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A story-driven CRPG set in the world of Monte Cook's Numenera.  We are deeply appreciative to all of you who made this possible. Torment: Tides of Numenera is available now for PC on Steam or GOG, as well as PlayStation 4 and Xbox One.
A story-driven CRPG set in the world of Monte Cook's Numenera. We are deeply appreciative to all of you who made this possible. Torment: Tides of Numenera is available now for PC on Steam or GOG, as well as PlayStation 4 and Xbox One.
74,405 backers pledged $4,188,927 to help bring this project to life.
Terrance Nelson and Minimage like this update.


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    1. Robert McNamara on

      @Charles Baran: We *can* at least agree on the necessity of Felicia Day. That's a stretch goal I can.. um... get behind.

    2. Adam Heine on

      @Robert: At minimum funding we would've had maybe 4 or 5 writers (I don't know the exact number). Now we have 2 more. For simplicity, say every writer increases the scope by an equal amount, then reaching $1.5M just gave you guys 40-50% more game.

      Is that specific enough ;-)

    3. Missing avatar

      Gustav Grotius on

      Stretch goal 1 hit and its not even 24 hours. *gets out the rack* Soon gonna be time to stretch some moar. xD

    4. Missing avatar

      Taziar on

      Ah, Fallout 2, teaching children everywhere the job of a fluffer.

    5. Robert McNamara on

      @Chuan: Sorry, when did I ask for plot twists to be revealed? And much as you might say otherwise, it's the job of game designers to aim at a given "amount" of content, and management's job to constrain that by budget. We all want the fiction element to be a labor of love, but in the end it's also a mathematical calculation. They have to finish before budget runs out. That means setting goals and deadlines. Setting goals means specifications. Stretch goals change the parameters of the specifications. I just want to know more about that equation. It's not any more unreasonable to me than saying "Get us to 2 Million and you get MORE!" If I sold you a banana for a dollar, and then I told you you could get a lot more for two dollars, you'd want to know how much more, wouldn't you?

    6. Vlad on

      @ Aaron Beal:
      I have a feeling this will be closer to how the original two fallout games approached gender: in a dark, realistic manner.

      you can use sex to get what you want, sell your wife into slavery, and only be able to do certain quests if you are a certain gender.

      dont use Mass Effect as a benchmark for gender.

    7. Missing avatar

      Hicks on

      There's such a warm tone to the way these descriptions and updates are written.

      Happy to support such a dev team.

    8. Robert McNamara on

      @Derek, sorry, it just doesn't do it for me. Having *more* writers is not at all an incentive to me. When drawing up the budget for the project, there are undoubtedly calculations of how long they can spend in their writing phase, and a general target for both main storyline and sidequests. Additional money to that portion of the budget allows them to either contract that time period (with more manpower) or increase the scope (with more content). Being able to roughly guess at the baseline "play time" or "sidequest time" and linear projecting based on how much more money or time you intend to give it, it should be fairly simple to give a rough guess at the actual increase in content.

      Star Citizen did a decent job of this. Each stretch goal unveiled more systems and missions in a concrete fashion. This is what I'd like to see here. It would help me to determine what the end effect of that much money is having, and give me warm fuzzies.

    9. FatSoDa on

      I want more!!!!

    10. Corpselocker on

      I still want them to change where my $125 digital add on can order physical items like the print and t-shirts...

    11. Missing avatar

      Chuan Q. Ho on

      @Robert McNamara

      A good, deep story is not something that can be itemized and broken down like a shopping list. I don't care how many side quests will be in the game. That's what I have Project Eternity for. I care how epic, intimate, moving, and thoughtful the story will be for Torment. Those things can't be concrete goals.

    12. Missing avatar

      Aaron Beal on

      @Derek Well darn. That's disappointing.

      As for gender causing a different play experience, even in classic games like BG, the choice didn't have that much effect outside of available romances. I hope that will be untrue of this project, and there will be a significantly different feel when playing a different gender. Certainly not 300K worth of difference, as Derek has just told me, but noticable outside of which pronouns people use.

    13. John Estes on

      @Robert McNamara I didn't attack you personally. I never called you out by name and you aren't the only one complaining. I never intended to get personal. A lot of assumptions are being made with little more than personal opinion to back them up. You may have all of the opinions you want, but right now it just seems like you and a few others are being somewhat impatient with a team that has had only hours to deal with getting funded.

    14. Missing avatar

      Chuan Q. Ho on

      @Robert McNamara

      Do you want inXile to tell us how many plot twists will be in the game for a given amount of money? Your demands are a bit ridiculous in my opinion. Just trust that more money = better/more game.

    15. Vlad on

      @Robert McNamara: 1) this isnt like every other game on the market. 2) they will essentially have to write two opportunities for a lot of the game, depending on your gender (have you played fallout 2?) which leads us to 3) this is a far smaller team than modern RPGs from the big devs. and of course 4) the original planescape torment didnt have a gender option....

      soo... why would you assume it was a given, again?

      I for one and excited about the replay-ability that was just added to the game. RETROACTIVELY.

    16. Missing avatar

      Taziar on

      All games should include Miss Day. I loved her in GW2.

    17. Secretfire on

      (aside: - seriously guys, think of how awesome it would be, and how much PR there would be, from having the few dozen or so lines of VA for a female PC or for a female companion be Felicia Day ... just saaaayiinnnn!)

    18. Missing avatar

      Taziar on

      They are hiring 2 writers. That is a specification of scope. As far as how many quests they can write? The focus is on GOOD writing, you can't predict time.

    19. Corpselocker on

      *Adam subdues Corpselocker's bloodlust*

    20. Missing avatar

      Taziar on

      Aaron, that is how all KS projects work. Stretch goals never reflect their actual cost. They are just highlights with a promised additon.

    21. Robert McNamara on

      @Charles Baran: And all they need to say to make that make sense to me is "More writing, yielding approximately 20 sidequests or 5 additional hours of play in the main storyline." Then I will yell "score!" and consider whether I can swing an increase in my pledge towards that (clear, concrete) goal.

    22. Missing avatar

      Matthew Sublett on

      I love the first goal, it may be a given in other games but rarely does the choice effect the game in a measurable way. The remaining goals seem to fit with the stage of development they are in, can't wait for future updates!

    23. Adam Heine on

      So, the original Planescape: Torment was about a single character that you couldn't customize beyond his stats; his name, gender, and backstory were the same no matter how many times you played it. This was one of the things that made PST unique among RPGs: it was about a very specific character, which allowed for the ridiculous story depth that PST is famous for.

      And so that was our baseline. At minimum funding, we would've done it just like PST did it, with a character whose gender could not be changed. But as I said further down this thread, we really, really, really wanted to make this game playable by either gender, but we weren't sure we were going to have the funds to do that while at the same time providing a Torment experience.

      So, yes, gender choice is something that most RPGs have by default, but most RPGs don't have the depth of reactivity that Torment had. We are therefore extremely happy to be able to provide this choice in a game with the kind of depth we plan to provide.

      Hope that makes sense, guys :-)

    24. Secretfire on

      I'm with John Estes on entitlement. These stretch goals are NOT going to be sexy. Your talking about the game where the strech goals are all really this:

      More writing.
      More writing
      More writing
      More writing.
      More writing

      This is not sexy, but this is what is appropriate for Planescape: Torment. This is all that they really need to do; essentially, the ideal thing is for all of the money to go into payroll so they can spend more time fleshing out the game to an even greater extent. Its not going into better graphics. It might go into better sound, or some hand-drawn in-game backgrounds. (perhaaaaaps) - but its not going into anything flashy. And they had almost no time to make these stretch goals. I'm sure they had them worked out, but they could not really have expected to blast through them quite -this- fast. So hold off on the entitlement, and give the cooks some time to cook.

      I won't be disappointing if every last stretch goal is 'we hire more writers', and nothing else. Torment is interactive fiction with graphics.

      (though I'm secretly hoping for a Felicia Day voice-acting cameo, I know that won't happen).

    25. Missing avatar

      Aaron Beal on

      inXile said: The level at which stretch goals are reached are quite obviously not meant to imply their value. We have specific things we call out and define that we add into the general concept of making the game deeper, richer, and filled with more re-activity with every dollar we get.

      That's... odd and disturbing. Why even bother to be specific then? I'd always understood stretch goals to be things enabled by additional funding. If they aren't, and are rather a "We'll give you more stuff that we don't define, but among them will be this thing" that seems rife for abuse. For example (not based on any actual fact, a hypothetical):

      Stretch Goal: Mounts! You can ride on stuff (Estimated cost to implement 100K)
      Amount to reach Goal: 300K

      The 200K difference could go to anything. It seems... disingenuous at the very least.

    26. Vlad on

      and boom. $1.5M.

      thanks for proactive stretch goals. i am sorry i doubted you guys.

      rock on, cant wait to play this, and W2... and whatever you make next!
      (Arcanum... Arcanum... ARCANUM... )

    27. Corpselocker on

      Entitled? Not really. But, as a veteran Kickstarter supported, I've watched... a hundred or more... campaigns run and this is not the norm for goals.

      They still get my money, but no one would have felt slighted if they did this up front.

    28. Greg Osborne on

      i did not have the necessary cash at the time to fund project infinity, but i do now. Can i buy Project Infinity now to get this reward? I deeply regreted not funding Project Eternity.

    29. Don Reba on

      @Josape - a deathstar deserves a Kickstarter campaign all of its own.

    30. Ed130 The Vanguard on

      Stretch goal achieved.

      I wish they could have taken a leaf out of Project Eternity's book and thought ahead in regards to extra stretch goals but I can't really complain right now.

    31. Missing avatar

      Taziar on

      Giving a gender option costs very little. Giving gender option an impact is quite expensive.

    32. Robert McNamara on

      @John Estes: Me not having shipped a video game sure seems like a silly disqualifier to being allowed to have an opinion. I'm not whining about the fact that there will be more content-- In fact, I'm enthusiastic about more content. I *do* think that multiple genders is a given in just about any modern RPG (or even RPG-like), so that stretch goal seems a little superfluous. Having two back to back goals spanning $800K that principally add content cries out for an explanation of just how much content that means. Yes, I'm intentionally leaving out the orchestral soundtrack and companion, which are undoubtedly expensive as well to implement.

      In other words, don't mistake consternation and having an open mind about becoming more informed for whining-- and don't leap to attack personally when most people (including myself) are just as excited about the project as anyone.

    33. Nilson Soares on

      Second stretch goal just beaten. So, indeed, "what's next"?

    34. Jozape on

      I still believe we should have a deathstar stretch goal.

    35. HunterQC on

      You (inXile entertainment) and Obsidian Entertainment, you are my hero. 2014 will be epic !

    36. Don Reba on

      I wonder what the $10M stretch goal is going to be.

    37. John Estes on

      There sure is a lot of whining from people that have 1) probably not shipped a video game and 2) previously funded the project and are now getting MORE for the same cost. I don't like the way the word 'entitlement' gets thrown around so much, but I think the shoe fits here.

    38. Missing avatar

      Taziar on

      I personally like the stretch goals, and look forward to being enveloped by an orchestral score as I unleash my mysterious anthropomorphized ball of goo onto my unsuspecting foes.

    39. Olin on

      So basically the stretch goals so far are gender choice (which comes with a different interactions based on that); more game content and an extra novella; and then yet more game content, an orchestral score, and another player companion?

      It's not flashy, but heck if I'm going to say no to more game content.

    40. Robert McNamara on

      @Steven, @Luke: Regardless, industry veterans surely are capable of quantifying how much additional content a given dollar amount will buy-- Ten new missions? Two new worlds? This is the kind of thing they're obliged to explain in a traditional publishing model. As someone not in the industry, I simply want to know what the quantification is. It may be that I say "Cool... but just not interesting for me." It may be that I say "2x the sidequests at each goal? AWESOME! I'll up my pledge right now!" As it stands, though, I just can't make a determination either way.

      I'm not arguing that the bucks shouldn't go towards the game, I just want to know what it buys us in a concrete fashion, or there's little point to it being a "goal," as it's just like any even number on the way.

    41. Missing avatar

      Mark Humphreys on

      It is a good day to game.

    42. Matthew X Munoz on

      Meh...adding female character should have been a given IMO, any RPG worth it's merit will allow this. Rather not have specifics if they are underwhelming in the scope of this huge and overwhelming project. Less is more sometimes.

    43. Secretfire on

      YAY! Thank you!

    44. Nilson Soares on

      I have to agree with Robert McNamara here.

    45. DiabolicallyRandom - Obsidian Order on

      @Liam Bourret-Nyffeler - you can still slacker back on the PE website as of now:

    46. inXile entertainment 3-time creator on

      The level at which stretch goals are reached are quite obviously not meant to imply their value. We have specific things we call out and define that we add into the general concept of making the game deeper, richer, and filled with more re-activity with every dollar we get.

    47. Adam Heine on

      @Liam: The PST retrospective will be available to all backers of Torment AND all backers of Project: Eternity. If you back this project, you'll get access.

    48. Corpselocker on

      Booo! I wish we wouldn't have funded you so fast.

      Male/Female for 25% boost in revenue?

      More Monte Cooke at 2mil? For god sake, he's sitting on a potential WoTC IP with his RPG. Why wouldn't he invest all of his time naturally to ensure he is doubly rewarded.

      Extra novella? Ok. Two new writers don't sound bad. What about the hard stuff? Everyone above the $100 pledge gets a print... or something.

      Either way... you still have three times the money I'd spend on a regular game. Just disappointed you didn't build this prior and let us have our victories.

    49. DiabolicallyRandom - Obsidian Order on

      @Robert McNamara - I think they were clear with their message:

      "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."

      Given the low dollar amount of their initial kickoff, I hardly find this a surprising position. I was honestly worried with that low dollar amount - I would think with that amount, they would barely be able to make a game worthy.

      The "1.2" million is just a milestone marker - between 900 and 1.2, they just devote more money to iteration, and so on.

      I am less concerned with stretch goals than with the overall quality of the end product - more dollars mean more manpower, which means more iteration, depth, and richness. I will take that over highly specific "stretch goals" any day.

    50. Andrew on

      Thank you for giving us a "retroactive" stretch goal!

      Also, I've backed Eternity, so I'm curious to see what bonus we get!