Share this project

Done

Share this project

Done
Photo original
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 for the 4th Time: @Dracogen Superfan, Theme from Mark Morgan, Legacies, Cults

Hello,

I hope you have all are having a great morning/day/evening/night!

TL;DR: A Sample from Mark Morgan. Brian Fargo contributes $100K - Steve Dengler continues the 10% match from $2M to $3M! $3M Stretch Goal – Cults, More Legacies, Companion #7!

The Music of Torment

You heard this theme composed by Mark Morgan in our Kickstarter video, but it had to fight for your attention with Colin’s melodious voice and piercing, soulful eyes. So here is Mark’s composition with a montage of Torment art. Mark is looking forward to using a live orchestra in future pieces, thanks to your enthusiastic support!


Brian Fargo Contributes $100K. Steve Dengler Continues the Ongoing 10% Match!

Brian promised at the outset to match 10% of contributions from $1M to $2M. Having passed $2M, Brian will now be personally contributing $100K to Torment’s development budget. Torment Superfan Steve Dengler (@Dracogen) has picked up the torch and is continuing the 10% match from $2M to $3M! This means that if we hit $3M, we will actually have another $200K in our development budget to further enhance Torment's quality. Thank you, Steve, for your generosity! A world of grateful Torment fans offers you a heartfelt salute!

$3.0 Million: Increased Game Reactivity and Complexity, Cults, New Companion

As we approach our $2.5M Stretch Goal, it’s time to explore what’s next. We're looking into how we might approach having some smaller, more frequent Stretch Goals, but in the meantime, we wanted to share our broader plans for if we reach $3M.

More Legacies, Deeper and Richer Reactivity

We’ve told you a little about the Tides and Legacies already – they are a key component of three of our four pillars, and at $3M we’ll be expanding their impact, especially with respect to our fourth pillar: “Reactivity, Choice, and Real Consequences.” In the upcoming days and weeks, we’ll be elaborating more on the design of the Tides and the Legacy System, but for now I’d like to explain a bit more about how these two concepts relate to each other.

Given that Legacy is the primary theme of Torment, you can imagine that its effects will run deep. Your Legacy depends upon which of the five Tides you favor – as demonstrated through your actions and decisions within the game. At our target funding, we envisioned six Legacies: one for each Tide, and then a sixth for those who have no dominant Tide. Your Legacy (and the Tides) has a variety of impacts on both gameplay and on interactions in dialogue. For example, certain items will provide different abilities depending upon your Legacy, and your Legacy also affects what focus you master. Your Legacy might draw others to you, or make them wary of you. As your actions affect the Tides, you can choose to adopt a new Legacy and embrace your decisions or you can resist their pull – for a while, at least. Some NPCs and creatures will notice and react to the Tidal impact on your Legacy, with some reacting favorably and others... not so much.

Six Legacies yields a lot of potential for reactivity and choices and consequences. But at this Stretch Goal, we take the system much further. Instead of depending only upon one Tide, your Legacy will be based upon your strongest TWO. This increases the number of Legacies to 11 (ten possible pairs, plus an eleventh for when no two reign supreme). By almost doubling the number of Legacies, we unlock many more options for gameplay and opportunities for the world and its people to respond to your choices. Your Legacy can change throughout the game, and doubling the number of Legacies doesn’t double the gameplay time. But it does have a tremendous impact on how reactive and replayable Torment will be. That makes this game a deeper, richer experience and provides you with a host more options to consider and explore as you seek your answer to Torment’s core question. Naturally, this also means that we’ll be creating even more cool, unique items and effects that respond specifically to the paths you’ve chosen.

Cults

We love you all, but it is our responsibility to torment you; that’s why you’re here in the first place. When we reach this Stretch Goal, we will add Cults to bring a little nastiness to your life. Like factions (which we had planned at our initial funding level and will discuss more later), these groups have their own interests, loyalties, and goals. Unlike factions, cults are antagonistic, roving enemies who pick up and move as they will, as the winds blow them, or as rumors of powers, enemies, or wealth summon them. Are they all being manipulated by a shadowy enemy? They might be! They might be entirely disconnected!

Should any of these cults discover who you really are, they'll seek you in accordance with their own principles. But perhaps if you are clever enough, you can discover how to manipulate them to your advantage... and you might need to, if they all descend upon you at once. They will use you as a pawn against the others, and your goals may occasionally align with theirs, with quests and opportunities potentially opening as you interact with them. Make no mistake: they are inexorably opposed to you and your ilk. But if you are persistent, sly, and creative, you might find a way to turn their strengths into yours.

We’ll begin with the following two Cults:

The Children of the Endless Gate: Death worshippers, some call them. They prefer to think of themselves as spirits trapped in flesh, and the horror of their cage pushes them to atrocity. They call themselves liberators and agents of freedom, and when they hunt the slums of the cities they leave no evidence of their passing but a tracery in blood, an ever-wet gate to a realm of pure spirit... and horror.

The Order of Flagellants and Austerities: Once a hermetic and monkish offshoot of the Order of Truth, the so-called Scourges became a mendicant order and set out into the world with the appointment of a new leader a century ago. They are a missionary sect, devoted to cleansing the world of its many sins... among which are a reliance on the numenera, of using powers not rightfully granted with birth, and of pollution of the flesh with extravagances and constructs. A single Scourge alone is no threat, for they act only in communion with their brethren. But a group of them? They feed on the rage of their kin, borrowing strength of will and thew, and run berserk if they are not stopped, laying bare the bones of those who oppose them.

Companion #7

We’ll add another surprise companion, bringing the total to 7. You want blood? You’ve got it.

Miscellaneous

Dreamfall Chapters Kickstarter Final Day

The Dreamfall Chapters Kickstarter is entering its final day, having fully funded some time ago. The third in the series that began with the award-winning adventure game The Longest Journey, its emphasis on story and characters is something we think you might appreciate. It is being developed by Ragnar Tornquist's Red Thread Games in Norway.

Reward Tiers

I should say a few things about our reward tiers. We’ve added in several rewards so far: the Planescape: Torment Developer Retrospective (all Tiers), the Digital Strategy Guide (all Tiers $28+), Colin’s novella (for Tiers $35, $45, and $65), and three more novellas for all who are receiving either the digital or printed novella compilation. These are reflected in the tables and images in the KS page and our tumblr, but not in the sidebar on the Kickstarter page..

Next week, we’ll try to work with Kickstarter to get the sidebar Tier descriptions up to date with the extra rewards we've added, but for the time being, please trust the tables and visualizations. (Our PayPal section also still has the outdated visualizations and descriptions – all of the bonus rewards described on tumblr are valid for PayPal donations, too. Again, we should be able to refresh this on Monday.)

New Wallpapers

Last, but not least, we’ve added wallpapers based upon Chang’s concepts “Sojourner of Worlds” and “Sagus Cliffs at Dawn” to the labyrinthine wallpaper we posted a couple weeks ago. Find them on the media section of our website.

Thank you for your time and for a very exciting and memorable first few days. We are looking forward to sharing more of our design vision with you next week. Have a great weekend!

Kevin

  • Image 221565 original
Gal n' Romy Baicher (deleted) likes this update.

Comments

    1. Creator Tilly - Scout of the Obsidian Order on March 21, 2013

      Writing a story -- game or otherwise -- requires cohesion of plot and consistency of style. Although I feel this will be a great game, news of adding more and more writers is starting to feel like too many cooks in the kitchen.

      How many writers does the game truly need? Will too many writers hurt it or slow things down? Will there be arguments over differences of opinions?

    2. Creator ThomasN on March 14, 2013

      Upped for Brian to show that quality is always worth it in the long run.

    3. Creator Christian on March 14, 2013

      @Aaron Alberg, Adam Heine addressed this below.

    4. Creator Aaron Alberg on March 13, 2013

      Going from 6 to 11 when "instead of depending only upon one Tide, your Legacy will be based upon your strongest TWO" creates a weird situation. If a player wanted to have 1 strongest legacy (say gold) and kept all the other equal then they would get the same outcome as someone who kept all legacies in perfect balance.

      "This increases the number of Legacies to 11 (ten possible pairs, plus an eleventh for when no two reign supreme)." - There are ten two-color options when you have 5 colors but it isn't intuitive to 'lose' the mono-color options when the two-color options are unlocked.

    5. Creator Sefearion on March 12, 2013

      2.5 reached :D

    6. Creator Christian on March 12, 2013

      @Adam Heine, I second that 16 Legacies would be great. My first impulse when reading about the Legacies was that it would be a real shame not to have combinations but when I read that there will be pairs, I felt sorry for the single-minded who had one really tiny second Tide but still were treated like all the other indecisive brats.

      Of course if you want the maximum flexibility without necessarily blowing up the budget to huge amounts due to combinatorial explosion, you could always consider the vector of all Tide values, match it to a number of option vectors at any point in the game where Legacy comes into play and take the one with the smallest difference. This would allow you to be incredibly fine-grained at one point and just branch between a mere two options at another.

    7. Creator Alex L on March 11, 2013

      Once we pass $2,485,507 we will be the 5th most funded Video Game on KS, right behind WL2!!!

    8. Creator The Great Goblin - Weresheep lover on March 11, 2013

      @RPRezo How about a good cult as an option as well? Depending on your whims your minions could do evil, as if you're like Charles Manson, or good (can't think of a real-life good one). Maybe secretive like the Illuminati or a quasi-religious cult like Scientology.

    9. Creator RPRezo on March 11, 2013

      You know what would be cool? Being able to create your own cult. Start a crazy, most evil religion of them all and make people worship you and your false (or maybe not so false) god or die in agony.

    10. Creator David Farrior on March 11, 2013

      I second the motion for 2560x1440 wallpapers. They are so fantastic!

    11. Creator Jon Uzel on March 10, 2013

      Arg, the $28 dollar tier got me. Upped from $20 to $28, the extra digital goodies sound good to me.

    12. Creator Alokin on March 10, 2013

      Thank you for the new wallpapers. Can you add bigger resolutions as well? e.g. my resolution is 2560x1440.

    13. Creator Alejandro on March 10, 2013

      There should be a strech goal for movie animations and spell videos like in the original torment, which for the time where awesome to see.

      Also voices in the original torment era even today masterclass.

    14. Creator Quantomas on March 10, 2013

      Coming to think about it, Mark Morgan's music doesn't need a live orchestra. It probably benefits from the synthesized instruments, it's just right, a bit like Vangelis' Blade Runneresque music for the movie was simply more appropriate and hit the right mood.

    15. Creator Quantomas on March 10, 2013

      Mark Morgan's music that is.

    16. Creator Quantomas on March 10, 2013

      Wow! Mike Morgan's music is absolutely worth listening to on a proper HiFi stereo system.

    17. Creator Calibrula on March 10, 2013

      ok, sounds good.

    18. Creator Elizabeth Stinger on March 10, 2013

      Good update. These stretch goals look better and better.

      And thank you very much for the Dreamfall: Chapters mention. :)

    19. Creator Kamos | Exile in Torment on March 9, 2013

      @Calibrula, Duskwind

      I still don't have a clear idea of how tides and legacies work, but I'm hoping it is set up in a way that isn't as heavy handed as, say, Mass Effect, where you basically choose if you'll go Renegade or Paragon and then you have to stick with it (effectively you don't have a choice from that point onward). Anyway, I'm pretty sure they'll go with the way things were in games like Torment and Fallout.

    20. Creator Eric Childers on March 9, 2013

      Steven Dengler is awesome! He is also a great pilot for my ship in FTL.

    21. Creator Duskwind (Exile in Torment) on March 9, 2013

      @Calibrula - you don't need to play through more than once to benefit from reactivity; the idea is to be able to take the path through the story that you want, rather than being railroaded all the time. Obviously you won't see all the content in one play through, but I don't see that as a problem.

    22. Creator Leon on March 9, 2013

      please open more slots on the 80 to 125 pledges!

    23. Creator Kamos | Exile in Torment on March 9, 2013

      I agree. Give us some signatures at lower tiers... :-/

    24. Creator Sirius on March 9, 2013

      Maybe for the tiers of $125 and above you can sign the box of the game, not everything like the tier of 500 but only the box, doesn't cost anything and it will be great :)

    25. Creator Calibrula on March 9, 2013

      Great! I'm very excited at what we are doing! Cults sound interesting and like they'll add to the themes well.

      Something that added a lot to PS:T was how it bucked common fantasy tropes. No elves, dwarves, and especially no swords added a lot in defining the tone. I'm already pretty psyched about the Numenera setting--which is definitely going to be new and full of things we haven't seen before. I was wondering if there there were any particular gaming/fantasy tropes you were going to purposefully deconstruct.

      My take on voice acting: I see no reason to include voice actors from PS:T. While it had great actors, I want to get to know new characters rather then be reminded of old ones. I don't want things done only for nostalgia because that won't last to make a new good game. Easter-egg cameos would be ok. I think partial voice acting is fine.

      Stretch goal ideas: More music!

      Legacies sound pretty cool too, but I want to repeat Wyatt's point: "Will the differences be big enough that playing through the game 11+ times will be worth while?" It seems like game reactivity is a difficult mechanic to implement, I look forward to your take. I think it's a really really cool idea to look at philosophically though.

      I'm interested in how you'll balance written descriptions with better graphics. It was really cool to click on things and read all of the green descriptions in the original.

      2nd stretch goal idea: Extra fleshing out. Just go over all of the same areas and characters and add more detail. I don't want a rushed feel to this game and I think that with the detail and reactivity there is potential for things to get dropped near the end. I want it to feel like every part of the game is as complete as the beginning.

    26. Creator robert renstrom on March 9, 2013

      The Cults idea is definitely intriguing. I hope you guys make it to that stretch goal. Also, Mark Morgan's music is dope as always. I wish he worked on more games.

    27. Creator Duskwind (Exile in Torment) on March 9, 2013

      @Adam Heine - Ah, so it doesn't matter which of the top two tides is strongest; that makes sense. Yes, 16 would be optimal; a 4M stretch goal?

      @Don Reba - there are only 5 tides.

      @Frederik Vezina - yes, in Planescape the voice acting was a real problem with characters avoiding saying the Nameless One's name ;) And there's no reason for partial voice acting to have any negative impact on the writing, and nobody wants the dialogue to be compromised.

    28. Creator Don Reba on March 9, 2013

      Please, be careful to avoid the mistake of Mass Effect with your Legacy system. Mass Effect had special better endings for extraordinarily good and extraordinarily evil characters. What this meant in practice is that you had to pick your alignment before starting the game and then only making the choices consistent with that alignment throughout the game. It destroyed all freedom of choice in the game.

    29. Creator Don Reba on March 9, 2013

      > ten possible pairs, plus an eleventh for when no two reign supreme

      6 choose 2 = 6 * 5 / 2 = 15

      There are 15 possible pairs, plus a sixteenth for when no two reign supreme.

    30. Creator Frederik Vezina on March 9, 2013

      How about no voice acting whatsoever?

      Seriously. The game is supposed to be about the writing, and that stuff affects writing in bad, bad ways. It forces everyone to avoid saying the player's name, for one thing. And it leads directly to a less adaptive script and conversation engine, because each version of each line would need to be recorded separately, so you end up with stuff far more generic than you'd like.

      No, turning voices off will not restore dialogue to what it could have been.

    31. Creator Chad Swenson on March 9, 2013

      I will echo ghostdog's comment in that I would love to hear Michael T. Weiss's voice acting in this game in a major role.

    32. Creator Casey Brooks on March 9, 2013

      Can Morte please make at least a cameo? I know this isn't a sequel or anything but Morte was a great flavor character in PS:T, and referance or something would be awesome. Maybe Morte had some kind of offspring or a cult named after him...

    33. Creator William Shuster on March 9, 2013

      Bon Scott will truly be the greatest companion.

    34. Creator Torment- The Enduring Exile on March 9, 2013

      FULLY VOICED COMPANIONS.

    35. Creator ghostdog on March 9, 2013

      Please bring in Michael T. Weiss for voice acting. He did a fantastic job voicing TNO. His voice is iconic for the franchise.

    36. Creator Velijan on March 9, 2013

      The whole cult dynamic sounds really compelling. Discovering ways to manipulate them could make for a great mechanic. This is really could be the most nuanced story ever told in the medium. I'd normally be a tad skeptical of these kinds of claims, but if there's anyone out there who I'd bet on pulling it off it's you guys.

    37. Creator Shawn Jackson on March 9, 2013

      I liked the sword singer in the second edition elf book.

    38. Creator Raith_Sienar on March 9, 2013

      Wait... why is the Complete Book of The Elves from 2nd Edition bad? I had it and I remember liking it.

    39. Creator vodevil01 on March 9, 2013

      Truly marvelous soundtrack theme, Mark :) U are as always the best :)

    40. Creator East Chao on March 9, 2013

      I'd also like the wallpapers w/o the text tag (and the one with the glacier -- although, I don't remember if that was a Numenera graphic or a Torment graphic).

      I may be in the minority but cults and more companions aren't compelling. I would prefer a bigger world to explore that was more reactive to actions. Most games like bg2, and to a lesser degree, even Torment, had too many party members and I never got to them.

    41. Creator Wyatt on March 9, 2013

      Lots of legacies and a significant, diverse impact of player choice on game events: Awesome. But it sounds like big chunks of content will require several replays to access. Will the differences be big enough that playing through the game 11+ times will be worth while? Or will they be subtle enough that one or two plays-through followed by a youtube marathon of the other endings will catch most of the big differences?

    42. Creator Johan V. Damgaard on March 9, 2013

      "What would it take to get those wallpapers WITHOUT the big, unsightly text stamp in the corner? Text on wallpapers is bad."

      I agree 100 %, please give us wallpapers with no text or logo or other things that stand out and take away from the original art.

    43. Creator Zombra on March 9, 2013

      Also, I'm delighted to hear about the muliplication of Legacies, making the game much more reactive to how I play. (I'm sure you'll hit $3M.)

    44. Creator Zombra on March 9, 2013

      What would it take to get those wallpapers WITHOUT the big, unsightly text stamp in the corner? Text on wallpapers is bad.

    45. Creator Kyle C. Rybski on March 9, 2013

      It's wonderful to hear Mark Morgan again!

    46. Creator Wojciech on March 9, 2013

      OST will be worth those 20$.

    47. Creator Gatt on March 9, 2013

      @Dracogen

      Thank you for your generosity!

    48. Creator vodevil01 on March 9, 2013

      Mark Morgan's Theme is fantastic! As always :D Love his sounds, always gave be the creeps back in Fallout 1/2 and P:T !

    49. Creator JimH42092 on March 9, 2013

      "Companion #7

      We’ll add another surprise companion, bringing the total to 7. You want blood? You’ve got it."

      Wonderful, I can't wait to add Bon Scott to the team.