Share this project


Share this project

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

Updated our Journal (17): Our Heartfelt Thanks

Posted by inXile entertainment (Creator)

TL;DR: Thanks!, what's next, and the stronghold we didn't reach.


All of us made history yesterday, reaching a new record for the most funded video game on Kickstarter! Thank you so much for your support, both through your pledges and through your spreading the word to others.

We had 74,405 backers on Kickstarter, raising $4,188,927. As of midmorning yesterday, we had about 2K backers and $127K through PayPal. In the last day, we reached the two major Stretch Goals at $4M and $4.25M, and also the 12th Fathom, and we’re thrilled to be able to add these aspects to Torment!

Thanks also to everyone who came to the party yesterday (either in person or virtually). In case you missed it, you can view the video at, though we plan to edit into it into a more focused video sometime in the future.

So, What’s Next?

Colin and I are meeting today and tomorrow to plan the next steps before he returns to Michigan on Monday. We’ll send an Update on Monday with the final totals and some additional information about add-ons and the PayPal store. As before, the majority of the team at inXile HQ continues to charge forward on Wasteland 2.

Meanwhile, after a short break to recover from the intense past couple months, our Torment pre-production team will be moving ahead. We’ll be looking at the gross total of funds raised and determine how much we project for the development budget (i.e., taking into account the fees and costs of physical goods and fulfillment). Over the upcoming weeks, we’ll be developing our plan for Torment and better establishing the scope of the game. Meanwhile, we’ll also be working more on the creative and design aspects of the game, in preparation to fully engage the writers later this year.

Stronghold and the $4.5M Stretch Goal

We don’t have the final PayPal numbers yet, but we expect to be far short of the $4.5M Stretch Goal. (While Torment’s budget will be bolstered by the generous $200K total in contributions from Brian Fargo and Steve Dengler (@dracogen), these aren’t included in the Stretch Goal calculations. The Stretch Goals were set with these contributions already considered – that is, the $200K sum didn’t apply to determining whether or not we reached any given Stretch Goal. But all of it will be applied to creating a better game and help counterbalance the impact of fees and dropped pledges.)

Many backers have asked about the “Stronghold” that was at the $4.5M Stretch Goal, however. At your request and suggestion, what we’ll do is allow all PayPal contributions through the end of April to count toward determining whether or not we reached this goal. On Monday, we’ll tell you exactly how far we have left to go and through the end of the month we’ll provide more frequent updates on tumblr and Facebook about progress toward that $4.5M goal.

If we do make it by the end of April 30th, we’ll declare that final Stretch Goal achieved! In this case we would include the Stronghold, designing it to fit the flavor of Numenera and to fully support Torment’s themes and narrative.

We cannot say enough how much we appreciate your support. We are very much looking forward to creating Torment: Tides of Numenera for you. You have made this game possible.

Thank you,

Kevin Saunders
Project Lead

Terrance Nelson and Minimage like this update.


Only backers can post comments. Log In
    1. Missing avatar

      Frakked on

      I'm a bit concerned about release date... SC will be arriving about the same time.

      (I find it ironic since it was through SC that I discovered Torment)

    2. barbarian_bros on

      RPG lovers, please consider backing the Larian Studio KS for their new 'divinity' game :
      Divinity Original Sin :

    3. S.D. on

      @Tech: Yeah, definitely a "+1" (assuming this game turns out heartbreakingly awesome) to Torment 3 in another setting. Also "+1" to a non-Torment game set in Numenera as well. There are tons of awesome options here!

    4. ThomasN on

      sth128: 8 years is nothing. I saw previews of Deus Ex 12 years before it came out.

    5. J. "Tech" Priest on

      Heh, I remember joking (sorta) to Brian Fargo (in the comments I believe) that it would be awesome if this campaign made 500 percent.. You know what number that would've been... 4.5 million ... o.o

    6. J. "Tech" Priest on

      That was also on my mind about other Torment worlds/planes. I just stopped there as I felt I talked enough :P.

    7. Duskwind on

      @Kaeroku - it was included in the stretch calculations: "we've got $200k from Brian and Dracogen; how much extra do we need from Kickstarter to be able to afford X, Y, and Z?"

      @Tech - I'd rather see additional unrelated Numenera games, and maybe another Torment in an entirely different setting some way down the track.

    8. J. "Tech" Priest on

      As of 4/8/13 - Final Combined Total: $4,368,927
      We are $131,073 from the 4.5 million goal with the last known Paypal at $180,000.

    9. J. "Tech" Priest on

      Some games can lend themselves to expansions/sequels much better than others.

      I do not know what kind of story planning inXile has done for Torment. Some games are better if the story doesn't leave a cliffhanger. I don't know if I want a cliffhanger for Torment. I rather it fully explore the question "What is one life worth?" in one game instead of spread out over 2 or several more.

      The game really hinges on how well the story hits the player. Story heavy games can become difficult to write for after the first one. You've explained a lot of lore, characters, the world, etc. How do you surprise players in another Torment? Now if it does well financially I think it would deserve a sequel so it could explore a different facet of the Numenera Worlds that Monte Cook created.

    10. Missing avatar

      Kaeroku on

      I think it's a shame the bonus cash from "pledge matching" isn't included in the stretch goals. You guys still get the cash, and our pledges went towards ensuring you actually earned it. Can't help but feel that's a bit wrong.

      I know, I know, the game is going to be great and all... but since the additional funding is a direct result of KS contributions, it really ought to be included in the stretch calculations =/

    11. praguepride

      Open up a new KS just for strongholds :D

    12. Missing avatar

      AstralWanderer on

      @Chris Segrove: "...why would you assume or even want InXile to have an expansion planned?"
      I'm more asking than assuming, but given Obsidian planned (and offered) a sequel for their Project Eternity KS, it doesn't seem out of order for InXile to do something similar - and given the popularity of this KS (and the original Torment game) it would seem strange not to have expansion plans in mind.
      @Quantomas: "The stronghold would probably not be a seat of power, but rather a unique place..."
      It could certainly be that, but it needn't be a fixed location at all - consider the Anarchist faction in Torment who, while they do have a fixed location in the game, also have to keep moving to evade the other factions. The ideal to me would be something that adds a different element to gameplay - maybe resource/personnel management (as with NWN2's Crossroad Keep) or political maneuvering or large-scale combat. Any such addition though would really be a game in its own right, which is why I think an expansion may be the best way forward for it.

    13. Tiago Morelli on


      Thanks, I'm glad you think the same way. I hadn't really thought about this before I started reading all these comments saying they shouldn't do it. I just want to leave one more idea about this. I don't agree on leaving out things just because "we" don't like the idea. Like I mentioned I don't particularly like crafting but hey, I play loads of RPGs that have it, and just don't use it as much as people who dig it. I'm not too thrilled about games that revolve around this, but with Torment I doubt this is the case, as for the "Stronghold".

      If implemented, I think the "Stronghold" scenario should have something for both those who embrace it and those who reject it. Having it should benefit the type of players who like having a base, training and recruiting warriors or whatever, and not having it should benefit the player who like having a band of adventurers traveling from place to place discovering new things or whatever. Also, as I mentioned, there can be other consequences, but these don't have to be "bad things". They should simply be different paths or challenges that are open to each players style. This way everybody gets more of what they want. How can anyone disagree?

    14. Missing avatar

      Quantomas on

      The stronghold would probably not be a seat of power, but rather a unique place; maybe something like Soulbringer, it's a 1999 game (vastly underrated) and it has the most intriguing home base I have encountered in a video game to date. Perfectly introduced and offering truly meaningful enhancements for your actions in the game.

    15. Duskwind on

      @Matt Burns - no, the backers aren't workers and don't own anything; the workers are the InXile team, and they own the project themselves rather than working to generate revenue for EA or equivalent. (Of course this probably breaks down if you look at how InXile operates internally; does Brian actually own InXile? I assume any profits will go to the owners rather than the workers)

    16. Missing avatar

      Chris Segrove on

      Honestly I'm not particularly excited by the stronghold idea, but the contract is out there now: people who donated above the 4.25M goal did so in the expectation of seeing a stronghold if the total got to 4.5M. It would be supremely unfair to those people to scrap the stronghold.

    17. Missing avatar

      Chris Segrove on

      @AstralWanderer why would you assume or even want InXile to have an expansion planned? Let's have a complete story all at once and then move on to something new.

    18. Missing avatar

      Matt Burns on

      @Duskwind: It's not any sort of communism/syndacalism/marxism... For starters, Kickstarter backers aren't workers, and second we don't gain part ownership of the project we're backing. We're simply donating financial capital. It's not even really an investment, since we have no expectation of a return other than (possibly) whatever pledge rewards might be offered.

      Kickstarter is just an alternative form of raising capital. It's a great example of the free market in action, but not necessarily capitalism (since capitalism, at least in its current form, isn't a free market).

    19. Missing avatar

      AstralWanderer on

      Just to add to the stronghold debate, there are plenty of alternatives to the "stone castle" (very well done in NWN2 in my view). Consider the original Planescape Torment game, if the Nameless One had the option to take over Pharod's scavengers, the Dead Nations (you actually can here, though it ends the game prematurely) or one of the factions (Dustmen, Godsmen, etc) and then had to compete with other factions and power groups. Done well, you have a new type of game focusing more on politics and power struggles.
      However this would involve a huge amount of work to pull off, which I would suggest could be left to an expansion - you *do* have one planned don't you InXile?

    20. Missing avatar

      AstralWanderer on

      @TheChosenOne: "As I said paypal does it to protect their customers which is simply a good thing...these are good projects and will (I asume) follow through on their promises but other sites/projects/people may not and thats why paypal freezes such accounts when a sudden influx of cash comes in..."
      But these projects weren't involved in anything dubious - if you read the Grim Dawn thread, Paypal simply decided that their business model was "too risky" and was not prepared to reconsider even after the 6-month suspension when they had no chargebacks reported. Making mistakes is unavoidable but not being prepared to acknowledge them (and offer redress) is arrogance and Paypal, based on these and other cases, clearly has that in spades.
      "...Money laundering, etc etc all happens and paypal tries to stay on top of such things."
      If there was even a question of money laundering, then law enforcement should have been involved. That Paypal chose to sit on the cash pile for 6 months (rather than reversing the transactions and returning everything) shows their main concern was to keep hold of everyone's money for as long as possible.
      "When you launch such a paypal setup you just need to be aware of that such a thing could happen."
      Agreed - hence the recommendation to offer alternate forms of payment like Amazon, Google, BMTMicro (which covers pretty much everything).

    21. Drake Warnock on

      @Kirtswall That is kinda my thought to. I was thinking that a big stronghold wouldn't really jive with the themes of the game. Like you said, though, it could come late in the game. They could even do something crazy like make the stronghold exist with the player character's mind somehow or something equally crazy. I mean we have the Castoff's Labyrinth so a mental fortress isn't entirely out of the question.

    22. Duskwind on

      @Grenville Wilson - sounds more Marxist to me, ownership of the means of production by the workers 8)

      @Kirtswall - the stronghold doesn't necessarily have to be secure and permanent for the entire duration of the game, though; it should be around long enough that you'll miss it if it's lost.

    23. Missing avatar

      Restless on

      I'd love to see the stronghold implemented, but to be honest, I'd rather have an expanded reactivity, length and depth first. But if we do reach 4.5kk, I don't see why both shouldn't come true =)

    24. Luis Felipe Garrocho on

      @sth128 That's not how it works. More money means more people being hired. If you have 472% of money, you can have more staff working full day shifts.

      The game will take a little more time to complete, of course, but not in that direct relation you mentioned.

    25. Missing avatar

      sth128 on

      Every stretch goal stretches the development time. Current budget stands at 472% of original, therefore the game will be released 472% later than the current projection of 1 year and 8 months.

      That means this game will come out in 8 and a half years. I suggest INXITE rename this game to "Torment Forever".

    26. Vortex - Syndicate?Satellite Reign 3.93 on

      I'm much more interested in the other stretch goal at 4.5m (length, reactivity etc) but seeing any additional contributions will count towards it is nice. Shouldn't be a problem reaching the 4.5m if we still advertise torment.

    27. Kirtswall on

      @ThomasN: I prefer the idea of a humble abode, a little burrow found in the area surrounding the Bloom and overlooking it, which is nonetheless private and near inaccessible to others, over a full blown stronghold, but I'm not going to judge the designers' visions ahead of time since they haven't presented it (attacking the idea of a stronghold simpliciter is likely a strawman in this case). Just a thought, but the stronghold might also be a better idea if it was only implemented late in the game, so you appreciate it and don't feel like an established, immovable fixture in the ninth world virtually from the beginning - as others have more or less said, the connotations of a stronghold seem at odds with the tenuous and dangerous existence you should be carving out as someone exploring the ninth world and its mysteries).

      @Rainmaker: I don't think they'd have chosen this setting if wasn't up to the job of delivering the experiences they want to give players (whether these are basically the same as those in PS:T, or similar but new and different). The things I've seen so far, like the Castoff's Labyrinth, suggest good things :)

    28. Sam on

      So many great things came out of this but the one thing I wish we had reached was the stronghold goal
      It was all I thought about since it got announced

    29. Silver on

      You're welcome.

    30. ThomasN on

      Housing is boring! Unlimited inventory ftw! I hope we reach 4.49Mil

    31. Missing avatar

      Grenville Wilson on

      @Jasper Wijga: It's a healthy example of capitalism as defined by economics ("private ownership of the means of production") though much more of the free market ("exchange of goods and services unrestricted by coercive force"). You'd be correct that it's not a good representation of the colloquial definition of capitalism - but as far as I can tell, that's a given since the common definition is "anything about my country's economic policy I don't like".

    32. TheChosenOne on

      @ AstralWanderer; Ofcourse I do. As I said paypal does it to protect their customers which is simply a good thing.
      In this case (both projects I backed and was aware of the problems they had) these are good projects and will (I asume) follow through on their promises but other sites/projects/people may not and thats why paypal freezes such accounts when a sudden influx of cash comes in.
      Money laundering, etc etc all happens and paypal tries to stay on top of such things.
      When you launch such a paypal setup you just need to be aware of that such a thing could happen.

    33. Jasper Wijga on

      @FaeTalan: I'd say kickstarter is a triumph of innovation and out of the box thinking. Saying that it's an example of healthy capitalism goes a bit far. Now EA, that's a good example of capitalism as practiced in our current day and age. Not too sure if it's healthy.

    34. Missing avatar

      Mebbo on

      Thanks to all the other supporters and to InExile for making a new Torment possible! Now the hard part will be waiting for the game to come regard of the stretched-stretch I have faith that even a player stronghold will be awesome; that given both the Numenera setting and the developer aim for the game...well we'll surely not receive a dumb cottage with a chest and no toilet, but a thing perfectly integrated in the game world and gameplay. Keep up the good work InExile!

    35. Rainmaker on

      I am really happy that game is happening, but one thing that bothers me, are limits of the numenera setting. Concept of science is magic for tribal people, seems awkward because you'll probably get what's really going on. And when i ask myself "Can things in PS:Torment be in tides of numenera?" i don't know how it can be interpreted. Pillar of skulls, pregnant streets, cities that fall into other planes, faith changing reality, afterlife of every beign, assimars, tanar'ri,baatezu... I really hope you make it equally mindblowing and i am wrong.

    36. Gianluca Ceruti on

      Arrrrrr!!! Thank You To you for givin us the chance to see the Torment Name once again in his wonderful style! and now, time to play Chosen One again, and again, and again :D

    37. Missing avatar

      Hmm-Hmm. on

      I wouldn't mind a stronghold as long as it fits the setting and theme of the game (I trust you guys), but I do certainly agree that I'd very much prefer a focus on the "Expanded Reactivity, Length, and Depth" over a stronghold.

    38. Aaron Alberg on

      Congratulations! You defeated Wasteland 2's total of $2.9 million and went on to knock out the title holder (Project Eternity's) total of $3.99 million. I can't wait to play this game and see it receive rave reviews in the tradition of Planescape: Torment.

    39. Pedro Ramos on

      Will add my voice to the opinion that the most exciting thing about the 4.5M stretch goal was the line about "Expanded Reactivity, Length, and Depth", NOT the line about the stronghold. If funding should be funneled anywhere, it's there. That's all that really matters in a game like this. Not a personal "home base".
      Won't complain if it's there, of course (it could turn out freakin' awesome), but the story comes first.

    40. Samael the Butterdragon on

      I think we should maybe get an update pitching the stronghold in theme, in a manner that fits the game, or else there might be a general disinterest in it. I'm in favour, if only because its "more stuff" in the game. Also increased reactivity is getting ignored - we get that, too, for any extra money we can get. Maybe play that up as well?

    41. Matt Price on

      "Just wanted to add my voice to those saying the Stronghold seems an awkward fit to the themes and focus of this game. It's really a power fantasy sort of thing, which is much more in the neighborhood of Forgotten Realms than the murky, introspective ruminating on loss, abandonment, and the consequences of one's existence, of Torment. And you know, Project Eternity is going for precisely that Hero's epic rise vibe, and they'll have a Stronghold! Sweet!
      I'm sure that with lots of careful design and iteration, this team could craft something which works with the story without distracting from the more essential tenets. It would have to be pretty clever though. Because a road which leads all players to a Stronghold, whatever form it takes, could risk detracting from the highly reactive and personalised legacy stories this game promises. My ideal scenario is that we keep raking in the pledges, falling just short of that goal and all the extra funds are rolled back in to enriching all the existing elements that will make this game truly special. By all means good luck to Team Stronghold though! :-)"

      Pretty much sums up my thoughts exactly. I don't see the need for a stronghold - it wouldn't have fit in with PS:T, and I doubt it will fit into T:ToN either. Torment isn't about an epic hero's rise - we have Baldur's Gate (and Project Eternity!!) for that. Torment should be a deep, personal journey of an outcast with no place to call home.

      In my opinion. Thank you Inexile for taking this project on! I cannot wait for this to come out.

    42. Missing avatar

      SlevinBE on

      "after a short break to recover from the intense past couple months". Not the first time I hear this, really looks like you guys are in crunch mode for a couple of months now.
      All I can ask myself is "why?". I know there is a projected release date for Wasteland 2, but it's not like you have to release right before Christmas like with publishers. And if things can't get done in time without crunching, just move the release date.
      As far as I understand when people go in crunch mode they will work harder so they will have more ours performed, so they earn more/day. So I'd rather have them to not crunch and have a healty life since it has absolutely no impact on the budget (it can even have a bad impact because more bugs slip in when people are tired), it will just take a little longer.
      Crunching is just bad company culture...

    43. JonNik on

      Strongholds make a lot of sense in huge open world games with an emphasis on crafting/survival aspects: i.e fallout 3 with the FWE mod (I wouldn't even bother with the game without this and several other mods indeed) as mentioned.

      I really don't see how it would add much to a game like torment. I would prefer any extra money to be put in further polishing each aspect of the game and adding depth. I am very happy with the 4.25 m goals, hell I was more than satisfied when we got the city :) That airship did sound very cool though ;)

      Anyways, congrats to everyone involved and make a great game for us!

      oh and do throw your faithful a bone in the form of some early underwater city concept and engine test when its ready will you ? At your own convenience ;)

    44. Missing avatar

      Psiwolf on

      @Fletcher They update us by email bud. ;)

    45. Missing avatar

      Zoltan Csukonyi on

      I hope after we seen many creative power, we can see good program, nice game balance, (almost) bug-free, heavily tested instruments and codes.

      As a backer, I'm not afraid to lack of ideas, cool events, designers, but I fear of lack of nice programmers, graphic experts, testers, backbone workers of all project, and well spended time and money.

      Thats the main reason i paid my money, I belive in great names, they can organize and fullfill all our desires and hope about great name and genre.
      I wish a good lack and hard effort about it!

    46. Fletcher on

      If possible i would like it if you could update us by more reliable means than tumblr or Facebook, where your posts are easily lost. Either here on kickstarter or perhaps in a blog on your website where content is more easily searched and found.

    47. Missing avatar

      dnorth on

      Darn it InXile, why did you had to release new stretch goals so late? :(

      We would've reached 4.5M goal if we would've had another day or two. :(

      At this point I doubt we're going to reach it through PayPal because most people think it's already over and some simply don't care about Stronghold. The last ones obviously have never played bard/mage/rouge in Baldur's Gate II.

    48. Missing avatar

      Psiwolf on

      To be honest, I don't even care whether the stronghold is huge or small or whatever, as long as I have a place where I can store my gear and have peace of mind knowing that it will be available to me whenever I go back there. That's it. quest hub or not, huge castle/fortress/stronghold or a little shack like the one in Megaton in Fallout 3, that's really all I want. It's a pain to be carrying around everything, especially if you have a limited inventory space. I just want a little personal space in the game to call my own.