a "lesson you learned from this experience".

    47. Jul on February 1

      Quite disappointed in Inxile by this problem of "communication" - especially the strong impression that if some players had not begun to question you on those points, you would never have willingly communicate about it till way after the release.

      Speaking of disappointments.

      > "What does the normal CE have that the KS CE dose not have ?"

      As an European backer who will have to pay customs on my oddity-level box, I'm a little pissed about this and really wish to have some ansers about it.

    48. Weresheep of Sin AKA Stefan
      Superbacker
      on February 1

      @Justin: try to understand first what people are saying before telling them they are "bent out of shape". It's not really the changes that were (or were not) necessary, it's the fact they didn't mention them until others found out. Kickstarter is about trust and this trust has to be earned and not telling people about these changes is detrimental to trust.

    49. Jean-Luc Picard on February 1

      Weird as it sounds I do hope crafting never gets implemented, it really does undermine the setting.

    50. queerchameleon
      Superbacker
      on February 1

      What does the normal CE have that the KS CE dose not have ?