Funded! This project was successfully funded on April 5, 2013.

Update #20

Updated our Journal (20): Some Stories

46 comments
1 like

TL;DR: $4.5M Stretch Goal reached; design update; job opening for an experienced programmer; Numenera preorder ends May 31st; new concept by Andree Wallin.

Hi Forgotten Ones,

It's been a while since we've sent out an official update, so we wanted to fill you in on various happenings over the last month. (You can follow our tumblr site if you're interested in more frequent Torment news.)

First, in case you missed Thomas Beekers’s tumblr announcement at the beginning of May, we did achieve the $4.5M Stretch Goal!

Despite a strong rally throughout April, the total by the end of the month was a bit shy of the $4.5M mark, at $4,428,365. Early in the Kickstarter, we stated that the additional $200K contributed by Brian Fargo (@BrianFargo) and Steven Dengler (@Dracogen) wouldn’t be applied to our Stretch Goal targets and totals because those funds were intended to buffer against the fees and dropped pledges. But when we received the final tally from Amazon Payments, we were pleasantly surprised at how low the percentage of dropped pledges was.

So our net funding was more than expected and we are going ahead with both the stronghold and the expanded reactivity, length, and depth. Thank you all – every Stretch Goal we set was met!

Design Update

We’ve been continuing our work on the design preproduction and want to share some of what we’ve been up to.

Combat

Since we announced the project back in January, Torment fans have been wondering what combat system we'd use. Would Torment be real-time with pause (RTwP) like Planescape: Torment, turn-based like Wasteland 2, or something else? We’ve explained our high level goals for combat, and how we felt multiple types of combat system could achieve them. (If you missed it during the Kickstarter, check out Tony Evans’s Tales of Torment video about combat.) We've explained that we plan to have the decision about the type of combat system through a discussion with you, our backers.

This combat discussion is something we’re curious and excited about, but it’s still months in our future. Combat design will be very important, but our current focus is on the aspects that contribute the most to conversation design and reactivity because figuring these aspects out is necessary for all of the writers to get to work. Combat is an important topic, just not an urgent one, and we’ll talk more about it soon as we’re ready.

We’ve thought a bit about how we’ll approach the combat discussion when the time comes. We are planning a staged approach over a period of a few weeks. First, we’ll present the high level designs for the systems we think would work best for Torment based upon all of the other design work we’ll have done by then. We’ll then create a separate, backer-only Combat forum on User Voice for the topic to be discussed. A bit later, we’ll open up “voting” on this forum – thereby giving everyone who is interested some time to read and think about the approaches, as well as the ideas and comments of other backers, before weighing in numerically. We’ll leave the forum open until any debate has stabilized - we don’t expect there to be complete consensus, but after some time the major points will have been made and we’ll have enough information to make our decision.

Some of you have expressed concern that a popular vote could override our judgment and lead to an inferior game. This is a valid concern, but we’re not going to let this happen. First, we’re not going to present any option that we feel would be tragic for Torment. Second, we won’t blindly look at the numbers and decide based on those. Ultimately, we’ll take everyone’s comments and ideas into account and make the decision that we feel will be best for the game. But, again, this will be some time in the future – after we have fleshed out enough of the more pressing design topics to give combat the thorough attention it deserves.

Story Outline (Colin McComb)

Kevin asked me to write a few words about the process of fleshing out the game's story, so here goes: It's fun!

I suppose technically that was only "a couple" of words, so I'll put down a few more. Without giving away any spoilers, here's how the process works. First, I sat down with the outline and bare bones that Adam, Kevin, and I had assembled before the Kickstarter (with the input of a few others; thanks, Nathan Long!) and started to get it into a more cohesive shape. Our first goal was a story document we could show to Brian Fargo and Matt Findley for their input. I… I overwrote a little. What should have been a 4-5 page document turned into 25 pages; the initial document turned into a bit of a brain dump with a lot of area ideas with less of a uniting framework.

In order to create a better focus, I took that document and re-emphasized the story structure, breaking the game apart into modules for design and thematic consistency, with a rough guide for how much content we were aiming for in each section. I put our main cast of characters up front, along with a quick sketch of their motivations and defining characteristics, and defined a little more about how we're going to pursue some of our mechanics (Tides, Legacies, and Meres, among others).

Then I sent the revised document around for high-level review -- Fargo, Findley, Avellone -- and I've gotten some excellent feedback from them on a number of more technical issues. I've been spending some time integrating those comments; they do nothing but enhance the story.

Right now I'm working on developing a flowchart for the main quest line. When this is done, I'll be breaking it into smaller sub-quests and helping to outline the module and zone design documents with Adam's help. I'm also developing a number of endings that will be appropriate for the Legacies of the game; because of the hugely iterative nature of game development, these endings will undoubtedly change, but they'll at least give us a target to aim for. Early on, we decided that we didn't want to have a "best" ending - we wanted every ending to be the best, most logical ending based on the way you've played the game.

Oh, and how could I forget the companions? I've got some quest arcs for the companions percolating, and I've heard from Pat about the character he wants to create… and is he ever excited for that. Chris and Nathan are both starting to get amped on some character ideas as well, so we'll be having some discussions about that shortly. We want to ensure that our companions are memorable, deep, and each with a hook that will make you want to explore their personalities. Having spoken extensively with Pat about his idea, I can guarantee that he's bringing something new and very, very different.

The best part about the process right now is coming up with crazy ideas and throwing them out for discussion. If, for example, I were to suggest that we have a worm that tears open the fabric of space when you eat it (perhaps a defensive mechanism on its home world?), we could have a lively conversation about how we'd use it in the game and how we'd implement it. We're not going to have that worm (probably), but we're very much at the stage where ideas like that are worth discussing. Creating the twists and turns that go into the plotline (as well as the narrative setbacks, the seemingly insurmountable challenges), developing strange but believable locations, populating the world with factions, cults, friends, enemies, allies, and foes… there are a lot of moving pieces that are going into creating Torment’s story, and I think you'll be happy with the end result.

Zone Design Documentation (Adam Heine)

As you’ve just read, Colin has mostly been working on the main story. Meanwhile, one of my jobs has been to figure out our design doc templates, along with standard definitions for terms like "area" and "module," so that we're all talking about the same things back here.

Because of our Mere design (as described in Update 6) and the decentralized nature of our writing team, one of the concepts we came up with is a Zone. A zone is a smaller collection of areas to be created by a single designer with about 20-40 minutes of gameplay. To use the original Torment as an example, if the Clerk's Ward was a module, then Ravel's Maze and the Brothel of Slating Intellectual Lusts would each be an example of a zone (with each loading screen inside those zones denoting an area). Colin will ensure the zones connect smoothly to the main storyline, so we can use this concept to split up the work in a way that makes sense, without ending up with a bunch of disjointed areas. Zones give us a degree of narrative freedom while maintaining consistency.

A perfect example of a zone are the Meres, self-contained vignettes (mostly) that add to the larger framework of the Last Castoff's search for answers. Kevin has asked Tony Evans and me to design example Meres. These example Meres not only test the concept of a zone, but they also allow us to figure out what needs to be in our design docs, to try out some of the tools we'll eventually use to implement the game, to test our initial ideas for things like conversation systems and the Tides, and to give us something to show the other writers so that when we say, "Hey! Design a zone!" they know exactly what that means.

In game development, the first areas you design are likely to be the weakest because you’re still figuring out the details of the game. Often they're scrapped or redesigned later in the project. So we’re not expecting these example Meres to end up in Torment. But we’re treating them as if they were real areas anyway because who knows? If they are good enough, they’ll earn a spot in the final game.

From the Depths Novellas (Adam Heine)

On top of that, we've had the five From the Depths novella authors start on their stories (Colin and Monte won't be starting theirs until much later). As we’ve mentioned before, not only does this get our heads in the world for when we start designing areas within the game, but it also helps us define the Tides better for all the designers.

So Mur Lafferty, Nathan Long, Ray Vallese, Tony Evans, and I have been spending part of our time writing synopses of our novellas for approval. This part is exciting as we envision ways to connect the novellas to each other and to the game. They won't all have strong ties, and you certainly won't have to read the novellas to understand any part of the game, but there will be common threads here and there that you’ll pick up on if you’ve read them.

Each of the novellas is focused on one of the five Tides, following the descriptions we gave you from Update 7 (with one exception: Nathan Long had an idea for Zelor's novella that was not only more awesome, but defined the Red Tide even better; we told him to run with it). The novellas take place centuries before the Tides of Numenera, and so form part of the lore of the world.

We're aiming to finish our first drafts over the next couple of months. But if you know anything about writing, you know there's even more months of work to be done after that, so don't expect the novellas for a while still.

Team Additions

As we mentioned in the last Update, the current team working on Torment is very small, focusing on the story and design while our production team (programmers, artists, etc.) is working on Wasteland 2. We will have some openings for Torment over the next few months, with the first being for an experienced programmer. If this may be you (or someone you know) and you want to move to southern CA and work on Torment, check out our job opening.

We’d also like to introduce another of our writers, Natalie Whipple. She was discovered by Adam, who writes:

“I know, I know. More writers, right? But every writer means more reactivity and more content for the production team when they move onto Torment. It's gotta start somewhere. I've been a fan of Natalie’s science-fiction and fantasy writing for a long time and have even been lucky enough to critique a few of her works. Her stories are hugely imaginative, and she has a unique voice that's memorable and intriguing. Her debut novel, Transparent, was released just last week and her second will be out next year. Transparent is a science-fiction novel for young adults that is something of a cross between the X-Men and the Godfather. It’s a story about an invisible girl who works for her father, Vegas's biggest crime lord – at least, she does until her father pushes her too far and she goes on the run.

When Colin and I were talking about writers who would be good for this project, Natalie was one of the first I thought of. After reading her stuff, Colin agreed she would be a strong addition to our existing voices. Obviously her style and tone for Torment will be different from her debut novels, since the audience (and medium) is different. She’ll begin contributing to Torment later this year after we’ve set up our story and design guidelines.”

Ideas and User Voice

Our Torment UserVoice Game Ideas forum is fast closing in on 1000 ideas. We’re still getting a steady influx of ideas every day and look forward to more detailed suggestions as we reveal more of the game. If you’re looking to get your ideas to us, the UserVoice forum is by far the best place to go. We check it multiple times a day, keeping an eye on new, hot, and top ideas, and have regular internal discussions about the best and most-voted ones.

One thing our regulars may notice is the addition of a new status, “seen.” Seen was added for sorting and clarity purposes, and is used when no other tags really apply. This also helps alleviate some of the confusion caused by the “considering” tag, as considering can mean we’re open to some parts of the ideas but also sometimes means we’re not really seriously considering implementing all of it.

(We still do plan to set-up a more traditional Torment forum in the future.)

Recent Interviews and Q&As

With the Kickstarter campaign over, we’ve been shying away from most interviews so that we can focus on the game’s preproduction. But we had several articles that were already underway and have been finished over the last month.

Here’s an article written by Ian Miles Cheong, who interviewed Colin McComb as part of the Game Front 1-on-1 series talking about various aspects of the game and setting.

Colin was also recently interviewed by grotsnik of the RPG Codex and answered a variety of questions about our design plans for Torment.

Though not exclusively Torment-related, RPG Codex (Zed) also interviewed George Ziets recently, where he talks about writing for games and several of his past and present games.

And here is a brief Q&A response from Colin about conversations, recorded on April 4th when he was en route to southern CA for the Torment Kickstarter closing party and post-Kickstarter planning meetings.


Finally, Colin and Kevin have answered a few FormSpring questions over the last month as well, and a summary of those is on tumblr.

Numenera Preorder Ends Friday!

The first two books for the Numenera tabletop RPG are on track to be out this August. For those of you who have either the Numenera Corebook or Numenera Player’s Guide in your pledge Tier, you’ll receive these rewards as part of this initial Numenera release.

If the Numenera books aren’t part of your Torment rewards, you can preorder them through the Numenera website. If you preorder either printed book, you’ll receive an ebook version for free. (These will be in PDF format and normally sell for $20 for the Corebook and $8 for the Player’s Guide). The preorder will end this Friday, May 31, so if you want to take advantage of these specials, now’s the time!

The Corebook is a 416-page full-color hardcover rulebook and setting guide, and it’s a primary reference for us in the design of Torment’s locations, characters, items, and rules system. (It doesn’t talk about the Tides and Legacies, as those are extensions we’re creating specifically for Torment.) Much of Torment will take place Beyond the Beyond, but we’ll be visiting some locations discussed in the corebook as well. It’s $60 (plus $10 S&H in the US or $20 internationally).

The Player’s Guide is a 64-page softcover book that provides a brief synopsis of the rules and setting. It contains the essentials from the Corebook that a player needs to understand to jump right into the tabletop game. It’s $20 (plus $5 S&H in the US or $10 internationally).
If you don’t pick these up via preorder (or through a pledge Tier), you can order them in August – make sure your local gaming store is set up to receive it!

New Concept (and Wallpaper)

And finally, we have a new concept by Andre Wallin that shows another of Torment’s exotic locations. Titled Before the Fall, it’s available as a wallpaper from our website.

João Varandas likes this update.

Comments

    1. Squirrel.small

      Creator ThomasN on June 2, 2013

      Please.

    2. Squirrel.small

      Creator ThomasN on June 2, 2013

      Cool that you are in an airplane and we have to read scrolling titles. Next time transcribe that to text only and just paste it here.

    3. 20120730_132133.small

      Creator KinnArchimedes/@Bland_Boy on June 2, 2013

      Found the answer. Tis a yes. hoho!

    4. 20120730_132133.small

      Creator KinnArchimedes/@Bland_Boy on June 2, 2013

      So are we getting shipped th corebooks/players guides at ToN's release, or when the rulebooks themselves are released?
      I'd gladly pay some money for shippin if it meant getting these particular rewards sooner.

    5. Silver.small

      Creator Silver on June 1, 2013

      Good update - looks like there are some corebooks to sign before shipping them out in August then. ;)

    6. Mi.small

      Creator Rinu on May 31, 2013

      "Some of you have expressed concern that a popular vote could override our judgment and lead to an inferior game. This is a valid concern, but we’re not going to let this happen. First, we’re not going to present any option that we feel would be tragic for Torment. Second, we won’t blindly look at the numbers and decide based on those. Ultimately, we’ll take everyone’s comments and ideas into account and make the decision that we feel will be best for the game. But, again, this will be some time in the future – after we have fleshed out enough of the more pressing design topics to give combat the thorough attention it deserves."
      I'm VERY glad to hear that. It's actually my biggest concern regarding any Kickstarter that a part of game becomes a fanfic. Thanks.

    7. Esteren_backer9_jpg_640x860_q85.small

      Creator Aaron Alberg on May 31, 2013

      Again, I say kudos for stepping up and applying the additional $200K contributed by Brian Fargo and Steven Dengler to reach $4.5M mark Stretch Goal!

    8. Avatar.small

      Creator dONALD Blood on May 30, 2013

      I know I'm pushing the limits here, but I would love to have a blue-orange coloured wallpaper. Sometimes. Later. Whenever you feel you have the time. :D

    9. Profilepicredux.small

      Creator John Fogarty on May 30, 2013

      @meganothing dread hamster of torment

      If you think that's bad, read up on when 'Edge Games' tried to sue EA over 'Mirror's Edge'. Or the 'Elder Scrolls' vs. 'Scrolls' debacle. There's a bunch of similar ridiculous legal cases out there that I suspect Brian was trying to avoid.

      And of course, Paris Hilton once tried to own the phrase 'That's Hot'...

    10. Nexusavatar.small

      Creator Theobeau:OOoE\Mad man with a box/Exiled on May 30, 2013

      Thank you for the detailed, interesting update though tumblr (now Yahoo owned) version has even more detail.

    11. Img_0282__square2__800x800.small

      Creator Adam Heine on May 30, 2013

      John Fogarty wrote: "Man, copywrite law is *dull*..."

      This is true.

      @Jan: You will be able to manage your pledge for a while here: https://torment.inxile-entertainment.com/store. Later on, you'll be able to purchase some items from our store, but I don't know which items or for how long. It's possible the novellas might be exclusive to our store for a limited time. Maybe Thomas Beekers can give you more info.

    12. Fb_profile_picture.small

      Creator James on May 30, 2013

      Can't wait to see the Numenera stuff!

    13. Fb_profile_picture.small

      Creator Jean-Baptiste Scref on May 30, 2013

      "The first two books for the Numenera tabletop RPG are on track to be out this August. For those of you who have either the Numenera Corebook or Numenera Player’s Guide in your pledge Tier, you’ll receive these rewards as part of this initial Numenera release."

      Does this apply to the signed Corebook and Player's Guide included in the $500 and above tiers ?

    14. Img_0633.small

      Creator meganothing dread hamster of torment on May 30, 2013

      @John Fogarty,Adam Heine: "purchase the licence"="buy the licence"="licence". We both never meant that there was a property transfer involved.
      But thanks for the clarification that they really had to spend money on the "Torment" name. That part of the law is somewhat understandable (obviously it was worth something as inXile did spend money for it) and infuriating (even our language is already parcelated and tagged with a price) at the same time

    15. Missing_small

      Creator lfsim on May 30, 2013

      :( yes.. every time I read about writers of sci-fi for young adults being involved in Torment, my stress levels increase. Is their involvement a comment on the target audience for the game, or on our intelligence levels?! Bring in hard sf writers instead !!

    16. Fb_profile_picture.small

      Creator Maciej Stańczyk on May 30, 2013

      'Transparent is a science-fiction novel for young adults that is something of a cross between the X-Men and the Godfather.' - thank you, I'm sooooo convinced right now

    17. Missing_small

      Creator Jan on May 30, 2013

      Excellent update, thanks! I have a question regarding the Physical Novella Compilation. At the moment, I don't have the money to up my pledge from 20$ to 45$ in order to pledge another 40$ for the books + international shipping. Do you intend to set up a Torment fan shop where I can buy them separately... or can I buy them on amazon once they are released? Thanks

    18. Profilepicredux.small

      Creator John Fogarty on May 30, 2013

      @Adam Heine

      Hmm, wait a sec, so the implication behind the purchase of the TM, but not the IP would be that 'Torment' could literally be used solely as a title, and that any iconography associated with it could not be used? Interesting.

      Man, copywrite law is *dull*...

    19. Profilepicredux.small

      Creator John Fogarty on May 30, 2013

      @meganothing dread hamster of torment

      Actually inXile, or more specifically Brian Fargo personally, -did- have to purchase the 'Torment' licence as-per the US Patent Office (http://tsdr.uspto.gov/#caseNumber=85617632&caseType=SERIAL_NO&searchType=statusSearch). The Numenera setting was licensed, not purchased.

      I'm just curious as to what the purchase entailed, other than the right to produce 'Torment' branded games.

    20. Fb_profile_picture.small

      Creator Stephen York on May 30, 2013

      I don't know what the best combat system would be, but I really hope it focuses on supporting the story-focused nature of the game. All too often combat is so common in RPGs that we become desensitized to it, to the point where it no longer serves as a way to create emphasis in the narrative. That's fine for Serious Sam, but not for a successor to Torment.

    21. 2602947899e903a5a0d9551a0aa7453d_large.small

      Creator Hans Christian Nenseth on May 30, 2013

      Thanks for the nice and long update

    22. Marvin8.small

      Creator DeeK on May 29, 2013

      Nice update. Excellent news about the stretch goal!

    23. Streets_of_la_17.small

      Creator Nicholas Russell on May 29, 2013

      I appreciate you giving us a heads up about the combat decision and agree with where you stand here. I personally want to see how you handle conversations and other, non-combat interactions with the world first before making a decision as it’ll let me choose which combat option is more organic.

    24. Img_0282__square2__800x800.small

      Creator Adam Heine on May 29, 2013

      Re: High-res wallpapers. Unfortunately, releasing high-res versions for free would be unfair to those backers who paid for them as part of their rewards package. Sorry, guys :-( If you really want them, the high-res concept art and digital map are still available as an add-on for $4: https://torment.inxile-entertainment.com/store

      Re: Torment license. I *believe* what inXile has is the Torment trademark, not the IP, but don't quote me on that. We are licensing the Numenera tabletop game and the Ninth World setting from Monte (not buying; apparently there's a difference :-).

      Re: tumblr/twitter. Lots of folks don't follow every little tidbit we throw up other places (heck, even I forget to check the tumblr page). That's why we compile it all here for you in the KS update :-)

    25. Fb_profile_picture.small

      Creator Waqqas Hanafi on May 29, 2013

      That $4.5 million update sounds like a bunch of mumbo-jumbo to me. Increased depth and length would make sense if you guys were making a swimming pool.

    26. Riggo.small

      Creator Riggo on May 29, 2013

      Woot! Strongholds!!!!

    27. Fb_profile_picture.small

      Creator James Knight on May 29, 2013

      Am I the only person that refuses to get on tumblr or twitter?

    28. Img_0633.small

      Creator meganothing dread hamster of torment on May 29, 2013

      @John Fogarty: "since inXile bought the 'Torment' licence". The only thing inXile bought is the Numenera setting. Lets hope intellectual property rights don't get that far that you have to buy even single words.

    29. Missing_small

      Creator Ken Burwood on May 29, 2013

      Thanks for the update! Long indeed, but still enjoyed reading it. Beautiful wallpapers!

    30. Missing_small

      Creator Dor S on May 29, 2013

      *new desktop background* Glad to hear from you guys and how you're handling the decision on how to do the combat system!

      P.S: is the torment forum happening soon? I think it will spawn more ideas and deep discussions about the game then uservoice.

    31. Missing_small

      Creator Konstantinos Kazantzidis on May 29, 2013

      That wallpaper is beautiful. I love how some of the concepts have looked alien without feeling sci-fi, a very fitting setting for the existential journey I hope Torment will be.

    32. Missing_small

      Creator Zed, Backer of RPGs and Incline on May 29, 2013

      Glad to hear from the Torment team.
      I'm looking forward to the impending debate (debacle? ;)) regarding combat.
      Also, it's always a pleasure to see artwork from fellow swede André adorn a Kickstarter update. He's done some great artwork for both Wasteland 2 and Torment 2.

    33. Planescapetorment_i.small

      Creator Jekadu on May 29, 2013

      "Transcribed to codex" for a future title, perhaps?

      This was a nice, meaty update for someone who doesn't follow tumblr and can't be bothered to read every single article and interview out there. The link to the analysis of conversation systems was very interesting.

    34. 20130205_160206.small

      Creator Kevin B. on May 29, 2013

      1. Great update
      2. Before the Fall is Awesome.
      3. Colin staring at me in silence for a minute is little unnerving. ;)

    35. Missing_small

      Creator radioactivelullaby on May 29, 2013

      i wonder if the "before the fall" place will be the stronghold...

    36. Missing_medium.small

      Creator epmode on May 29, 2013

      It would be nice if those of us with Torment reward tiers that include physical versions of the Numenera books will also get PDFs... Has there been any official word on the subject?

    37. Stasisavatar.small

      Creator jorlinn on Linux on May 29, 2013

      First of all: thanks for the update!
      On the combat design, please make it so that a control (such as the space bar in Baldur's Gate-type games) can make you switch seamlessly between real-time and turn-based combat.
      that way you can let the AI of your characters handle fights against enemies that have become push-overs after you've progressed enough after giving the initial commands and keeping the tight control with ample time for thinking through your strategy for adversaries that are truly a challenge given the party's current level.

    38. Missing_small

      Creator Matt Lee on May 29, 2013

      The wallpapers are beautiful, and I'd like to use them on some machines that have very high resolution (2560x1440, and 2880x1800). Would you consider offering higher resolution images? Thanks!

    39. U68us.small_1_.small_1_.small

      Creator bloodraven43 tormented Weresheep on May 29, 2013

      fantastic but still tormented over the combat issue...but ill wait and see...I guess I haven't a choice in that matter anyways.....lol.....great update anyways...cheers

    40. Missing_small

      Creator Elliott on May 29, 2013

      Your "without logo" wallpaper has a watermark not present in the other "without logo" wallpapers. Mind removing it?

    41. Archlich.small

      Creator Eero Salonen on May 29, 2013

      Nice update, good summary of things told in other places and there was some brand new things too :).

      That space station? looks nicely alienic and exotic location, which I hope that it is place where we can get in the game.

    42. Kifo.small

      Creator Otto T M Tormented Ninja of the O-Order on May 29, 2013

      Oh My Science Before the Fall is incredible beautiful!

      It struck me silent for half a minute.

    43. Missing_small

      Creator CSDare on May 29, 2013

      Great update. Only one, hardcore nerd comment: I think they chose "slaking" for a reason, as it's so much sexier than "slating" ... *grin*

    44. Profilepicredux.small

      Creator John Fogarty on May 29, 2013

      Great - really comprehensive update guys!

      You know, I've been replaying 'Planescape' lately, and I was wondering...since inXile bought the 'Torment' licence...does that mean they also own the rights to the Symbol of Torment? Hmm...

    45. Yodtk.small

      Creator moozaad on May 29, 2013

      Nice update but can we get the wallpapers in 2560x1440 please?

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    ENLIGHTENED SCHOLAR - ALL DIGITAL - TRUE BELIEVER ============================= It is not too late to be a True Believer of Torment! This Tier includes a digital downloadable copy of Torment: Tides of Numenera DRM-free for PC, MAC OSX, or Linux. You'll also receive the Digital Game Manual in all its textual glory, as well as the Digital Strategy Guide and a Digital download of Colin McComb's Torment novella, which will tell a tale that is tied into Torment: Tides of Numenera and the Ninth World. This low price is only available to those who help fund. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You will also receive the Planescape: Torment Developer Retrospective, a series of dev diaries/blogs by more than a dozen PS:T developers, including Lead Designer Chris Avellone.

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    4303 backers

    PATRON OF THE ARTS - ALL DIGITAL ============================= Digital downloadable copy of Torment: Tides of Numenera DRM free for PC, MAC OSX, or Linux + Digital Game Manual in all its textual glory + downloadable DRM-free digital soundtrack by Mark Morgan (VBR, V0, or MP3 formats) + Digital Concept Art Book.

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    3503 backers Limited (1497 left of 5000)

    LORE ASPIRANT - ALL DIGITAL - TRUE BELIEVER ============================= It's not too late to be a True Believer of Torment! This Tier includes a digital downloadable copy of Torment: Tides of Numenera DRM-free for PC, MAC OSX, or Linux. You'll also receive the Digital Game Manual in all its textual glory. You'll receive the Digital Novella Compilation, which includes novellas penned by Colin McComb and Monte Cook, as well as the FROM THE DEPTHS collection - five interlinked novellas that tell the stories of legendary individuals, each of whom embodied one of the Tides. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NEW REWARDS: You will also receive the Planescape: Torment Developer Retrospective + the Digital Strategy Guide. Additionally, the Novella Compilation has been expanded from the original three novellas to seven.

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    10274 backers

    ALL ABOUT THE GAMES - RPG SPECIAL - ALL DIGITAL ============================= Two great RPGs from inXile for under the price of a single game! You'll receive a digital downloadable copy of Torment: Tides of Numenera and Wasteland 2, both DRM-free for PC, MAC OSX, or Linux. You'll also receive Digital Game Manuals for both.

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    2987 backers

    LORE SEEKER - ALL DIGITAL ============================= ALL Rewards from PATRON OF THE ARTS + Digital Torment Novella Compilation from members of the original Planescape/ Planescape: Torment team, Colin McComb, Adam Heine, and Ray Vallese. You'll also receive high resolution Digital Concept Art as our art team builds this incredible world.

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    1219 backers

    BOXED COPY - PHYSICAL GOODS ============================= BOXED COPY OF TORMENT: TIDES OF NUMENERA which includes Game DVD for PC, Mac OSX, or Linux + Printed Manual + Digital Copy of Game + Digital Manual.

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  • Pledge $75 or more
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    2315 backers Limited (185 left of 2500)

    NUMENERA SEEKER - ALL DIGITAL ============================= ALL Rewards from LORE SEEKER + Digital Copy of Monte Cook's Numenera Player's Guide and a Hi-Res Digital Map. You'll also receive Beta Test Access where you can experience Torment before it is released to the public. At this level, we include you in the credits (Oddity Level) along with the development team.

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    2203 backers

    LORE MASTER - ALL DIGITAL ============================= ALL Rewards from LORE SEEKER + Digital Downloadable Copy of Wasteland 2 (or additional digital copy of Torment: Tides of Numenera) DRM-free for PC, MAC OSX, or Linux and a Digital Map. You'll also receive Beta Test Access for Torment: Tides of Numenera where you can experience Torment before it is released to the public. At this level, we include you in the credits (Oddity Level) along with the development team.

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    1000 backers All gone!

    ODDITY COLLECTOR - TRUE BELIEVER - PHYSICAL GOODS ============================= Backer-Only COLLECTOR'S EDITION BOXED COPY which includes Game DVD for PC, MAC OSX, or Linux + Digital downloadable copy of Torment: Tides of Numenera + Classic Printed Manual + Cloth Map + Printed Concept Art Book + Audio CD Soundtrack from Mark Morgan + DRM-free digital soundtrack + Digital Concept Art + Digital Game Manual + Digital High Resolution Art + Digital Torment Novella Compilation + Digital Map. At this level, we include you in the credits (Oddity Level) along with the development team.

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    Add $18 USD to ship outside the US
  • Pledge $110 or more
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    2001 backers All gone!

    ODDITY COLLECTOR - PHYSICAL GOODS ============================= Backer-Only COLLECTOR'S EDITION BOXED COPY which includes Game DVD for PC, MAC OSX, or Linux + Digital downloadable copy of Torment: Tides of Numenera + Classic Printed Manual + Cloth Map + Printed Concept Art Book + Audio CD Soundtrack from Mark Morgan + DRM-free digital soundtrack + Digital Concept Art + Digital Game Manual + Digital High Resolution Art + Digital Torment Novella Compilation + Digital Map. At this level, we include you in the credits (Oddity Level) along with the development team.

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  • Pledge $125 or more
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    998 backers Limited (1 left of 999)

    NUMENERA SCHOLAR - ALL DIGITAL ============================= ALL Rewards from NUMENERA SEEKER + Digital Copy of Monte Cook's NUMENERA COREBOOK (FULL-COLOR, 416 PAGES). You'll also receive ALPHA SYSTEMS TEST and BETA TEST ACCESS for Torment: Tides of Numenera where you can provide feedback on some core systems of Torment before it is released to the public. At this level, we include you in a SPECIAL SECTION OF THE CREDITS (Cypher Level) along with the development team and INCLUDE YOUR NAME IN-GAME ON A TOMBSTONE (Be Dead and Remembered).

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  • Pledge $125 or more
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    1839 backers Limited (1161 left of 3000)

    ODDITY COLLECTOR 2 - PHYSICAL GOODS ============================= Backer-Only COLLECTOR'S EDITION BOXED COPY which includes Game DVD for PC, MAC OSX, or Linux + Digital downloadable copy of Torment: Tides of Numenera + Classic Printed Manual + Cloth Map + Printed Concept Art Book + Audio CD Soundtrack from Mark Morgan + DRM-free digital soundtrack + Digital Concept Art + Digital Game Manual + Digital High Resolution Art + Digital Torment Novella Compilation + Digital Map. At this level, we include you in the credits (Oddity Level) along with the development team.

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    Add $18 USD to ship outside the US
  • Pledge $130 or more
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    927 backers Limited (73 left of 1000)

    NUMENERA SCHOLAR 2 - ALL DIGITAL ============================= ALL Rewards from NUMENERA SEEKER + Digital Copy of Monte Cook's NUMENERA COREBOOK (FULL-COLOR, 416 PAGES). You'll also receive ALPHA SYSTEMS TEST and BETA TEST ACCESS for Torment: Tides of Numenera where you can provide feedback on some core systems of Torment before it is released to the public. At this level, we include you in a SPECIAL SECTION OF THE CREDITS (Cypher Level) along with the development team and INCLUDE YOUR NAME IN-GAME ON A TOMBSTONE (Be Dead and Remembered).

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  • Pledge $135 or more
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    383 backers

    ODDITY COLLECTOR UNLIMITED - PHYSICAL GOODS ============================= Backer-Only COLLECTOR'S EDITION BOXED COPY which includes Game DVD for PC, MAC OSX, or Linux + Digital downloadable copy of Torment: Tides of Numenera + Classic Printed Manual + Cloth Map + Printed Concept Art Book + Audio CD Soundtrack from Mark Morgan + DRM-free digital soundtrack + Digital Concept Art + Digital Game Manual + Digital High Resolution Art + Digital Torment Novella Compilation + Digital Map. At this level, we include you in the credits (Oddity Level) along with the development team.

    Estimated delivery:
    Add $18 USD to ship outside the US
  • Pledge $250 or more
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    499 backers All gone!

    CYPHER COLLECTOR - PHYSICAL GOODS ============================= ALL Rewards from ODDITY COLLECTOR + PRINTED TORMENT NOVELLA COMPILATION from members of the original Planescape/Planescape: Torment team, Colin McComb, Adam Heine, and Ray Vallese + HARDCOVER COPY OF MONTE COOK'S NUMENERA COREBOOK (FULL-COLOR, 416 PAGES) + PRINTED NUMENERA PLAYER'S GUIDE + DIGITAL COPY OF WASTELAND 2. You'll also receive ALPHA SYSTEMS TEST and BETA TEST ACCESS for Torment: Tides of Numenera where you can experience and provide feedback on some core systems of Torment before it is released to the public. At this level, we include you in a SPECIAL SECTION OF THE CREDITS (Cypher Level) along with the development team and INCLUDE YOUR NAME IN-GAME ON A TOMBSTONE (Be Dead and Remembered).

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    Add $18 USD to ship outside the US
  • Pledge $275 or more
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    889 backers Limited (111 left of 1000)

    CYPHER COLLECTOR 2 - PHYSICAL GOODS ============================= ALL Rewards from ODDITY COLLECTOR + PRINTED TORMENT NOVELLA COMPILATION from members of the original Planescape/Planescape: Torment team, Colin McComb, Adam Heine, and Ray Vallese + HARDCOVER COPY OF MONTE COOK'S NUMENERA COREBOOK (FULL-COLOR, 416 PAGES) + PRINTED NUMENERA PLAYER'S GUIDE + DIGITAL COPY OF WASTELAND 2. You'll also receive ALPHA SYSTEMS TEST and BETA TEST ACCESS for Torment: Tides of Numenera where you can experience and provide feedback on some core systems of Torment before it is released to the public. At this level, we include you in a SPECIAL SECTION OF THE CREDITS (Cypher Level) along with the development team and INCLUDE YOUR NAME IN-GAME ON A TOMBSTONE (Be Dead and Remembered).

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    Add $18 USD to ship outside the US
  • Pledge $350 or more
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    144 backers Limited (56 left of 200)

    NUMENERA HISTORIAN - IN-GAME CONTRIBUTION - ALL DIGITAL ============================= ALL Rewards from NUMENERA SCHOLAR + YOU WRITE AN ITEM DESCRIPTION AND HISTORY FOR IN-GAME ITEM (Oddity or Cypher) specified by the Torment team (content subject to approval by inXile and will be edited by Ray Vallese). You will be mentioned in the game credits ("Additional Design") that notes the item y ou chronicled. At this level, we include you in a SPECIAL SECTION OF THE CREDITS (Cypher Level) along with the development team and YOUR NAME AND EPITAPH will appear in-game IN THE VALLEY OF DEAD HEROES.

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    300 backers All gone!

    ARTIFACT COLLECTOR - SIGNED PHYSICAL GOODS ============================= ALL Rewards from CYPHER COLLECTOR + COLLECTOR'S EDITION BOX is SIGNED by Brian Fargo and the development team + PRINTED NOVELLA COMPILATION is SIGNED by the authors + HARDCOVER NUMENERA COREBOOK and NUMENERA PLAYER'S GUIDE is SIGNED by MONTE COOK + LARGE CLOTH WALL MAP. At this level, we include you in the extremely LIMITED SECTION OF THE CREDITS (Artifact Level) along with the development team and YOUR NAME AND EPITAPH will appear in-game IN THE VALLEY OF DEAD HEROES.

    Estimated delivery:
    Add $18 USD to ship outside the US
  • Pledge $525 or more
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    156 backers Limited (144 left of 300)

    ARTIFACT COLLECTOR 2 - SIGNED PHYSICAL GOODS ============================= ALL Rewards from CYPHER COLLECTOR + COLLECTOR'S EDITION BOX is SIGNED by Brian Fargo and the development team + PRINTED NOVELLA COMPILATION is SIGNED by the authors + HARDCOVER NUMENERA COREBOOK and NUMENERA PLAYER'S GUIDE is SIGNED by MONTE COOK + LARGE CLOTH WALL MAP. At this level, we include you in the extremely LIMITED SECTION OF THE CREDITS (Artifact Level) along with the development team and YOUR NAME AND EPITAPH will appear in-game IN THE VALLEY OF DEAD HEROES.

    Estimated delivery:
    Add $18 USD to ship outside the US
  • Pledge $750 or more
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    53 backers Limited (47 left of 100)

    DESIGN AN ITEM - IN-GAME CONTRIBUTION & PHYSICAL GOODS ============================= ALL Rewards from ARTIFACT COLLECTOR + YOU WRITE AN ITEM DESCRIPTION AND HISTORY FOR IN-GAME ITEM. Do you have an idea for an item in the game? That’s great! Following guidelines from the Torment team, you provide an idea for an item within the game. We’ll approve it, implement it, and Ray Vallese will edit it. We’ll also note the name of your item with your name under "Additional Design" in the credits along with the development team.

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    50 backers Limited (50 left of 100)

    DESIGN AN NPC - IN-GAME CONTRIBUTION & PHYSICAL GOODS ============================= ALL Rewards from ARTIFACT COLLECTOR + YOU DESIGN AND PROVIDE A NAME AND DESCRIPTION FOR A NPC. You’ll provide the name and description for a minor NPC for the game! We can’t guarantee this character won’t die a gruesome death, but think of all the great screenshots you’ll be able to take! We’ll need to approve the content, of course, and Ray Vallese will edit it. We’ll also note the name of your NPC with your name under "Additional Design" in the credits along with the development team.

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  • Pledge $1,000 or more
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    13 backers Limited (87 left of 100)

    LIMITED EDITION SIGNED PRINT - SIGNED PHYSICAL GOODS ============================= ALL Rewards from ARTIFACT COLLECTOR + receive a LIMITED EDITION TORMENT CONCEPT PIECE SIGNED AND NUMBERED BY THE ORIGINAL ARTIST.

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  • Pledge $2,000 or more
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    9 backers Limited (41 left of 50)

    LIMITED EDITION STATUETTE - SIGNED PHYSICAL GOODS ============================= ALL Rewards from ARTIFACT COLLECTOR + receive a LIMITED EDITION Torment: Tides OF NUMENERA BUST/STATUETTE OF AN IN-GAME CHARACTER (approximately 12 in. (0.3m)) SIGNED AND NUMBERED BY THE SCULPTOR.

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  • Pledge $5,000 or more
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    3 backers Limited (9 left of 12)

    LEAVE YOUR LEGACY - SIGNED PHYSICAL GOODS ============================= ALL Rewards from ARTIFACT COLLECTOR + CRAFT AN OBELISK FROM A LOST EMPIRE recognizing your greatness in the Valley of Dead Heroes. Work with the Torment team to choose the obelisk's characteristics and design, including the Tides represented by this momument to your future self. YOU'LL HAVE A DESIGN CALL WITH BRIAN FARGO AND TORMENT TEAM to discuss your obelisk + LIMITED EDITION Torment: Tides OF NUMENERA BUST/STATUETTE OF AN IN-GAME CHARACTER (approximately 12 in. (0.3m)) SIGNED AND NUMBERED BY THE SCULPTOR + LIMITED EDITION TORMENT CONCEPT PIECE SIGNED AND NUMBERED BY THE ORIGINAL ARTIST + your NUMENERA COREBOOK will be LEATHERBOUND and SIGNED BY MONTE COOK. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Should this Tier be SOLD OUT, then we will hire Mark Morgan to create an additional 10 minutes of game music. All will sing your praises!

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  • Pledge $10,000 or more
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    9 backers Limited (3 left of 12)

    ONE LIFE MATTERS - EXCLUSIVE LAUNCH PARTY AND MORE ============================= ALL Rewards from LEAVE YOUR LEGACY + DIGITAL OR HARD COPY OF EVERY INXILE GAME RELEASED FOR THE NEXT 10 YEARS + INVITATION TO EXCLUSIVE LAUNCH PARTY WITH THE TORMENT TEAM (must be able to arrange travel to Newport Beach, CA) + EXTREMELY LIMITED PERSONALIZED PLAQUE acknowledging your contribution. At this level, we include you (or your company) in the OPENING CREDITS.

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Funding period

- (30 days)