Share this project

Done

Share this project

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

Updated our Journal: A Gift, Stretch Goals Past & Present, Pay Pal

Hello! I hope you all have had/are having a great day.

TL;DR: A gift for everyone; Stretch Goals, including some new talent joining the team and bonus rewards; Pay Pal coming tomorrow.

Our Sincerest Appreciation

We are deeply appreciative of your support of both Torment and role-playing games in general. Some of you are here, and supporting us, because of your love for Planescape: Torment, a game that inspired us as well. With this common interest in mind, we want to acknowledge your faith in us with a small token of our appreciation.

The friendly relationship between inXile and Obsidian Entertainment is no secret. In collaboration with our colleagues at Obsidian, we are going to create a special pledge reward that will be given to all backers of both Torment and Obsidian’s Project Eternity – a Planescape: Torment Developer Retrospective (digitally distributed). This idea was suggested by community member Dema on our UserVoice forums and has been one of the most highly favored suggestions.

We’ve talked with many of the original developers of Planescape: Torment and they will generously contribute developer diaries/blogs in a compilation of their thoughts about the project. Learn about their experiences working on the game, behind-the-scenes stories, and how the game influenced their later work. This Retrospective will be made available before Torment launches next December. 

Our requests to Planescape: Torment team members have been met with great enthusiasm and we’re thrilled to announce that contributors to this Retrospective will include:

  • Chris Avellone, Lead Designer
  • Eric Campanella, Artist
  • Tim Donley, Lead Artist
  • Scott Everts, Technical Designer
  • Brian Fargo, Leader in Exile
  • Adam Heine, Scripter
  • Dave Maldonado, Designer
  • Colin McComb, Designer
  • Brian Menze, Artist
  • Aaron Meyers, Artist
  • Mark Morgan, Composer
  • Dennis Presnell, Artist
  • Dan Spitzley, Lead Programmer
  • Feargus Urquhart, President, Black Isle Studios
  • Scott Warner, Scripter

We at inXile would like to also thank the PS:T team members who will be contributing as well as to Dema for making this suggestion!

Stretch Goals

Every dollar we receive from the Kickstarter (outside of expenses for reward fulfillment) will be invested in making Torment a better game, while retaining the focus on the pillars we’ve described. That is, the game will be improving in various ways all along the way. That said, we will also be describing explicit Stretch Goals so that you can see how we plan to enhance the game and also what we’re hoping to achieve. Thanks to your enthusiasm and support, we have already passed what would have been our first Stretch Goal and are excited to announce that, though you will play Torment as a specific character, we will provide you with the choice to choose your character’s gender when you begin a playthrough.

Besides the obvious impacts of PC gender (e.g., character model, animations, increased localization work for languages for which gender matters, etc.), there will be appropriate reactivity from NPCs in the game world. This doesn’t mean that the overarching story will depend on your gender, but the level of reactivity will be significant and noticeable. Shown below is a concept piece for the female PC, drawn by Nils Hamm. Nils is still working on the male PC and we’ll show you him in a later update. (Again, this isn't all that occurs by going from $0.9m through $1.2m, just a major element we want to call out.)

$1.5 Million: Richer Story – Writer Mur Lafferty and Designer Tony Evans join the Writing Team, plus a Bonus Novella)

Upon reaching $1.5M, we will expand the richness and reactivity of the story through adding two new writers to our team. We have designed the game’s storyline to be highly scalable and modular, and this allows us to bring in additional writing talent to enhance Torment’s story through deeper content and new areas and characters – both optional ones and on the critical path.

At $1.5 Million, two excellent writers, Tony Evans and Mur Lafferty will be contributing to the game. In case you aren’t yet familiar with their past work, here’s a little information on each:

Tony has been a game writer and designer since the late 1990s and has worked on more role-playing games than any sane designer should, with time served at both Obsidian and Bioware. Tony worked on Star Wars: Knights of the Old Republic 2, Dragon Age 2, Neverwinter Nights 2, and Mask of the Betrayer (he designed the Skein and wrote One of Many, among other things). Tony was also the lead designer on Storm of Zehir.

Mur is an author from Durham, NC. She’s written for several role-playing games including Vampire, Mage, Exalted, and World of Warcraft the RPG. She started podcasting in 2004 with her show Geek Fu Action Grip, and in 2005 began producing the award-winning podcast I Should Be Writing. She's published several audiobooks via podcast, and her debut novel, The Shambling Guide to New York City, is coming out in May. She was a 2012 nominee for the John W. Campbell Award for Best New Writer in Science Fiction or Fantasy.

Additionally, Torment (and Wasteland 2) writer Nathan Long will be writing a novella for Torment. Nathan’s novella will be included in the Novella Compilation, and all backers receiving that reward will automatically receive this fourth novella, too.

We haven’t talked much about Nathan in the past and it’s high time to correct that. Nathan has been a superstar on the Wasteland 2 team and we are honored to have him as part of our team. Nathan is a screen and prose writer, with two movies, one Saturday-morning adventure series, and a handful of live-action and animated TV episodes to his name, as well as eleven fantasy novels and several award-winning short stories. He hails from Pennsylvania, where he grew up, went to school, and played in various punk and rock-a-billy bands, before following his dreams to Hollywood - where he now writes full time - and still occasionally plays in bands. His latest novel is Swords of Waar, the sequel to 2012's Jane Carver of Waar, and he realized his life-long dream when he began working as a game writer for inXile Entertainment.

$2.0 Million: Monte Writes, Mark Composes, and Goo Oozes

We will continue to increase Torment’s story depth and reactivity as Monte Cook also joins our writing team, contributing directly to in-game content. Monte is focused on Numenera, but we’ve been working directly with him already, seeking his guidance on how to best explore Numenera’s Ninth World. Later in the project, we will also be collaborating with Monte on the adaptation of Numenera’s tabletop rules to best suit a computer role-playing game. But at this Stretch Goal, Monte will become even more involved in Torment team and will add his writing talents as well. (Fortunately, Torment’s schedule allows for his creative work to begin later so that it won’t interfere with Numenera.)

At this Stretch Goal, Mark Morgan will write more music for Torment to complement the additional game areas and content we will be adding. Furthermore, he will incorporate a live orchestra into his work. Of course, all of this new music will be automatically including in the soundtrack (digital or CD) for backers who are receiving that reward. We will also provide the soundtrack reward in the lossless FLAC format for those who desire it.

Our initial plans for Torment included four possible companions for the player and at this Stretch Goal, we will be adding a fifth, which we’ve nicknamed “The Toy.” (That’s not its in-game name. ;) ) The Toy is a changing ball of goo: Is it a pet, an abandoned toy, a dangerous weapon? Whatever it is, it responds to the way you treat it by changing its appearance and abilities to reflect what it perceives as your desires. Its ultimate secrets are... well, you'll have to find out.

Housekeeping (including Pay Pal)

A couple other notes: First, it may be a while before we update the main Kickstarter page to reflect the content of this (and upcoming updates). You see, while finalizing our Kickstarter page, we reached the character limit allowed for a Kickstarter page (see below). So we are going to have to reorganize some of the content on our page to allow us to add new information. It might be a bit before we get to that, so please excuse any outdated content.

Second, we know that some would like to pledge through Pay Pal. Fortunately, our masterful developer Joby Bednar had already constructed the foundation necessary through our Wasteland 2 campaign. Unfortunately, we had some additional work to do for it and weren't expecting it to be necessary quite so soon. Joby, who also came in during the wee hours this morning to update our Torment website expects to have our Pay Pal store up tomorrow – we’re sorry for the delay.

When the Pay Pal store is available, any Tier that has not sold out on Kickstarter will be available through Pay Pal for those who choose. Any Tier that sells out will then also be closed on Pay Pal. This isn’t an automated process, so the Pay Pal option may be available for a short time after the Kickstarter one closes.

What’s Next?

Over the next days, we have more updates planned in which, besides any news related to the Kickstarter, will be providing some more details about our plans for Torment, building upon the information from our initial Kickstarter page. Some of these details will be explained through video updates from members of the Torment team, so you’ll get to learn both about the game and about the people who are (or will be) working on it.

Thank you all so much for an exciting first day. Words cannot expr

Sincerely,
Kevin Saunders
Project Director

  • Image 220628 original
  • Image 220629 original
  • Image 220630 original

Comments

    1. Creator S. Jonathon O'Donnell on March 10, 2013

      @Velijan: I actually suspect it might actually be the other way around. The fact they already had artwork for a female protagonist but not a male one suggests to me a high possibility that the default protagonist was going to be female if the stretch goal was not attained. Additionally, If one looks at the statuette for the First Castoff, you can make out the slight curvature of breasts in the chest area (as well as the more obvious feminine mask) which seems to imply that the First Castoff was/is a woman (and thus the Last Castoff also being female sets up a certain symmetry).

      Regardless, we will be getting the choice, so it doesn't really matter.

    2. Creator Wojciech on March 9, 2013

      Can't wait for the Developer Retrospective, very nice.

    3. Creator Velijan on March 7, 2013

      It's pretty amazing that a female protagonist wasn't considered from the beginning. This isn't the '90s and we can't pretend that women don't play games anymore. She looks a tad... rough, too. Lacking detail and half blended into the scenery there. Maybe she was originally planned as a party member rather than a protagonist? She certainly fits the setting though and goes against the typical tropes. I'm very much looking forward to seeing what you do with her.

    4. Creator PotatoHandle on March 7, 2013

      Dear InXile, please supply us with another stretch goal to annihilate. Chop-chop, we haven't got all day. :P

    5. Creator Aesgard on March 7, 2013

      @IamHowie: inXile won't deliver a broken game because they're not dealing w/ publishers, they are dealing w/ supporters. It's a safe bet that in case they need more time to finish the project the vast majority of backers will understand and keep supporting them. I know I would. Besides, stretch goals are important to bring more money to the project

    6. Creator David Isaac Frohman on March 7, 2013

      Given that they already have a female PC sketched up but not a male one I'm going to go out on a limb and say that the game was orriginally intended for a female protag, and the alt protag is the male one.

    7. Creator Khalaq on March 7, 2013

      At some point, InXile's Kickstarter updates will finally manage to catch up to their current funding. Until that time, I'm just going to sit here in the corner and snicker. )

    8. Creator Mark Clarke on March 7, 2013

      looks to me like we need some more stretch goals! So Happy for InXile!

    9. Creator Peter on March 7, 2013

      @Eric - Fair enough

    10. Creator JediaKyrol on March 7, 2013

      throw in a Magic 8-ball full of crew hints & in-jokes!

    11. Creator Edwin Kay on March 7, 2013

      Looks like we're gonna need another Stretch Goal!

    12. Creator Roger on March 7, 2013

      @Antony Zymosis

      You got that right. The funny thing is that there are many possibilities opened with this addition. Imagine a cult deditated to a God or a Goddess, with the priests being of that deity's sex only, and have them react differently to different PCs. Or you could have a group of people who kill 9 out of 10 babies of one gender and have the survivors work as slaves for the others, who will react differently to your PC. The latter is obviously horrifying, whereas the former is just shrug worthy.

      The point is, there can be misogynists, misandrists, people who don't care, and anything in between. It's just more branching and possibilities. It's doesn't have to be one monolithic structure, and the only ones who seem stuck in the "sexist uniform world - battle of the sexes" paradigm are the ones who complain the loudest about it. For the rest of us this is whole thing has been quite perplexing, and more than a bit amusing.

    13. Creator T.J. Brumfield on March 7, 2013

      @IamHowie - Project of this size? We don't know how long the game will be yet. And they aren't just starting. Many of these guys have been kicking around ideas for 10 years. We know from Colin that they've actually been hashing out design/pre-production for months already.

      Wasteland 2 is getting about 18 months total for development, the same with Project Eternity. 2 years will be fine.

    14. Creator wererogue on March 7, 2013

      Let's try a thought experiment:
      "Oh man, I hate this main character, he's all ugly and has too many scars."

      We're basically talking about two player characters here, probably with a lot in common, but with some divergence to account for how the setting treats their gender. So yeah, there's a fair bit of work to make sure that none of the scenes are broken by thinking about only one of the variations on the character, but as openly discussed, not $300'000.

      As an actual game dev, I'd be happy if inExile spent every dollar over the asking price on iteration, polishing and QA.

    15. Creator jon on March 7, 2013

      ahhh my comments are appearing now, weren't working a minute ago...

    16. Creator jon on March 7, 2013

      I don't think they have given us a female option, I think they've given us a male option, they already had female concept art ready, but no male

    17. Creator IamHowie on March 7, 2013

      @Brumfield - No. 2 years is not plenty of time for a game with this promised size. It's a very tight schedule if they just started. Considering all the designing process, testing, reimplementation if it didn't work, resource coordination, that could take many many months. A minor branch in the sea of program codes could lead to disasterous result with very few hints to trace back to its source. Which could lead to another few months of delay.

      But, inExile is made up of very experienced designers, with this amount of fundings, maybe they could recruit more resources in the way. It is still a very challenging attempt in my opinion. Adding a block of text is nothing comparing to adding a line of code in a program. You can ask a writer to add 10 lines of scripts and be done in 1 hour, which could lead to 1 week of overnight works for 10 programmers to code them in with solid integrity.

    18. Creator Michael Noren on March 7, 2013

      $125 down, and it feels good, man. It feels good.

    19. Creator jon on March 7, 2013

      I reckon the default character was going to be female and they've just given us the ability to pick a male, otherwise why would they have a female concept art ready so fast and no male one yrt?

    20. Creator jon on March 7, 2013

      I reckon the default character was going to be female and they've just given us the ability to pick male, otherwise why would they have a female concept art ready so fast and no male one yet?

    21. Creator Antony Zymosis on March 7, 2013

      Why do you think that the main protagonist was not female from the beginning? The whole discussion is kind of stupid. The sex is irrelevant in this game, it's about life and death, legacy and the impact of our own decisions through the lifetime. It's not about flowers and butterflies, boys and girls, we have real shit here.

    22. Creator Charlie Cochrane on March 7, 2013

      Whats the next stretch goal after $2m????? Because you're going to hit it no problems at this rate!

    23. Creator T.J. Brumfield on March 7, 2013

      @John Paul Selwood - It is a fine line. The depiction of a single character can be seen as a statement on all men or women, in the same way that anytime a minority plays a villain in a film people interpret as a saying all minorities are inherently evil.

      If you portrayed a female character for example that sought validation because she had a crisis of faith, then someone will say you're implying all females lack in confidence and strength, even if you're simply trying to tell the story of a single character.

    24. Creator JP Selwood on March 7, 2013

      Wow, this gender role and sexism discussion is a funny thing. As far as my opinion goes, why can't people acknowledge the fact that women and men ARE different, without being called sexist? Recognizing that as a general rule we have different methods of communication, physical and mental gifts, as well as needs should be approached as a general understanding, and not something negative. If the designers want to shape the storyline to have alternate solutions based on these principles, then I call that good writing and game design.

      As this modern era blurs gender roles, we see more and more women being subjected to pressure at their jobs, particularly if they want to have children. Should a pregnant woman have to log in as many hours as her male counterparts or skip maternity leave to fit our "equal" world? How about we treat each other fairly, and embrace what makes us different!

    25. Creator T.J. Brumfield on March 7, 2013

      @IamHowie - From what I understand, KOTOR 2 had about 9 months of production. And while you're doing production on a title for a publisher, you spend a bunch of time doing milestones and repeatedly justifying why your project shouldn't be cancelled.

      LucasArts as it was then actually went bankrupt and folded. They shipped KOTOR 2 unfinished, scrapped KOTOR 3, Battlefield 3 and closed their doors. They re-opened inside of ILM offices later as a new LucasArts.

      2 years should be plenty of time for this game, especially without publisher interference.

    26. Creator IamHowie on March 7, 2013

      My suggestion, stop thinking of stretch goals, start working on the game. Dec 2014, that's like less than 2 years from now, I don't want an unfinished KotoR 2 again.

    27. Creator Some Guy on March 7, 2013

      HAHA, ran out again because of the limit. You guys keep exceeding Kickstarters barriers. :)

    28. Creator Timothy Messer on March 7, 2013

      @Julia Gosztyla Ziobro: Yeah, a lot of people thought it was strange that the main character couldn't be female in Planescape: Torment too. But if you play that game, I'm sure you'll quickly understand why - supporting both genders in a story as hugely expansive as P:T's would've been a labor of Hercules.

    29. Creator Liam Bourret-Nyffeler on March 7, 2013

      @Adam Heine. Ahh thanks. I'd understood "backers of torment and eternity" (ie people who backed both" rather than "backers of torment AND backers of eternity" (ie. people who backed either.

      @DiabolicallyRandom That great to know :D I've backed it now.

    30. Creator T.J. Brumfield on March 7, 2013

      Did we break KS? My previous comment isn't showing. The dollar amount hasn't grown in some time. I upped my pledge and the dollar mark still didn't change.

    31. Creator Liam Bourret-Nyffeler on March 7, 2013

      @DiabolicallyRandom. Great news :D I'll get on that. Right now :D

    32. Creator Elciled on March 7, 2013

      Really not a fan of playing specific characters (well, in rpgs.. and I never finished Planescape), but it's mighty cool that we can pick female PC. Kudos!

    33. Creator Kamos | Exile in Torment on March 7, 2013

      @Darío
      It has been mentioned bellow that you just have to be a backer of either project. If you're commenting here, you're going to get it.

    34. Creator T.J. Brumfield on March 7, 2013

      @mr Ermac - Dragon Age 1 and 2 both had interesting themes, even if Dragon Age 2 had some major flaws (repeating areas, removing player choice, over-simplification of game concepts).

    35. Creator Javier D Ricaurte on March 7, 2013

      Where is the Pat Rothfuss stretch goal?

    36. Creator Julia Gosztyla Ziobro on March 7, 2013

      I backed this project, without knowing much, for my husband. It sounded like he would sell his firstborn for Wasteland, so I figured we might get rid of the other kid here (ha ha). His response was meh, but I find myself getting quite excited. I'm glad that combat is not really required. I'm glad the player character can be female (I can't believe that that wasn't the case from the word "go", but I will ignore that). I wish she was not quite so skinny, but I'm glad that she doesn't have ridiculous breasts. Can she have some hair, please, or will we be able to customize things like that? I'm not sure that I should be glad about a game that will force me to buy a new computer and will suck away all my free time, but so be it.

    37. Creator Trevor Lewis on March 7, 2013

      At this rate you might have to start considering a 10M stretch goal... :)

    38. Creator Darío Canto on March 7, 2013

      Do we have to tell you or do something to get the Torment+PEternity reward?

    39. Creator Vasiliy Khokhlov on March 7, 2013

      @Adam Heine
      Thanks for the link! I think it'll be good to share such insights on Numenera with all ppl here to get rid of unwanted speculations.

    40. Creator Peter "araziel" Cruickshanks on March 7, 2013

      So many knickers in twists.
      Losing my faith in humanity over here (both male and female members).

    41. Creator Alexander Gómez on March 7, 2013

      @mr Ermac I agree

    42. Creator Kamos | Exile in Torment on March 7, 2013

      Hey, YOU. Yes, you! If you haven't yet done it, get to the forum (http://torment.uservoice.com/) and vote on a few stretch goals. Or suggest one. They are at the "Torment Kickstarter" menu, just set the filter to "stretch goals". Thanks. :-)

    43. Creator mr Ermac on March 7, 2013

      "And there were characters the player interacted with who were sexist, and others who were more virtuous. If Dragon Age 2 had opted to tip-toe around issues of sexism, homosexuality and a number of other controversial and polarizing subjects, do you think the depth of choice and the believability of the characters in the world would have suffered?"

      Dragon Age 2 was awful. I hope I see nothing of DA2 in this game.

    44. Creator T.J. Brumfield on March 7, 2013

      @Jan Vančura - Please see what I wrote. I'm glad we have a gender option. It just doesn't seem like there is much value in how these stretch goals cost compared to what is being added.

      If Obsidian was able to add an entire region, a new companion and translations into 4 new languages for $200k total, then why are these stretch goals so expensive?

    45. Creator Darth Trethon - Exile in Torment on March 7, 2013

      I'd love to see another digital pack between $125 and $350....hard to explain exactly why but I seem far more attracted to the digital packs of this project.

    46. Creator Alexander Gómez on March 7, 2013

      @inXile Don't listen too much to the comments here please, I trust you to do a proper spiritual successor so don't let other's opinions intefere.

    47. Creator Nina - Order of the Goat on March 7, 2013

      I keep coming back to this page just to have another look... there's just something really compelling about the concept art. I'm in love with the design of the female PC... really hope the final version will be similar to this.

    48. Creator Jenda & Kathy | We backed potato salad! on March 7, 2013

      I understand how some people may see the stretch goals we see now (1.2, 1.5 and 2) as boring, but to me, they show how deeply inXile understands what Torment is supposed to be about.
      Unlike WL2 or P:E, Torment cannot benefit from "5 new character classes", "uberdungeon with 100 levels". Torment will benefit from upgrades that increase its depth and immersion, not only its scope. Adding a female option will probably greatly increase immersion for many players, and add some variety to others, which makes it a great stretch goal. Expanding the creative potential of the team in other stretch goals isn't as satisfying as the standard hype-generating stretch goal, but at least to me, it seems like the right way to go.

    49. Creator Jean-Luc Picard on March 7, 2013

      @Antonidas

      It's set in our future man. A billion years in the future but still...

    50. Creator Daniel Millard on March 7, 2013

      Agreed, more stretch goals!